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1  Discussions / Miscellaneous Topics / Re: Anyone Keen for CoD: Advanced Warfare? on: 2014-10-25 06:50:49
Not played a CoD game since number 2, I intend to keep it that way. Perfect example of a typical FPS ( that does nothing "ground breaking") that just gets reskinned every release.
2  Game Development / Newbie & Debugging Questions / Re: [LibGDX]Render portion of a Texture/Sprite on: 2014-10-22 09:48:12
Fustrum culling.  Render only what the camera sees.

Our just create a texture region from it if the cam does not move.
3  Game Development / Newbie & Debugging Questions / Re: libgdx - How to resize a Tilemap according to aspect ratio on: 2014-10-19 20:22:33
You could use Libgdx Viewport
4  Discussions / General Discussions / Re: Back to the drawing board.. on: 2014-10-18 23:40:16
Yes design documents suck the creativity out of people and shit but face it, without writing down and documenting your idea, all you will do is dabble in code for days and get no where.

The things I mentioned above are parts taken from commonly used design documents, the most important parts.

So this would be the name of the game, if you have one. Then write down how you want to make the player feel, this helps you figure out the atmosphere and general theme of your game. Writing down the core game mechanics are a must, without a solid idea you will just be going around in circles.

The other parts such as Time, Scope and Budget are important. Nobody wants to deal with any of this rubbish but at the same time, having a good idea of how long a project will take (or take to get to a state you deem "playable", at which point you can start getting creative), how big the project is going to be and if you can (if your going to) afford to pay artists/sound engineers.

And a schedule does not really have to be a solid "things must be finished by [insert date here]" kind of thing, but it is nice to have a list of things you want to do in X amount of time, this will give you goals and help you get things done.

The copyright thing, well I use one because I share my ideas with a team of people and not that I don't trust them but have to protect my own interests.

tl;dr GD's can kill creativity and are boring to write, however they help you structure your project better until it gets to a stage it is easy add/alter/remove code.
5  Discussions / Miscellaneous Topics / Re: Not productive? Maybe try out habitrpg.com on: 2014-10-18 23:21:17
Ha very cool little idea, this would be great if used in a workplace. Complete a task and submit proof to the boss :p
6  Game Development / Newbie & Debugging Questions / Re: Do I need to use shaders for this loading bar? on: 2014-10-18 23:10:28
This is how I do a loading bar Smiley:

  • Render the border
  • Render the inside as one piece but glScissor the image by
    (percent * totalWidth)

Result:

CopyableCougar4

That is pretty good, however I am using LibGDX and I tried Ninepatch with no success, still looks weird.

I am not sure where I should enable/disable the scissor test, it says I can not do it within glBegin and glEnd, which is the same as spritebatch.begin() and spritebatch.end(), should I maybe disable drawing for this actor (scene2d) and draw it manually?
7  Game Development / Newbie & Debugging Questions / Re: Do I need to use shaders for this loading bar? on: 2014-10-18 11:28:10
I think I am confused lol.
8  Game Development / Newbie & Debugging Questions / Re: Do I need to use shaders for this loading bar? on: 2014-10-18 11:26:01
Have 3 images.

(| ====== |)

Render first and third one with normal size, and stretch the middle one.

So you mean have the curved edges separate from the bit that sizes up? Would that not look a bit shit?
9  Game Development / Newbie & Debugging Questions / Do I need to use shaders for this loading bar? on: 2014-10-18 11:17:01
So I am in the progress of adding a loading bar to a game and the problem is that the loading bar has rounded edges. So using this formula here:

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bar.setWidth(originalWidth / 100 * progressLoaded);


Results in the curved edges being all squashed, instead I want to progressively show more of the bar as the progress increases, not increase it's width.

So basically I want to set all the pixels to be transparent and then alter them to their original colors as the progress is increased.

So, is there a way to do this or do I need to make a shader, which I have never done before.
10  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [Box2D] Dynamic body floating over static bodies on: 2014-10-18 11:13:39
if it is off by the same margin each time you can just fake the rendering

Hacky much? lol, the thing is this shouldn't be happening in the first place. It does not happen for anyone else's project, so using a hacky workaround is a bit meh.

+ I think OP might have solved it, according to his capitalized sentences in chat lol.
11  Discussions / General Discussions / Re: Back to the drawing board.. on: 2014-10-17 19:30:37
A standard design document consists of a few things, they are usually text however are often accompanied by illustrations to demonstrate things that would be a bitch to write on paper:.

  • Title page
  • A short and concise pitch paragraph around 3-4 lines, usually the thing you would read to a publisher when you present your game
  • The "mindset" the game should put the player in, like how they should make the player feel
  • The technical grit of the game, like screen layouts and transitions, as well as game mechanics, level design etc
  • Then sometimes a game flow, basically describe in an ideal situation a play through of a single session from beginning to end
  • Next, probably the most important would be resources and general requirements for the project. So this would be Time, Scope and Budget. Resources include everything from staff, to assets.
  • Then the most most most important, a realistic schedule that keeps within your Time, Scope and Budget
  • Some form of copyright statement, if you are selling to a publisher you will want to put in a Transfer of Copyright statement here with appropriate boxes for signatures

Of course this is basically a dumbed down version of a proper design document.

Also, if your having trouble making art. Don't let it hold you back, put place holder and deal with it later.
12  Discussions / General Discussions / Re: Back to the drawing board.. on: 2014-10-17 18:58:36

Also, what do you guys do to prepare your new ideas? Design document?


Not everyone does but I highly suggest it, it gives you an idea set in stone and allows you to manage a schedule and create realistic goals.
13  Game Development / Newbie & Debugging Questions / Re: libgdx: Is there a class to figure out wether I'm running on desktop or Device? on: 2014-10-17 18:56:43
if(Gdx.app.getType() == ApplicationType.android){}
I think.. it's something like that.

It is exactly this.
14  Game Development / Newbie & Debugging Questions / Re: Programming an online top-down game for newbies - Questions on: 2014-10-17 18:56:12
I will suggest first off to put that book on the shelf for now. That book is basically a very long tutorial on how to make a library like LibGDX and then make a few games with it.

If you are confident with the language, then I would honestly say just look at the documentation and go through the Simple Game like the above poster has said.

Fortunately, LibGDX is so high level that you can literally "learn from doing" right off the bat.

However, being realistic, 5-6 month is not a lot of time to create what you have said. Not since you are new to LibGDX, Networking(?) and only(?) know basic Java. So yeah, be careful lol.
15  Games Center / WIP games, tools & toy projects / Re: [Android] Viking Dodge on: 2014-10-17 17:57:20
UPDATE

Correct, Viking Dodge has now been released. However, I advise anyone wanting to give it a try to wait until the new version has uploaded (I will post here when). It turns out, coding at 0100 and staying awake for 18 hours really messes with your ability to detect obvious crashes, like when you press a button for instance...

Anyway, in the mean time the OP will be updated to reflect this. I do have some new content to share however!

So I thought Gunnvor could do with a little "personality", so I added randomized and event based speech bubbles.



I didn't leave the Sheep out either, he has is own little personality. Slightly obnoxious mind you...
But that is a secret at the moment!



I also wanted to show how Gunnvor looks "programmatically", now you can see how the little guy is made up






16  Game Development / Newbie & Debugging Questions / Re: libGDX Trying to implement AdMob but can't get it to work on: 2014-10-16 22:24:23
Just don't pass the boolean.

Also adrequest can no longer be instantiated like that,  instead do :

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AdRequest r = (AdRequest)  Adrequest.Builder().build() ; // you can method chain this as well,  so check that out,  casting might not be necessary; can't remember 
17  Game Development / Newbie & Debugging Questions / [LibGDX][Eclipse] Could not load main class [package].[class] on: 2014-10-16 09:28:15
This is started to do my head in and I have no idea why it keeps happening.

Basically, upon trying to export to Android I get a Dalvik Error 1 and the only way to fix it is to clean the project, then, 50% of the time the entire workspace just brain farts and most projects can not load the main class. I have to repeatedly restart Eclipse in order to get it to fix. It also reports that it could not delete a file in the bin folder, to which I have to shut-down eclipse and delete it manually; open up eclipse again and refresh the project.

Build path is fine and all that, so not sure what is happening. Any ideas?
18  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > New Stable Build + Steam Price! < on: 2014-10-15 09:15:55
Might be a different kettle of fish when you add the steamworks functions though eh Smiley Besides, screw DRM-free, it's a red herring.

Cas Smiley

Yeah, I don't actually mind DRM that much, some cases it is just done badly. When it starts to be inconvenient to the user, that is when I hate it (looking at you EA).
19  Game Development / Newbie & Debugging Questions / Re: Best way to iterate through ArrayList? on: 2014-10-15 08:29:05
Here's another.   Wink

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try {
    array[idx++];
}
catch(ArrayIndexOutOfBoundsException e){}


Surely that is considered hacky? lol

@OP, I tend to use the enhanced for each loop. Easy to ready, fast to code and seems to do the job.

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for(Foo foo : listOfFoos){
    foo.something();
}
20  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > New Stable Build + Steam Price! < on: 2014-10-15 08:27:42
Looking good bud, I voted for this and backed it.

A am a little confused though, in the op you state that this is  "DRM"  free,  yet it is being sold through steam? Was that the original plan or just how it panned out? Don't get me wrong, getting your foot in the door is importan.

Just curious lol. Might have been answered in the past but hell,  15 pages :p.

You can be 100% DRM free on steam. You just have to actually login to steam at least once to download a copy. But once you have it you don't even need to worry about "play offline" (or hell, even having Steam still installed for that matter) you can just open the install folder and execute it.. or copy it out of the folder even. The only problem is you have to login to steam to patch up since I haven't coded a launcher yet.

At least, that's how it works right now on my Steamworks page, not sure if Valve will yell at my later if they catch on. But I'm pretty sure it'll be fine, I've seen other games do this too. Cheesy

Ha, you learn something new everyday. I know what you mean by some games do this, some games do not even allow you to start it with the executable, pops up a little message saying "You must launch this from steam, restart steam if it is already running.".

Congrats on everything btw, I have sat and watched this project grow from nothing, impressive work.

However, you better use some of the money from this to invest in Sixtygig :p the game that is lol.
21  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > New Stable Build + Steam Price! < on: 2014-10-15 05:48:29
Looking good bud, I voted for this and backed it.

A am a little confused though, in the op you state that this is  "DRM"  free,  yet it is being sold through steam? Was that the original plan or just how it panned out? Don't get me wrong, getting your foot in the door is importan.

Just curious lol. Might have been answered in the past but hell,  15 pages :p.
22  Games Center / WIP games, tools & toy projects / Re: [Android] Viking Dodge on: 2014-10-11 19:05:15
Update

Viking Dodge is on the store and ready to go, just to play the waiting game! Unfortunately I finished the game last night but simultaneously passed out at the desk (according to my missus). I did however find a whole bunch of bugs that are kind of funny.

Probably the best one is if you happen to jump onto top of a rock, instantly roll...you do a weird double jump before dieing horribly to the rock that is no where near you. Great! I fixed it though Cheesy

Anyways, I will update the OP as soon as it goes live!

23  Discussions / General Discussions / Re: Mobile Java game development, without using a full-size laptop on: 2014-10-10 08:21:52
Do you use cost-benefit analysis to get the absolute best value out of the groceries you buy at the store?

For the car you buy?

For your new apartment or house?

For a pack of gum?

For dinner and drinks with friends?

At some point, everybody gives themselves a little wiggle room to purchase something that costs a little more, for reasons other than its absolute value

Why is this something to criticize?



Do you use cost-benefit analysis to get the absolute best value out of the groceries you buy at the store?


Yes, if you go to a store and just buy erratically you will end up spending way more than you need to.  Hence why almost every super market has their own brand. It's cheaper to make, import and sell. No matter hour much money you have, buying branded pasta at 1.99 a packet add opposed to store brand at 0.99 is just daft. Even people that eat exotic and fresh food.

 

For the car you buy?


Yes, for most people that is a 10 year investment. You aren't going to go buy a porche at 55,000 at the official dealership when another dealer has it for 54,000.

Same goes for any car , if something is cheaper else where even if it is a different model /make, as long as you like it your not going to opt for the more expensive one.


For your new apartment or house?


It's a house, 20 year investment for most. Your not going too spend more then you need to. Ever.

For a pack of gum?



A pack of gum is quite different from a £200 weekly shop for a family of 4, a car or a house. It cost 0.99 but I can assure you of the packet next to it was the same flavour and cost  0.89, your going to pick that up instead.


For dinner and drinks with friends?


Yes, your going to go somewhere every one can afford, and even if they had the money for it they certainly aren't going to go somewhere that is more expensive for the sake of it.



Why is this something to criticize?


Criticize no, advise yes. The world's wealthiest never got to where they are by spending money unnecessarily.

24  Game Development / Newbie & Debugging Questions / Re: [Android][Facebook] I can't get anywhere with this on: 2014-10-09 15:17:14
Does anyone have any idea how to use RestFB or the official FB API? I honestly can't wrap my head around this, I have the user logged in and no matter what I do I can't download the profile picture.

Can someone point me to a website/tutorial or something that is not completely vague?
25  Games Center / Showcase / Re: RebelChick - Even Chicks Got a Reason to Kill - Android & IOS on: 2014-10-09 08:06:07
Have you considered implementing Facebook login?

Then market the game some more? The average Facebook user has 100- 150 friends, allowing your app to share scores and invite friends for in game currency might kick it off the ground.
26  Discussions / General Discussions / Re: Mobile Java game development, without using a full-size laptop on: 2014-10-08 22:49:32
It's a great mobile development platform!

I am not doubting it's capability, I did come off as hostile before :s apologies for that. I do not like Apple products personally but I do like the OS.

I've always believed in "You get what you pay for", this firmly applies to PC's but from my view you never get what you pay for with macs.

It is sad but true, they are nice looking machines and have good screens.

/rant :p

How is it resolution wise? I am running a 1366x768 res on this laptop and I sometimes find it dire to develop on Sad Espeically if you have eclipse, photoshop and all sorts of folders open lol.
27  Game Development / Newbie & Debugging Questions / [Android][Facebook] I can't get anywhere with this on: 2014-10-08 21:57:13
So I am about to literally start pulling my hair out, I spent ages trying to get this thing to import correctly then when I finally did, turned out that Facebook developer section was broken and a fix was under way. So yeah, I got this far and now I am stumped.

I have my game, this is literally the last thing to go in. So I have been following the guide on the documentation and I am at this stage:

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   @Override
   protected void onCreate(Bundle savedInstanceState) {
      super.onCreate(savedInstanceState);
     
     
      AndroidApplicationConfiguration config = new AndroidApplicationConfiguration();
      View gameView = initializeForView(new Game(), config);
     
//      bottomAd = new AdView(this);
//      topAd = new AdView(this);
//      fullscreenAd = new InterstitialAd(this);
//      
//      bottomAd.setAdUnitId("ca-app-pub-4184436538256601/8061928372");
//      topAd.setAdUnitId("ca-app-pub-4184436538256601/4249007577");
//      fullscreenAd.setAdUnitId("ca-app-pub-4184436538256601/9538661572");
//      
//      bottomAd.setAdSize(AdSize.BANNER);
//      topAd.setAdSize(AdSize.BANNER);
     
      layout = new RelativeLayout(this);

      requestWindowFeature(Window.FEATURE_NO_TITLE);
      getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
            WindowManager.LayoutParams.FLAG_FULLSCREEN);
      getWindow().clearFlags(
            WindowManager.LayoutParams.FLAG_FORCE_NOT_FULLSCREEN);


      layout.addView(gameView);
      setContentView(layout);
     
     
      Session.openActiveSession(this, true, new Session.StatusCallback() {
         
         @Override
         public void call(Session session, SessionState state, Exception exception) {
           
            if(session.isOpened()){
               
               Request.newMeRequest(session, new Request.GraphUserCallback() {
                 
                  @Override
                  public void onCompleted(GraphUser user, Response response) {
                     if(user != null){
                        textView = (TextView) findViewById(R.id.welcome);
                        textView.setText("Welcome " + user.getName());
                     }
                  }
               }).executeAsync();
            }
           
         }
      });
     

   }
   
   @Override
   protected void onActivityResult(int requestCode, int resultCode, Intent data) {
      super.onActivityResult(requestCode, resultCode, data);
      Session.getActiveSession().onActivityResult(this, requestCode, resultCode, data);
   }

}



After getting past a null point that kept claiming my applicationid was null (rebooted eclipse), I am not at this stage.

It started once, had shown the facebook page. Now it won't run at all, not changed anything. No error message, just straight up "Android Appication has stopped working..."

No idea where to go from here, the documentation isn't helping. Any ideas?

EDIT: Changed executeAndWait to executeASync, still crashes.

EDIT 2 : Yay debugger, right textView is null. I must be missing something in the XML file. (Huh)
28  Games Center / Showcase / Re: RebelChick - Even Chicks Got a Reason to Kill - Android & IOS on: 2014-10-08 15:44:47
Did facebook marketing and also in two gaming sites. Did press release, social..etc. Spent around USD 500.00 but the game didn't make even $10. No joke. So I kind of gave up on that.

Ouch, sorry to hear that mate. That really sucks balls.

I guess the average user can't judge for themselves and only follow the "trend".
29  Games Center / WIP games, tools & toy projects / Re: [Android] Viking Dodge on: 2014-10-08 08:41:00
Update

Viking Dodge is now 2 days away from release (It was pushed to the 10th for undisclosed reasons), help us get the word out by following us on Twitter and Facebook, use the #VikingDodge to get it trending!

On the content side of the game I have been doing 12 hour coding sessions for the past week in order to get all this rolling out in a nice and timely manner, last night I implemented Gunnvor's new animation for when he is unlucky enough to be smacked by a Fireball.

I have also added the game over panel, although it is not final as I want to move all the HUD elements out of the screen as it appears.

Last but not least, every single menu animates now. So when you click play, everything moves off screen and the background slides up to reveal the game screen. Same for going back to the main menu from pause or game over popup, the background will drop down and hide the screen. It all looks very pwetty Cheesy

Click to Play



30  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > KICKSTARTER at 40% Go Go! < on: 2014-10-05 18:38:16
INB4 Child Protection Agency.

Really though, I bet someone complains about having children in the game lol.
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theagentd (16 views)
2014-10-25 15:46:29

Longarmx (52 views)
2014-10-17 03:59:02

Norakomi (45 views)
2014-10-16 15:22:06

Norakomi (34 views)
2014-10-16 15:20:20

lcass (39 views)
2014-10-15 16:18:58

TehJavaDev (68 views)
2014-10-14 00:39:48

TehJavaDev (68 views)
2014-10-14 00:35:47

TehJavaDev (60 views)
2014-10-14 00:32:37

BurntPizza (74 views)
2014-10-11 23:24:42

BurntPizza (45 views)
2014-10-11 23:10:45
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

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06
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