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1  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.
2  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):
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-04-05 10:31:49
Dungeon Generation V1 ! (zoomed out)
4  Discussions / Miscellaneous Topics / Re: Python Load Balancing. on: 2015-03-29 10:18:23

But ok, i will tell her that.
5  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.
6  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.
7  Discussions / Miscellaneous Topics / Re: Python Load Balancing. on: 2015-03-27 15:57:46
Welp :| Thats unfortunate. Thanks anyways.
8  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?
9  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

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.
10  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

EDIT: Theres also a way to do it using only Pithagoras and some divisions/multiplications/additions/substractions.
11  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.
12  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
13  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 :
14  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
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
15  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.
16  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".
17  Game Development / Newbie & Debugging Questions / Rendering a list of objects with the same mesh. on: 2015-03-13 17:52:33
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 (Loop Class)
EDIT: defaultTileSet.png
18  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?
19  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:
cable = electric = (sub != null);
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-08 11:15:08
Ok, this day was awesome. Got my new computer, installed Windows 7 on it, then had to install all the drivers.
Now, because my older computer (iMac 5,1) didn't support anything > OpenGL 2.1 , i had no way of learning the new OpenGL stuff (i could learn the old ways of the fixed pipeline, but its like learning C before C++ - which has completely different habits). Now i can. And i'm very happy Smiley
EDIT: I think i will convert my rpg game to 3D ....
Also, downloaded Lara Croft : tgol (thanks @NegativeZero !) , and it works like a charm Smiley (low settings unfortunately)
Here's a screen shot:

And the result of ThinMatrix's 12th OpenGL tutorial:
Click to Play
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-06 08:03:19
Nice work! Can you tell us how you are generating those galaxies?
22  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-02-26 15:12:56
Oooh nice! Laracroft please Smiley i love the series
23  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-02-22 14:20:25
Id really like to take fez, but i wont be home until tomorrow Sad
Edit : nvm, doesnt work.
24  Game Development / Newbie & Debugging Questions / Re: [LibGDX] UTE not fading out? on: 2015-02-21 12:03:38
Set the delay on the secong to 2f and see if that helps.
25  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Patch v1.4.2 out now!) on: 2015-02-21 08:58:33

You didn't get me with the graphics. My friends really do like retro games, but theres difference between good pixel art and a bad one. Now im not saying yours is bad, im just saying it needs more work Smiley It's just a opinion, it can vary from person to person. And that opinion is that this game is one of the best at JGO(State of Fortune FTW).
I can't wait until i can play this game.
26  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Patch v1.4.2 out now!) on: 2015-02-20 22:45:54
Few things:
-Add "All" option to "Find Game". There are almost no players online most of the time, and if there are, you need to click through each mode to check if this is the one they are sitting in.
-Add a option to play against bots.
-Upgrade your graphics. It's the reason why most friends don't want to play your game (so i can't play either :c).
-Make a native launcher. My friend's first comment was "how do i run this". He can't double click it (stupid windows starts to unzip it), so i needed to guide him through the dark path of the cmd.

PS: He couldn't launch it and got angry. Ended up playing LoL :c
27  Discussions / General Discussions / Motivation on: 2015-02-20 21:51:59
What (de)motivates you guys? What do you do to keep yourself motivated?
I always get demotivated when i loose track of my thinking process / what i was doing at the moment (f.ex. go to mountains for a full week, or take a break from programming because of education).
Every time i start a new project, the class count quickly goes up to ~50 classes(each one having quite some code), so i easily forget what i was doing after some time not coding (thats also why i don't release any finished games). I recently (for my current project, which is STS, but from scratch) started leaving long todo notes for myself in the comments and some helpful hints to get me back on the track. It REALLY helps. I can basically start making new code instantly, instead of figuring out where i left and what needs to be done.
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-08 15:48:11
Been trying to fix my old iMac Intel iSight the whole day. Yesterday, i shut it down, unplugged it and placed it on the floor because i wanted to clean my desk. After reconnecting it wouldn't even boot. No chime no fans no lights, nothing. Checked the psu-fine , nothing fried. Blew the dust away and reassembled it. Tried again. Still no boot.
29  Game Development / Game Mechanics / Re: How to Store Tiles on: 2015-02-06 21:28:54
Object(only properties and image, pos can be calculated by mult. Tile size by x and yoposition in the array) + 2D array Smiley
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-31 23:52:20
Trying my best to make a gui for my rpg Smiley
Pages: [1] 2 3 4
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How do I start Java Game Development?
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List of Learning Resources
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List of Learning Resources
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2014-08-05 19:33:27 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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