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1  Discussions / General Discussions / Game Engine for 3D games on: 2014-05-05 20:12:05
Hi to all, i'm wondering about a 3d car top view game, but i need some opinions XD I need a 3D game engine, possibli freeware and with no cost for license. Actually i?m using jmonkey, because i need physics and other little stuff, but i think is a mature project and i don't want to continue with this. Anybody have an alternative to suggest me?  Roll Eyes
2  Games Center / WIP games, tools & toy projects / Re: Dat Shoter Alpha on: 2014-02-07 15:24:50
Ok, I have edited all, so now you can read all information at the top. I don't want to scatenate caos with this post, so please don't fight here. I use libgdx and box2dLight because i haven't the possibilities (in time and in knowledge ) now to do all by me in my personal engine, but is my intention to do this.
3  Games Center / WIP games, tools & toy projects / Re: Dat Shoter Alpha on: 2014-02-06 22:24:06
It's a school project, is for my exam, afet that i want to do it better with a story and a survival mode, and after that i don't now, maybe i can sell it
4  Games Center / WIP games, tools & toy projects / Dat Shoter Alpha on: 2014-02-06 20:56:46
Hi to all! in this weeks i have started this game, and now i want to show you my first result!
I hope you enjoy this video :
<a href="http://www.youtube.com/v/jOlu2hW3BWo?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/jOlu2hW3BWo?version=3&amp;hl=en_US&amp;start=</a>
There are some images of the game:




Ok, now i explain tha i have done and what i would do :
1) The graphics is done by me, but i say other texture were i have take idea
2) I use LibGDX
3) The game is structured with box2D and box2DLight (with a little modification by me)
4) The misuc i have used is "The Driving Force" is one of the song that youtube give free to youtubers
5) The level is done with tiled, ma i have done a siple wrapper for box2d, this because i want that the player can create theyre own level easily (I will post some image and documentation for that)
    [ i want that player can customize theri texture and all the world, so the game can change throw an infinity possibilities of story ]

Future intention :
The game will have a story, whit the relative campaign, and a survive mode (where the user can play theri level)
If i can i would implement a site were you can upload your level, and by the game you can play and rate it, but this is a far future intention
Now it's you turn, say me what do you think about this  Grin
5  Discussions / General Discussions / Re: GFX artist on: 2013-12-02 13:12:47
i open this topic beacuse i need customized sprite, i know there are free option, but no one are what i need
6  Discussions / General Discussions / GFX artist on: 2013-12-02 12:52:21
Hi, I need a gfx artist for my game, there is someone that have a little free time to sped for create some sprite?
In alternative, where i can find a gfx artist?
7  Game Development / Networking & Multiplayer / [LibGDX] Change User Agent in web on: 2013-11-28 18:08:54
When i try to connect to a php web page to my site, CloudFlare, a service that i can't disable, block my ip and deny me to connect, but this only on pc, not on android or other.
I want to know how i can resolve it, i have to chage the user agent of libgdx or what else?
The page that i get is this :
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<!DOCTYPE html><!--[if lt IE 7]> <html class="no-js ie6 oldie" lang="en-US"> <![endif]--><!--[if IE 7]>    <html class="no-js ie7 oldie" lang="en-US"> <![endif]--><!--[if IE 8]>    <html class="no-js ie8 oldie" lang="en-US"> <![endif]--><!--[if gt IE 8]><!--> <html class="no-js" lang="en-US"> <!--<![endif]--><head><title>Access denied | www.houseofgames.altervista.org used CloudFlare to restrict access</title><meta charset="UTF-8" /><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><meta http-equiv="X-UA-Compatible" content="IE=Edge,chrome=1" /><meta name="robots" content="noindex, nofollow" /><meta name="viewport" content="width=device-width,initial-scale=1,maximum-scale=1" /><link rel="stylesheet" id="cf_styles-css" href="/cdn-cgi/styles/cf.errors.css" type="text/css" media="screen,projection" /><!--[if lt IE 9]><link rel="stylesheet" id='cf_styles-ie-css' href="/cdn-cgi/styles/cf.errors.ie.css" type="text/css" media="screen,projection" /><![endif]--><style type="text/css">body{margin:0;padding:0}</style><!--[if lt IE 9]><script type="text/javascript" src="//cdnjs.cloudflare.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script><![endif]--><!--[if gte IE 9]><!--><script type="text/javascript" src="//cdnjs.cloudflare.com/ajax/libs/zepto/1.0/zepto.min.js"></script><!--<![endif]--><script type="text/javascript" src="/cdn-cgi/scripts/cf.common.js"></script></head><body>  <div id="cf-wrapper">    <div class="cf-alert cf-alert-error cf-cookie-error" id="cookie-alert" data-translate="enable_cookies">Please enable cookies.</div>    <div id="cf-error-details" class="cf-error-details-wrapper">      <div class="cf-wrapper cf-header cf-error-overview">        <h1>Error 1010</h1>        <h2 class="cf-subheadline">Access denied</h2>      </div><!-- /.header -->      <section></section><!-- spacer -->      <div class="cf-section cf-wrapper">        <div class="cf-columns two">          <div class="cf-column">            <h2>What happened?</h2>            <p>The owner of this website (www.houseofgames.altervista.org) has banned your access based on your browser's signature (d3ff78e3cd40497-ua21).</p>          </div>                  </div>      </div><!-- /.section -->      <div class="cf-error-footer cf-wrapper">  <p>    <span class="cf-footer-item">CloudFlare Ray ID: <strong>d3ff78e3cd40497</strong></span>    <span class="cf-footer-separator">•</span>    <span class="cf-footer-item"><span data-translate="your_ip">Your IP</span>: xx.xx.xxx.xxx</span>    <span class="cf-footer-separator">•</span>    <span class="cf-footer-item"><a data-orig-proto="https" data-orig-ref="cloudflare.com/support" id="support_link" data-translate="help" target="_blank">Help</a></span>    <span class="cf-footer-separator">•</span>    <span class="cf-footer-item"><span data-translate="performance_security_by">Performance & security by</span> <a data-orig-proto="https" data-orig-ref="cloudflare.com" id="cloudflare_link" target="_blank">CloudFlare</a></span>      </p></div><!-- /.error-footer -->    </div><!-- /#cf-error-details -->  </div><!-- /#cf-wrapper -->  <script type="text/javascript">  window._cf_translation = {};    </script></body></html>
8  Game Development / Newbie & Debugging Questions / [LibGDX] ScrollPane dynamic fill doesn't work on: 2013-11-28 11:37:48
hi to all, i spent 2 days to try to fill a scrollpane with data that i get from internet, but i always have an error and all crash!
The code tha i use is :
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HttpResponseListener listener = new HttpResponseListener() {
             
             @SuppressWarnings("unchecked")
             @Override
             public void handleHttpResponse(HttpResponse httpResponse) {
                container.clearChildren();
               
                Json carica = new Json();
                utenti = (Array<Utente>)carica.fromJson(Object.class, httpResponse.getResultAsString());
               
                for (Utente user : utenti) {
                   container.row();
                   
                   container.add(new Label(user.username, skin)).uniform();
                   
                   if(!user.privato)
                      container.add(new TextButton("View", skin)).width(unit_x).height(unit_y*.5f).padLeft(unit_x*.2f);
                }
              }
                 
             @Override
             public void failed(Throwable t) {
                if(t.getMessage() != null) {
                    container.row();
                    container.add(new Label(t.getMessage(), skin)).uniform();
                    MyLittleCompany.Debug(t.getMessage());
                }
             }
         };
   
          Gdx.net.sendHttpRequest(httpPost, listener);


where httpPost is the HttpRequest that i use to get data from my php page.

sometimes it works, but the table is not set correctly, other times is all ok, but for most of try i get this error:
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11-28 08:35:00.518: E/AndroidRuntime(15646): FATAL EXCEPTION: GLThread 924
11-28 08:35:00.518: E/AndroidRuntime(15646): java.lang.ArrayIndexOutOfBoundsException: length=2; index=2
11-28 08:35:00.518: E/AndroidRuntime(15646):    at com.esotericsoftware.tablelayout.BaseTableLayout.layout(BaseTableLayout.java:745)
11-28 08:35:00.518: E/AndroidRuntime(15646):    at com.badlogic.gdx.scenes.scene2d.ui.TableLayout.layout(TableLayout.java:51)
11-28 08:35:00.518: E/AndroidRuntime(15646):    at com.badlogic.gdx.scenes.scene2d.ui.Table.layout(Table.java:261)
11-28 08:35:00.518: E/AndroidRuntime(15646):    at com.badlogic.gdx.scenes.scene2d.ui.WidgetGroup.validate(WidgetGroup.java:106)
11-28 08:35:00.518: E/AndroidRuntime(15646):    at com.badlogic.gdx.scenes.scene2d.ui.ScrollPane.layout(ScrollPane.java:512)
11-28 08:35:00.518: E/AndroidRuntime(15646):    at com.badlogic.gdx.scenes.scene2d.ui.WidgetGroup.validate(WidgetGroup.java:106)
11-28 08:35:00.518: E/AndroidRuntime(15646):    at com.badlogic.gdx.scenes.scene2d.ui.TableLayout.layout(TableLayout.java:81)
11-28 08:35:00.518: E/AndroidRuntime(15646):    at com.badlogic.gdx.scenes.scene2d.ui.Table.layout(Table.java:261)
11-28 08:35:00.518: E/AndroidRuntime(15646):    at com.badlogic.gdx.scenes.scene2d.ui.WidgetGroup.validate(WidgetGroup.java:106)
11-28 08:35:00.518: E/AndroidRuntime(15646):    at com.badlogic.gdx.scenes.scene2d.ui.Table.draw(Table.java:79)
11-28 08:35:00.518: E/AndroidRuntime(15646):    at com.badlogic.gdx.scenes.scene2d.Group.drawChildren(Group.java:111)
11-28 08:35:00.518: E/AndroidRuntime(15646):    at com.badlogic.gdx.scenes.scene2d.Group.draw(Group.java:56)
11-28 08:35:00.518: E/AndroidRuntime(15646):    at com.badlogic.gdx.scenes.scene2d.Stage.draw(Stage.java:183)
11-28 08:35:00.518: E/AndroidRuntime(15646):    at com.grevius.games.Screens.OnlineData.render(OnlineData.java:58)
11-28 08:35:00.518: E/AndroidRuntime(15646):    at com.badlogic.gdx.Game.render(Game.java:46)
11-28 08:35:00.518: E/AndroidRuntime(15646):    at com.grevius.games.mylittlecompany.MyLittleCompany.render(MyLittleCompany.java:58)
11-28 08:35:00.518: E/AndroidRuntime(15646):    at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:499)
11-28 08:35:00.518: E/AndroidRuntime(15646):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1513)
11-28 08:35:00.518: E/AndroidRuntime(15646):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1267)


The problem i think is in there line: java.lang.ArrayIndexOutOfBoundsException: length=2; index=2 where sometine i get value of 4, 7, 2, 10 and other number.

How can i resolve it? i'm desperated  Cry
9  Game Development / Newbie & Debugging Questions / Re: [LibGDX] get texture path? on: 2013-11-16 15:17:39
no problem  Wink tnx for the disponibility  Smiley
10  Game Development / Newbie & Debugging Questions / Re: [LibGDX] get texture path? on: 2013-11-15 20:30:16
Google wouldn't have helped.

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String path = ((FileTextureData)texture.getTextureData()).getFileHandle().path();

The cast will fail if your texture wasn't loaded from a file.
Thanks, this is exactly what i need  Cheesy
11  Game Development / Newbie & Debugging Questions / Re: [LibGDX] get texture path? on: 2013-11-15 20:29:16
Gdx.files.internal("path") if that's inside the assets folder. Please google next time.
i'm sorry, but you don't understand what i have asked.
12  Game Development / Newbie & Debugging Questions / [LibGDX] get texture path? on: 2013-11-15 18:31:30
Hi boys, i have a new question for you  Grin
I have a sprite, and i get the texture of this prite, there is some method to get the texture image path? (like : "data/img/pippo.png")
13  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Tiled map problem... on: 2013-10-13 23:19:30
if i use int for the camera it move too laggy, and is not the best movement.
14  Game Development / Newbie & Debugging Questions / [LibGDX] Tiled map problem... on: 2013-10-13 22:47:53
I, i have a problem with my tiled map, this is a video about it :

 <a href="http://www.youtube.com/v/g-0sAHHqAO0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/g-0sAHHqAO0?version=3&amp;hl=en_US&amp;start=</a>

My problem is that there are some artefact in my tiled map, but the image haven't that error. I have tryed with lot of tileset, but the result is the same. I've tryed also to use nearest to filter the texture because i read in lot of post that can resolve the problem, but not is changed.
I think that the proble is the precision with the texture il loaded is too high and the opengl fail, i think that the problem is in the camera resolutio/tile with, height but i'm not able to solve it, can somebody help me?
There is my code :

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package com.grevius.Screens;

import net.dermetfan.util.libgdx.box2d.Box2DMapObjectParser;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputAdapter;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.maps.MapProperties;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TmxMapLoader;
import com.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
import com.badlogic.gdx.physics.box2d.Fixture;
import com.badlogic.gdx.physics.box2d.QueryCallback;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.utils.ObjectMap;

public class Livello extends InputAdapter implements Screen{

   // Variabili globali
  OrthographicCamera camera;
   World mondo;
   Box2DDebugRenderer renderer;
   OrthogonalTiledMapRenderer mappa;
   
   @Override
   public void render(float delta) {
      Gdx.gl.glClearColor(0, 0, 0, 1);
      Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

      mondo.step(1/45f, 5, 1);
     
      mappa.setView(camera);
      mappa.render();
     
      FollowPlayer();
     
      renderer.render(mondo, camera.combined);
   }

   @Override
   public void resize(int width, int height) {
      float rateo = (float)width/height;
     
      // 4:3
     if(rateo>1.2f && rateo<1.4f) {
         camera.viewportWidth = 800/10;
         camera.viewportHeight = 600/10;
      }
     
      // 16:9      if (rateo>1.6f && rateo<1.9f)
     else {
         camera.viewportWidth = 854/10;
         camera.viewportHeight = 480/10;
      }

      MapProperties prop = mappa.getMap().getProperties();

      int mapWidth = prop.get("width", Integer.class);
      int mapHeight = prop.get("height", Integer.class);
      int tilePixelWidth = prop.get("tilewidth", Integer.class);
      int tilePixelHeight = prop.get("tileheight", Integer.class);
     
      camera.position.set(10*mappa.getUnitScale()*tilePixelWidth, 11*mappa.getUnitScale()*tilePixelHeight, 0);
//      camera.position.set(mapWidth*tilePixelWidth/2*mappa.getUnitScale(), mapHeight*tilePixelHeight/2*mappa.getUnitScale(), 0);
     camera.update();
     
      Gdx.app.log("INFO", "dim : " + width + " " + height);
   }

   @Override
   public void show() {
      // Inizzializzo la camera
     camera = new OrthographicCamera();
     
      Gdx.input.setInputProcessor(this);
     
      // Inizializzo il mondo
     mondo = new World(new Vector2(0, -9.81f), true);
      renderer = new Box2DDebugRenderer();
     
      TmxMapLoader.Parameters par = new TmxMapLoader.Parameters();
      par.textureMinFilter = TextureFilter.Nearest;
      par.textureMagFilter = TextureFilter.Nearest;
     
      TiledMap level = new TmxMapLoader().load("data/prova.tmx", par);
      mappa = new OrthogonalTiledMapRenderer(level, 0.20f);
     
      Box2DMapObjectParser parser = new Box2DMapObjectParser(0.20f);
      parser.load(mondo, level);
     
      ObjectMap<String, Body> corpi = parser.getBodies();
      corpo = corpi.get("Player");
   }

   @Override
   public void hide() {
      this.dispose();
   }

   @Override
   public void pause() {
      // TODO Auto-generated method stub

   }

   @Override
   public void resume() {
      // TODO Auto-generated method stub

   }

   @Override
   public void dispose() {
      mondo.dispose();
      renderer.dispose();
      mappa.dispose();
   }

   
   private void FollowPlayer() {
      float lerp = 0.1f;
      Vector3 position = camera.position;

      position.x += (corpo.getPosition().x - position.x) * lerp;
      position.y += (corpo.getPosition().y - position.y) * lerp;

      camera.position.set(position);
      camera.update();
     
   }
   
   // Vettore per la posizione del tocco
  private Vector3 pos = new Vector3(), tmp = new Vector3();
   private Vector2 forza = new Vector2();
   private Body corpo;
   private boolean toccato = false;
   
   private QueryCallback queryCallBack = new QueryCallback() {
     
      @Override
      public boolean reportFixture(Fixture fixture) {
         // Controllo se c'è veramente un corpo
        if(!fixture.testPoint(pos.x, pos.y))
            return false;
         
         corpo = fixture.getBody();
         toccato = true;
         Gdx.app.log("INFO", "nome : " + fixture.getBody().isAwake());
         
         return false;
      }
   };
   
   
   @Override
   public boolean touchDown(int screenX, int screenY, int pointer, int button) {
      // Imposto dove è stato dato il tocco nelle unità del mondo
     camera.unproject(pos.set(screenX, screenY, 0));
     
      mondo.QueryAABB(queryCallBack, pos.x, pos.y, pos.x, pos.y);
      return true;
   }
   

   @Override
   public boolean touchUp(int screenX, int screenY, int pointer, int button) {
     
      if(toccato) {
         forza.limit(20);
         if(!corpo.isAwake())
            corpo.setLinearVelocity(forza);
         Gdx.app.log("INFO", "nome : " + corpo.getUserData());
      }
     
      toccato = false;
     
      return true;
   }
   

   @Override
   public boolean touchDragged(int screenX, int screenY, int pointer) {
     
      // Se ho toccato il player imposto la forza con cui esso si può lanciare
     if(toccato) {
         tmp.set(screenX, screenY, 0);
         camera.unproject(tmp);
         
         forza.set(pos.x-tmp.x, pos.y-tmp.y);
      }
     
      return true;
   }

}
15  Game Development / Shared Code / Re: Box2DMapObjectParser: edit Box2D with your map editor on: 2013-10-07 18:46:56
I have a quastion, in your parser, are the tile cell connected with the tile image? if i draw a box and i set i dynamic, can i move the object and the tile too?
I don't know if i'm clear or not, sorry XP
16  Discussions / Miscellaneous Topics / Re: Physics Body Editor on: 2013-10-02 23:26:01
I don't think that there will be an update, we wrote our own box2d-editor. Maybe we will release it, as soon as everything runs smoothly Smiley
Oh great! I'm impatient to try it Smiley
17  Discussions / Miscellaneous Topics / Re: What music do you listen to while you code? on: 2013-10-02 23:25:19
I listen very often Savant XD
<a href="http://www.youtube.com/v/-CzBYn7iRSI?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/-CzBYn7iRSI?version=3&amp;hl=en_US&amp;start=</a>
18  Game Development / Game Mechanics / [LibGDX] how to create an infinite level with box2d on: 2013-09-19 17:51:06
hi to all! i use libgdx and box2d in my game and i have a question. I have to do a dinamic level, creted randomly in real time that would be infinite to the right (my is a side scroller game).
How can i do this? how to do this with havent thousand of body in memory for the previous track terrain?
what method i have to implement for create this kind of dinamic randomized level?
thx in advice and have a nice day  Wink Grin
19  Discussions / Miscellaneous Topics / Physics Body Editor on: 2013-09-18 19:17:59
In this day i use Physics Body Editor for my game, and i can say that is a very intresting program, but there is a proble...
i see in the blog site of the program that there are a new version avaible sonn with lot of intresting feature but this was wrote too time ago. Will this program update or i wait for nothing? XD
There is another freeware capable of export in json for libgdx that i can use for my project?
is a displeasure if Physics Body Editor is alone Sad
20  Game Development / Game Play & Game Design / Re: [LibGDX] How to texturize a trinagle strip with an image? on: 2013-09-17 22:54:41
Use quads, or increase the texture coords every 2 rectangles (like you are doing in the image).
Besides that, just draw them normally.
no, i'm not able to do this Sad
i have this code :
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for(int i=0; i<colline; i++) {
            if(i != 0) {
               randomHeight = (float)Math.random()*hard;
               HillHeight -=randomHeight;
            }
            for(int j=0; j<HillSlices; j++) {
                    // Creo la posizione del punto del terreno
              vertici.add(new Vector2(j*distance+HillWidth*i, (float)(HillHeight+randomHeight*Math.cos(2*Math.PI/HillSlices*j))));
            }
           
            HillHeight += randomHeight;
      }

vertici il my array with all the points, but i really don't know how to drow it in the rendere() with the texture, can somebody teach me how to do this?
21  Game Development / Game Play & Game Design / Re: [LibGDX] How to texturize a trinagle strip with an image? on: 2013-09-17 22:04:26
I try and tell you if i do it right XD
22  Game Development / Game Play & Game Design / [LibGDX] How to texturize a trinagle strip with an image? on: 2013-09-17 18:18:18
Hi to all! i'm creating a game with implemented box2D, and i want to create a dynamic ramdomized terrain like this :

how i have to do for texturize my point in a way like that in photos?
if you can a piece of code is apreciated XD
23  Games Center / WIP games, tools & toy projects / Re: Box2d & Box2d Lights Simpleness Example on: 2013-09-10 11:07:33
i see this kind of light in libgdx, my question is, can I run this on my android application without a considerable drop down frame rate or it's quite light to calculate for the phone? i don't know if you can understand my question XD
24  Game Development / Newbie & Debugging Questions / Re: Simple Day/Night Cycle Libgdx on: 2013-08-26 13:10:47
i think there is a simple way.
You can create a image, like 1x1px, 1 pixel darker and i pixel lighter, and apply this texture to a prite with linear filter. in this case you create a gray like sky.
After that you can color the sky by .setColor of the sprite an so you have a different sky in different time of a day.
If you want animate it you can simple use Tween manager for animation, and set the color of the sprite to animate, so you don't have to calculate the phase of the day, but only create a repeatyoyo loop animation that pass from day to night and viceversa.
I hope my explanation is pretty simple to understand  Grin
25  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Tinting a tile in LibGDX on: 2013-08-26 12:56:02
if you use sprite and you want only make your tile lighter or darker you can use the .setColor() of your tile.
this is an example :
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sprite.setColor(sprite.getColor().r, sprite.getColor().g, sprite.getColor().b, value);

with this you can set the opacity of the tile without change the color of it.
I also think that if you add value to r,g and b channel you can change the darkness or lighter of your sprite, you can try.
I hope this can help  Smiley
26  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Artefact visualizzation Tiled level on: 2013-08-06 16:38:57
Have you tried using another unitScale?

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renderer = new OrthogonalTiledMapRenderer(map, 1);


Maybe this does the trick Smiley.

i can't use your example because i have a camera with 7x6 viewport dimension, and 1 unit is calculated as 64 pixel, so i have to scale it to 1/64px, do you think my dimensions are too small and the render is artefacted by this?
27  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Artefact visualizzation Tiled level on: 2013-08-01 18:01:45
yes my image are all equal and not have tranparent edges, i have checked it XD
this is the code that i use to load my level :
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// Imposto il livello
map = new TmxMapLoader().load("data/"+Headinator_class.info.zona+"/"+Headinator_class.info.zona+".tmx");
renderer = new OrthogonalTiledMapRenderer(map, 1/(game.unit_xy));

and this is the code i use to render :
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renderer.setView(camera);
drawCielo();
renderer.render();


where renderer is an OrthogonalTiledMapRenderer.
28  Game Development / Newbie & Debugging Questions / [LibGDX] Artefact visualizzation Tiled level on: 2013-08-01 16:17:06
Hi, today I have another problem XD i have a tmx file with the level that i load in my game, i can load it and visualize it correctly, but when i move the player, sometimes compare a space between cell, and i see the background color! What can be the problem? I have noticed that using number as 00,00 with only 2 decimal i can see the space not so often. it can be possible that zooming in a tmx level there are some error in visualizzation of cell?
I have absolutely to resolve this problem or i can't continue the game because it's horrible to see tha lines Sad
this is the code that i use to load my level :
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// Imposto il livello
map = new TmxMapLoader().load("data/"+Headinator_class.info.zona+"/"+Headinator_class.info.zona+".tmx");
renderer = new OrthogonalTiledMapRenderer(map, 1/(game.unit_xy));

and this is the code i use to render :
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renderer.setView(camera);
drawCielo();
renderer.render();


where renderer is an OrthogonalTiledMapRenderer.
29  Games Center / Showcase / Re: One More Drop on: 2013-08-01 13:46:33
i like the idea and the game, good job! I like also the water particle effect!
Good game !
30  Games Center / Featured Games / Re: The Intergalactic Trashman - [NEW GAMEPLAY VIDEO] on: 2013-08-01 12:12:41
great game! I really like it! I have a question, what do you use for animate character? a simple Spritesheet? the movemens of a character are amazing, so fluid!
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