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1  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.
2  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
3  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.
4  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.
5  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.
6  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.
7  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.
8  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.
9  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?
10  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
11  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.
12  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.
13  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.
14  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
15  Game Development / Newbie & Debugging Questions / Re: [solved] Lines not rendering correctly Java2D on: 2014-09-05 23:27:25
Are these rays btw?

Or just general messing about?

If they are rays for say 360 degree vision, the spacing and length is a little off for some rays:D. Check yo trig.
16  Game Development / Newbie & Debugging Questions / Re: Simple walkTo(x, y) method for starter game. on: 2014-09-05 23:24:42
This ^

Also if you want things to move nicer and such, make sure you are using a unit system. As in don't treat 1 pixel as 1 unit.

Another simple thing is separating speed, acceleration and velocity to get a cool little movement thing going on. Simple to implement, good for learning. Well imo. Don't know how basic you want to keep it Cheesy.

17  Game Development / Newbie & Debugging Questions / Re: Simple walkTo(x, y) method for starter game. on: 2014-09-05 23:19:27
Could it be due to the fact you are stepping 5 units at a time?
18  Games Center / WIP games, tools & toy projects / Re: Project X [RPG] on: 2014-09-05 23:18:09
Which gives me a couple options;
- On Demand tile system, Where the game retrieves tiles from a web server. This cuts down on the overall installation size.

Don't do this, you will make people very angry when suddenly their internet gets throttled. Best way to have, and this is no argument, client handles the graphics side and is dumb; server handles logic.

This means client should always have the assets, the server should be telling the client what to do with them.

In cases where the player could edit the assets in order to gain an advantage (like MC X-Ray RP's) then you will have to implement some way for the server to check file to see if it matches with the instance of a client on the server side.
19  Game Development / Newbie & Debugging Questions / Re: Noob Questions From Nickropheliac: Ive been practicing for 2 weeks and... on: 2014-09-02 12:42:50
The click occurs much quicker :p.

I looked at C# for the first time ever yesterday, after about 30 minutes of messing around I was like "this is the same shit, in a different order" lol.

C# is not another language. Not really.

From what I have seen, read and been told. It essentially what Java would be if it was wrapped around DirectX. I can not see much differences in the language itself, not from code snippets anyway.

Should probably get back on topic before people get into a Java vs [Insert other language here] debates :p.
20  Game Development / Newbie & Debugging Questions / Re: Noob Questions From Nickropheliac: Ive been practicing for 2 weeks and... on: 2014-09-02 12:33:10
Personally I think there just comes a time when suddenly everything just "clicks", now I don't mean that you suddenly know everything but you suddenly get everything. It gets to the point that you just understand what code is doing, even if you didn't know it could be done like that.

I can agree with this. Until you look at other languages in other paradigms, then you need clicked again.

The click occurs much quicker :p.

I looked at C# for the first time ever yesterday, after about 30 minutes of messing around I was like "this is the same shit, in a different order" lol.
21  Discussions / Miscellaneous Topics / Re: So many indie games in development, how many really are completed? on: 2014-09-02 12:26:10
Money and time.

It takes time to plan a project, it takes money to pay the bills. While making money you can't always plan, when planning you are most likely not making money.

90% of games fail due to lack of direction imo, where people get this super awesome idea and suddenly it goes way off course. They end up with a pile of shite that makes no sense.

The only people that ever finish games are the ones that had a base idea, planned it (I mean really planned it, plenty of notes, spreadsheets, concept art regardless of how shit) and stuck to the plan.
22  Discussions / General Discussions / Re: Performance Test for the Voxel Thing on: 2014-09-02 12:12:16
Another PC for some stats:

Intel i5 4570S @ 2.90Ghz
4GB DDR3 1600mhz
Intel HD4600

110-128fps

Might I recommend in the next update you add a minimum and max FPS counter as well? Should be simple enough. This means we can just walk around for a few seconds and get an accurate reading.
23  Game Development / Newbie & Debugging Questions / Re: Noob Questions From Nickropheliac: Ive been practicing for 2 weeks and... on: 2014-09-01 17:32:51
Don't let the stuff up there scare you off though! Years might seem long, but they are really not if you set yourself goals and keep working on reaching them.

I started coding a year ago, never realised how fast it flew in.

Personally I think there just comes a time when suddenly everything just "clicks", now I don't mean that you suddenly know everything but you suddenly get everything. It gets to the point that you just understand what code is doing, even if you didn't know it could be done like that.
24  Games Center / Showcase / Re: [Android] Blocus - A lot of particles that have a real physic on: 2014-09-01 17:27:50
It's good.

Honestly particles > ALL THE THINGS
25  Discussions / General Discussions / Re: Performance Test for the Voxel Thing on: 2014-09-01 11:34:52
I wonder why it runs faster on my PC compared to Gibbo?!  persecutioncomplex

Weird. These PC's actually have x2 GTX770. Not sure if both are being used, so that could be the problem.
26  Game Development / Game Play & Game Design / Re: Tiles - Joining them on: 2014-09-01 09:56:40
It took me 15 minutes to draw a 16x16 pixel art stone tile. So yeah, I suck Cheesy

15 minutes to hammer out a base design for one tile is normal. Sounds like you're actually on the right track. Cheesy

People greatly underestimate how long it takes to draw good pixel art. Some of my tile sets for RPC took up to 2-3 hours. Shocked Good thing though is once you get one good tile done, replicating the design over and over to make the transitions and the variations is actually a lot easier, although a bit time consuming.

I feel better now :p.

My tile does look kinda crap but only first draft, I am sort of making these to mainly practice. As my game idea needs graphics, may as well practice making my own while I use place holders Cheesy
27  Discussions / General Discussions / Re: Performance Test for the Voxel Thing on: 2014-09-01 09:55:20
On college PC atm:

Intel Xeon E5-1620 @ 3.7Ghz
8GB DDR3 1833mhz
GTX770

220-240fps.
28  Game Development / Game Play & Game Design / Re: Tiles - Joining them on: 2014-08-31 09:29:00
There are various methods to join the tiles, I posted this in Ray's thread actually: http://www.angryfishstudios.com/2011/04/adventures-in-bitmasking/

...that is nice.

Thanks for the replies. @Ray lol, 16 different tiles...It took me 15 minutes to draw a 16x16 pixel art stone tile. So yeah, I suck Cheesy
29  Discussions / Miscellaneous Topics / Re: Do you recommend a break on: 2014-08-30 15:41:10
Sure needed that break. I feel fresh and strong and love what I have. Ready to fight the code. *boom *pow *pow

But... you don't fight the code. You feel the code.

This is some next level shit.
30  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Building Mechanics and AI < on: 2014-08-30 15:38:31
mind if I ask how you store the map data? do you use tiles or represent each tile with a data value?

A huge 3D int array full of TileIDs, and each TileID is linked to a specific tile on the sprite sheet inside the Tiles Loader. When you go to render it, it asks the Tile Loader what image is associated with that tile ID, and the Tile Loader returns the image that is assigned to that ID and then the game renders it.

I presume the array is as follows:

1  
int tiles[ID][X][Y]


Am I right to presume this? If so then why the hell am I not doing that, if not then I am glad I am not doing that :p
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