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1  Games Center / Cube World Projects / Re: Technetium - A realistic voxel game on: 2015-03-02 09:49:45
@Gibbo3771 - I think the point of the WIP is forum is to post "work in progress" games and this is the very start of a work in progress game. All games start of as tech demo like programs because that is how you progressively develop things, they become more game like during the development process as you add features. I think your comment was a little rude, it may not be anything new at the moment but at least give them a chance, they stated a June / July time for an Alpha of the game which gives them plenty of time to add things. It may eventually be just another pile of crap but you are judging it at an early stage.

I reserve the right to judge, everyone does. Maybe I was a bit rude yes, but the concept is nothing new and posting it in such an early state is kind of pointless.
2  Games Center / Cube World Projects / Re: Technetium - A realistic voxel game on: 2015-03-02 08:49:21
Just looks like a tech demo of a voxel engine, nothing new here.
3  Discussions / Miscellaneous Topics / Re: Good language for prototyping on: 2015-03-02 08:46:55
I believe you're looking for a framework or collection of libraries.

You find the right set for a language you know well, then it does not matter.
4  Discussions / General Discussions / Re: where can i get better at java? on: 2015-02-28 08:48:56
Code in Java.

You can read every book in the library on java, watch every online video, read every article, decompile any code , it won't make a shit bit of difference if you don't code.

Code. Code. Code.

Make programs, make your own list classes, make your own math classes, make a small framework that you can build on and improve every time you open the the source.
5  Discussions / Miscellaneous Topics / Re: When things go too far on: 2015-02-27 18:45:21
Sharia isn't Islam.  It's tribal law.

Dangerous thread.

Will just leave this here, again.
6  Discussions / Miscellaneous Topics / Re: When things go too far on: 2015-02-27 18:27:48
Dangerous thread.

However, I will partake.

This problem you describe, were things are taken too far and way off the original idea that they become a complete mess, is common throughout more things than I would like.

For instance, I am an avid cyclist, I love to bike off-road and on-road (bit less fun but still, I appreciate it). The cycling industry is an absolute disgrace. The whole "Bicycle" design is built on marketing and not R&D, sure there is R&D involved but they no longer build things to improve them, they now build them purely to sell them. Of course this has always been a factor involved when "invented" and "innovating" new ideas, now it is all they are concerned about.

Some examples would be the new fad that are "Fat Bikes", which were designed specifically to tackle deep snow and muddy conditions, these types of bikes were used throughout Russia for decades, they have recently came to light in the UK.

The original design consisted of 3-4.5 inch wide rims, with a rigid frame (no front or rear suspension), this was a design choice for pedal efficiency over soft terrain. Now, this is probably the "cheapest" fat bike I have seen, which in all honestly has barely £300 worth of actual components on it. Why is it so expensive? Because they feel like it, it's hyped up to the point people are willing to pay hands over for shit like this.

This is the design the industry is aiming for now, notice the $5000 price tag. Although the bike has around £1800-2000 worth of components, the rest itself is just the frame. But as soon as you start paying over £3000, it's impossible to get a garbage bike.

The entire industry is like this, it's got to the point now that the whole original design of whatever a bike used to be, is getting lost in what these people call "advancements in technology".

Aluminium replaced steel, high end bikes are using carbon. I have ridden a carbon mountain bike and I would never ride one again, it might be light but you can feel it flex and the bike gives you very little feedback.

Hell, you can buy a Di2 Groupset for £2000, full electric gears. Or, you could just not be an idiot and buy the XT set at a fraction of the price (which btw, is considered high end).

Gone too far.
7  Games Center / nK Game Competition - 2015 / Re: Java4K framework WIP / discussion on: 2015-02-27 06:22:55
Where would/will we draw the line? LWJGL? LibGDX? Any library?

Besides, if you're familiar with LWJGL, and willing to enter a sourcecode restricted contest with LWJGL, then Java2D is peanuts.

Well libgdx is bloated and lwjgl leaves a lot of work for the developer, not really much in between that I am aware of.
8  Discussions / Miscellaneous Topics / Re: Drawing a Minimap on: 2015-02-25 19:06:30
Why don't you just create another view?

Do you mean another camera with a different projection? That is what I am already doing unless you mean something different.

Why not have each tile Object contain another tiny image (or color) that you then draw to the minimap?

I know the tiny image way would really increase performance but that means we start diluting the classes with extra data that imo, should not be necessary.

The color option is what I thought would be the next step but then I thought, it would look a bit weird having 1 pixel represent a building that takes up an entire cell and then a unit sitting next to it that also takes up an entire cell, then if we have a group of say 100 units all around each other it would populate the map to the point it looks a little eh, weird.

Alternatively: base the tiny image off of the full image, but cache the result instead of redrawing it every single frame.

Do you mean essentially take the pixel information of the finished batch call and store it somehow? I have no idea how to do that lol.
9  Discussions / Miscellaneous Topics / Drawing a Minimap on: 2015-02-25 18:57:27
Heads-up - This is a C# game using XNA for a college project, hence the subforum

tl'dr at bottom

So I am having a little trouble at the moment with my minimap, not so much it working but it causing frame rate issues. The issues with the frame rate is already apparent as we are rendering everything at once.

We have a tile system for our map and the size starts at 160x90 tiles, with 2 layers so that is 28,800 tiles being rendered. Like I have said, it's not optimized yet and culling and chunk system will be added with the next update.

Now if I go onto the medium map, which is 320x180 (115,200 tiles) the frame rate drops. If I render the mini-map it REALLY drops.

The way the mini-map is created is simply give it a new camera and spritebatch, the camera is basically just a tiny little version of the world camera with the render holding all the same data.

This means the mini-map is rendering 115,200 tiles and the world is as well.

The whole "just use a small camera and render your map in it" approach seemed logical but I could see it going tits up when big maps are loaded.

Now I can see that if we culled and drew only the tiles visible inside the camera bounds, we would be rendering (with default zoom) 40x23 tiles which is only 920 tiles, which is fine. However that mini-map is still drawing a whopping 57,600 tiles.

What other way could I do this?

A few requirements for the mini-map:

  • Must show the whole map
  • Must show stationary entities (buildings, walls)

These 2 requirements literally throw the entire "just use a shader and color each pixel to that of the terrain type (grass green, blue water etc)".

What other methods can I do? Should I just forget those requirements and re-discuss the approach with the group?

tl;dr My mini-map lags my game as it is drawing everything over again, what do?
10  Game Development / Newbie & Debugging Questions / Re: LibGDX:How to create Key Value pairing holding info for different datatypes on: 2015-02-25 11:49:24
Make all the members inherit from some common base class (BookData maybe) and then flesh it out from there.

So basically,

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public class Author extends BookData{

// all your fields, age, date of birth, etc

}

public class Book{

      // All the different data types
      List<BookData> data;


        public BookData getData<T>(){
            for(BookData d : data){
                if(d instanceof T)
                    return d;
                }
        }

}


So to use it you would do:

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Author a = book.getData(Author)();


I might be a little off for the exact syntax there, hopefully someone can correct me if so :s.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-24 10:28:45
Started work on the DropdownListBox widget for SPGL2/Battledroid. A surprisingly fiddly widget but when you need one, you need one.

Cas Smiley

I feel your pain, I also hate coding dynamic right click menu. So many little finicky variables involved.
12  Discussions / General Discussions / Re: Randomly generated items on: 2015-02-24 10:24:30
Use a modifier system.

Basically spawn a weapon and randomly pick a stats modifier from a look up table.

Toy can implement a chance need system with this to make higher level items difficult to obtain.

A few examples would be :

The protagonist picks up a short sword from a chest.
Dice rolls and picks the slow modifier which reduce swing speed by 33%, however it also gets the deadly modifier that increase damage by 25%.


If you have trouble imagining that in code, I'll write an example when I get home.
13  Discussions / General Discussions / Re: jgo on mobile on: 2015-02-23 19:47:53
Hell I have this problem on 1080p Galaxy S4. The text is a little smaller to read, when I zoom in I have to scroll left and right lol.

Not a major functionality blocker, but still nice to wrap text.
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-23 14:01:19
This is fine enough for my small games, but I'll really try to improve my drawing skills.

I suffer from the same issues. Really need to practice.
15  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-02-22 19:25:11
It seems someone decided to steal them all Sad

f**k sake, will be some non member.

With that said, I vote for a private members only board where we can post the odd thing like this.
16  Games Center / Showcase / Re: Radius on: 2015-02-22 11:17:45
I appreciate the feedback!!

I agree, I was staring at the old candy crush saga icon when I made this one so it looks very similar.

Also we didn't have an artist when we released the game, so I was the one doing all of the art, which ... well ... is lacking.

We are working on an update to release more shapes and fills, along with leaderboards and achievements which will be nice.

While you are at it look into getting the download size down, it's huge for what it is (or appears to be). If you are using any .wav files, convert them to ogg.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-22 10:32:38
Added a minimap to our college project.

Worked out quite nicely, however a bit concerned about performance as I am not sure how well it will handle it the way I have done it.

I have basically just given the minimap the same renderer used for the world and have it change the projection before drawing, therefore it is essentially drawing the map twice. Not ideal but will see how it goes!

18  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-02-22 09:53:45
19  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-02-22 08:27:30
I took starseed Pilgrim, thank you.
20  Discussions / General Discussions / Re: Motivation on: 2015-02-21 19:45:23
People. Literally just people.

I can't code and it puts me off for hours /days when someone is just getting on my nerves.
21  Game Development / Newbie & Debugging Questions / Re: Best way to do Entity Collision on: 2015-02-19 14:38:51
Look into "Minimum Translation Vector", you can apply this to basic AABB collisions however it works best with SAT implementation.

What this does is allow you to find the intersection point, how far inside the objects are and gives you a vector that you can use to offset the 2 objects, separating them.
22  Game Development / Game Play & Game Design / Re: What's The Best Way To Define Items? on: 2015-02-18 09:39:49
This is where an ECMS  and/or data oriented programming can come in handy.

I suggest you sit and design your items, see how many you got and go from there. If you only have a dozen or 2, then simply just make a base concrete class and make base classes from that, then from there make refined classes with specialised functionality.
23  Game Development / Newbie & Debugging Questions / Re: LibGDX ClickListeners touchDown method issues on: 2015-02-17 16:07:51
Ah right I think I know the problem.

As soon as you set the tables visibility to false, I am sure all actors stop receiving updates.

Try setting a flag in the touch down method and instead of setting the table as not visible there do it on an update method that is called each frame.

Ideally your input box should extend table, this allows you to override the act method and do this that way.

Basically when you hide the table, or does not very updated next update.
24  Game Development / Newbie & Debugging Questions / Re: LibGDX ClickListeners touchDown method issues on: 2015-02-17 14:58:41
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closeButton.setChecked(false);


What are the odds you have the down and up sprites around the wrong way?

You do not need to change buttons up and down states yourself, Scene2D does it for you. Remove that line and see how it goes. As you can see when you clicking down the close button does not actually change to the down state, because of that line.

25  Game Development / Newbie & Debugging Questions / Re: How to test a java game having a high-end PC on: 2015-02-17 14:49:47
I will go ahead and assume, given you have a high end PC that you can probably shuffle aside £300-400 for a testing rig.

Personally I would not care, just develop the game and worry about performance when you start getting a community and churning out performance patches.
26  Discussions / General Discussions / Re: What's your day job? on: 2015-02-16 16:37:27

At the risk of making you cry more, that does not include the £50 each month for travel expenses. As well as free software such as Unity Pro, Unreal 4 liscence and a years free subscription to Adobe Suite. Its ridiculous how much shit you get for free over here, however it does come at a slight cost and that is incompetent teachers.
27  Discussions / General Discussions / Re: What's your day job? on: 2015-02-16 16:27:47
Not really a career but I study at college which funny enough brings me on around £450 a month

Gibbo3771: What! How do you get money from studying? I feel like this information could have come in handy for me in the past...


0% interest loan for students in Scotland Smiley.
28  Game Development / Newbie & Debugging Questions / Re: Minimap using tilemap! on: 2015-02-16 12:32:34
Just create a buffered image and change the pixel colour values to to that of your tiles and draw the image in the corner or something.

If that makes sense. Or stop using Java2D and move onto LWJGL/LibGDX and experience the awesomeness that is hardware accelerated graphics.
29  Discussions / General Discussions / Re: What's your day job? on: 2015-02-16 09:43:12
Not really a career but I study at college which funny enough brings me on around £450 a month, then I work as a part time cleaner which brings me in a measly £215 per month.

I have also started doing voluntary work as well but I don't exactly get paid for that.

I am hoping to make some money off mountain biking this year as well, as I have plans to enter events (with cash prize!).
30  Game Development / Newbie & Debugging Questions / Re: [LibGDX] How to strech my game on android device? on: 2015-02-15 15:54:24
how does viewport have nothing to do with stretching the game to fit the screen, when viewport does exactly that? I do realize however, that there are multiple different ways to achieve the same results with libgdx, so it can be confusing at times.

Because even if he has a camera with a viewport applied, if he does not set the projection of the batch to the camera or will not render properly.
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