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1  Games Center / Showcase / Re: Mini Quests on: 2011-12-31 04:30:12
cargar: clase knight.MainApplet no encontrada.
java.lang.ClassNotFoundException: knight.MainApplet
   at sun.plugin2.applet.Applet2ClassLoader.findClass(Unknown Source)
   at sun.plugin2.applet.Plugin2ClassLoader.loadClass0(Unknown Source)
   at sun.plugin2.applet.Plugin2ClassLoader.loadClass(Unknown Source)
   at sun.plugin2.applet.Plugin2ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at sun.plugin2.applet.Plugin2ClassLoader.loadCode(Unknown Source)
   at sun.plugin2.applet.Plugin2Manager.createApplet(Unknown Source)
   at sun.plugin2.applet.Plugin2Manager$ Source)
   at Source)
Excepci├│n: java.lang.ClassNotFoundException: knight.MainApplet

So bad, I played this game back in the compo (I tried to pitch in but started too late) and it was fun as hell. I hope you fix it, I want to try the update Smiley
2  Games Center / Tiny Game 2010 / [Journal?] Speleulogy on: 2010-08-31 20:42:49
I think I'm not submitting the game to the contest, it's not finished.

I decided to join the contest just two weeks before the deadline and took the worst decisions of my life (starting from scratch and implementing my own physics engine.) Just two days ago it was nearly finished. I just had to add some types of monsters, some powerups, the end game screen, do some art and add a mode where you explored the cave in the dark with a flashlight and polish some little things (like showing the current weapon, etc.) All that is half done, but I couldn't work in the game due to some real life issues I had these last days, so I wasn't able to finish it.

I'm making this "journal" in case you're curious about the game, here's the game as it was 28th Aug: Speleulogy Beta

Good luck and thanks to all entrants and people who tried like me. I learnt a lot in this two weeks and it was fun to try this little experiment. I hope I can get the game finished soon.

The game is about exploration and discovery, so I won't explain too much about it. The game is somewhat based in my experiences spelunking in Minecraft. Thanks Markus for such a great game!
Survive, explore the cave, collect treasures and find the exit to get your score and a password to replay the level.

You have to visit a couple of caves to see the full flavor of the game, so PLEASE do it, I think it's worth it Smiley

Awesome music by Ted Cover. Thanks man!

A - Left
D - Right
S - Go down in grappling hook
G - Drop weapon/item
Space - Jump
Mouse - Look around
Mouse click - Fire weapon/use current item
Right mouse click - Alternative fire (not in many weapons)
Z - Enter door/portal
1,2,3,4 - Change weapon/item
Escape - Go to main menu

I'm using Alan_W's EGAImage, ShannonSmith's EGA drawString classes and the following libraries: ryanm's SoundGen, EasyOGG, Jogg and JOrbis.
3  Games Center / Tiny Game 2010 / Re: One month to go! on: 2010-08-29 02:37:07
I have a pretty playable game right now, so I think I'll have it ready then. I will probably be correcting minor bugs until the limit, so any minute can be crucial. What's the exact deadline, Aug 31st - 00:00AM or Sep 1st - 00:00AM?
4  Game Development / Game Mechanics / Re: Grappling hook slowly getting larger on: 2010-08-23 02:58:57
Thanks, that worked Smiley
5  Game Development / Game Mechanics / Re: Friction over time on: 2010-08-23 02:53:29
What would the frictioncoefficent be? I don't get any significative results chaging it's value in the 0.0-1.0 range. It's always really slow, not matter what value I try. Maybe it's a bug, I'll check it.

I'm still thinking about the (0.9*step1 + 0.9*0.9*step2 + 0.9*0.9*0.9*step3 + ...). It should really be (0.9*velocity+ 0.9*0.9*velocity+ 0.9*0.9*0.9*velocity + ...). That is velocity*(0.9+0.9*0.9+0.9*0.9*0.9+...), the geometric series of 1*0.9^n (minus one), which would converge to 1/(1-friction_coefficent) (minus one). The sum for the first n tems is velocity*((1-0.9^n)/(1-0.9)-1), where n is the number of steps, or velocity*((1-Math.pow(x_friction, deltatime))/(1-x_friction)-1). Isn't that a nice approximation? Sound good, I'm going to try both.

EDIT: Nevermind, going through a lot of math I got to your formula.
EDIT2: It's still not working. Odd :S
6  Game Development / Game Mechanics / Friction over time on: 2010-08-22 22:01:57
Well, here I am with another question. How can I implement friction over time?

friction*deltatime obviously doesn't work, it would make the friction greater than 1 if deltatime is big enough. Then I came up with the idea of Math.pow(friction, deltatime);, but it wouldn't work either, because friction would get lower when deltatime values grow, which is not good (low framerate = big deltatime = lower friction = everything slides.) I'm out of ideas... What am I missing here?

EDIT: I get the feelling that Math.pow is still the way to go. A 0.9 friction over steps would be (0.9*step1 + 0.9*0.9*step2 + 0.9*0.9*0.9*step3 + ...) but how can I approximate it? Maybe "for (i=0; i<deltaTime; i++) approxfriction += 0.9*approxfriction;"?
7  Game Development / Game Mechanics / Re: Grappling hook slowly getting larger on: 2010-08-22 19:28:26
Thanks for the answer Smiley I thought about directly correcting it as you suggest, but it didn't seem very elegant. I think it's the only option, so... how could I know the correction factor? How much exactly I'm deviating from the correct position in each step?
8  Game Development / Game Mechanics / Grappling hook slowly getting larger on: 2010-08-22 16:54:53
I'm implementing a grappling hook into my game. I want it to keep its length constant once hooked, therefore creating a circular motion around the hook point. Here's an awesome high-resolution scheme:

To keep things simple, I decided to keep with linear motion calc instead of switching to a circular reference system when hooked. My approach to create the circular motion is to get the player speed (yellow in the scheme) and find its orthogonal projection (pink) to the hook vector (blue/green). Then I reverse the orthogonal projection and add it to the player speed, nullifying any speed parallel to the hook vector, so that only orthogonal movement to it is possible, effectively creating a circular motion.

It seems to work, but when I'm hooked, for some reason the hook gets slowly larger, like one pixel per second or so. What could be the cause for that? Maybe it's a precision problem? I doubt so, I'm using doubles, and one pixel per second is like A LOT of precision loss.

EDIT: I got an answer in other forum where I asked the same question. The problem is that I'm taking the tangential velocity at the tangential point. Therefore the player moves away from the circle as the only point the tangent is on the
circle is the one where the player is currently at. Okay, I got the problem, but I can't come with a solution!
9  Game Development / Shared Code / Re: Pew Pew Pew! Sound synthesis on: 2010-08-20 15:04:39
I'm sorry for the bump, but SoundGen is exactly what I was looking for. Awesome stuff, I hope you're still around here! I love sound synthesis, so you made me want to set up a multi-instrument enviroment for my applet game Smiley

I want to buffer some random output for little sounds effects (like coin, powerup...) and pre-generate a tune. What would be better in each case, keeping ByteBuffers or Clips cached? I mean, the little wait time when clicking play in your app is caused by SoundSpec generation or in the Clip player? Is Clip much bigger in memory?
10  Discussions / General Discussions / Out of memory error on: 2010-08-18 19:24:37
I'm sorry, I know this isn't the right place to ask but there's no "General Java Questions" forum.

My game relies heavily on memory usage, generating two pseudorandom images for the playfield, which must stay buffered the whole game. In a normal sized playfield, everything works, but when I try to scale it and create HUGE playfields (like 8000*8000 pixels) I get an "OutOfMemoryError: Java heap space" exception. Is there any way to fix this or should I give up making this game? I suppose Java's VM memory space is fixed for applets, so...
11  Games Center / Tiny Game 2010 / Re: 40x30 EGA Contest on: 2010-08-18 05:33:08
I could have included zeros in the FONT array for a 1-1 match with ascii so the
int value = FONT[s.charAt(i) - 28];
wouldn't include the -28 I can't remember why I didn't it was probably to match up with a square texture grid or something.
Thanks for the answer, but I was asking because I had to tweak the array. Uppercase "I" was missing, and lowercase letters were off by one space. Thanks for the code too, I'm using it in my game and works flawlessly.
12  Games Center / Tiny Game 2010 / Re: 40x30 EGA Contest on: 2010-08-17 10:42:02
I encoded each of the characters in the lower 15 bits (3x5) of an int (starting at ASCII 28 for some reason I forgot):
Is the letter misplacement in the array intentional, or is it unintended and caused only on my computer for some reason?
13  Game Development / Shared Code / Re: libnoiseforjava on: 2010-08-17 09:04:41
I went nuts trying to find Perlin noise already implemented in Java, so I ended uo implementing Simplex noise myself and NOW I find this? Looks good, I might give it a try if it's faster than my Simplex function.
14  Games Center / Tiny Game 2010 / Re: One month to go! on: 2010-08-17 08:22:09
Although I've known about the contest for months, I'm a lazy ass and began my project two days ago, so I probably won't make it soon enough... Should I add a journal just in case I get it done, or posting it somewhere around here before the finish date will do? I'll drop it here anyways even if I don't get it done in time if you don't mind, just in case somebody is interested.

Although it's a pretty experimental project, it's taking less time than I thought it'd take, so I might get it done. I'll try to make it as playable as posible before the finish date, even if some features are missing.
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