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1  Game Development / Newbie & Debugging Questions / Re: How can I make a better game loop than this crap? on: 2015-03-28 15:10:13
Check out this guide! http://www.java-gaming.org/index.php?topic=24220.0  Smiley
2  Games Center / WIP games, tools & toy projects / Re: Our new game Glow, first public alpha available to download now on: 2015-03-15 07:43:46
Actual gameplay was almost impossible for me because it was fairly difficult. But I was really impressed by the website, and the polish of your intro. The game intro looks very nice.
3  Games Center / WIP games, tools & toy projects / Re: JUMG - Java Utilities for Making Games on: 2015-03-13 18:53:44
Reading through this on Github, and the code is odd. Public members that still have mutator methods, which are intended to provide encapsulate of private members... That doesn't quite make sense!
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-12 23:05:27
@pitbuller: That looks very nice. The smooth shading looks good, but the game's lighting seems "over-bloomed." Very nice art style.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-27 00:09:06
Got a new client today (web development), so that's pretty good! And in my other free time I've been working on a screenshot application in Java 8, just for fun/to learn design patterns/to learn lambdas. I am implementing an error handling system today and I don't really know how to go about doing it, so I just went at it. The classes are short, so if anyone could look over what I've started doing, and tell me if I'm headed in the right direction or not, that would be great. Here's the Error class, and the ErrorManager class. And here's a class where these Error objects are being used in practice.

Also, a cool Eclipse fun fact that I learned today, is that if you change the ( http://i.imgur.com/ZhIUHNy.png ) content assist auto triggers to ".abcdefghijklmnopqrstuvwxyz", the suggestion box will popup whenever you type, similar to other IDEs like Sublime Text. This has changed my programming speed in Eclipse dramatically.
6  Discussions / Miscellaneous Topics / Re: Make the simplest code unreadable on: 2015-02-24 16:56:33
Python!

1  
"dFg%$rfRo@#gL+n9(ibNm*ca#fgr9a^fv$ya4Tj"[::22 - (11 * 2 + 1)][::9//3]


7  Discussions / Miscellaneous Topics / Re: Art peoples on: 2015-02-23 04:30:59
You could check out Fiverr, which isn't free, but probably is going to be as close to "free" as you are going to get.

Here is there page on illustration: https://www.fiverr.com/categories/graphics-design/digital-illustration/#layout=auto&page=1

Here's someone doing pixel art specifically.
8  Game Development / Game Play & Game Design / Re: Polygon spaceships art style? on: 2015-02-20 02:30:19
Maybe just go for a simply-colored, typical "low-poly" design? I do not know if it has any kind of proper name, since I've always seen it referred to as "low-poly art," but it looks something like the following stuff, using similar flat colors and dramatic lighting.

Make each polygon part of the ship a similar color (like the last bird picture).



9  Discussions / General Discussions / Re: Paint.NET alternative for OSX on: 2015-02-18 03:45:15
Try out Spade, made by one of JGO's own members! It is a sort-of Paint.NET clone, with a focus on pixel art.

http://www.java-gaming.org/index.php?topic=30854.0
10  Discussions / General Discussions / Re: What's your day job? on: 2015-02-16 19:44:40
I'm a junior in high school (grade 11), and we are not "allowed" to have jobs during the school year.


During the school year, to make up for the lack of a job, I do freelance web-development work, such as this. I make close to no money doing freelance, as it is pretty hard for me to get clients.

During the summer I intern at Reputation Capital Media doing some web development on their site, and their client's sites, but I mostly do ghost writing and graphic design. I also intern at Shopper's Choice, working half with the back-end team and half with the front-end team.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-15 02:49:54
Yes, this is beautiful... But sadly not too fast Sad

I have watched a few videos and talks on the topic, yet still haven't gotten a full grasp on it, but I thought somewhere along the line someone mentioned it was heavily optimized under the hood. But I'm not entirely sure.

I haven't found a really good resource to see all of what java has to offer. I found out about map, filter, reduce, and forEach, through various YouTube tutorials or some JAX talks. But then I see things like collect, mapToObject, and the methods being used in the second part of BurntPizza's code, that I have no clue what they do. Also I heard someone say currying and I have no clue what that means either.

Hopefully I'll find a resource that gives a more in-depth overview of the topics.
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-14 20:37:31
@BurntPizza

Oh nice. I didn't even think about your addition. Method references seem interesting, but I don't really get the point other than shortening code and making them a little bit easier to read, though maybe someone else knows what their true benefit is. I think I remember @SHC saying something about sticking to Java 8 for his project, specifically for method references.

The system out print in the first place is a result of me trying, but failing, to return the result as some sort of collection or list.

And I definitely don't understand the second code snippet, haha.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-14 20:06:22
I haven't post much recently due to school, but I still lurk here every once in a while. During our school's week off for Mardi Gras break, I looked into functional programming with Java, lambdas, method references, etc.

They are awesome! Code like this is beautiful.

14  Discussions / Miscellaneous Topics / Re: Article: The Rise and Fall of the Lone Game Developer on: 2015-01-14 22:24:56
My Translation: Some people just can't hack it, and now it's a lot harder to be mediocre and get away with it than it was back-when.

There are too many one-man projects that debunk this article, like Banished for example. Then, if you consider the tiny-team developers (less than 3 or 4 people) the list grows wildly. Let's also not forget Farsky and Daedalus, both are 1 man ops, both on Steam and Farsky at least is doing very well. I can't say anything for Daedalus though, but I assume the same.

I like the way you look at it. And this is one of the many reasons I enjoy posting, or enjoy when other people post, articles. It gives insight into opinions other than my own and the ones given by the article.

I also think that the author may have a point about the stability of the income provided by these games, but maybe I am misinformed. Some of the "larger" independent games (Fez) were "trendy" and passed, or have begun to decline, like a fad would. Do you, or anyone else, think that these indie games you mentioned will be able to maintain a large enough income to provide for their creators? I am not asking that rhetorically, as I actually have no idea.

I also see a good point in what ags1 said.

It was never easy to be mediocre. Way back when, when there was less competition in the app stores, there were also less buyers. Those "simple" eighties games had to push the limits of very limited hardware, and everything was built with very primitive or non-existent toolchains.
15  Discussions / Miscellaneous Topics / Article: The Rise and Fall of the Lone Game Developer on: 2015-01-14 20:12:58
Link to Article: The Rise and Fall of the Lone Game Developer

I've heard a lot of people talk about the differences between hobbyist game development and real game development, and the lack of creativity in modern games. I found this article while browsing the web, and it talks excellently about these topics and more.
16  Game Development / Game Play & Game Design / Re: Video: "The Great Glitch Crisis of 2014" on: 2015-01-10 21:54:39
The problem simply comes down to laziness and greed.
Publishers want boatloads money but they don't want to work for it.

Complaining isn't going to get anyone anywhere if everyone is still throwing your money at the publishers.
People need to learn to vote with their wallets, and buy early access/preorder as the exception, not the rule.

Another reason may be the following quote from /u/Mick1500 on reddit: "Alot of this comes down to what people call fanboyism. People who pre-order these things and get burned often feel the need to justify their decision so that they don't feel as foolish"

Even thought he games are released in a poor state, they end up having to fix their mistakes afterwards. I assume it would be easier to simply fix it beforehandm but maybe I am wrong. Maybe the online gaming communities care, but I guess the general public doesn't.

Though it is interesting that even though other companies are getting away with it, companies like Nintendo are producing quality games. I rarely hear about glitches or problems in games like Pokemon or Mario Kart. I also rarely hear about problem with Valve games, but Valve doesn't do yearly releases. What does Nintendo or Valve get from producing quality at a slow pace while the big companies are making more money by producing shit games at a fast pace.

Also it's interesting to think about indie-games with bugs as well. I remember playing Minecraft heavily a few years ago, and there were definitely bugs, and they were definitely pointed out, but no one went on to say "Man, Mojang is a terrible company because there are tons of bugs," similar to how people do say those things with Ubisoft, Microsoft, or EA. I also see Ray talking in IRC about people complaining about bugs in his game, even though they are explicitly marked "unstable" builds.
17  Game Development / Game Play & Game Design / Video: "The Great Glitch Crisis of 2014" on: 2015-01-10 21:21:38
<a href="http://www.youtube.com/v/EtBJCPI1b8w?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/EtBJCPI1b8w?version=3&amp;hl=en_US&amp;start=</a>

I saw this interesting video on Reddit and wanted to share. So let's discuss.

Does the ability to patch after release cause poorly made games, or is it the little amount of dev time, or something else?

Also, during a discussion on Reddit, someone mentioned that Nintendo never seems to be mentioned when bashing these big game companies. Is Nintendo doing something right? If everyone is blaming shitty games on yearly release dates, how is Nintendo releasing yearly games (Pokemon) that seem to go over very well in the market.

And is there anything you indie-developers do to ensure quality in your games? Do you find yourself facing problems similar to those big developers have by having a hard time fixing prevalent bugs before release?
18  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Alpha v1 out now!) on: 2015-01-09 21:39:50
BurntPizza and opiop65:

I did not think of this. Thanks.
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-09 20:02:52
I've been working on some more art for my game since I am being slowed down on the actual programming since I do not understand Box2D, or how to make my character move.

The room pixel art is about 1/3 scaled down images (the wood, for example), with massive changes to them (adding new pixels, straightening lines, altering colors, etc), and the other 2/3 is just straight drawn.

I am drawing on a file that is around 32-100 pixels wide/high, and zooming in a few hundred percent in Photoshop, which is where I like the way it looks (pixelated). I'm not sure how I'm going to implement this in the game, since the actual file is 32x32 pixels, but I'll figure it out. I'll probably just scale it up, but then I don't know how to keep the pixels sizes/art sizes consistent throughout the game.

Here's some of the art. A room with a wall on the top (top down), and a lamp and rug. I'm going for a haunted mansion type feel.



20  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Alpha v1 out now!) on: 2015-01-09 19:08:23
Can you also offer it in zip? My school's computer do not allow users to install programs, so I could not install WinRAR to extract the files.
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-09 19:05:05
Some people prefer membrane, I'm used to bottoming out keys, and that makes even the brown switches very noisy.

I wish there was a switch I could use in public, but I use MX Blues... So using those in public probably wouldn't go over well...
22  Discussions / General Discussions / Re: 3D model search engine on: 2015-01-09 16:04:02
Very, very cool. I love the design of the home page and the logo. Good job.
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-09 03:28:20
Today i bought a new keyboard

Not... mechanical?

Where is Jev!?
24  Game Development / Newbie & Debugging Questions / Re: Optimize Enemy Generator + BOX2D Bodies on: 2015-01-08 17:11:01
This is the normal step options that most people use:

1  
world.step(1/60f, 6, 2);
25  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Alpha v1 out now!) on: 2015-01-08 16:04:26
Maybe make a list of people currently hosting games? Upon game creation, the player could mark it as private or public. Public games would go to the list, and private games would only be playable when referenced by name or something like that?
26  Game Development / Game Play & Game Design / Re: Lost beauties of Game Design on: 2015-01-08 01:47:02
The Portal series had tons of both Easter eggs, and secrets, though none of them really awarded you, so I guess they are different.

One thing that may offer the player a "reward," is that at one point Glados forbids you from bringing the companion cube along with you, but it is possible to bring it into the next area. If you do, you are scolded, the companion cube is destroyed, and you get an achievement.

You learn the chell is the daughter of one of the aperture workers when you pass through the ruins of a bring-your-daughter-to-work day event.


You can find rooms with scribbles on the walls about rat man and the inner-workings of Aperture. (six of them exist through the game apparently)


And there's even one point where you can find the Borealis ship from the Half Life games. Other things from the Half Life games are present as well, such as posters and awards that can be found around the Aperture offices that imply competition between Aperture and Black Mesa.



Most of these secrets give you a deeper glimpse into the underlying story that isn't really necessary to play the game, but helps you feel closer to the story and characters. Some give you awards like an achievement, but most do not, and even though they do not reward the player in any way, they added a lot to the game for me. How would they be classified, and are there any other games where secrets like this are present?

In my opinion, Portal 2 is the most beautiful game of all time, and I mean that in every sense of the word. Arcade-style games that are meant to be fun but lack any story are good and have their place, but Portal 2 is seriously the gold standard in video game design. The amount of detail and story that is in the game is truly amazing.
27  Discussions / General Discussions / Re: New rules regarding Game Engine topics on: 2015-01-07 17:37:20
If we're tossing out projects based on lack of creativity, then the WIP section would probably be empty.

That's why the Featured Games board exists. Wink

- Jev

Of course, but if you start removing "crappy" games from WIP, what is its point?

Edit: talked to Jev on IRC to get a clearer idea of what he meant.
28  Discussions / General Discussions / Re: New rules regarding Game Engine topics on: 2015-01-07 17:32:06
What's "crappy" or not is pretty subjective. Most side-scrollers being made by indie developers aren't that much more creative than a Minecraft clone is. In fact, it's very rare that something "creative" comes along. I admit that even my game isn't that creative.

If we're tossing out projects based on lack of creativity, then the WIP section would probably be empty.
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-07 16:20:59
Got inspired by this (warning, lots of large images and gifs) and felt like doing something visual again:
http://gfycat.com/IndelibleHeftyCommongonolek

I might post the code if anyone if interested and I can make it somewhat readable.

The gfycat website never loads for me, but the stack exchange contest looks very interesting. I couldn't even imagine how to do this, so seeing some readable code for it would most likely be very enlightening. If you want to share, I'd surely read it.
30  Game Development / Game Play & Game Design / Re: Picking level to play on: 2015-01-06 21:57:39
Portal 2 multiplayer does the whole walking to level thing IIRC. In Portal it gives you an interesting environment to mess around in, gesture to the other character, and play around. But otherwise it would most likely be annoying.
Pages: [1] 2 3 ... 5
 
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