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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-28 12:05:55
Sorry for your loss Cas Sad Wish you all the best. Be strong.
2  Game Development / Newbie & Debugging Questions / Re: [LibGDX] How to make a Console like screen? on: 2015-06-16 06:00:48
Emmm... use the console maybe? Why bother doing it in libgdx?
PS: Yes, you can print out colored text ( i dont remember how, tho )
3  Discussions / Miscellaneous Topics / Re: Preferred method of map scrolling on: 2015-06-10 12:26:34
What @BurntPizza said, but i prefer dragging the map around. I sometimes like to minimize my game and do other things while gaming, so edge-scrolling for me is a no.
Btw. what kind of game is it? Smiley
4  Discussions / Miscellaneous Topics / Re: What kind of keyboard do you code on? on: 2015-06-10 12:20:18
Apple A1048 wired keyboard here Emo Spilled some water on it once. After cleaning and putting it back together i realized left ctrl isn't working. And im too lazy to fix it Tongue
Thinking of buying a mechanical one.
5  Discussions / Miscellaneous Topics / Re: What are your current personal projects? on: 2015-05-27 19:14:37
Finished a Ice Boat simulator game (Unity3D) for a museum which i can't show right now because the gamefiles are on another computer at work.
I will receive 5000 PLN next week ( ͡° ͜ʖ ͡°) first money earned ever, will probably buy a mac pro (5,1).
Right now im rewriting STS, because i can. I moved from Box2D to a simpler, self-coded "physics engine" and from Artemis to Ashley.
The code is so clean its actually sterile, and im loving it. I also decided to track my progress, bugs and todos in a Google Drive document file (really helps).
Screenshot: (open in new tab to enlarge)
6  Game Development / Newbie & Debugging Questions / Re: LibGDX Draw item in players hand (2D top down view) on: 2015-05-27 18:50:59
I have done this previously (open in new tab for full size):

This uses a rather complicated system of origins and roots. Basically, i have a humanoidLayout.json file, where i have all the roots of each piece of equipment for every frame for every direction for a humanoid entity. Each EquipableItem has a path to its equippedLayoutImageAtlas and equippedLayout. equippedLayoutImageAtlas is just a atlas containing all frames of the equipment and equippedLayout is a file that tells the program how to slice up the atlas, which TextureRegion belongs to what direction and frame, and where the origins are for each TextureRegion. Then the EquipmentRendererSystem renders the player and equipment, in order that depends on the direction the player is facing in. The renderer looks if you have a sword equipped, if you do, it retrieves the adequate frame and its origin, then it retrieves the root from the humanoidLayout, and finally it renders the frame so that its origin is aligned with the root.

Tl;Dr: its not really hard but takes a lot of time to make. Origins + atlases.
7  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 09:56:30
Hey Ray, im a big fan of rpc, can i have a copy too? I will write a review on my blog and steam as soon as i get home Smiley
8  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Patch v1.4.2 out now!) on: 2015-05-18 05:14:07
Sorry but you failed. You should of have used port 1337 haha. I will try the game out as soon as i get back home Smiley
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-05-04 20:47:57
Finally found time to do some programming Smiley
Created a working (but featureless ;c ) raycast renderer:

And a copy of Conway's Game of life:


If you really want to try them here are the links:
DoomTest.jar (Left Right Up Down - move, zx - look)
GameOfLife.jar (space-run, as - increase/decrease step time, mouse-draw)
10  Discussions / Miscellaneous Topics / Re: Random Image Generator on: 2015-04-27 00:55:51
@jonjava


@Lucasmontec thats what i expected tbh xd Also, i saw that video some time ago. It's nothing special, just a way to encode and decode a b&w bitmap image. I don't see whats all the fuzz about in the internet. But i must admit, it was fun to write a encoder. I then encoded a *funny* image, copied the number to my phone, then wrote it in my friend's notebook  Grin Cool  (next level d*ck drawing)

@BurntPizza I will try to figure it out on a rainy evening. I've never dealt with decision trees before  persecutioncomplex
11  Discussions / Miscellaneous Topics / Random Image Generator on: 2015-04-26 22:52:47
I tought of something awesome today, and i want to bring it to life.
Basically, a program that generates all possible 100x100 pixel images (for performance's sake lets say 32 shades of grey), and only saves the ones that it detected a face/object in.
I wonder what it would spit out... Probably junk, but maybe there would be some gems?
Actually, it would show every possible thing in the universe, in 32 shades of grey, on a 100 x 100 image... right?
What are your thoughts on this, guys?

PS: Im sure there is something similar/identical on the web, but i can't seem to find it.
PSS: The number of possible combinations would be 32^(100x100).... which is A LOT.
12  Games Center / WIP games, tools & toy projects / Re: Pixel Puppet on: 2015-04-08 23:48:25
Nice game! I would actually play that on my phone if it was on GP  Roll Eyes
You might want to add some SFX and music tho , and also make the graphics(love the menu animations & subtle particles) more consistent.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-04-07 22:22:19
Went back to my old rusty IMac G5  Cry  my now gone computer was given to me for a project i was working on (ice boat simulation game in Unity3D), but since i finished it, i had to give it back with the game installed... Welp, getting a Mac Pro in a month, so i think the torture will be worth it.
Btw worked today on my side project YADC (Yet Another Dungeon Crawler). Heres a demo: -=[Google Drive]=-
And a screenshot ([open in new tab] to enlarge):
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-04-05 10:31:49
Dungeon Generation V1 ! (zoomed out)
15  Discussions / Miscellaneous Topics / Re: Python Load Balancing. on: 2015-03-29 10:18:23
@jonjava

But ok, i will tell her that.
16  Discussions / Miscellaneous Topics / Re: Python Load Balancing. on: 2015-03-29 08:39:06
@jonjava What i asked in the op. Btw that isn't really my question, my freind asked me that and i couldn't really answer as i have no knowledge in python.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-29 00:48:11
Yet Another Dungeon Crawler - Graphics -> loading....
Player sprites downloaded from internet.
18  Discussions / Miscellaneous Topics / Re: Python Load Balancing. on: 2015-03-27 15:57:46
Welp :| Thats unfortunate. Thanks anyways.
19  Discussions / Miscellaneous Topics / Python Load Balancing. on: 2015-03-27 14:26:24
 How does python handle a situation when 5000 users send a request in the same moment to the server, and each request takes 6 seconds to process? In java , servlets would do the job automatically ( everything would be broken down into threads ). How about python?
20  Game Development / Game Play & Game Design / Re: Shooting Towards Cursor Location on: 2015-03-19 05:30:56
If you really want to fully understand it, heres some basic trygonometry Smiley
https://www.youtube.com/watch?v=8v9vwQvt6Rc

Don't poison his mind with angles just yet! Tongue

It will be useful for him in the future Smiley You can also do some nice smooth animations with them.
21  Game Development / Game Play & Game Design / Re: Shooting Towards Cursor Location on: 2015-03-19 05:26:38
If you really want to fully understand it, heres some basic trygonometry Smiley
https://www.youtube.com/watch?v=8v9vwQvt6Rc

EDIT: Theres also a way to do it using only Pithagoras and some divisions/multiplications/additions/substractions.
22  Game Development / Newbie & Debugging Questions / Re: [LibGDX]Entity Framework and Input - Best approach? on: 2015-03-18 20:08:21
This is sort of what I have at the moment.

I am using components to swap states about, what I have at the moment is you press the space key and if the entity has a GroundedComponent, it gives the entity a JumpComponent, the JumpSystem then uses data from that component to propel the entity upwards, then removes the GroundedComponent, the JumpComponent and adds an AirborneComponent.

All this is fine and dandy, but you can't really poll for input from Scene2D like I am doing now. Say you press left, change the data in the VelocityComponent, which is then handled by the MotorSystem.

However, if you know what Scene2D is like, it has every button you add to the stage take a callback. I don't want to have to make a ton of anonymous classes in a system (the button shouldn't even be in the system for a starter).

So Scene2D has no knowledge of any of the components of an entity, I think I may be missing something simple here :S.



So from what i understand, the buttons are on-screen, right?
And your problem is that you cant poll the button state from within the entity system.... right?
So maybe add some booleans/action variables to the InputManager class that hold the data for the specific action. F.ex Action moveLeftAction = new Action(Key primary, Key secondary);
Because the InputManager is a InputListener itself, you would still be able to modify the action states by keyboard (when compiling for desktop).
In the callback classes you could override that behavior by manually setting the action on/off state.
Whenever you pass the InputManager to the Entity System and GUI System in the constructor, or make the InputManager a static singleton is up to you.
23  Game Development / Newbie & Debugging Questions / Re: Entity Framework and Input - Best approach? on: 2015-03-18 19:29:25
Perhaps you should make a InputManager class, that maintains a list of registered InputListeners?
Then make a Entity System whitch implements InputListener and registers itself to the InputManager.In the update method, find the player entity by a IDComponent (empty class ex. PlayerTAGComponent extends Component), then do your calculations.
If you need any help with the actual implementation, i can help Smiley
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-16 21:18:28
Remember when i posted that i figured out bump mapping? Yeah, i was wrong. The sphere was normal mapped correctly only when the light was at a certain position.
I looked up the problem on google and struggled for 3 days to get the thing working. Basically i needed to convert the light & eye position to texture-space, then do calculations on that.
To do that i needed to calculate the TBN (tangent, binormal, normal) 3x3matrix and multiply lightPos & eyePos by it.
I had a lot of problems on the way, like having some sort of "gradient" on the faces that were rendered --->

I was trying to pull off some sick math to remove it, but then the next day, i deleted the code, so i could start over.
I looked at the code for a bit, and then spontaneously surrounded the tangent vector with a normalize() function. It worked. HALLELUJAH !
If anyone has problems with normal mapping in the future, pm me, i think i can point you in the right direction Smiley
Here is the awesome article that made everything clear : http://http.developer.nvidia.com/CgTutorial/cg_tutorial_chapter08.html
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-14 09:45:27
Finally got normal mapping working  Cool thanks to this article. After ~12 hours...
I was way overcomplicating things / trying to make my shader code look exactly like the tutorial shader code.
I then looked back, reverted all changes, and tried to actually understand the code.
Then it turned out i had to add like 5 lines to the fragment shader  Pointing
1  
2  
3  
4  
5  
if(usesNormalMap > 0.5){
      vec3 nColor = texture(normal_textureSampler, pass_textureCoords).rgb;
      nColor.g = 1.0 - nColor.g;
      unitNormal = normalize(nColor * 2.0 - 1.0);
}

Click to Play
26  Game Development / Newbie & Debugging Questions / Re: Rendering a list of objects with the same mesh. on: 2015-03-14 02:00:46
Thanks Smiley i will let you know when i find the issue.
27  Game Development / Newbie & Debugging Questions / Re: Rendering a list of objects with the same mesh. on: 2015-03-13 19:40:23
Please help me :c Can you guys at least show me some way to do it? I don't need code, just some tips. All im trying to do is render a mesh multiple times, with different scale, and different "texture offset".
28  Game Development / Newbie & Debugging Questions / Rendering a list of objects with the same mesh. on: 2015-03-13 17:52:33
Hey.
Im using LibGDX + Ashley (ECS) and im trying to draw a list of tiles(entities) with one mesh (each tile has a texture offset and height - for scaling along the y axis).
The problem : nothing shows up on the screen and i have no idea why. I suppose i messed something up with OpenGL calls, as this is my first attempt at 3D.
If you have a better solution than what i have come up with, feel free to share it Smiley

TileRenderSystem.java
Test1.java (Loop Class)
tilesVertexShader.txt
tilesFragmentShader.txt
EDIT: defaultTileSet.png
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-10 22:12:56
I finished ThinMatrix's OpenGL tutorials and immediately went to convert my rouglelike game to 3d. And then everything started to fall aprat. All my code and tought i put into coming up with a way to make my game seem more 3d can now be thrown away, but without it, the whole structure doesn't make sense. Im currently considering to completley start from scratch and drop LibGDX in favor of LWJGL. It's just so overwhelming, and i want to put out some demo or next version of STS, but i keep coming up with new ideas that require me to restructure the whole code. Im sorry guys, this project wont be updated for another month i think :c But hey, when it finally does come out im sure it will look way better Smiley

EDIT: Will i be able to (in the future) change the title of my project thread?
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-09 23:21:41
You can make it weirder and do it like this:
1  
cable = electric = (sub != null);
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