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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-08-17 12:36:13
First time that I am working for six weeks on a project and still having loads of fun Smiley

My three year break has changed me.

Sharing the peace I enjoy, my practice of the day:
Quote from: Herjan
Don't focus on features, finish every item before working on the next thing.

Yup, for the past five weeks, the player still can only walk around the scene. But polishing every detail makes it so rewarding to walk around compared to five weeks ago.
One of those rewarding things I made are shaders, for everyone who is lazy/ignorant like me:
5 minutes of pure bliss
2  Discussions / General Discussions / Re: Looking to hire artist on: 2017-08-08 06:33:14
100 bucks will get you nowhere for 50 * 50x50 images. It's not that an artist can just spread them out of his sleeve. I think 2000 bucks is more realistic for what you are asking.

But it's a tower defense game right? There should be enough free art on the internet for a broad game like that. Try kenney assets or something.
If that is no option either, you should take some fresh air, lean back, and draw some sprites yourself. It pays off to see your own creation in action!

Also, isn't it possible to go for 16x16 images? If it's done well pixel art can be beautiful, easier to create and cheaper. Please have a look at 'orange pixel' and 'kevglass' work on this forum.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-14 19:31:52
Started programming a little game today after three years of wasting my free time!

Click to Play

As you can see it is not java, but it was fun!

Also came across this documentation which might help any novice game dev like me or somewhone who wants to step up to 3D.
It is clear on game loops, basic 3D theory and so on:
4  Game Development / Newbie & Debugging Questions / Re: Networking and UI Questions on: 2017-03-13 13:36:14
By encapsulation, the ui shouldn't know whether the game can supply information immediately or not. The only way that I can think of doing this is apply the request system universally. Some interface determines whether the request can answered now or later.

Isn't encapsulation the matter of private/public? You can simply construct the Game object when all the necessary information from the server has been received. Until then, you can display a loading screen with Einstein quotes, an intro video, or a beautiful screen effect.

But this is probably future music, let me see your game first Grin
5  Discussions / Business and Project Management Discussions / Re: Mentor Needed! on: 2016-10-21 10:13:49
I don't understand why everyone presses beginners to use libgdx so much. It's only useful when you need it. Nobody needs a wheelbarrow for a bottle of water.

After a while, I only switched to LibGDX because Java2D became too cumbersome for the professionality I was targeting: the drawing didn't always succeed anymore, the Volatile Image was proun to error, researching game loops became a slumber etc.
But that doesn't mean that Java2D isn't a good starting point. It's good to learn all those things. We first need to carry heavy weights before we realise what the wheelbarrow is for.

A lot of fun with your project Sralse! RPG's are fun to make, but they need a lot of preparation, hard-coding quests is not an option. It begins with a good architecture document if you ask me (school demands a few documents too I assume). Just find a few reviewers for the documents and you're golden (teachers are always available for reviewing documents).

Good luck!
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-18 07:20:30
Today I took the offline local co-op game and turned it into online co-op game. Smiley (Lovers in a Dangerous Spacetime)

Unlike the original version you can play together over the web, but it also allows to map keys according to the preferences - not keys already taken. (so for example all 4 players can move character with WASD) The only problem right now is relatively high delay (up to half second) combined with no client prediction, but I am still working on that.

The best part? This took about 3 hours to implement. I am still surprised why developers of this game didn't added online co-op in vanilla.

Did you reverse-engineer it, in order to modify it? The game looks like a lot of fun and original to me, so can players install your extension in some way?

I also read that the team existed of only one (full-time) programmer, so he maybe didn't have any experience with networking (which led him to polishing the co-op version).? Looking at the ease you're having modding that game, he's probably quite experienced though. Let the conspiracy theories roll...
7  Discussions / Miscellaneous Topics / Re: Scripting Language on: 2016-07-09 15:23:21
Recommendation: learn Assembly.
8  Game Development / Newbie & Debugging Questions / Re: getters and setters vs public vars on: 2016-07-09 08:24:04
I am quite certain there's no way to return multiple variables of different types.

You can either pass an object as a parameter and edit it, or return a new instance of a class.
SOLID may also help with a reusable design for your game.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-04 17:42:20 chinese girlfriend..

Congratulations! Aren't your 2 months of China over yet?

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Planning to stay in China?
10  Discussions / Miscellaneous Topics / Re: Graphics Cards on: 2016-06-08 19:31:00
The cringe is inevitable Grin

Don't we all
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-14 09:46:46
I bought a books bundle mainly for the books about: reverse engineering / the art of exploitation / practical malware analysis, but there were also some books about python in it.
So decided to start of lazy and learning python is really fun so far. I'm having that same "YEAH, I printed my name 10 times in console!" feeling as when I started programming Tongue
12  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-05-14 09:31:09
I have been a bit distracted by a side project to build a hnefatafl AI, putatively for a game-in-a-game mode where you can play tafl with other Vangardians for wagers or renown. It doesn't all have to be about fighting... Smiley

But I do continue to work on Vangard itself.


I also have a pop-up radial context menu working.

I love a few mini-games in games. Tafl seems to be a really cool game to play.

Tafl is part of vanguard, so why do you apologize? Wink


Really cool to see that radial menu implemented!
13  Discussions / Miscellaneous Topics / Re: Where I came from on: 2016-05-05 21:02:35
1) When did you start programming?
At the age of 15. Wanted to make programs when I was 8 years old, but daddy always held me back, as "only adults who went to school" can do it.
Then stumbled upon a book on Java, by accident from the library. A small stone that caused an avalanche.

2) Where are you currently studying (middle school / high school / college)?

College for IT in part time, 1 day a week. I work three days a week.

3) Do you have any tips for aspiring game developers / programmers?

Join a forum. Really, the Java book I mentioned told me to join a society with the same interests, in other words a programming forum.
That's what brought me here, as I was interested in games, and learned Java, the obvious result for 'java games forum' is this one Smiley

I can not explain how much good this has done me, you guys are so inspiring and there are so many things you don't understand at first. But by looking up all of the terminology that is being used here, and reading about people's problems/solutions/discussions you learn many new things. (and I still do).

As an example, I have always been interesting in modifying programs (read: cheating). So when I saw Slyth doing some reverse engineering (an example of terminology I didn't even know about), I asked him about how he went at it, and so I began my journey into assembly. He had a really good tutorial for me which helped me a lot. And it teached me so much more than cheating, it told me about all devices in general (assembly = processor). By learning assembly, everything becomes possible, from writing your custom bootloaders and drivers to being able to help with the OpenRCT project.

4) What do you feel is necessary to learn in order to be considered a programmer? (data structures, multi-threading, concurrency, programming paradigms, etc.)
Designing software. I would recommend to use MVC and DIP. The SOLID rules make your code better, the process of becoming more experienced for me was learning these rules on my own.
DIP (Dependency Injection) maybe goes a little far, but the point it tries to make, is that you do not use instances of classes in your code, but interfaces. This prevents spaghetti.

The reason I and a lot of others with me couldn't finish their games on this forum was simply because we thought that learning to design software was boring and/or costs too much time.
Guess what, inventing the wheel again is what's really stupid.
14  Games Center / Showcase / Re: Age of Conquest IV for PC, Mac, Linux, Android & iOS (Strategy/WEGO) on: 2016-04-11 20:22:29
Congratz on your game on Steam!
The game is nice, graphics are fine and it works well.

I thought the game was great so what I would like to see in your game:
1. A quicker game and server would make me happy.
2. Quicker gameplay. Possible solutions: a map with a smaller amount of tiles! If you really want to make it awesome/fluent: real-time gameplay with a gradual income of x gold per second.

I changed the entire post after I learned (again), that I should use a different approach. I really have a long, long way to go -.-
I probably should go with an education on communication.
15  Game Development / Newbie & Debugging Questions / Re: [libgdx] How do i save data of my game on GooglePlay? on: 2016-01-21 21:35:18

I only now see how incredibly useful Google Play actually is in any game application. (I say 'any', I mean ' platform-independent', why did I think Google Play was android specific?)
My next game is not going to have local highscores or homebrew UDP-implemenatation with auto-matching.

Thanks for hinting me at this, and thanks to google ofcourse.
16  Discussions / General Discussions / Re: JGO server folded in on itself on: 2016-01-14 22:46:26
07:52 AM: Cloning JGO instance to new VM.
08:08 AM: does not work, does work - there seems to be some virtualhost issue
11:55 AM: solved virtualhost issue: despite the configuration being explicit and correct, apache2 decided that the hostname became the default, and hence was routed to /var/www, which contained only an index.html with: '<h1>It works!</h1>'.

Open issues:
 - why did apache2 change its interpretation of defined virtualhosts

Just to be sure:
Are you sure you enabled the apache config before you changed it? You moved to a new VM, so you would have to (re-)enable the config before (re)starting apache.
17  Game Development / Networking & Multiplayer / Re: UPD not really fire and forget on: 2015-12-18 21:00:19
It was meant to be a while loop all along, I simply did a mistake. Sadly my current code just allow local IP addresses. I done everything I can, but I can't get it to work over the net.

Did you port-forward the port for UDP on the listener (the server)? And I assume you don't bind the client sockets to ports do you?

Giving up? How about this then: it's from a member on our forum. (Haven't used it myself though)
18  Game Development / Networking & Multiplayer / Re: UPD not really fire and forget on: 2015-12-18 20:17:22
That socket only receives the first message it gets, and then it stops working. Even if the server keeps sending data.

It's not much, but I get "Client: waiting....", and then the data that was received. But it never loops back around.
    public void run() {
        //This code was meant to receive the messages from the server, so the game didn't freeze if it didn't get any.
                System.out.println("Client: Waiting...");
                byte[] buffer = new byte[1024];
                DatagramPacket pack = new DatagramPacket(buffer, buffer.length);  
                System.out.println(new String(pack.getData()));
                //read(new String(pack.getData()));
            }catch(Exception e){

The comment in your code was really nice, as I think I understand why you were using an 'if'-loop now, instead of a while loop.

First off: That you only get one packet is a good thing, since that means the code does his work. That you don't get more is logical, since you exit the runnable right after.
To keep receiving messages, use a 'while' instead of an 'if'.

But then your comment comes in, telling us that your game will freeze if you use a while-loop in that place. Have you tried using a Thread.sleep(1) every iteration, or can it be that you are not running it by 'new Thread(runnable).start();' ? Since the whole game freezing because of another thread is highly unlikely if I remember correctly.

EDIT: I'm testing another solution, each Client object, will have two client sockets. It connects to the server with both, and then the server uses one of them as a receiver and the other as sender.

Good point, it could have been impossible to send packets while you are receiving them, both on the same port /socket.

Has been a long time since I touched UDP though, so don't take my word for granted Tongue
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-26 20:30:49
That looks awesome!
I'd really enjoy to code in a black transparent frame like that! Shocked

Thanks! You bet I am enjoying it, heh Tongue (you could do a dual-boot and actually code in a frame like that if you like, you will learn a lot: installing arch)

Actually, the only thing I need now is a glassy table. Imagine wessles glassy setup with glassy desktop <3

I personally prefer i3 over anything else.

Actually, I am coming from i3, I find that awesome handles multi-monitor setups much better (i3 was a little buggy in my case).
Awesome also supports mouse to drag windows around and the switching between layouts is very flexible. The config file from i3 was very clean and nice, but awesome provides much more customizability.
i3 is certainly not bad, but I guess its all about personal preference.. As long as you're happy Wink
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-26 14:22:26
I have installed Arch Linux this weekend and have been configuring it up til now (and killed my previous Manjaro):

For our oblivious Windows-users or curious geeks out there, these are the main things I used to accomplish this:
Window Manager: Awesome (transparency with compton)
Display Manager: None (I don't like any of them, I use xinitrc to launch the window manager instead)

As you can see all windows have a transparent border except the focussed window. Also, the selected Terminal Emulator (XTerm) is less transparent (85% instead of 70%) when focussed.
21  Games Center / Featured Games / Re: Tetradecagon on: 2015-10-15 21:25:31
In case anyone is suspecting/cautious:
VirusTotal 0/55

But !oO!, this game is polished! This game is simple and yet so good.
Do you have any plans for this game? Some more game modes maybe?

I contradict VirusTotal, the addictionVirus is present!
22  Game Development / Newbie & Debugging Questions / Re: trying to implement a daemon to write to web in my game ... failing on: 2015-10-05 17:22:40
The idea is just to have a thread that loops once a second and either does nothing (most of the time) or reads the current high scores or writes the players high score.

How about showing/downloading the highscores only at the end of a game / in a special screen. There is really no need to download them every second.

Also, please don't use static if you don't know what it does. After you have made sure what it does, and you actually want something to be static, code it. If you make existing methods static, there is something wrong with the design for your code. If you haven't made any design (looks that way to me) I really recommend making one in UML. It is not only handy to gain insight in bigger projects, but it also makes clear what your code is doing. For starters, if you take those designs seriously, this means that you will write much better code that actually does something in a straight-forward manner. Well that's what I would recommend beginners anyway, professionals use this already...
23  Game Development / Newbie & Debugging Questions / Re: libGDX - What about that? on: 2015-09-26 20:42:47
Hello J0,

Yes, Swing is awesome, but it is not meant for games:
Images that should be drawn stuck together get separated on certain frames.
Some frames have trouble loading.

There are a lot of tricks to counter this, like drawing your game on one image and replacing your screen with that image when you are done with it, but that's not what you came to ask for right:
I was actually wondering what libGDX was.

A wrapper to create games for: iOS/Android/Mac/Linux/Windows/Web all at once. This wrapper uses OpenGL for all platforms, in short.

- Would it be possible to have an application working part libGDX / part swing? Can you make a libGDX component show up in a JFrame?
- Would libGDX be faster and/or more efficient than swing?
- Would I need to rewrite my procedural part for collision detection, positions, or can all that be kept?
- How difficult is libGDX to understand to someone who never dealt with anything else than swing?

Sorry for skipping a few questions, but I think you should find out for yourself. Here the main part though:

- Yes, but your application won't be cross-platform anymore. So it would make more sense to use plain OpenGL in this matter, in other words: LWJGL (OpenGL itself is written in C++ so LWJGL ports it to Java)
From now on I will translate 'libGDX' as 'OpenGL', since that is applicable to OpenGL itself.
- OpenGL is indeed much faster than Swing since it doesn't use software rendering like Swing but hardware rendering. It also does a lot for you, you don't have to write your own gameloop anymore and all those nice things.
- You can keep almost all of your code, almost the only thing you must change is the way you draw onto the screen, but I would do it as soon as possible if I where you, I might be forgetting some things.
- Hard to say, but for 2D games it's not too hard. LibGDX makes things easier as well, although I really recommend using LWJGL (and thus plain OpenGL) if you want to learn the depths of game programming.

Hopefully my answers helped, even if it is only a little.
24  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-09-26 14:14:12
Is this any better?

I like it certainly more now!

Thanks for taking my feedback seriously, therefore I have made an example image for you as well, it's done quite quick and low resolution, but I hope it points out a little better what I stated in the above post.
Your vegetables are lined up, what is best for farms? I guess that's a matter of experimenting, this example does at least fine for wild bushes though.
You could also distinguish farms by surrounding them with a little fence or something.

Some strawberries and single colored sorry for being boring forest fruits

As you see my bushes have two layers just like your trees (but smaller), what tunes them the most are I think the fruits I added. This is still quite vulnerable to experimenting though Cheesy
Just throwing out some ideas, hope it can help!
25  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-09-23 22:30:55
Here is my veggie plot model loaded into the game:

No offense, but I expected a totally different (consistent) drawing style.

Your trees were simple but truly awesome, I don't think the vegetables fit your game.
To be honest, your houses would lose in an instant too if they were to battle with your trees in a beauty contest. Smiley

To make your game look more cohesive:
I would suggest to make one vegetable look like a small tree (if you want to create a yard, you could concentrate them in a small area (will look nice since they have some transparency).
The same for bushes etc. with some colored berries in there (the bush/fruits have the same design as the trees, but on another scale).

Also, if that isn't the case already: I would make the trees (thus your vegetables and stuff as well) 'wobbly' (slowly transforming), like a slime, pudding or this bird:

Click to Play

Sorry for the bad example Tongue Make your game become alive!
26  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-09-04 17:19:19
Let's say the player can chop down trees, or enchant them. I guess you could open a context menu when they first click on a tree, either after launching the game, or acquiring a new ability. Say the player chooses to chop down that first tree. Well then, the player would chop down any right-clicked tree. But then, maybe you could either change the behavior in some kind of menu, or by left-clicking on a tree to open up the context menu. Wink

Some nice thinking. It has a (few) disadvantages though: You would have to click multiple times to make the player do what you want.

My idea:
That when you press the right-mouse button a context menu opens, with all the behaviors to choose from in a radial menu. If the right-mouse button releases the context menu disappears, and the selected behavior will be executed. In the middle I would put the default behavior (which could be the last selected behavior), so that you can CLICK and not have to HOLD/DRAG the right-mouse button if the default behavior should be executed.

The advantage is that you can right-press the tree, the player goes to the tree already, and while he does you can drag your cursor to the behavior you wish (if you don't wish it to be the default). All in one clean click, while being able to keep checking on the game, since a radial menu does not cover half of your precious screen. + they are evident (if really needed you could show a description on hover)

An example radial menu:

With this you can just show it in the middle of battle, since it is very fast and does not cover half of your screen. I think the problem is less unique than you think Smiley
27  Discussions / General Discussions / Re: MySQL insert became fast after adding an index on: 2015-08-19 20:17:36
Actually, now that you say it Riven, I remember that I still have a check in the importer so the same records don't get saved twice. I put it in mainly because I did implement the deleting of files later:
$field = FieldValue::find()->where(['updated_at' => $dateOfFile])->one(); //slightly modified

Which is code in PHP Framework Yii2 for the following:
SELECT * FROM field_value WHERE updated_at = :date LIMIT 1

So this topic was actually a big lie.. probably.. I am sorry guys persecutioncomplex

EDIT: Well now I think about it, could this little query really cost 2 minutes?? That's impossible because then my charts would have never loaded in the first place

And no there were almost no other SELECT queries on the server, the client had access to it, but I am surprised if they have even logged in once a day.
28  Discussions / General Discussions / Re: MySQL insert became fast after adding an index on: 2015-08-19 17:15:56
In most cases, ALTER TABLE makes a temporary copy of the original table. MySQL waits for other operations that are modifying the table, then proceeds. It incorporates the alteration into the copy, deletes the original table, and renames the new one.

Maybe a fragmented table got rebuilt into a new one.

Also: InnoDB? MyISAM? Using transactions? Which isolation level? Doing bulk inserts or prepared statements?

How does a table become fragmented? I have only read/inserted records in it.
The table uses InnoDB, I don't use prepared statements nor do I use transactions or bulk inserts, my bad.
It was meant to just insert 3 records every ten minutes, but since I am a little slow the files were stacked up since May Kiss And I have got to admit, didn't even think of using the prepared statement.

Possibly because of contraints (unique'ness of primary key) the database has to check on each insert.
It can do these checks much faster with an index.

I didn't use any constraints in the table though, except this auto_incremented Primary Key:
| Field       | Type         | Null | Key | Default             | Extra                       |
| id          | int(11)      | NO   | PRI | NULL                | auto_increment              |

Thanks for all of your fast replies. Smiley
29  Discussions / General Discussions / MySQL insert became fast after adding an index on: 2015-08-19 16:23:07
It actually happened at work, where I had a table which contained almost 2 million records.
I had created an importer which read csv's from Google Drive and saved the values from these files to records in the table. Which are displayed in a chart on the website.
The importer runs every two hours for an hour (via a cronjob) and had 33k files on Google Drive to go 1 month ago (and every 10 minutes, 3 new files are added), while I had 1 month of vacation to go Smiley so I went to check up on the website yesterday.

What I saw: the charts were incredibly slow (if the page did not throw an exception because it was allocating too much bytes) and the importer had still 27k files to go.
When running the importer manually, I found out that it took 2 minutes Clueless to save 1 file in the database.
So two problems came to my path: slow charts (front end, reading/SELECT) and slow importing (back end, writing/INSERT).
I had prioritized the charts, since that's what our client sees. So yesterday I made an sqldump from the database on the server for my laptop and I updated a lot of queries for the charts (the client requested some quite complex formules), and added an index for one column. The charts have a much more acceptable loading time now.

So today I was going to do some refactoring since I updated all those queries (Before updating those queries I did a lot of hacking in PHP, long story), and since I am on my PC instead of my laptop today, I went to make an SQL dump again. Shockingly, I saw two files on the server:
  • dump_18-8.sql 134 MB
  • dump_19-8.sql 219 MB
I immediately executed the importer manually and yes, not even 15K of files were left (the importer removes them after they have been read) and it now takes ~2 sec to save one file to the database... Shocked

How is it possible that an insert-statement takes considerably less time (2 min. to 2 sec) after adding an index to the table? It seems the contrary is not the only truth?
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-08-14 22:25:07
my vector graphics drawing package

Sounds interesting, what should I think about when you are talking about your Vector-program, something like a particle editor? Well you said in your Vangard topic that your game was vector based and didn't use any textures, but I always thought Vector images were textures persecutioncomplex

Did something myself as well, actually it was written in C# with .NET (first time).
Not really Java-unrelated since it's created to parse Json to JAVA-class files.

Click to Play

What's up next is converting the class to an enum from the actual data in the Json or create instances from it in runtime, not 100% sure yet.
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Java Gaming Resources
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Java Gaming Resources
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Java Gaming Resources
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Java Gaming Resources
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List of Learning Resources
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List of Learning Resources
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SF/X Libraries
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SF/X Libraries
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