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1  Game Development / Newbie & Debugging Questions / Re: Java code migration to Android on: 2014-11-26 09:53:23
This is one reason why people use libraries... If you want to do coding for multiple platforms at once (android, computer, ios etc.)
use LibGDX for example (it even supports WebGL). Otherwise, you have to do some "simple copying" yourself.
2  Game Development / Newbie & Debugging Questions / Re: Adding a ActionListener to JOptionPane.showOptionDialog? on: 2014-11-03 21:33:57
Had to change it to:
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while(txt.getText().equals(""));


That while-loop is out of the question...
The custom dialog is a better option.

But I would say to just 'do nothing' when the user leaves it empty.
Error messages are really annoying sometimes, certainly when you accidentally activate something and it doesn't leave after a blow on ENTER.
3  Discussions / General Discussions / Re: Icebucket challenge ??? on: 2014-08-29 19:15:00
This Ice Bucket Challenge is like 'race against cancer'.

People want to do 'weird' things (race, nominate), and what do they do? Connect it with something 'good': "Hey I'm Chris and I'm squeezing boobs for charity" (this quote is real, three guys gave 20 dollars to charity per pair of squeezed boobs, it's not really the same, but comparable).
4  Game Development / Game Play & Game Design / Re: Need Opinions - yes really - Game Control on: 2014-08-23 18:07:49
It's kinda make to be a successor to Legends of Yore, so I'm thinking mobile is where I like to play best.

It's really where the question came from, I love the free movement but on mobiles past experience makes me think it's not as nice as infrequent tapping.

There is a certain difference between turn-based games and infrequent tapping...
It's not like free movement can't have that infrequent tapping, moving tile by tile, the difference is kind of that other objects in the world keep moving whether you do something or not.
5  Game Development / Game Play & Game Design / Re: Need Opinions - yes really - Game Control on: 2014-08-23 17:16:33
Quote
For desktop I would use: keyboard
For mobile I would use: touchscreen
For ouya I wou...

Oh wait, that's not the question, next time I will read the main post, promise. Kiss

Certainly free movement. I would have played LOY so much more if that game wasn't turn-based...

And about 2: Players want to do things (move/attack) themselves, if everything happens for them, (no choice, for as far as 'free will' exists Roll Eyes) and they can't decide to exchange some loot for some health, it's the end of the fun.

Sorry for this subjective post, but you asked for our personal opinions, so here it is. Smiley
6  Games Center / Contests / Re: Ludum Dare 30 (Connected Worlds) on: 2014-08-23 13:15:17
Oh, my suspicions about notch participating were true: http://www.twitch.tv/notch

Edit: his internet connection probably can't keep up very well (2.6k+ viewers, if that matters) Tongue
7  Discussions / Miscellaneous Topics / Re: Life is like a strategy game sort off on: 2014-08-06 21:15:16
The fact that " you" can't influence the brain's electrons is a red herring - you are the brain's electrons!

That's funny, since electrons can't do anything on themselves... Smiley:
Quote
basically an electron is moved by the forces they exert on each other
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-02 10:02:24
How will it become scrap?

It was a joke/sarcasm. Some people think that way... So don't take me too serious Wink


Your memory seems quite slow compared to the other high-end PC's, didn't you pay attention to the CAS Latency?
You have the best processor out there, so I don't understand why that score is so 'low' either, you were probably gaming, watching movies, video-editing, installing windows and recording while doing that test. Wink Or maybe it is because your memory 'under-performs' compared to other desktops (or even your laptop with 18.26) which also has effect on your CPU, your PC is ready for his first upgrade Grin (joking joking joking).
It's (very probably) because the other CPU's are overclocked, so don't worry Wink
Very very good video card though, it should be able to handle Minecraft Wink (You know my bad-joke-habits by now, right? Smiley)
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-01 21:35:40
780 ti, i7 4770k, 8 GB of corsair vengeance DDR3, 150 GB SSD, 1 TB HD, Asus Z87 Pro Wifi AC motherboard, and an 850 watt PSU.

Ok, if you do it, you do it good.
That 850 Watt PSU is a lot though, even for your (overclocked) setup. Well, I guess it keeps the possibility to upgrade your desktop open when your PC becomes scrap over a few months when next gen Intel processors come out. Wink

Tore apart my computer, made a ton of upgrades.
Re-Installed Linux.

Tore apart my computer, made a ton of... dust disappear to live happily with his friends in the vacuum cleaner.

So you re-installed Linux? (sounds like an upgraded data storage Wink) Funny, I considered this picture quite matching, when I was searching for funny vacuum cleaner pictures out of boredom after writing this post:

10  Game Development / Newbie & Debugging Questions / Re: [LibGdx]PPM conversion Error on: 2014-07-30 20:30:41
Make it a float: float PPM = 6.0f;

An int won't work because if you do 5/6 it returns 0, like you do here:
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shape.setAsBox(5 / PPM, 5 / PPM);
11  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on IndieDB! < on: 2014-07-28 07:37:56
Finally actually built a "real" lumber mill graphic, what do you think?



How about an upgradeable lumbermill/buildings, because they both are good Smiley
12  Game Development / Networking & Multiplayer / Re: Converting from TCP to UDP - Threading Clients? on: 2014-07-26 19:26:28
Do I need to establish a specific port for the client to listen to the server?

The answer: No, you should not.

If the client doesn't receive any messages, it's because you are doing something wrong in the server or (probably) client, you are probably using more than one datagramsocket in your client? (which you should not)
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-25 17:49:54
Mind crushingly tedious in 30 degree heat with no air-con.
The wind blew your way a few days ago then, gheheh.

I teached my little nephew (11 yrs) HTML (yesterday evening and today), he understands the basics, head/body, and tags with properties, like <font>.
And... most importantly, I learned him how to Google!
14  Game Development / Networking & Multiplayer / Re: Converting from TCP to UDP - Threading Clients? on: 2014-07-25 15:26:59
As far as packet loss, I think I'd like to take a thwack at that myself before looking for help. Looks like it might be kinda fun Smiley

Haha, that's the spirit! And heck you will learn a lot thanks to that spirit Cheesy

And about the sending of packets, actually, in the same class, I had this function:

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public void write(DatagramPacket dp, int pckg, String[] parts) {
      String msg = "" + pckg;
      for(int i = 0; i < parts.length; i++)
         msg += PackageHandler.separator + parts[i];
     
      msg += PackageHandler.endPackage;
      dp.setData(msg.getBytes());
     
      try {
         sender.send(dp);
      } catch (IOException e) {
         e.printStackTrace();
      }
   }


int pckg, tells the server/client what to do with this data:
  • a login
  • input
  • or whatever
15  Game Development / Networking & Multiplayer / Re: Converting from TCP to UDP - Threading Clients? on: 2014-07-25 10:23:48
Possible UDP setup?:

Client
 * Attempt to communicate with server. If successful...
   * Creates a thread to listen for messages from server.
   * Processes client input, sends messages from server, interprets server response.

Server
 * Create Main listen thread
   * Main Listen thread gets ALL messages from ALL clients. As soon as a message comes in, it determines which client it belongs to and hands the message off to a client-specific thread (or creates one if this is the client's first time connecting)
      * Client Listen thread processes the message and passes the response back to the client.
 * Processes server input, sends messages to client, interprets client messages.

This is exactly how you should do this, I see you have already digged into this stuff (which is why I reply).
You should ignore tkausl's suggestion because I see no reason why you shouldn't do this yourself, if you want to keep it fast and organized at least...

Here is how I did it in my previous game:
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   public Runnable receiver = new Runnable(){
      byte[] receiveData = new byte[1024];
      int id = 0; // until we have connection to database use this temporary!!!!
     
      public void run(){
         while(running){
            total:
            try {
               DatagramPacket datagramPacket = new DatagramPacket(receiveData, receiveData.length);
               server.receive(datagramPacket);
               for(Client c : clients){
                  if(c.dp.getSocketAddress().equals(datagramPacket.getSocketAddress())){
                     c.handleMsg(datagramPacket.getData());
                     break total;
                  }
               }
               clients.add(new Client(datagramPacket, id++));
            } catch (Exception e) {
               e.printStackTrace();
            }
         }
         
         server.close();
      }
   };


I also have very nice code which handles the packet loss and eventual delivers them in order (and in incredibly quick Smiley ), if you would like to have them, you know where to find me.
16  Games Center / WIP games, tools & toy projects / Re: Age of Conquest IV - Risk-like Strategy Game on: 2014-07-22 17:10:13
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.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-22 12:23:42
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>
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-16 18:50:01
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
19  Games Center / Featured Games / Re: Daedalus on: 2014-07-15 09:35:21
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
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-14 12:29:55
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);
      }
   }
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-14 12:15:23
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).

Click to Play
22  Games Center / WIP games, tools & toy projects / Re: Mortal Terminus on: 2014-07-12 21:16:15
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
23  Discussions / Miscellaneous Topics / Re: [Girls] How to completely block them from our lives? on: 2014-07-12 20:24:24
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.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-11 20:59:27

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).
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-11 20:36:46
Enjoying the rain :3 :

Click to Play


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).
26  Games Center / WIP games, tools & toy projects / Re: [libGDX] Embersol Mercenaries - Online Shooter (Released!) on: 2014-07-10 22:23:53
I tried to download it from the play store, but it said: "This item is not available in your country." Undecided
27  Games Center / Contests / Re: Simple AI competition: Survival Game - Alienwar on: 2014-07-10 10:49:21
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
28  Game Development / Newbie & Debugging Questions / Re: LibGDX box2dlight gives the wrong shadow offset on: 2014-07-08 16:42:19
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);
29  Game Development / Game Play & Game Design / Re: Upgrade Ideas on: 2014-07-03 16:06:29
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.
30  Game Development / Newbie & Debugging Questions / Re: How to delay somthing without stopping the gameloop? on: 2014-07-03 15:37:54
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;
}
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Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50
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