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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-04 21:16:19
I wasted several ours on this:

Bullet::Bullet(Spritesheet *sheet, etc, etc..){
   this->spritesheet = spritesheet;

Thats what i did today... wooo.
(C++, but still something i did today!)
2  Game Development / Newbie & Debugging Questions / Re: Creating a map like in banished on: 2015-01-02 20:31:10
If you want a 2dmap you simply go trough and decide what tile should be at what number, between this and that is sea tile, between these land, etc.
If you want a 3dmap you'll have a heightmap, use it to make the 3dmap.

3  Game Development / Newbie & Debugging Questions / Re: Creating a map like in banished on: 2014-12-27 22:11:56
Look around for Perlin/Simplex noise or Diamond-Square algorithm. Your answer most likely lies in there plus some sort of rivercreation. The voronoi-stuff isn't what you are looking for.
The guy behind Banished made some youtube clips during creation, probably speaks about map making in there, or in a blog-post.

As for language, Java is fine. C++ is used more because it lies in the history, they use it because they have used it before and don't want to spend time and money. It's great for games, but not an absolute must for games. In today's world with a lot of indies everyone is free to chose whatever, depending on what platforms they want to release on.
4  Game Development / Newbie & Debugging Questions / Re: 2D Random Map Generation: Where to start on: 2014-12-17 18:16:09
There are plenty of examples on google.
5  Discussions / Suggestions / Re: Ability to Remove a Medal on: 2014-12-11 21:45:31
Do people care about medals?

Do you care about getting recognized for an accomplishment?

Recognized? You mean feeling superior to other?
I am completly fine with someone saying "Thank you" if i have helped them, or told me directly that my ideas or whatever were good, instead of giving me some gamificationmedals.
6  Discussions / Suggestions / Re: Ability to Remove a Medal on: 2014-12-07 20:29:38
Do people care about medals?
7  Game Development / Newbie & Debugging Questions / Re: LibGDX & Tiled is stressing me out! on: 2014-10-28 09:23:31
You should stop and think if you really need it though, with procedural generation you won't get the same detail, I for one would want more detail in a platformer. Do you need procedural generation? Or does it just sound hip?
8  Game Development / Newbie & Debugging Questions / Re: LibGDX & Tiled is stressing me out! on: 2014-10-27 18:15:32
For platformer you could use those methods to make some landscapes, ups and downs and such. To make a mario out of it would be hard, you need to tackle the random generation with different methods, like creating parts and then randomly fitting them together. Atleast that's what i would think, never done or thought of doing any platformer though.
9  Game Development / Newbie & Debugging Questions / Re: LibGDX Tiled Collision on: 2014-10-27 17:53:10
Pasting my answer from your other thread here as well in case someone does a search looking for the same answer.

Follow dermetfans tutorial on LibGDX + Tiled collision.

Here his collision tutorial:

And the code:
10  Game Development / Newbie & Debugging Questions / Re: LibGDX & Tiled is stressing me out! on: 2014-10-27 17:50:17
I started working with making the maps procedurally, random, instead of having to manually make them, will suit my rts game more.
If you wanna give that a go look up some texts about Perlin Noise, Simplex Noise, Diamond Square(This one gave me the nicest result).

Here are some bookmarks i kept from jgo about that stuff:

Some other:

This thing is pretty awesome:
Gonna give that a try some day just for the heck of it.

Well, procedural generation is all the hype nowadays so you shouldn't have any problems finding tutorials for it.
11  Game Development / Game Play & Game Design / Re: Procedural cave challenge on: 2014-10-27 17:39:51
I found some cave generation stuff on this page:

Such as this:
12  Game Development / Game Play & Game Design / Re: Unlocking features of a game on: 2014-10-27 17:36:16
Players might get pissed off an not being able to use everything in the game. Tutorial stuff for new functions is only really needed at the beginning when you are totally new, let the user try the other stuff out themselves. I don't think i received a little tutorial on how to use the hookshot in zelda, or did i? Let them use trial and error.
13  Game Development / Newbie & Debugging Questions / Re: LibGDX & Tiled is stressing me out! on: 2014-10-27 17:31:20
I followed dermetfans YouTube-tutorials when i fiddled with libgdx and tiled, now i don't touch tiled anymore due to doing the maps procedurally instead.

Here his collision tutorial:

And the code:

And yes, there aren't much documentation, from the developers. They are usually busy developing, everything to use the library is in it. This isn't just libgdx and whatever, but true for unity and others, they usually give only the basics and then you have to learn on your own or from others who have learned themselves.
14  Game Development / Newbie & Debugging Questions / Re: What kind of game should a noob make for his first one? on: 2014-08-31 12:55:06
Space Invaders as many have said is a fine start.
It has many different things you can use for other games, you got movement, both yours by keyboard and enemy by code. You got shooting the same way. If you go basic SI you got your cities which have 'health' and different sprites. You got sound. And it is easy to improve of the game, animations, different weapons, powerups, you can make it a sidescroller, etc etc.
Same is true for many of the good old classics, they are simple, but allow for 'endless' improvements. My first game was Asteroids, improved it with resource management and stuff, different asteroids, drop different resources, and so on and you could upgrade and buy stuff.
15  Game Development / Newbie & Debugging Questions / Re: How to get if image is touched and not the background? LIBGDX on: 2014-07-30 08:29:17
I think he is after a more advanced collision detection, one that counts the hound as a round blob within a square(the 'background'?). No?

If not, then you can just create rectangles over the image, then use the .contains() on it?
16  Discussions / General Discussions / Re: What? Your game isn't a pixelated retro masterpiece? on: 2014-07-21 10:10:44
I think you are all missing the point. All you think of is when the pixel art succeeds in delivering a positive picture of the game world. That is hardy the case in every game with pixel graphics. When the 'artists' try to use as few pixels as possible, as opposed to as getting as much detail as possible into few pixels, then the result will be crap. The art style also have to fit the game. Sure, its all about nostalgia, looking retro, etc etc, but when most fail at this it's just a big bore and lets me think that i shouldnt even bother spending time looking at the fiftyeleven different pixelgames released.
17  Discussions / General Discussions / Re: What? Your game isn't a pixelated retro masterpiece? on: 2014-07-18 14:45:43
Sorry for double-posting, but different message.

There is a difference between real projects and these learning projects. Keep in mind that learning the difference between what the people care about and what not is also an important lesson in game development.
Making these games is good for learning how to actually get a program to run. And also to learn that learning game design is also important.

I am talking about the huge influx of released indiegames on steam and all the other markets. I myself use very simple graphics in my games, since i havent released them, but i know that they are just temporary. But soooo many of the released games use graphics that keeps you thinking, what the heck were they thinking of? Using pixel graphics because they think its cool, without understanding what it is. They want it because they have smoked themselves high on 'lol retro' and 'graphics isnt everything, lol'. pixel graphics is all fine, but not when you try to use as few pixels as possible, with the result that you cant see what anything resembles, but hey, remember, 'retro, lol!', 'graphics isnt everything, lol!'.
Retro games had to get as much detail as possible in little space, while todays 'artists' think they can be just as good, but by removing as much detail as possible. Its a very different result.
18  Discussions / General Discussions / Re: What? Your game isn't a pixelated retro masterpiece? on: 2014-07-18 13:55:46
I hate it. It's like they dont even bother. 'lewl! Lewk at my pixuls! Me soo good! Grafiks not evelyfing!'

Grafics arent everything, but it should still be there, and it shouldnt look like its been made by a 14 year old little tit that thinks he knows everything about it. I dont even bother looking at games which use such graphics, if they cant spend the time on their game, then i draw the conclusion that even the creators themselves think its shit.

Oh yea, and the 58 thousand tower defence games out there... seriously, do something else, aaaaand ofcourse the other 108 thousand minecraft and terraria clones.

The indies are killing themselves from within.
19  Game Development / Game Mechanics / Re: Procedural City Street Generation Using L-Systems on: 2014-07-13 22:19:44

More stuff here, even making the houses;

20  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JRebel on: 2014-06-18 13:27:37
And whats the difference from Eclipse?
21  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles - Top Down Survival Mayhem! on: 2014-05-25 10:10:48
This looks awesome, nice graphics.  Smiley
I too is working on a top down strategy game.
22  Game Development / Newbie & Debugging Questions / Re: LibGdx Entity error on: 2014-04-08 20:12:28
Make sure the texture is actually there?
23  Game Development / Artificial Intelligence / Re: Pathfinding efficiency on: 2014-03-21 05:07:44
Haven't read everything, but if you think it is looking trough too many nodes and taking too long, try looking into Jump Point Search.
24  Game Development / Artificial Intelligence / Re: A* trouble on: 2014-03-15 23:12:02
Like i said, the map is created out of an array, which decides what tiles go where.
The problem arises when the tile array, lets say its 512x512 tiles large, which makes the map 512x512x8 pixels large.
One problem is that the algorithm has problems when going between the two, the second is the bad movement, the entity going to the "0,0 position" on each tile.
25  Game Development / Artificial Intelligence / A* trouble on: 2014-03-15 15:30:45
I am having some troubles getting my A* algorithm working correctly, or rather, implementing the path on my entities correctly.

I have successfully implemented this code into my game, it gets a path that avoids mountains and lakes.

The problem starts when i want my entity to follow the path. My map is made out of 8x8 tiles, and the algorithm calculates the path according to the map array, which makes the path 512x512 pixels large, instead of 512x512 tiles large.
This creates a problem;
I am not able to create a path to anything outside a 512x512 pixel area on the map, since otherwise it would be out of bounds, i have tried to fix this problem, but dunno if its a correct way.
The unit does follow the path correctly, if i paint the path up, and then enlarge it over the map it is correct.

I have tried to fix the problem by making the algorithm to work with tiles by dividing the target x/y by 8, thus getting the position in tiles. Doing this f*cked it up though, so probably i have missed something somewhere.  But my question is, is this the right way of doing it? The point is that i also want the units to walk pixel by pixel, but the a*star guides i have seen all goes by tiles, i dont think making a gigantihumongous array with every pixel on the map is a sane way of doing that.

The game i am trying to make is RTS, but the only tile based stuff on it is the map, think age of empires.
26  Game Development / Articles & tutorials / Re: Wondering how to use JarSplice? This is the thread for you! on: 2014-03-04 12:21:57
If there is more functionality in JarSplice maybe you could add some text about that? Would be nice to know what i am 'missing out' on if i only use eclipse.
27  Game Development / Articles & tutorials / Re: Wondering how to use JarSplice? This is the thread for you! on: 2014-03-04 00:50:44
Why not just put the libraries in the jar with eclipse? Works just fine.
28  Discussions / Business and Project Management Discussions / Re: RTS Programmers WANTED! on: 2014-02-20 00:11:25
Good looking graphics.

I myself is underway of making a RTS., havent gotten far with it yet though.
Like the other guy said, more info would be nice. I think it would be hard to work on something if you don't 'feel' with the game.
29  Game Development / Newbie & Debugging Questions / Re: [SOLVED] Tile mapping on: 2014-02-20 00:08:42
Or you can just set a scanner to use comma as delimiter?
And you don't really need the line == null stuff either?
30  Games Center / WIP games, tools & toy projects / Re: eXo - snappy space strategy on: 2014-02-18 14:57:23
Looks a lot like Euflora?
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