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1  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?
2  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.
3  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.

@Sabomoth:
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.
4  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.
5  Game Development / Game Mechanics / Re: Procedural City Street Generation Using L-Systems on: 2014-07-13 22:19:44
http://www.acc.umu.se/~antonh/tmp/p301-parish.pdf

More stuff here, even making the houses;

http://pcg.wikidot.com/pcg-algorithm:city-generation

6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JRebel on: 2014-06-18 13:27:37
And whats the difference from Eclipse?
7  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.
8  Game Development / Newbie & Debugging Questions / Re: LibGdx Entity error on: 2014-04-08 20:12:28
Make sure the texture is actually there?
9  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.

http://harablog.wordpress.com/2011/09/07/jump-point-search/
10  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.
11  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.
http://www.cokeandcode.com/main/tutorials/path-finding/


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.
12  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.
13  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.
14  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.
15  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?
16  Games Center / WIP games, tools & toy projects / Re: eXo - snappy space strategy on: 2014-02-18 14:57:23
Looks a lot like Euflora?
17  Game Development / Newbie & Debugging Questions / Re: LibGDX quest log display? on: 2014-01-28 19:15:48
TWL is what you need.
http://l33tlabs.org/


I havent tried it myself, but it seems totaly awesome. Though i heard it was a harder then the other GUIlibrary, Box2D i think it was called?
Check both of those.
18  Games Center / Cube World Projects / Re: How to add noise on: 2014-01-09 20:29:01
How do you create your map? The map array is what contains the data that will be rendered as your map. For example an array of floats with the values -1 to 1 as described below. You then tell the game to go trough every single post in the array and render all numbers between lets say -1 to -0.40 as a dirt block, -0.40 to -0 as grass, etc etc.
19  Games Center / Cube World Projects / Re: How to add noise on: 2014-01-09 17:02:05
http://www.java-gaming.org/topics/generating-perlin-noise/31605/view.html
http://www.java-gaming.org/topics/libgdx-2d-top-down-procedurally-generated-terrain/30281/view.html
http://www.java-gaming.org/topics/libgdx-2d-top-down-procedurally-generated-terrain/30281/view.html
http://www.java-gaming.org/topics/generating-2d-perlin-noise/31637/view.html


Several threads on it. Simply use the result as a heightmap.
20  Game Development / Newbie & Debugging Questions / Re: [LibGdx] - Exported to Jar, and Gamescreen wont show, but other Screens will? on: 2014-01-07 18:05:25
The IDE isn't supposed to be able to run with a crash in the code. And if the IDE goes around this crash, knowing its there, it should tell about it. It makes total and complete sense, thinking anything else is f*cked up.
21  Game Development / Newbie & Debugging Questions / Re: [LibGdx] - Exported to Jar, and Gamescreen wont show, but other Screens will? on: 2014-01-07 11:32:28
If you follow a map(Eclipse), and it creates a bridge where it thinks it should be a bridge, but it is'nt actualy built. So in reality(running the jar) when you come to that place, there is no bridge. That is a fault on the map, not the reader.
22  Game Development / Newbie & Debugging Questions / Re: [LibGdx] - Exported to Jar, and Gamescreen wont show, but other Screens will? on: 2014-01-06 07:40:35
Its a bug in the software if it doesn't tell me that there is an error.
It's eclipse on windows, running a jar on windows. They should give the same errors. If not, Eclipse has given a false compiler that gives people false input.
23  Game Development / Newbie & Debugging Questions / Re: [LibGdx] - Exported to Jar, and Gamescreen wont show, but other Screens will? on: 2014-01-05 22:56:57
If the compiler does not show that there is something wrong, even compiles and runs everything just fine, even though if there is an error that will prevent it from running, has an huge error in it.
24  Game Development / Newbie & Debugging Questions / Re: [LibGdx] - Exported to Jar, and Gamescreen wont show, but other Screens will? on: 2014-01-05 22:50:29
I always type the names the same way, but for some reason this time it was different.

And how is it not eclipses fault if it doesn't pay attention to such an obvious error?
25  Game Development / Newbie & Debugging Questions / Re: [LibGdx] - Exported to Jar, and Gamescreen wont show, but other Screens will? on: 2014-01-05 21:31:28
Ok.... i am a little pissed now.

Turns out Eclipse is not case sensitive when it comes to file names, whilst the java run outside Eclipse is....
26  Game Development / Newbie & Debugging Questions / Re: [LibGdx] - Exported to Jar, and Gamescreen wont show, but other Screens will? on: 2014-01-05 20:53:06
I am working my way slowly trough the game uncommenting stuff as i extract the game from a working state to a crashing state. I think its somewhere in the entity / player class. But since i dont get an error i have no idea.


Yea, just export and run. The assets are there in the .jar file, so i am baffled.
27  Game Development / Newbie & Debugging Questions / Re: [LibGdx] - Exported to Jar, and Gamescreen wont show, but other Screens will? on: 2014-01-05 20:29:29
I have tried on my laptop, no luck.
Works in eclipse, but not exported jar. :/
28  Game Development / Newbie & Debugging Questions / Re: [LibGdx] - Exported to Jar, and Gamescreen wont show, but other Screens will? on: 2014-01-05 20:16:14
I don't know how it crashes, it doesn't give me any error.

Show:
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      map = new TmxMapLoader().load("maps/untitled.tmx");
      mapRender = new OrthogonalTiledMapRenderer(map);
      camera = new OrthographicCamera(width, height);
      player = new Player(new Vector2(width / 2, height /2), 60, (TiledMapTileLayer) map.getLayers().get(0), 4, bullets, camera);
      bullets = new ArrayList<Bullet>();
      enemies = new ArrayList<Monster>();
      Gdx.input.setInputProcessor(player);

There is nothing new in there, i don't remember the last time i edited anything in show().


Hide has nothing, i even commented out the call to the empty dispose. Resize is just changing the viewport and such, but isnt called since the window isnt resizable anymore.(i tried making it resizable again, but it crashes anyway.)
29  Game Development / Newbie & Debugging Questions / Re: [LibGdx] - Exported to Jar, and Gamescreen wont show, but other Screens will? on: 2014-01-05 20:00:35
There is nothing in the GameScreen dispose, the only one that got is the MainMenu screen, which also uses an atlas. But nothing else does(neither do they use and atlas), havent gotten into learning that or the assetmanager yet. Anyways, i have skipped all the screens in front of gamescreen and go directly to the gamescreen when the game launches, and the game crashes. So i dont think that has anything to do with it.
30  Game Development / Newbie & Debugging Questions / Re: [LibGdx] - Exported to Jar, and Gamescreen wont show, but other Screens will? on: 2014-01-05 19:40:57
https://www.dropbox.com/s/zgxk0ol9ohbdv18/folder.png


What main code are you after? just main class?

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package com.sabo.zombies;

import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;

public class Main {
   public static void main(String[] args) {
     
   
      LwjglApplicationConfiguration cfg = new LwjglApplicationConfiguration();
      cfg.title = "Zombies";
      cfg.useGL20 = true;
      cfg.width = 480;
      cfg.height = 320;
       cfg.resizable = false;
     
      new LwjglApplication(new Zombies(), cfg);
   
}
}
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