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1  Discussions / General Discussions / Re: How do you come up with ideas for games? on: 2014-10-01 13:37:03
Pretty much what princec said.

Unfortunately, your idea of the perfect game will never be the same as someone elses.

Successful games have this problem as well, even Minecraft. Someone will always find a reason to not like your idea, even if they manage to find that reason among 1000000 other things they like.
2  Game Development / Newbie & Debugging Questions / Re: Libgdx weird issue with button touch coordinate on: 2014-10-01 09:52:06
Omg finally got it to work. Thanks for the help guys. All I did was adding stage.setCamera( cam ); to my render method and its working fine now.

Don't add it in the render method, should work just fine calling it once in show() or constructor.
3  Game Development / Newbie & Debugging Questions / Re: Libgdx weird issue with button touch coordinate on: 2014-09-30 19:14:31
The cam.unproject is a very important requirement for touch. I made the same mistake. Smiley

He is unprojecting it, but the whole thing is just weird. He is manually checking for touch down, getting the position and storing it, the checking if it is over an actor and then triggering the actors touch methods...but you don't need to do any of that.
4  Games Center / Showcase / Re: RebelChick - Even Chicks Got a Reason to Kill - Android & IOS on: 2014-09-30 18:15:58
Deserves more downloads.

Perhaps you should try some marketing?
5  Games Center / Showcase / Re: JavaMan on: 2014-09-30 18:08:10
Works fine, could not see any bugs that are obvious.

However, it should not be possible to stop the cup. So if I am going right and there is a wall below and above me, pressing up or down should not have any effect. Currently it stops the cup.

Maybe change it to pixel art, which should not be terribly difficult, then implement some nice 8 bit sounds and make more levels.
6  Game Development / Networking & Multiplayer / Re: Kryonet threading on: 2014-09-30 18:00:04
Kryonet afaik serializes and sends on its own thread.

EDIT:

Technically you shouldn't be sending packets every loop iteration. So yeah, technically it would slow down and even possibly lockup your game (If the TCP packet sends and does not ping back).

Try and limit sending packets and only send them when required, so maybe send UDP packets to each client every few frames for updates and TCP for everything else. Not good on the networking side myself so take this with a grain of salt.
7  Game Development / Newbie & Debugging Questions / Re: Libgdx weird issue with button touch coordinate on: 2014-09-30 15:58:24
Why are you trying to manually do this?...

There is no reason for any of this:

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      if( Gdx.input.justTouched( ) ) {
         Vector3 touchPos = new Vector3();
         touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
         ZBGame.cam.unproject(touchPos);
         
         Actor actor = stage.hit( touchPos.x, touchPos.y, true );

         if( actor != null ) {
            // change the button color
           // Its working on mobile device when touch but not changing screen.
           actor.setColor((float)Math.random(), (float)Math.random(),
                        (float)Math.random(), 0.5f+0.5f*(float)Math.random());
         }
      }


All you have to do is setup the Stage, set it as the input processor, add listeners to your buttons and then call act/draw. The stage will listener for any events.

I don't get what you are trying to do here.
8  Game Development / Newbie & Debugging Questions / Re: Boolean Methods in Libgdx InputProcessor and GestureListener on: 2014-09-30 15:53:51
The main thing to use it for imo, is when you want to listen for a touchUp/Drag events.

So if you return false, any code in your touchUp/Drag methods will simply not be run.

So it is good to return false if you don't intend to use said methods, as it will call a whole bunch of empty methods when you move your finger on the button and release, or just release.
9  Discussions / Miscellaneous Topics / Re: Java won't let me time travel on: 2014-09-30 15:48:37
10  Game Development / Newbie & Debugging Questions / Re: [LIBGDX] How to draw terrain for truck/car game? on: 2014-09-30 15:46:59
Will just drop this here, as someone asked for something similar a bit ago:

Linky
11  Game Development / Newbie & Debugging Questions / [Box2D] Specific Collision Points on: 2014-09-26 11:26:44
To elaborate on the title, I want to get the 2 contact points of a collision between to fixtures and determine what to do with it.

Basically I have a Rock with 2 fixtures on it, 1 is a collision based fixture that collides with everything but entities, the other is a sensor that collides with only entities. When an entity is hit, the sprite is scaled down to make it look "squashed".

Now the problem is, if the side of the Rock hits an entity, it squishes, when in reality I would want to ignore that as only a direct hit from the rock would kill the entity and squash it.

I was thinking of simply just making the fixture for colliding with entities smaller and focused on the points of the rock I would like an entity to be squashed upon collision. Which I might end up doing.

However, I want to try this way first, for the sake of knowledge.

Does anyone have any idea do this?
12  Discussions / Miscellaneous Topics / Re: Whays the story behind your name on: 2014-09-23 06:52:20
I wanted "Gibbo" as my username for Tiger Woods 2004, it was taken and I clicked the first suggestion. Stuck with it ever since.
13  Game Development / Newbie & Debugging Questions / Re: Generate 2D terrain like hill climb racing / tiny wings ? on: 2014-09-20 19:13:07
Thanks, i've succesfully did this.

Outputs:
http://postimg.org/gallery/n9a8nhv6/

Did that just happen?..

Someone asked a question, listened and got it done.  You are the 1% lol.
14  Discussions / Miscellaneous Topics / Re: The price of Pizza and Games on: 2014-09-19 18:05:29
All this thread has done is make me hungry for pizza.

Interesting though, not going to lie; there has been times I have said I don't have money or XYZ but I willingly go by myself a pizza for dinner.

Imo it's just not games lol.
15  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-19 13:04:08
Quote
What if you *couldn't meet a single person in real life* who hasn't heard something negative about you?
Move to eastern Europe where no one expects you. I have already done this in anticipation.
Anyway, for me the worst thing about being filthy rich probably wouldn't be dealing with 'the enemy', it'd be figuring out who's a friend.

This. A friend of my family won £1million in the Bingo (First time the million jackpot was put in) and there was two of them playing at the time. If your old, like most people that play Bingo you will probably know the "Split winnings with the party" unwritten rule.

Well that money tore them apart, not only that; the person who won the money (Who got all of it over a legal battle) now has a bunch of new "friends". You might think that £1million is not really filthy rich, but when you spend a good few thousand on a financial advisory; you tend to have a long term investment.
16  Games Center / Showcase / Re: Kingdom of Heaven on: 2014-09-19 12:59:36
Put effort into your post and I'll put effort into downloading it and giving feedback.
17  Game Development / Newbie & Debugging Questions / Re: Libgdx android xml saving on: 2014-09-18 19:14:03
Every time you post something I want to rip my eyes out, if you want help on how to develop games and solve problems then at a MINIMUM learn how to use the basics of your IDE (You seem ok with the language from what I have seen). I was the same when I started to learn, ignored the features of the IDE and used it as a glorified text editor.

At the risk of sounding like an utter dick, perhaps it might be best to start at the basics. As most of your posts go along the lines of:

Should I do XYZ
Can someone show me how to do XYZ
Help I am stuck on a problem with this XYZ thing

Take a step back, make pong, make space invaders and enjoy the process.

I think I've wrote this statement for like half a dozen people lol.
18  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-17 17:37:01
I bought MC just after it came out of Alpha.

Notch should be proud of his product, no one really has the right to complain about his move. He has brought millions of people joy (and still bringing it, in fact right now I am playing with my gf..playing minecraft that is) from what as basically a "mess around" project, with a smaller user base to exploded and went viral.

He has stuck by his community and kept in touch with them throughout the whole process, he is what we should be aspiring to be imo. He never simply f**ked off as soon as is wallet started to get too heavy to lift.

Also, I agree with some other posters here. The success of his game was luck and he happened to have got the right peoples attention, but he thrived on it and took a huge risk. There was every chance it could have been a "flavour of the month" thing, he gave up is career and probably a lot of other things to work on it.

His risk paid off.

/tips hat
19  Game Development / Newbie & Debugging Questions / Re: libgdx saving map on: 2014-09-17 15:03:37
also this is for android

Android is limited to a small heapsize. Not sure if you can increase it.

You are probably trying to load a map that is too big.
20  Game Development / Newbie & Debugging Questions / Re: [LibGDX][Android] Random files not loading on: 2014-09-16 18:24:26
Found the problem.

My fault, had the file name wrong. Never thought to check it as eclipse was running the program just fine.
21  Game Development / Newbie & Debugging Questions / Re: [LibGDX][Android] Random files not loading on: 2014-09-16 11:43:57
Clean and rebuild? Copy the files to a new project and try to rebuild?

Will try that.

are those files really there, in the final .jar or directory pointing to ?

Yeah they are in the .jar, opened it up and had a look.

I put them all in a sub folder called data, made no difference. Removed spaces from all file names, made no difference.

I even tried loading them in directly using:

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Texture texture = new Texture(Gdx.files.internal("data/NewAssets/MainMenu/Button_Highscores.png"));


Still can't find the file, finds it just fine when running from eclipse.
22  Game Development / Newbie & Debugging Questions / Re: [LibGDX][Android] Random files not loading on: 2014-09-15 20:34:15
Does anyone have an idea why this might be happening?

It only happens with certain files and only on android/exported jar, runs fine in eclipse. All paths are the same and project setup seems to be ok.
23  Game Development / Newbie & Debugging Questions / Re: [LibGDX][Android] Random files not loading on: 2014-09-14 22:26:41
Quote
java.io.FileNotFoundException

i guess the base path is different on the device. maybe what
new File("./").getAbsoluteFile().toString()
tells can clear that.

Even if I am using internal file handle with LibGDX? For the record this does the same with compiling to Desktop, however it is only 3 Assets out of the 75 that are doing it, compiles fine in Eclipse.

Weird.
24  Game Development / Performance Tuning / Re: Check for null or check for implementation? on: 2014-09-13 15:18:38
Null checks are very fast, reflection is generally slow.
Source, under "Low level safety checks": https://wikis.oracle.com/display/HotSpotInternals/PerformanceTechniques

Thanks for the link!

It is something I have never though of before, good to know at least. Not that I have any practical use for it at the moment but never know down the line.
25  Game Development / Performance Tuning / Check for null or check for implementation? on: 2014-09-13 15:08:10
So I am curious, say I have this situation:

I have a base Entity class, it is not specialized in anything and only has a few members, once of them being a sprite.

So say I have a Player class that extends from this but the Player also implements an interface called Drawable.

I put a bunch of entities into an array, only the player implements this.

Is it faster to just do this:

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if(sprite != null)
   entity.draw(batch)


Or is it better to check for implementation like so:

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   if(entity.getClass().isAssignableFrom(Drawable.class)){
            Drawable drawable = (Drawable) entity;
            drawable.draw(batch);
         }


Although this is an example, and has quite a few flaws (why would a base class have a sprite if it is not specialized etc) but it is mainly a quick scenario I could think of.

What would be the logical one to do? Which would be faster?
26  Game Development / Newbie & Debugging Questions / [LibGDX][Android] Random files not loading on: 2014-09-13 13:19:27
I have a bit of a weird problem here.

I have 75 assorted sprites I am trying to load into the LibGDX AssetManager, I have them as static fields in an Assets class, as well as the AssetManager and a load method.

The problem is, it loads fine on desktop but for android it seems to be failing to load certain ones. I have no idea why really. It seems to first try to load dependencies and that fails, but why for these particular files?...

Here is the stack trace, the files are there, the folders are linked, cleaned refreshed project (and gradle) but still nothing. Sorry for huge wall of text.

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09-13 14:12:50.102: I/AssetManager(557): Loading: NewAssets/Main Menu/Background.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:50.172: I/AssetManager(557): Loading: NewAssets/Main Menu/Logo.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:50.182: I/AssetManager(557): Loading: ui/comixWhite.fnt, com.badlogic.gdx.graphics.g2d.BitmapFont
09-13 14:12:50.242: I/AssetManager(557): Loading dependency: ui/comixWhite_0.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:50.342: I/AssetManager(557): Loading: bg/bg.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:50.432: I/AssetManager(557): Loading: bg/cloud00.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:50.452: I/AssetManager(557): Loading: bg/cloud01.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:50.492: I/AssetManager(557): Loading: bg/cloud02.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:50.532: I/AssetManager(557): Loading: bg/cloud03.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:50.562: I/AssetManager(557): Loading: bg/bg00.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:50.602: I/AssetManager(557): Loading: bg/bg01.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:50.632: I/AssetManager(557): Loading: bg/bg02.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:50.662: I/AssetManager(557): Loading: bg/bg03.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:50.702: I/AssetManager(557): Loading: bg/bg05.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:50.732: I/AssetManager(557): Loading: boss/dragon/fire.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:50.852: I/AssetManager(557): Loading: boss/dragon/rock.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:50.892: D/dalvikvm(557): GC_CONCURRENT freed 1376K, 13% free 17406K/19900K, paused 4ms+5ms, total 33ms
09-13 14:12:50.933: I/AssetManager(557): Loading: boss/dragon/fly.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:50.953: D/dalvikvm(557): GC_FOR_ALLOC freed 248K, 14% free 17161K/19900K, paused 18ms, total 18ms
09-13 14:12:50.963: I/dalvikvm-heap(557): Grow heap (frag case) to 18.691MB for 892085-byte allocation
09-13 14:12:50.983: D/dalvikvm(557): GC_FOR_ALLOC freed <1K, 14% free 18032K/20772K, paused 21ms, total 21ms
09-13 14:12:51.003: D/dalvikvm(557): GC_CONCURRENT freed <1K, 14% free 18040K/20772K, paused 3ms+2ms, total 25ms
09-13 14:12:51.333: I/AssetManager(557): Loading: boss/dragon/postFire.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:51.483: I/AssetManager(557): Loading: sprite/dust.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:51.523: I/AssetManager(557): Loading: ground/groundBurn.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:51.553: I/AssetManager(557): Loading: sprite/heart/regain.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:51.613: I/AssetManager(557): Loading: object/dust.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:51.663: I/AssetManager(557): Loading: bg/fog.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:51.733: I/AssetManager(557): Loading: ground/Ground.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:51.763: I/AssetManager(557): Loading: sprite/jump.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:51.803: I/AssetManager(557): Loading: sprite/leap.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:51.833: I/AssetManager(557): Loading: sprite/run.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:51.863: I/AssetManager(557): Loading: sprite/runwsheep.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:51.893: I/AssetManager(557): Loading: sprite/stand.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:51.934: I/AssetManager(557): Loading: sprite/standwsheep.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:51.964: I/AssetManager(557): Loading: sprite/throwsheep.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:51.994: I/AssetManager(557): Loading: object/rock.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:52.034: I/AssetManager(557): Loading: sprite/shadow.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:52.064: I/AssetManager(557): Loading: sprite/sheeptext1.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:52.094: I/AssetManager(557): Loading: sprite/sheeptext.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:52.134: I/AssetManager(557): Loading: sprite/sheep00.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:52.164: I/AssetManager(557): Loading: sprite/sheepstand.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:52.194: I/AssetManager(557): Loading: NewAssets/High Scores/Button_Back.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:52.234: I/AssetManager(557): Loading: NewAssets/High Scores/Button_Back_Pressed.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:52.274: I/AssetManager(557): Loading: ui/exit.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:52.294: I/AssetManager(557): Loading: NewAssets/Main Menu/Button_Highscores.png, com.badlogic.gdx.graphics.Texture
09-13 14:12:52.324: E/AssetManager(557): Error loading asset.
09-13 14:12:52.324: E/AssetManager(557): com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load dependencies of asset: NewAssets/Main Menu/Button_Highscores.png
09-13 14:12:52.324: E/AssetManager(557):    at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadingTask.java:119)
09-13 14:12:52.324: E/AssetManager(557):    at com.badlogic.gdx.assets.AssetLoadingTask.update(AssetLoadingTask.java:89)
09-13 14:12:52.324: E/AssetManager(557):    at com.badlogic.gdx.assets.AssetManager.updateTask(AssetManager.java:476)
09-13 14:12:52.324: E/AssetManager(557):    at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:364)
09-13 14:12:52.324: E/AssetManager(557):    at com.jumpbuttonstudios.screens.LoadingScreen.render(LoadingScreen.java:93)
09-13 14:12:52.324: E/AssetManager(557):    at com.badlogic.gdx.Game.render(Game.java:46)
09-13 14:12:52.324: E/AssetManager(557):    at com.jumpbuttonstudios.VikingDodge.render(VikingDodge.java:41)
09-13 14:12:52.324: E/AssetManager(557):    at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:414)
09-13 14:12:52.324: E/AssetManager(557):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1516)
09-13 14:12:52.324: E/AssetManager(557):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)
09-13 14:12:52.324: E/AssetManager(557): Caused by: com.badlogic.gdx.utils.GdxRuntimeException: com.badlogic.gdx.utils.GdxRuntimeException: Couldn'
t load file: NewAssets/Main Menu/Button_Highscores.png
09-13 14:12:52.324: E/AssetManager(557):    at com.badlogic.gdx.utils.async.AsyncResult.get(AsyncResult.java:46)
09-13 14:12:52.324: E/AssetManager(557):    at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadingTask.java:117)
09-13 14:12:52.324: E/AssetManager(557):    ... 9 more
09-13 14:12:52.324: E/AssetManager(557): Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: NewAssets/Main Menu/Button_Highscores.png
09-13 14:12:52.324: E/AssetManager(557):    at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:140)
09-13 14:12:52.324: E/AssetManager(557):    at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader.java:73)
09-13 14:12:52.324: E/AssetManager(557):    at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader.java:41)
09-13 14:12:52.324: E/AssetManager(557):    at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:69)
09-13 14:12:52.324: E/AssetManager(557):    at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:34)
09-13 14:12:52.324: E/AssetManager(557):    at com.badlogic.gdx.utils.async.AsyncExecutor$2.call(AsyncExecutor.java:58)
09-13 14:12:52.324: E/AssetManager(557):    at java.util.concurrent.FutureTask.run(FutureTask.java:234)
09-13 14:12:52.324: E/AssetManager(557):    at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1080)
09-13 14:12:52.324: E/AssetManager(557):    at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:573)
09-13 14:12:52.324: E/AssetManager(557):    at java.lang.Thread.run(Thread.java:856)
09-13 14:12:52.324: E/AssetManager(557): Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Error reading file: NewAssets/Main Menu/Button_Highscores.png (Internal)
09-13 14:12:52.324: E/AssetManager(557):    at com.badlogic.gdx.backends.android.AndroidFileHandle.read(AndroidFileHandle.java:75)
09-13 14:12:52.324: E/AssetManager(557):    at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:218)
09-13 14:12:52.324: E/AssetManager(557):    at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:137)
09-13 14:12:52.324: E/AssetManager(557):    ... 9 more
09-13 14:12:52.324: E/AssetManager(557): Caused by: java.io.FileNotFoundException: NewAssets/Main Menu/Button_Highscores.png
09-13 14:12:52.324: E/AssetManager(557):    at android.content.res.AssetManager.openAsset(Native Method)
09-13 14:12:52.324: E/AssetManager(557):    at android.content.res.AssetManager.open(AssetManager.java:315)
09-13 14:12:52.324: E/AssetManager(557):    at android.content.res.AssetManager.open(AssetManager.java:289)
09-13 14:12:52.324: E/AssetManager(557):    at com.badlogic.gdx.backends.android.AndroidFileHandle.read(AndroidFileHandle.java:73)
09-13 14:12:52.324: E/AssetManager(557):    ... 11 more
09-13 14:12:52.364: W/dalvikvm(557): threadid=11: thread exiting with uncaught exception (group=0x40f79ac8)
09-13 14:12:52.364: E/AndroidRuntime(557): FATAL EXCEPTION: GLThread 13514
09-13 14:12:52.364: E/AndroidRuntime(557): com.badlogic.gdx.utils.GdxRuntimeException: com.badlogic.gdx.utils.GdxRuntimeException: Couldn'
t load dependencies of asset: NewAssets/Main Menu/Button_Highscores.png
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.assets.AssetManager.handleTaskError(AssetManager.java:539)
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:366)
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.jumpbuttonstudios.screens.LoadingScreen.render(LoadingScreen.java:93)
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.Game.render(Game.java:46)
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.jumpbuttonstudios.VikingDodge.render(VikingDodge.java:41)
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:414)
09-13 14:12:52.364: E/AndroidRuntime(557):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1516)
09-13 14:12:52.364: E/AndroidRuntime(557):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)
09-13 14:12:52.364: E/AndroidRuntime(557): Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load dependencies of asset: NewAssets/Main Menu/Button_Highscores.png
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadingTask.java:119)
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.assets.AssetLoadingTask.update(AssetLoadingTask.java:89)
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.assets.AssetManager.updateTask(AssetManager.java:476)
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:364)
09-13 14:12:52.364: E/AndroidRuntime(557):    ... 6 more
09-13 14:12:52.364: E/AndroidRuntime(557): Caused by: com.badlogic.gdx.utils.GdxRuntimeException: com.badlogic.gdx.utils.GdxRuntimeException: Couldn'
t load file: NewAssets/Main Menu/Button_Highscores.png
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.utils.async.AsyncResult.get(AsyncResult.java:46)
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadingTask.java:117)
09-13 14:12:52.364: E/AndroidRuntime(557):    ... 9 more
09-13 14:12:52.364: E/AndroidRuntime(557): Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: NewAssets/Main Menu/Button_Highscores.png
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:140)
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader.java:73)
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader.java:41)
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:69)
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:34)
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.utils.async.AsyncExecutor$2.call(AsyncExecutor.java:58)
09-13 14:12:52.364: E/AndroidRuntime(557):    at java.util.concurrent.FutureTask.run(FutureTask.java:234)
09-13 14:12:52.364: E/AndroidRuntime(557):    at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1080)
09-13 14:12:52.364: E/AndroidRuntime(557):    at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:573)
09-13 14:12:52.364: E/AndroidRuntime(557):    at java.lang.Thread.run(Thread.java:856)
09-13 14:12:52.364: E/AndroidRuntime(557): Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Error reading file: NewAssets/Main Menu/Button_Highscores.png (Internal)
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.backends.android.AndroidFileHandle.read(AndroidFileHandle.java:75)
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:218)
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:137)
09-13 14:12:52.364: E/AndroidRuntime(557):    ... 9 more
09-13 14:12:52.364: E/AndroidRuntime(557): Caused by: java.io.FileNotFoundException: NewAssets/Main Menu/Button_Highscores.png
09-13 14:12:52.364: E/AndroidRuntime(557):    at android.content.res.AssetManager.openAsset(Native Method)
09-13 14:12:52.364: E/AndroidRuntime(557):    at android.content.res.AssetManager.open(AssetManager.java:315)
09-13 14:12:52.364: E/AndroidRuntime(557):    at android.content.res.AssetManager.open(AssetManager.java:289)
09-13 14:12:52.364: E/AndroidRuntime(557):    at com.badlogic.gdx.backends.android.AndroidFileHandle.read(AndroidFileHandle.java:73)
09-13 14:12:52.364: E/AndroidRuntime(557):    ... 11 more
09-13 14:12:56.398: E/AndroidGraphics(557): waiting for pause synchronization took too long; assuming deadlock and killing
09-13 14:12:56.398: I/Process(557): Sending signal. PID: 557 SIG: 9
27  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-13 10:49:56
If they do buy it, they will most likely ruin it like they ruin everything else they buy.

I remember a time when my Skype was not covered in Ad's and I wasn't forced to sign up with an MS ID thing.
28  Games Center / Cube World Projects / Re: Open source cube world projects on: 2014-09-08 14:58:22
When you want to "learn off" something having the full source has the same effect as the project being open source. Also what do you mean there would be nothing to learn? If op wants to see how one voxel engine works then minecraft is good to look at.

Now yes, couple of years ago no.

No idea how minecraft looks now in terms of code but years ago it was quite "spaghetti" like, but Mojang has been working on refactoring the code for quite a while now and make it easier to access certain aspects of the game for user friendly modding. Before it relied on (don't quote me) on mod loader using reflection to essentially get access to hidden methods and fields that were necessary for certain mods to work.

The particular part of the code that I really could not make ends with was the chunk generator code, lots of math in that..lol.
29  Game Development / Newbie & Debugging Questions / Re: Simple walkTo(x, y) method for starter game. on: 2014-09-05 23:31:48
If I were to use make the player move 1 tile at a time (32pixels) how could I make it so the player doesn't zip to the next tile, I'd like to make him transition.

Could someone post pseudo-code of how to do what I asked above? just a layout ^_^

A cheap way would be to multiply the movement speed by delta time. So:

1  
player.x += 1 * delta


Down the line people tend to frown upon this and say a fixed time step is better, which is true if you are leaning more towards velocity, speed, acceleration, dampening, friction and all that nice stuff.
30  Games Center / WIP games, tools & toy projects / Re: Project X [RPG] on: 2014-09-05 23:29:03
I think where you're concerned about "X-Ray like" hacks only applies to 3D games.

Could always have buried treasure under those tiles! :p
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2014-08-05 19:33:27

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2014-08-01 16:20:17

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2014-08-01 16:19:50

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2014-07-31 16:29:50

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