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1  Games Center / WIP games, tools & toy projects / Re: Age of Conquest IV - Risk-like Strategy Game on: 2014-07-22 19:10:13
I wonder about the water color however! I like the water color in C. What's your guys take?

So small difference, but A wins the price.

A looks the best indeed, but I think that is because the water is varied (it is not as plain as in B/C).
There are 2 colors mixing in A (which makes it different from the water in B), but its a little dark.
If you mix another (somewhat more blue/dark) color through C like you did in A, it may be looking great.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-22 14:23:42
Wauw Kev, you did that in 30 minutes Shocked
I just got an inferiority complex persecutioncomplex

Anyway, this is how my game progressed, but I took some more time though: Tongue

<a href="http://www.youtube.com/v/3T-O65tgMRg?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/3T-O65tgMRg?version=3&amp;hl=en_US&amp;start=</a>
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-16 20:50:01
I wrote a small program which does raycasting through a 3D texture.

1. Find MRI image.
2. Split it up into individual frames.
3. Put frames in folder of program.
4. Profit, in the form of broccoli!

Wow, that's actually amazing! You should make this into actual software, companies could pay big bucks for a easy to use program like this Smiley

With companies, you mean: farmers, broccoli factories Roll Eyes (I wanted to say 'plants' Wink) and greengrocers? Grin
4  Games Center / Featured Games / Re: Daedalus on: 2014-07-15 11:35:21
Actually, (after a lot of testing) the float based crap killed it. At first it works fine, but sooner or later it got out of sync anyway (with multiple devices).
I did all kinds of NASTY tricks to avoid the float based crap, I only executed steps with a delta of 1/60 (this alone already counters the frame rate thing you spoke of) and I attempted to kill the float difference by multiplying velocities/positions by 1000, making an integer of them, and divide it by a thousand again, but even if I only used small forces (or do even more really nasty tricks like checking how big the velocity is, and based on that do some multiplying/dividing), it gets out of sync after a certain amount of collision happens.

I also wanted to keep track of the game with my server (kills etc.), so you need to simulate the game anyway. And I found out that just sending positions etc. eats less bandwidth (on both sides) than sending inputs does.
Its better to just send positions etc. from the simulating server to the client so you are 100% sure each client is synchronized. Another problem were joining players, I did send all input from the beginning of the game to the player, so the client could update the game to the current state, you probably can imagine how much that is if the game is already going on for 10 minutes ... (And then I haven't even spoken of simulating the 10 minutes)

It was just not worth it, so many nasty tricks, ugly code (and processor overheating Wink) to just get them synced on inputs, and it turned out to be worse for both sides.
It was an interesting time occupation though, I learned so much. Smiley
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-14 14:29:55
Maybe try to find ground line equation and discard all particles below ground (if this is possible in LibGDX)?

I was planning on tweaking the explosions later (after fixing the bug), it doesn't crash if I draw below ground (negative y).
I have the same problem where or when doesn't matter (I also drew it in mid-air).

EDIT: It had to do with some scaling, if I disable the scaling I do on the explosion, it works good (no hole).

EDIT 2: If anybody is interested in a proper scaling method:
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public void scaleParticleEffect(ParticleEffect effect, float scale){
      for(int i = 0; i < effect.getEmitters().size; i++){
          effect.getEmitters().get(i).getScale().setHigh(effect.getEmitters().get(i).getScale().getHighMin()*scale, effect.getEmitters().get(i).getScale().getHighMax()*scale);
          effect.getEmitters().get(i).getScale().setLow(effect.getEmitters().get(i).getScale().getLowMin()*scale, effect.getEmitters().get(i).getScale().getLowMax()*scale);
         
          effect.getEmitters().get(i).getVelocity().setHigh(effect.getEmitters().get(i).getVelocity().getHighMin()*scale, effect.getEmitters().get(i).getVelocity().getHighMax()*scale);
          effect.getEmitters().get(i).getVelocity().setLow(effect.getEmitters().get(i).getVelocity().getLowMin()*scale, effect.getEmitters().get(i).getVelocity().getLowMax()*scale);
      }
   }
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-14 14:15:23
Did I just find a bug? :S

First you see my explosion particle effect in the Particle Editor, the last part is the result in libGDX (my game).
Other particles work fine (as you can see).

7  Games Center / WIP games, tools & toy projects / Re: Mortal Terminus on: 2014-07-12 23:16:15
I don't know how much this 'awesome view in a tall building' your plan was, but it looks really good (in the rave party)!
You made only an edge of the walls visible (probably on the occasion of KernelDeimos' suggestion), and that was good for your game (judging from the video's I saw at least)

Not planning on giving suggestions, it seems you redeem yourself without a problem. Cheesy
8  Discussions / Miscellaneous Topics / Re: [Girls] How to completely block them from our lives? on: 2014-07-12 22:24:24
This thread is horrible.
Anyways, just stop. Please.

Feel free to post stuff like this to 4chan, just do whatever you have to do to keep it away from JGO.

Less Program, More Inspiration.

Jev loves programming less, so Jev loves distractions, so Jev loves girls, so Jev hates this thread, Jev hates 4chan, Jev loves JGO, hate to the beloved should transform in hate to the hated, so this all makes sense.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-11 22:59:27

Woaw, thanks for that link, my game idea really is pretty comparable.
Im playing it right now and its always nice to have something to get (don't read: steal Wink) ideas and inspiration from!

@kingroka
I will keep it in mind although I can't remember a thousand (upload) websites for every different thing (and my bookmark list is quite cluttered for that reason).
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-11 22:36:46
Enjoying the rain :3 :



And spended the night learning all about animated gifs including the webbrowser limits regarding to animated gifs, and ofcourse internet explorer has the biggest limit (except opera, but that's not even worth mentioning) and learned that imgur gives this error:

Animated GIF is larger than 2MB. Make the image smaller and then try uploading again.

But tries to upload it three times over nonetheless (I think he expects the size to decrease gradually for some reason).
11  Games Center / WIP games, tools & toy projects / Re: [libGDX] Embersol Mercenaries - Online Shooter (Released!) on: 2014-07-11 00:23:53
I tried to download it from the play store, but it said: "This item is not available in your country." Undecided
12  Games Center / Contests / Re: Simple AI competition: Survival Game - Alienwar on: 2014-07-10 12:49:21
hahaaa, number 1 as usual (before I jump in), omegawolf Wink

Well, you know I like this kind of stuff, so I guess I leave my game in progress for one day and start moving.

See you at #2 Wink
13  Game Development / Newbie & Debugging Questions / Re: LibGDX box2dlight gives the wrong shadow offset on: 2014-07-08 18:42:19
And then I set a square polygon instead of a circle:

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      PolygonShape chain = new PolygonShape();
      Vector2[] v = new Vector2[4];
     
      v[0] = new Vector2(10f, 0f);
      v[1] = new Vector2(45f, 0f);
      v[2] = new Vector2(10f, 0f);
      v[3] = new Vector2(0f, 45f);
     
      chain.set(v);


I'm sorry, but this is not a square Wink

Try chain.setAsBox(w/2, h/2);
14  Game Development / Game Play & Game Design / Re: Upgrade Ideas on: 2014-07-03 18:06:29
Make an upgrade that gives you a bullet to blow up the processor/graphicscard so every object pulverizes.
Make an upgrade to transform the game into mario kart.
Make an upgrade that makes you drink beer so you have to go to toilet.
Make an upgrade that divides all your texture resolutions by two.
Make an upgrade that gives you the ability to manipulate electronic waves.
15  Game Development / Newbie & Debugging Questions / Re: How to delay somthing without stopping the gameloop? on: 2014-07-03 17:37:54
While what ipe says is right, I think your  "int timer" was just for test, I think you want 'real' time (like 10 seconds?).
In that case, what wessles suggests is right, but only if you use Java2D... (at least many libraries (like libgdx) don't support multithreading and so don't support the Timer class).

Well lucky you, you can easily make a timer yourself:

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long startMillisTime = System.currentMillis(); //do this whenever timer has to start
boolean timer = true;
// do this in your gameLoop:
if(timer && System.currentMillis()-startMillisTime >= 10000){ //10 seconds here
  handler.NextLevel();
   timer = false;
}
16  Games Center / WIP games, tools & toy projects / Re: Clash Tune on: 2014-07-03 14:02:09
First, really nice GUI and very cool graphics/surroundings.
The ingame GUI was a little bit confusing at first, but I found out that you need to press 'sandbox' to place stuff. I would prefer this at the bottom bar like in most games when you want to build buildings/players.

When I pressed on a building (tower/castle whatever), my screen turns black (when I pressed escape it came back though).
This was the exception I got in error.log:
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java.lang.ClassCastException: com.clashtune.engine.rendering.drawable.unit.units.DrawableUnitJump cannot be cast to com.clashtune.engine.rendering.drawable.unit.buildings.DrawableBuilding
   at com.clashtune.scenes.sandbox.layers.widgets.WidgetSandbox.act(WidgetSandbox.java:84)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.clashtune.engine.InputLayer.act(InputLayer.java:33)
   at com.clashtune.scenes.battle.layer.BattleUILayer.act(BattleUILayer.java:145)
   at com.clashtune.scenes.sandbox.layers.SandboxUILayer.act(SandboxUILayer.java:48)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Stage.act(Stage.java:151)
   at com.clashtune.engine.Director.update(Director.java:117)
   at com.clashtune.ClashTune.render(ClashTune.java:100)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:212)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)


At least I suppose it has to do with this building thing (and not with the error when I placed a horse while moving the map so the program freezed, which I had only the first time), but that building problem remained and I didn't get that exception again.
When I press quit (in the game), the screen goes black and doesn't react to anything. error.log:
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java.lang.NullPointerException
   at com.clashtune.scenes.battle.layer.ui.BattleUI.update(BattleUI.java:180)
   at com.clashtune.scenes.battle.layer.BattleLayer.act(BattleLayer.java:404)
   at com.clashtune.scenes.mapeditor.layer.MapEditLayer.act(MapEditLayer.java:55)
   at com.clashtune.scenes.main.layer.WanderingUnitsLayer.act(WanderingUnitsLayer.java:51)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Stage.act(Stage.java:151)
   at com.clashtune.engine.Director.update(Director.java:117)
   at com.clashtune.ClashTune.render(ClashTune.java:100)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:212)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)

A graphical funny detail: the horses are a little bit small with respect to villagers (the buildings too).

But as already said, the art looks really awesome in my opinion and menu/game is really smooth (like when you place buildings on top of villagers etc.).
I hope you can do something with this feedback (that's where you posted this game for, right? Wink ).

Edit: I did get that first exception again, when I closed the game instead of pressing 'escape-quit' (which gave the second error).
17  Games Center / Featured Games / Re: Daedalus on: 2014-06-30 22:03:38
for the client-server, I don't send the inputs but directly the player positions. I was not able to do the input stuff as in CS for two main reasons:
- I can't rollback the physics simulation with box2d
- box2d is float based so even if I could rollback I'm never sure that the simulation done on the server would be the same as the one done on client side.

So basically I'm not sending inputs because I use box2d Smiley

This is really funny, I have been dedicating the past 3 weeks to synchronize all clients and it succeeded (with the super unfriendly (in respect of networking) library box2d).

  • Actually I was convinced that a rollback with the box2d (world-class) was impossible as well, I asked on multiple forums how to fix this, but nobody was able to give an answer that helped me, but I came up with another way to do it and it even worked.
  • Box2D is indeed float based Undecided, I have done a lot of tests, over the internet with friends, on desktops and mobile phones, and it was perfectly synchronized on all of them, I had to do a few tricks for that though, (even World.render(delta, velocityIterations, positionIterations), renders 2x a delta of 1.0f/60 else than 1x a 1.0f/30).

So basically the bullet will be fired on the same position as on the client, but is accelerated at the beginning to keep sync with the client.
- the clients fire the bullet, applying the same mechanism as the server.

Accelerating the bullet is indeed what you have to do all the time to keep the clients synchronized (I do that with everything). And you hit the nail on the head, the server shouldn't contain any game logic Tongue

It sends 60 updates per second to server (when needed) and the server sends all those updates to all clients, and it is working very fast, even on my 3/4-year-old single-core 600MHz (with super crappy network-card over wifi) HTC Wildfire S.

If you have any interest, you can get this code, a lot of people have been asking me about it, I don't know if I should release it as a (very easy-to-use) library yet (including some methods to roll-back/synchronize your World), but if you want to have it, just ask. If it can make the quality of your game better you have to give it at least a try. Smiley

Edit: I am probably a little bit too late with this to be helpful though Tongue (since your game is almost done)
18  Game Development / Game Mechanics / Re: Keyboard and Joystick/Xbox controller homogeneous keystrokes on: 2014-06-30 20:50:22
But there would be a conflict for people who want jumping to be the same key for the xbox controller, without checking for both.

Quite hard to understand, (it would be nice if you could be more explicitly) but I think you mean that people can set spacebar and R1 as jumping (for example).
Well that shouldn't be a problem since if you get input, you check if it is spacebar/R1 and if so, toggle the jumping boolean.

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boolean jumping = false;
public void keyPressed(int keyCode){
   if(keyCode == spacebar)
      jumping = true;
}

public void controllerButtonPressed(int keyCode){
   if(keyCode == R1)
      jumping = true;
}


Just very simple but what I try to say is that if you use the same variables (like I did with jumping) you shouldn't have a problem.
19  Discussions / General Discussions / Re: Should a newbie game developer start with libgdx? on: 2014-06-30 19:58:35
Opinions are very different at this topic, I myself am very happy I programmed the first year Java2D only, it has given me very much understanding how everything works, gameloops, rendering etc., but it also gives you a nice understanding of Java itself.

I see people on this forum making threads how to spawn enemies etc. It's probably because of all those libraries kids think that you have to call an OpenGL method of some sort to spawn them. (Over-exaggerating, as always).
Here is an example (I just googled): http://stackoverflow.com/questions/23485190/java-2d-game-grid-movement

20  Game Development / Newbie & Debugging Questions / Re: Box2d and 2d tiled games on: 2014-06-30 10:21:02
Box2D is not that hard to learn, look through all the basic tutorials on iforce2d.net or/and watch these tutorials and you're good to go: https://www.youtube.com/watch?v=85A1w1iD2oA&list=PL-2t7SM0vDfdYJ5Pq9vxeivblbZuFvGJK

But for a tiled game like yours I wouldn't recommend box2d, collision detection is not that hard to make and lights aren't either, you will learn a lot if you code it yourself.
It will also be very annoying to use box2d in a (simple) game like yours, it will be very hard for you, harder than just coding some lights yourself. You have to adapt your whole coding style to box2d which is not easy. However, looking through these tutorials won't do you any harm, and you can after that still choose if you want to use box2d or not.
21  Games Center / WIP games, tools & toy projects / Re: Defend It! - prototype on: 2014-06-28 19:43:24
So, some kind of 3D tower defense? I like the idea, it has a lot of potential (I think).
But you are fine with 3D modelling I hope? It will be a lot of (art)work.
If you're not, I highly doubt you will be able to finish this project, but I wish you lots of fun Tongue
22  Game Development / Networking & Multiplayer / Re: Game server and database interactions on: 2014-06-27 13:36:42
You should load the player data (name etc.) in at the login and save/load when needed.
F.E. Don't continuously save your inventory into the database, but load it at the start of the game and save inventory into the database when the player disconnects.
23  Games Center / WIP games, tools & toy projects / Re: [Slick2d] Retro-Pixel Castles >>NEW MAP EDITOR BUILD: 6-22-2014!!<< on: 2014-06-25 21:17:56
Select tile by default: It does select one by default? Was it not selecting one for you?

It does, but there was no way too see which (and so if) one was selected (at least in the build I tried). And that's why he probably didn't know about a default selection.

No offense, but in my eyes you are avoiding a lot of possibilities because "I have to rewrite half ...".
But really, that's what programming is: write, rewrite and rewrite, serious, I am working for over two weeks on client/server which communicate via UDP, I have been actively working on it for around 20 hours, and do you want to know the difference in LOC? Zero. And its no fun either, no new tiles to get abused, no awesome blood-effects to show off, nor is there any NPC trading items with you.
24  Discussions / Miscellaneous Topics / Re: Get to Work on: 2014-06-25 20:15:52
However, the thread types mentioned are not those that come to your mind at first.

Please allow me to mention what also came to my mind: (I don't even have to search):
  • Which sprite looks better?
  • I am also procrastinating!
  • How to move a group of sprites without using google? (nor my brain)
  • What's with organized code?
  • How to remove ... from our lives? (Typical 4chan where ray was talkin about)

My reaction to all this: Becoming a trolception and trolling even harder than the OP (for as far that is possible)
That's my approach and probably why I posted tons more the past few weeks... I mean, if you agree to this, you also agree not to react seriously on all those (above mentioned) topics, do you. But there are 'people' (I once heard there were also cute robots here Tongue) that like to correct me there.

Go ahead and post all your ideas on your blog (oh wait nobody reads your crap, that's why you came here, well java-gaming-blog.org doesn't sound that bad).
25  Game Development / Newbie & Debugging Questions / Re: Respawning enemies at the same location and replacing player with dead player. on: 2014-06-24 20:38:22
You don't need to provide more code, I will provide you something:
https://www.youtube.com/playlist?list=PLFE2CE09D83EE3E28
part 1/3 of a series
another part 1/3 of a series

ArrayList doc

When you are done with these feel free to ask anything you need.
26  Game Development / Game Play & Game Design / Re: which player sprite looks better? on: 2014-06-24 20:28:17
Anyways to not go too off topic, both of the original sprites seem to be draw from a weird viewpoint. Why is the face facing the camera in a platformer? Looks more like something you'd see out of an RPG.

You should probably do a new competition and now let them draw the sprites from the side instead of the front...
I asked them to draw the front,Im making a puzzle game and it fits better in my opinion.

I need to fill this post up a little bit to kill the high percentage my post consists of quotes.
27  Game Development / Game Play & Game Design / Re: which player sprite looks better? on: 2014-06-23 21:37:03
Well, it brought a smile to my face (this is rare.)

Say 'hi' to this new JGO Wizard then Wink (Follow my signature for instructions)

Your signature suffices as well, but you don't really live up to it...
I mean, I can't believe this is in your signature, you of all people: "Hi, appreciate more people!"
28  Game Development / Game Play & Game Design / Re: which player sprite looks better? on: 2014-06-23 20:29:51
I think they're both too simplistic and need shading, my judgment call is to tell both of them they both need more practice and send them to this:
http://rpgtoolkit.net/tutorials/graphics/sprite-drawing-tutorial/

But if you have to pick one or the other because you're too scared to tell them they both suck, your girlfriend's is better. Your sister's looks like a clown that just got fired from his day job. Shocked

I should mention, as I already confirmed, the sprites DO need depth (shading), but, in contrast to Rayvolution, I think drawing tutorials are a waste of time/senseless in these hopeless 'cases'.

I think, that in contrast to what Ray said, you shouldn't say the girls suck, that would be an inhuman insult to their humanity, I bet they are lovely girls but they just aren't fit for drawing.
Everybody has his weaknesses, so you shouldn't immediately say they are failures Ray, and it is also not nice that you call his girlfriend "better", I bet his sister is a good girl as well and not a clown.
29  Java Game APIs & Engines / JInput / Re: How to determine gamepad/joystick components mapping? on: 2014-06-23 18:15:56
Mmm, so the buttons can be customized? I mean one still can find out what components are stood for start, select and so on?

I mean it more like:
Program says: Press button for jump.
User: Presses button
Program: Gets input, links it to jumping.
Program says: Press blabla.

30  Game Development / Game Play & Game Design / Re: which player sprite looks better? on: 2014-06-23 18:08:15
#1 is better if that tie was only a pixel or two longer.
#2 would win if it didn't have a white outline and if you gave it a cute smile (not a triangle), both smiles are silly though.

Add some more depth in both and you have two playable characters.

The pixel art is done by both my sister & and my girlfriend and they got in a little argument about the player sprite.
which one do you think looks better?
If you post some images of your sister/girlfriend I can make a more reliable choice, I don't know which one looks better right now.
For now I just go with your sister since I don't want to waste my chances on anyone Kiss (your girlfriend is already out of the question anyway)
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