Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (538)
Games in Android Showcase (132)
games submitted by our members
Games in WIP (601)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 32
1  Discussions / Miscellaneous Topics / Re: Markus bought a new house on: 2014-12-19 15:18:06
Well this topic went to shit fast.

I would sell out for a billion bucks, security for me and my family. If you wouldn't then enjoy your cardboard box.

If he wants to go on the way he is now, so be it. Like modern day "celebrities" he will forgotten before he even cocks it.

Shit happens.
2  Game Development / Newbie & Debugging Questions / Re: LWJGL - Textured quad tearing. on: 2014-12-19 08:31:06
Can't remember what that is called but whatever your vsync setting is, reverse it. That might solve the issue, it's done sort of tearing problem I think.

Edit: hit me, never seen you mention it is tearing :p
3  Game Development / Newbie & Debugging Questions / Re: Problems with rotation around 0-360 transition on: 2014-12-19 07:27:17
It is pretty messy, but it works, thank a lot.

How would you suggest I do things to avoid such confusing series of if statements? Should I try to work in radians instead?

You could work in radians. However if you judge a game that has a lot of rotating objects just tuck that horrible code away deep inside a method you will never look at again.
4  Discussions / Chitchat Monster / Re: Developing game like Star Ocean 2 - Need artist on: 2014-12-18 10:35:09
Really? 3 f**king posts?
5  Games Center / Showcase / Re: [Mercury] Ground Control - A shoot-em-up by Radirius | OUT NOW on: 2014-12-18 10:34:14


Are you on a laptop by any chance?

- Jev

Yeah. I have ran it with both cards and no joy.
6  Games Center / Showcase / Re: [Mercury] Ground Control - A shoot-em-up by Radirius | OUT NOW on: 2014-12-18 08:55:24
Having some problems with it here.

I am getting around 20fps constantly, with spikes down to 15 when particles start going crazy. This makes the game unplayable at this FPS because the controls actually lag horribly, pressing the keys has a response time of several 100ms.

Also when pressing escape, it shuts down. Not sure if intentional?

Specs:

i5 4200U @ 2.5Ghz
8GB DDR3 1666mhz
Nvidia GT745M/Intel 4500 (both run badly)
7  Games Center / Showcase / Re: Block-Wars test version is out check topic for link :D on: 2014-12-18 08:47:06
Does not run.

1  
Error: Could not find or load main class Block-Wars beta.jar


Ensure you have the main class specified in the manifest file before compiling.

However, from what I gather from screenshots you might benefit from a little reading on HERE and possibly HERE.

Why? Because from what I see in the screenshots, I can barely read the title and the text for the upgrade buttons blends horribly with the background.

Once you learn some basic colour theory, you will be making better palettes in no time Smiley
8  Game Development / Newbie & Debugging Questions / Re: ENUM Memory usage in Java on: 2014-12-17 16:53:16
Would changing this to a single dimension array offer significant performance benefits? Or would the change be effectively imperceptible?

No, just do what is easier. The performance gain is not worth breaking your neck over and depends greatly on implementation and platform.
9  Game Development / Newbie & Debugging Questions / Re: ENUM Memory usage in Java on: 2014-12-17 16:05:49
You may as well just store a short to represent the ID, an int if you need more values. Even for flags I would still use one of these 2.
10  Game Development / Newbie & Debugging Questions / Re: Kryonet Libgdx Android? on: 2014-12-17 16:02:09
Yeah I did thanks.
I mean like android doesn't have hamachi so how the hell do i get multiplayer to work?

Such a vague and unsatisfying question. Perhaps actually taking a shot at setting up a basic server/client and you will see exactly how it works, why do you want Hamachi on the phone anyway? It is not needed unless you are doing some hacky server stuff.

If you want to do something with your friends, you can literally code a server for desktop and a client for android and have all your friends connect and do whatever, not sure what your intentions are as you have given little to no information. Asking how the hell do I get multiplayer to work is like asking a child how the world spins, sure you will get an answer but it's bound to be wrong or complete nonsense.
11  Game Development / Newbie & Debugging Questions / Re: Kryonet Libgdx Android? on: 2014-12-17 12:52:21
Did you even search the internet before posting?

like the official tutorial/guide?

It's no different.
12  Game Development / Newbie & Debugging Questions / Re: Platformer collision detection on: 2014-12-17 11:33:05
Can someone help me to get the code working right? Or do you need more information?

Best advise I can give you is stop copy and pasting code if you are learning. Other than that, break the code down into chunks and try to figure out what specific statement is causing the problem. Use conditional break points and such.
13  Discussions / Miscellaneous Topics / Re: What is with version 3? on: 2014-12-17 11:29:50
Valve seems to be taking a long time to start over then.

- Jev

Stop. Learn to type. Come back.

- Jev

14  Discussions / Miscellaneous Topics / Re: Best way to learn to touch-type on: 2014-12-17 11:27:58
I'm in my forties, I'm a technical writer and a programmer... and I can't touch type. It is really frustrating having to check the keyboard even for simple things like Ctrl-C and Ctrl-V. I just have no feel for where the keyboard letalone the keys are... Any suggestions for ways I can become a fluent typist?

Unfortunately like anything else, you are just going to have to learn via force. Try not to look at the keyboard and work off feedback on the screen.

For the record, a good keyboard will also aid you when doing this, flusher keys help A LOT.
15  Game Development / Newbie & Debugging Questions / Re: Java Cryptography on: 2014-12-15 22:24:54
Do you have a game that players can cheat in?

If it is for android don't bother, 90% of people can't even navigate to those files.

However, for a nice "simple" encryption that would throw off some kid and/or non tech savvy elderly, use base64.
16  Game Development / Newbie & Debugging Questions / Re: 2D Random Map Generation: Where to start on: 2014-12-15 22:20:53
*Snip"

Is that Longarmx's noise generator?

EDIT: Nevermind, I remember seeing someone post that and it was him, however he is not the original owner.
17  Game Development / Newbie & Debugging Questions / Re: 2D Random Map Generation: Where to start on: 2014-12-15 22:12:45
Those are all implementation details. OP needs to learn to think conceptually and mathematically; once you do that all kinds of applications for things like noise will spring forth unbidden.

Common example: sidescroller-type height maps:



Can be easily accomplished via the midpoint displacement algorithm: (or splines! or whatever you want, etc)
http://www.gameprogrammer.com/fractal.html

This is farther generalized to the diamond-square algorithm for more dimensions.
You can see that both in the link and in the post I made a little while ago:
http://www.java-gaming.org/topics/what-i-did-today/33622/msg/331221/view.html#msg331221

Other algorithms like Simplex can accomplish the same tasks as these, but may also have additional properties like continuous derivatives, etc. which may be desirable.

Could you also use cosine waves to generate such terrain? I remember reading an article that explained how Fingersoft created their levels for Hill Climb Racing, I am sure it mentioned something like that.
18  Game Development / Newbie & Debugging Questions / Re: Libgdx + Box2D design problem on: 2014-12-15 07:39:35
Well you could do it this way.

Think about it,

  • The entity manager has the player
  • The player is controlled by you
  • The player has a gun
  • The gun shoots bullets


Therfore the player can have a reference to the entity manager, the gun is parent to the player and bullets are parent to the gun.
The player always knows where they are looking so this information can be passed into the gun and then the bullets.

When the gun calls the fire method, have it return the bullet it just created and use that to send a message to the player saying "Hey  I just fired", and in turn you can have the player send that message to the entity manager as well. 

Then let the entity manager do its thing.
19  Game Development / Shared Code / Re: Music events for libgdx on: 2014-12-14 17:13:13
I don't quite get what this does?

It allows a sound engineer or composer to create tracks and test then with predefined transitions?

I am not quite sure how much this is going to help, I don't see why the sound engineer can't just give you a 2 tracks and say "transist between these 2 between menu and game screen".

How does the music event class work as well? Every music event you have to do and io operation. Show example? Smiley
20  Discussions / Miscellaneous Topics / Re: Pathfinding, making it efficient but basic on: 2014-12-14 17:01:58
Why do you need to make a copy? Why can't you just use the same instance every time?

Yeah, I changed the path class up so they just reference the list of way points, and give enemies a new path with the list from the cached path.

Really should stop coding late at night lol.
21  Game Development / Newbie & Debugging Questions / Re: Preformance With DrawImage! on: 2014-12-14 16:58:05
If you really care about performance move onto some framework that uses opengl.

But that does not really answer your question.
22  Game Development / Game Mechanics / Re: Should I make a physics engine? on: 2014-12-14 10:45:59
For the sake of learning I say go for it.

For producing a game you plan on releasing, don't.
23  Java Game APIs & Engines / Engines, Libraries and Tools / Re: libGDX: Lag when drawing single TextureRegion multiple times on: 2014-12-12 23:46:54
Render new sprites into an FBO, render the FBO to screen.

This way you only render the number of sprites that were added in that very frame.

He is using LibGDX, this is probably a bit overkill.

If you are adding a new texture to the list every iteration of the game loop then it only takes about 40 seconds to fill that list to 25,000 objects that it has to update and draw.

I suggest to cut down is to remove overlapping objects, there is no point in drawing an object when there is another object on top of it hiding it.

How big is this picture? As 25,000 objects being drawn at once is actually enough to lag a PC never mind a phone, depending of course but generally 25,000 objects all doing something and been drawn will generate some lag.
24  Discussions / Miscellaneous Topics / Pathfinding, making it efficient but basic on: 2014-12-12 23:09:30
Although not directly Java (C#), I have some Pathfinding code that is using a Breadth First Search algorithm which just uses brute force to scan the entire map for the base to attack. My game consists of lanes, as it is a Tower Defence game so this is not too much of an issue with dozens of enemies.

But as soon as I start to open the lanes up to 2-3 tiles wide, I double/triple the amount of tiles required to check.

I am using this algorithm:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
public Path CalculatePath(Node start, Node destination){
            Logger.Print(Logger.LogLevel.DEBUG,
                "Starting path calculation from " + start.Position + " to " + destination.Position, "AI");
            // Add the start node to the open list
            open.Add(start);

            // Loop constantly untilt he open list is empty, so every node is searched
            while (open.Count != 0){
                // Grab the first node in the list and set it as current
                Node current = open.First();

                // Check if the current node is equal to the destination, if so we have found a path
                if (current.Equals(destination)){
                    Logger.Print(Logger.LogLevel.DEBUG,
                        "Path found from " + start.Position + " to " + destination.Position, "AI");
                    return new Path(start, destination);
                }

                // Check every neighbour and add them to the open list if they are not null,
                // are not on the closed list and are not blocked
                 foreach (Node neighbour in current.Neighbours){
                    if (neighbour == null || closed.Contains(neighbour) || neighbour.Blocked) continue;
                    open.Add(neighbour);
                    neighbour.Previous = current;

                }

                // Remove the current node fom the open list, it has been checked
                open.Remove(current);
                // Add it to the closed list so we don't search it again
                closed.Add(current);
            }
            Logger.Print(Logger.LogLevel.DEBUG, "NO PATH FOUND FROM " + start.Position + " to " + destination.Position,
                "AI");
            return null;
        }


Which works fine, I can run it several times in a row on a decent sized map without too much issue, but the thing is I only run this ONCE when the map first loads. All Paths are then stored in the spawners that the enemies generate from, they simply grab a copy of it. The problem is, although I have avoided a while loop I now need to fire every enemy that spawns into a for loop to clone the already generated path.

This here is the 1 time path generation code, runs once after a path has been found:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
        public Path(Node start, Node destination){
            this.start = start;
            this.destination = destination;

            Node n = destination;
            nodes.Add(destination);
            // Start bulding the path backwards until the previous node is equal to the start node
            while (!n.Equals(start)){
                n = n.Previous;
                nodes.Add(n);
            }
            nodes.Add(start);
            nodes.Reverse();
            currentNode = nodes [currentNodeIndex];
        }


And when my enemies spawn, they grab a Path from the spawner by doing
1  
path = spawner.Path.Clone();


Which looks like this:

1  
2  
3  
4  
5  
6  
        private Path(IEnumerable<Node> nodes){
            foreach (var n in nodes){
                this.nodes.Add(n);
            }
            currentNode = this.nodes[currentNodeIndex];
        }


As you can expect, with enough enemies, frankly considerably less than I would like to spawn in harder levels, it lags to hell. Causing hangtime.

Does anyone know a good way to duplicate an already created path without this look issue?
25  Game Development / Newbie & Debugging Questions / Re: Starting a Java Game, Where to Start? Eventually want to be network multiplayer on: 2014-12-12 08:57:02
You're are over your head.

Make single player pong, then try multiplayer local pong then finally networking pong.

Thank me later, either take the advice or prepare for your project to crash and burn.

Harsh but yeah, I'm Scottish I can get away with it. Usually :p.

EDIT: For the record I speak from personal experience, not only that your definitely not the first person to come in with this question, maybe you are the first that takes advice though.

SECOND EDIT : on the other side of the situation, welcome to the forum mate. You will enjoy it here, great guys and plenty of experience/knowledge to spread around. 
26  Discussions / Miscellaneous Topics / Re: Full Visual Studio for free on: 2014-12-12 08:53:38
I will say though VS is good for debugging values especially when you put in a break point , and it stops on runtime at the point of the error giving all associated values which is just perfect for debugging the issue.

So just like every other debugger?

Yeah am I missing something here? Is that not what every other debugger does?

Also the more I use VS the more comfortable I get with it. I do however have ReSharper installed which adds a lot that is missing from the ide, mostly for productivity and flow.

It is bulky though and MS only let you install it on the os drive, zapping 10gb of my 60gb ssd. It would be nice if you got to pick what languages you want to install for.
27  Games Center / WIP games, tools & toy projects / Re: SuikodenRM - A Javabased Suikoden II Engine on: 2014-12-11 00:43:02
I personally believe that people should immerse themselves into the community before posting their projects as that come off as a bit spammy. But I don't think that is a good reason to shut them out completely as this game looks pretty good.

You joined here on the 17th of Feb and posted a PAID game on the 26th.

Yet it has absolutely no replies. Why? This game looks good and if HerosGraveDev posted it or Opiop posted it. It would be a popular game.

Again, hypocrite? Maybe YOU should get more involved in the community before posting because this is complete nonsense (no offence to either of the 2 mentioned), as of recent the person that would grab the most attention from posting a game would be Ray.

Sorry but if you are going to slabber crap like this, prepare to take the stick for it.

28  Game Development / Networking & Multiplayer / Re: Developing a multi-player game - How should I approach this? on: 2014-12-11 00:28:58
If you have to ask yourself "How would I go about doing xyz" before you have even tried anything, then you are not even remotely ready to attempt what you are trying to do.

I suggest making a game with single player then add multiplayer.
29  Discussions / General Discussions / Good pixel art font on: 2014-12-10 19:26:21
Hi guys,

I am in the process of transforming all my current placeholder art to Pixel Art and was wondering if anyone had suggestions for a good font?

I am using 16x16 tiles that are scaled 4 fold to make them 64x64 to cater towards my current grid/projection
30  Discussions / General Discussions / Re: am thinking of getting this PC, for both gaming and developing on: 2014-12-10 06:08:41
I wish I could "wait a couple months and save" but that is just not happening. Am at 50-50% odds on whether a given month will earn or lose money! Making do within limits is the reality.
In such circumstances I'd keep that $400 close to my chest, just in case, say, the washing machine breaks... Undecided

Nah, f**k that.

Things humans want > things humans need.
Pages: [1] 2 3 ... 32
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

rwatson462 (30 views)
2014-12-15 09:26:44

Mr.CodeIt (20 views)
2014-12-14 19:50:38

BurntPizza (42 views)
2014-12-09 22:41:13

BurntPizza (76 views)
2014-12-08 04:46:31

JscottyBieshaar (37 views)
2014-12-05 12:39:02

SHC (51 views)
2014-12-03 16:27:13

CopyableCougar4 (48 views)
2014-11-29 21:32:03

toopeicgaming1999 (115 views)
2014-11-26 15:22:04

toopeicgaming1999 (103 views)
2014-11-26 15:20:36

toopeicgaming1999 (30 views)
2014-11-26 15:20:08
Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50
java-gaming.org 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‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!