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1  Discussions / General Discussions / Re: Anyone with knowledge on Cygwin? (+Shogun) on: 2015-01-29 15:44:09
I believe the easiest approach in this situation would be to edit the CMakeLists.txt file in the top level Shogun source directory. Do a search for a line at the top that looks like:

You can add the flag there which would make the line look like:

This should apply the flag to the compiler as well as the linker for the build process. Unfortunately I don't have a full cygwin environment installed here at work, so I'm not able to test it at the moment.
2  Game Development / Newbie & Debugging Questions / Re: Best way to deal with infinite elements? on: 2015-01-20 04:54:10
I could be mistaken, but it sounds like a circular buffer could be useful in this circumstance. The Apache Commons Collection has a CircularFifoBuffer class, or you could roll your own.
3  Game Development / Shared Code / Re: An easy way to count up at a constant (frame-independant) rate. on: 2015-01-16 15:34:24
Fair enough; however, I think the initial point was to make it a tad more robust for others who may wish to utilize your code. Their use cases may not be the same. It's just a suggestion though. Sharing with the community is always an appreciated gesture and people can modify as their needs dictate. Smiley
4  Game Development / Shared Code / Re: An easy way to count up at a constant (frame-independant) rate. on: 2015-01-16 14:27:40
I think Riven meant a little stricter than a System.out.println(...) statement. Something along the lines of throwing an actual exception so the code can gracefully fail instead of continuing to run in an erred state. Wink
5  Discussions / Business and Project Management Discussions / Re: [Charity][Due to Sunday] Noble Santa on: 2014-12-07 04:02:58
No worries. Go ahead and email me. I just sent you a PM with the address. Cool
6  Discussions / Business and Project Management Discussions / Re: [Charity][Due to Sunday] Noble Santa on: 2014-12-07 01:03:31
Sounds like a plan. Always happy to help, especially when it's for a good cause. Smiley
7  Discussions / Business and Project Management Discussions / Re: [Charity][Due to Sunday] Noble Santa on: 2014-12-07 00:55:52
Sure, 3 hours from now for me is about 11:00pm. I tend to be a night owl, so just post here when you're ready, and we'll get you set. You need me to create an installer package as well, or are you good to go on that? Either way, let me know and we'll go from there. Smiley
8  Discussions / Business and Project Management Discussions / Re: [Charity][Due to Sunday] Noble Santa on: 2014-12-07 00:50:54
Worked a treat on my end. It will take a few to upload to my host. The size comes out to ~56mb once you include the bundled JRE. I'll post the DL link once it's uploaded. Cool
9  Discussions / Business and Project Management Discussions / Re: [Charity][Due to Sunday] Noble Santa on: 2014-12-07 00:28:43
Launch4J spits out that error, or the .exe does when you double click on it? If you want, I can shoot you my email address and have you send me the files and I can try to create the .exe on my end. I can do a quick turnaround since your deadline is looming.
10  Discussions / Miscellaneous Topics / Re: The C family, should I dig deeper? on: 2014-12-05 19:41:31

11  Discussions / Business and Project Management Discussions / Re: [Charity][Due to Sunday] Noble Santa on: 2014-12-05 17:51:43
As far as I know, there should be no issues with using LibGDX and Launch4J together. You'll just have to make sure to copy the needed files (natives and libs) to the output directory where your .exe file is created.

I just did a quick test with a Slick2D based application and it went without a hitch. Once you have everything working from the output directory, it's just a matter of using Inno Setup to package the contents of the directory into an installer. If you run into problems, feel free to post the issue in the thread, or send me a PM and we'll try to get you over the hump. Smiley
12  Discussions / Business and Project Management Discussions / Re: [Charity][Due to Sunday] Noble Santa on: 2014-12-05 16:42:53
Also, i need help with some other things:
-(Startable from disk) installer which installs the game and checks if you have java installed (but wait, i can bundle java with the .jar file, right?)
-Making a .exe starter file for starting the game.

While I can't help with the music, I suggest you download Launch4J to create your executable/jvm bundle. There's a set of instructions here that should get you started.

Instead of performing the "bonus step" from those instructions, grab a copy of Inno Setup, and use that to create a self contained Windows installer. It looks a little intimidating at first, but unless you have to use advanced features such as creating registry keys and such (you probably won't have to), it's a fairly straightforward process. The site has plenty of information to assist with most common tasks that you're most likely to perform.

Both tools are free, and I can say from experience that both work well for the type of deployment you want. Cool
13  Game Development / Newbie & Debugging Questions / Re: Bitshift Operators in RGB values? on: 2014-11-10 17:28:27
@CodeHead Math.random() returns a value less than 1, so it does need to be multiplied by 256 to produce values in the range 0...255.99999, which then give equal probability of 0...255 when cast (truncated) to int.

Quite correct. I blame it on not having my morning caffeine fix when I typed that. I was forgetting a type cast to an int functioned more like a floor than a round. My apologies. Smiley
14  Game Development / Newbie & Debugging Questions / Re: Bitshift Operators in RGB values? on: 2014-11-10 15:28:56
Just to add to what SHC posted, the bitwise OR operator will look at two numbers and combine them based on the rule that for the same bit position in any two numbers, if one or both of the numbers contain a one at the position, the output number will contain a 1 at that position, otherwise it will contain a 0.

It probably wouldn't hurt to look into bitwise operations to get a better grasp of the overall general concepts. You may not find yourself using the information on a daily basis, but there are some neat tricks that can be performed at the bitwise level in certain situations.

One other note, the code you posted has a small bug in it. The maximum value for an 8 bit number is 255, not 256, so the code should be changed to:
int a = (int)(Math.random()*255); //alpha
int r = (int)(Math.random()*255); //red
int g = (int)(Math.random()*255); //green
int b = (int)(Math.random()*255); //blue
15  Game Development / Newbie & Debugging Questions / Re: Confused with BufferedImage on: 2014-11-07 14:01:51
At the moment Im guessing it creates a blank image onto the canvas but obviously theres more to it? Why do they setup a pixel array when you could add sprites with Image?

The second block of code does indeed create a BufferedImage, but actually painting it to the canvas is handled elsewhere. Taking a stab in the dark here, I'd say they're setting up a back buffer to draw to which will later be drawn to the canvas via the canvas' Graphics object.

As for the pixel array, it's useful for per pixel manipulation. Some things can be handled perfectly well by blitting sprites to the back buffer, but some effects require access to the individual pixels of the buffer. Both are valid approaches depending on your needs, although you risk de-accelerating your graphics objects when working on a per pixel level.

You may want to do some reading about the BufferStrategy class which dovetails nicely into these types of topics and overall may be a more straightforward approach to what you're working on.
16  Game Development / Newbie & Debugging Questions / Re: Mouse input, finding tile below mouse. on: 2014-10-21 13:17:15
Just a hunch, but shouldn't:
tileX = mouse.getX() + xScroll/ 32;
tileY = mouse.getY() + yScroll / 32;

be changed to:
tileX = (mouse.getX() + xScroll)/32;
tileY = (mouse.getY() + yScroll)/32;

The way it's written, it divides the x/yScroll variable by 32 before adding it to the mouse X/Y position (order of operations still apply in Java). Be careful when relying on implicit behavior. It's better to be as explicit as possible both for the benefit of the compiler and the maintainer. Smiley
17  Discussions / General Discussions / Re: RSA direct bypass on: 2014-10-16 19:12:00
...if some complex math was used knowing the logic behind how it works the value could be resolved.

Good encryption techniques live and die by the rule that even if a method of encryption is known, the encrypted data should still remain secure. If this were not the case then public review of encryption techniques would always invalidate their effectiveness. If you can resolve the value based on what you've said either a)the encryption method is seriously flawed, or b)your testing methods are flawed.
18  Game Development / Networking & Multiplayer / Re: Server UI - graphical vs command line on: 2014-10-16 13:45:49
I like the *nix style approach. Command line interface that you can build a GUI on top of if desired. Depending on the approach, it should work equally well with a local or remote/web GUI.
19  Discussions / General Discussions / Re: I want to see Above the Sky With Java + Arduino. on: 2014-06-29 17:15:56
What you mean with this...

Sorry, I meant to type RC engines, not PC engines. If the question had to do with delta wings, then it's basically a triangular airframe without a tail; popular because of ease of building and load distributions.
20  Discussions / General Discussions / Re: I want to see Above the Sky With Java + Arduino. on: 2014-06-29 14:00:07
Indeed, I've already conceded that there are simpler ways. None of my postings are must do's, and while some things may seem a bit contrived, I can only say that usually happens when introducing a new concept to someone. Ever read some of the examples given for design patterns?

If Andre ultimately says "what the heck, all I need is a balloon, some twine, and a cheap camera", he still has been made aware that Java/embedded controller interactions are possible. As a tinkerer, my satisfaction comes from watching someone go from "how could I take some aerial pictures?" to "what will i do up there? Take photos, check for gases? Is it possible with arduino?". Even if it's only slightly, Andre's view of what's possible has been expanded. Cool
21  Discussions / General Discussions / Re: I want to see Above the Sky With Java + Arduino. on: 2014-06-29 03:27:59
While not strictly a Java link, Open-TX is open source firmware that works with various radios and adds useful features not included in stock firmwares. Since it's open source, it should be possible to learn how to decode radio data such as telemetry and how to transmit data back to your aircraft. As a side note, I have a FlySky 9x variant (listed on the previous page). The radio costs about $85.00 USD, and is a favorite among hobby RC hackers due to the fact that it has the same features as much more expensive transmitters. You have to do a little soldering to get it all to work, but it's beginner level stuff.

Bringing in Java, you can run a JVM on a Raspberry Pi and drive an arduino via serial communication. Once you start viewing the Arduino as an interface to other hardware such as temperature sensors, tilt sensors, etc, you begin to see new possibilities. Off the top of my head I can think of using an arduino to sense temperature differences in the atmosphere and using it to hunt for thermals to achieve extended flight for a glider platform. You could use GPS information and heading data to rig up a camera trigger to take pictures at certain points along a predetermined path. A lot of the RC community is composed of what's commonly called "makers" and homebrewers. I must concede your point that you could accomplish the original goal without any Java in the mix, but considering it's a hobby project and not something for widespread production and use, there's really no harm in trying different approaches to broaden your horizons. Smiley

I'm unsure of your location, but most countries have some sort of model aircraft organization that should be able to inform you about different laws and such. In the U.S. it's the Academy of Model Aircraft.

Retrieval can be accomplished by using a beacon, or via analyzation of long range flight telemetry. Aircraft can be built fairly cheaply, many out of materials you can find at the local dollar store. Best advice is build cheap enough that if you lost it, you wouldn't be out a large investment. Even if you never lose your craft, crashes are still a regular occurrence.

I would highly recommend using a delta wing configuration or a glider setup. A blimp is pretty much a giant sail in the sky from the winds perspective and most PC grade engines aren't going to be powerful enough to guide it in a reliable manner. You can get a basic motor, battery, and esc for under $30.00 USD then build your airframe out of dollar store foam, something that's quite a common practice and can produce amazing results. Cheap, quick, and easy. Flite Test, or the previously linked forum are both great resources.

For ideas, the sky is the limit (no pun intended). If you can find a sensor that can be read by an Arduino, then you have a sensor you can interact with via Pi/Java. I mentioned a couple other things in my reply to Kevin.

Cost is going to vary depending on what you have on hand (soldering iron, glue gun, etc) and what you need to buy. As mentioned previously, figure about $40.00 for the basic craft. You'll need a transmitter/receiver combo with enough channels. I mentioned mine in the reply to Kevin. You can also go with the Hobby King Orange RX for around $70.00 USD. Compatible receivers are about $9.00 or so for it. An Arduino Uno is around $25.00 USD I believe and Pi's were around $35.00 USD last I saw. Figure about $99.00 USD for the micro camera. Finally pad the cost by about $100.00 to account for things you forget until you realize you need them and you're looking at about $368.00 give or take. Not exactly couch cushion money, but not a horrible amount either once you consider that all the equipment, except for the glue and foam in the airframe, is reusable and essentially a one time cost. If you're a shrewd bargain hunter, you can prolly get your stuff for less than that. My best advice is to avoid your local hobby store unless you can't get a part somewhere else.

A view from 3km+ would be impressive no matter how you cut it. Wink
22  Discussions / General Discussions / Re: I want to see Above the Sky With Java + Arduino. on: 2014-06-28 17:59:02
Plus, im more worried about the baloon going out of control and crashing into someone than if it will work or not.
How can i make it preety secure?

You'll pretty much have to look into free flight solutions if you want to get above the clouds. An unannounced aircraft in public airspace is already enough of a danger; any sort of dangling tether only increases the danger.

I dont think it would be that expensive.How controllable would it be?

Not controllable at all if there are any sort of real winds. Scale zeppelins and such are usually reserved for indoor flying.

Im also thinking in those planes controlled by RF.. i could, idk just put it below the plane and use the arduino while its flying...

They have arduino based auto pilot systems such as ardupilot that can be communicated with remotely from a ground station/transmitter. You could always look up the specification and figure out how to control it via a Java application.

You'll find that the rabbit hole on this project can run pretty deep both on the software and the hardware side. No matter how you cut it, both you and your dad should have a blast figuring things out. Best of luck. Can't wait to hear about what you come up with. Grin

@Kevin: I've been looking into this subject (RC flight) for over a year now as a serious hobby. While some components can be expensive prices on RC electronics aren't what they used to be, especially with vendors such as HobbyKing out there. I can also say that the hardware is becoming more open and sophisticated at the same time; nothing like completely customizable transmitter units for under $100.00. While Java may not be all you need, there are certainly applications for it depending on the end goal. Don't be so quick to dismiss things out of hand.
23  Discussions / General Discussions / Re: I want to see Above the Sky With Java + Arduino. on: 2014-06-28 17:18:41
Laws will vary by location, but most model aeronautics associations have specific rules about maximum flight deck for model aircraft of any type so check your local laws for more information. That being said, I can tell you that gear to do this type of thing is well documented and readily available if you have the cash. Try checking out the FliteTest channel on YouTube. One of their crew took an RC aircraft to the edge of space and back. The original video is here, and discussion about it is here. Overall, FliteTest is an excellent source for learning the ins and outs of RC aircraft.
24  Game Development / Networking & Multiplayer / Re: Slick2d TileMap on Server on: 2014-06-28 17:15:00
Try libtiled-java. If you've already got Tiled installed, you can find it in a subfolder of the main installation directory. You'll have to spend some time with the source to figure it all out, but it's fairly simple to get a handle on. It also has no sort of OpenGL, Slick2D, or other framework dependencies, so it integrates easily on the server side. No real need to roll your own or to copy/paste snippets out of Slick.
25  Games Center / WIP games, tools & toy projects / Re: Void of Heart on: 2014-06-27 18:48:03
I think the (not so eloquent) point being made by those quotes is that talk is great, but results are what most people find interesting. No matter how great an idea is, it's value is about $0.10 per dozen; real worth is found in actual implementations. While I wouldn't take the reaction personally, it's based on the perception that JGO is being overrun with posts that are more talk than action, the advice it conveys is actually pretty sound.

Currently not much is actually developed, but I hope to have quite a good amount more to share with you all here shortly. Please feel free to leave feedback and suggestions/criticism.

It's probably better to wait until you have something more than a logo and a concept to share. You won't get much (if any) useful feedback until you've gone beyond that because honestly, there's nothing to really give feedback on. You also lessen the chances of getting "backhanded compliments" as (apparently) happened here.
26  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Tiled in Slick2D on: 2014-06-26 18:44:02
Looks to be at least a few on YouTube. I can't vouch for their quality since I'm behind a firewall at work at the moment. This one uses LibGDX and has a link for an "improved" technique in the description. A little Google-fu should provide other useful results.
27  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Tiled in Slick2D on: 2014-06-25 17:39:08
If I understand your question correctly, you want a layer that indicates if a tile is blocked or walkable. If that's the case, the technique found in this article should get you pointed in the right direction. The tutorial uses Cocos2D, but the techniqe itself should work just fine in Java. The section called "Tiled Maps and Collisions" is what (I think) you want.
28  Java Game APIs & Engines / JInput / Re: How to determine gamepad/joystick components mapping? on: 2014-06-23 17:29:57
I'd say take a cue from games such as Super Meat Boy and others; design your setup around a standard controller such as the XBox controller, then let users customize the settings to match their actual controller. Even if your button mappings don't match the player's controller the first time they play your game, they'll be able to discover which of their buttons maps to action and cancel with minimal effort. From there it's just a matter of them going to a setup screen, similar to what Herjan posted, and configuring their inputs to what they like. It's futile to try and anticipate every possible controller configuration beforehand, especially once you consider that even if it was possible, preferences in how things are mapped can vary between owners of identical input devices.
29  Game Development / Game Play & Game Design / Re: Efficient game maps and Scrolling on: 2014-06-17 03:05:09
I might give it a shot, but I just use a simple 3D int array that I iterate though, so it runs pretty fast. The only time it ever does anything beyong the basic iteration is if it detects X/Y is within the viewport *and* has a value that isnt 0.

I'd still be worried about the impacts on caching, but any technique that provides acceptable results is a good technique. Cool
30  Game Development / Game Play & Game Design / Re: Efficient game maps and Scrolling on: 2014-06-17 02:52:33
BP's way is technically a faster way of going about it because you don't iterate the entire map, but this is how I do it. Although looking at BP's I may try his way and see how much faster it could be.

I foresee an easy optimization in your future. Smiley
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