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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-02 07:02:20
@jrenner Networking does not necessarily imply concurrency (use NIO). When working with Old IO, you should solely read/write on network threads, and stuff the logcal packets in queues, for the main loop to process.

I'm using KryoNet which is runs on its own threads by default.  And I am indeed sending all the logic to queues.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-01 16:21:29
Yesterday and Today I implemented network code into my FPS Engine (you can see it in the WIP section here).
Network code is the whole shebang with Entity interpolation and client side prediction.  It really can be quite challenging. I had attempted it once before, laser year, on a different toy project, but never met with success. This time I persevered and it's really quite satisfying to see it in action.  It is, however, ridicuous how much program complexity increases just by adding real time networking.  Because it is multi-threaded by nature, you get hit by the double hammer of network issues and concurrency issues.
3  Games Center / WIP games, tools & toy projects / Re: [libGDX] Embersol Mercenaries - Online Shooter (Released!) on: 2014-08-01 02:30:23
I checked it out.  Had you released a beta before? I remember playing this before. Could just be my shoddy memory.

I think it's quite impressive.  I'm not real happy about the controls. But that's a touch screen issue and not really your fault.  I generally don't play action games on mobile because I am never happy with the controls.  Having said that, I thought you did a pretty good job with the controls.  I had a hard time aiming at some of the smaller ships, but it's probably supposed to be that way.

I found it pretty hard to dodge shots. Probably just because I'm bad at the game, but also I didn't quite figure out how dash works.

When firing the gun and also firing a missile, it can be hard to graphically tell the missile has been fired or not.

I was able to shoot at a destroyer from beyond its firing range all the way until it's death.

Looks like you have implemented IAP yet? I'm assuming something to buy more cores?

It looks like the game is multiplayer.  I assume it is a mix of bots + humans?
4  Game Development / Newbie & Debugging Questions / Re: (LibGDx)Drawing a sprite on to a Box2D body on: 2014-07-30 15:51:32
drawing the sprite is done the most basic way possible so I didn't include. Nothing to see there.
5  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2014-07-30 04:33:36
new playable demo with some fake enemies, shooting, particle effects, fog, and better physics
6  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2014-07-28 04:42:15
Here is a video of the engine being tested.  The framerate is only choppy due to recording.

https://www.youtube.com/watch?v=JIAtmBhNlJU&feature=youtu.be
7  Discussions / General Discussions / Re: Superior Tactics 2 Info on: 2014-07-28 04:25:05
I've released a big 2.0 Update for the Android version. It's on Google Play right now.
8  Discussions / General Discussions / Re: Netbeans + Gradle = Im annoyed. on: 2014-07-27 10:20:27
I've got my own gruff with IntelliJ + Gradle right now.  I use Java7 source language level, and everytime I open my gradle project it resets it to 6.0 and asks me to restart. I have to manually put it to 7 every time I start up. For the life of me I can't find the setting in the gradle that is doing this, and I've already change a bunch of 1.6s to 1.7s
9  Game Development / Newbie & Debugging Questions / Re: Libgdx Game Save Jar/Android on: 2014-07-27 03:06:00
 On desktop local files should be in the root directory, so the location from which you execute the jar is very important.
10  Game Development / Newbie & Debugging Questions / Re: Kryonet Size Of Packets on: 2014-07-26 15:41:33
Kryonet serializes class information.  I don't know if in the case of a Byte it just treats it as a byte for sending over the wire. But that could cause more size than you expect.
11  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2014-07-25 04:18:07
I fixed my shader problems. shouldn't crash on mac or other linux distros anymore. Link is the same.
12  Game Development / Newbie & Debugging Questions / Re: how to do something at the end of a finger drag in libgdx/android? on: 2014-07-25 03:50:49
If you're new to input it doesn't occur to you right away (at least for me it didn't) but touchUp is called at the end of every touch, so you can use it as a hook for when a touch is finished.
13  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2014-07-25 03:42:26
tkausl, the new 3D API, is actually not so new anymore.  It's just an abstraction layer on top of OpenGL to make things a little easier to develop with.  I actually don't have any experience with the old 3D API
14  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2014-07-24 15:58:29
This is indeed the latest 3d api.  The ground and the big purple house is me trying to make objects progamatically out of boxes.  The other strange objects are imported fbx files I made from blender
15  Games Center / WIP games, tools & toy projects / FPS Engine on: 2014-07-24 15:04:30


I've updated the demo to include some billboard entities that will follow you. (the code also supports 3d model entities, just not using them right now)
You can now shoot by holding down the mouse button and there are particle effects thanks to libgdx's new 3d particle effects in the unreleased version 1.2.1
There is no health or damage yet.

Collisions should behave a bit better now as well.

WASD for movement, arrow keys and mouse for look/rotation
Space to jump, PAGE UP and PAGE DOWN to fly up and down

Other keyboard commands:

Escape - Toggle Mouselook
P - Pause
F1 - bullet debugDraw (slow!)

These two commands can allow you to leave the players body, you can see their setting in the top left HUD
C - toggle free camera or player POV (combined with F4, you can control player while a free camera)
F4 - toggle camera or player control

Space - jump
Mouse button - shoot (hold down)

Download (JAR): http://www.superior-tactics.com:12080/fps-demo.jar

This is only a few days work, so lots of rough spots
16  Discussions / General Discussions / Re: What hosting do you use for your websites? on: 2014-07-20 07:40:10
I like to go the full VPS route myself.
17  Discussions / General Discussions / Re: Superior Tactics 2 Info on: 2014-07-18 08:04:46
Work is finishing up, and I'm getting ready to release the game relatively soon.

Here is the trailer: https://www.youtube.com/watch?v=yYs76t9thrE

I want to try to create a PC version of the game, this time around.
So I've decided to put it up on Greenlight: http://steamcommunity.com/sharedfiles/f ... =287690036

Android and iOS version are coming as well, of course.
18  Game Development / Newbie & Debugging Questions / Re: (LibGDx)Drawing a sprite on to a Box2D body on: 2014-07-18 02:53:34
Here is my real world method:

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public void alignSpriteWithBody() {
        float facing = MathUtils.radiansToDegrees * (body.getAngle());
        float w = sprite.getWidth();
        float h = sprite.getHeight();
        Vector3 bodyPos = body.getPosition();
        float x = bodyPos.x - w / 2;
        float y = bodyPos.y - h / 2;
   sprite.setOrigin(w / 2, h / 2);
        sprite.setPosition(x, y);
        sprite.setRotation(facing);
    }


looking at it now it could be improved upon, but it does the job well enough
19  Games Center / Featured Games / Re: Daedalus on: 2014-07-17 05:40:07
Just played this for the first time. Really nice game! the default mode gave me a bit of headache, so I switched to classic. But I think I play better in headache mode.
20  Game Development / Newbie & Debugging Questions / Re: Kryonet Optimization With #sendTCP() on: 2014-07-15 03:52:04
One of the debugging modes (either debug or trace, I don't remember) allows you to see how many bytes each send is
21  Game Development / Newbie & Debugging Questions / Re: Calculating normal vectors on: 2014-07-12 12:38:19
I have some working code for heightmap terrain normals, as seen in this video: https://www.youtube.com/watch?v=lt9kYDb9p78

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   private void calculateVertexNormals() {
      for (int z = 0; z < vertexInfos.length; z++) {
         for (int x = 0; x < vertexInfos[z].length; x++) {
            MeshPartBuilder.VertexInfo vert = vertexInfos[z][x];
            // calculate normals
           vert.setNor(calculateNormalForVertex(z, x));
         }
      }
   }


and:

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   /** Return vertex normal based on average of surrounding triangle face normals
              parameters z and x are heightmap coordinates*/

   private Vector3 calculateNormalForVertex(int z, int x) {
      tmp.set(0f, 0f, 0f);
      Triangle[] neighbors = getTrianglesNeighboringVertex(z, x);
      int triCount = 0;
      for (int i = 0; i < neighbors.length; i++) {
         Triangle tri = neighbors[i];
         if (tri != null) { // edge of the map will not have a full list of triangles
           triCount++;
            tmp.add(tri.faceNormal);
         }
      }
      tmp.scl(1f / triCount); // divide the total by the count to get the average
     return tmp;
   }


and here is how I get the neighbors:
also see this: http://stackoverflow.com/questions/6656358/calculating-normals-in-a-triangle-mesh

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        private Triangle[] neighborStorage = new Triangle[4];  // we are interested in 4 specific neighbors

   private Triangle[] getTrianglesNeighboringVertex(int baseZ, int baseX) {
      Triangle[] neighbors = neighborStorage;
      // base triangle index
     int x = baseX * 2;
      int z = baseZ;
      int maxZ = tris.length - 1;
      int maxX = tris[0].length - 1;
      int slot = 0;
      // bottom row
     for (int i = -1; i <= 0; i++) {
         x--;
         if (z < 0 || x < 0 || z > maxZ || x > maxX) {
            neighbors[slot++] = null;
         } else {
            neighbors[slot++] = tris[z][x];
         }
      }
      // top row
     z -= 1;
      for (int i = -1; i <= 0; i++) {
         x = baseX - i;
         if (z < 0 || x < 0 || z > maxZ || x > maxX) {
            neighbors[slot++] = null;
         } else {
            neighbors[slot++] = tris[z][x];
         }
      }
      return neighbors;
   }
22  Discussions / General Discussions / Re: What kinds of experiences does everyone here have with 3d in Java? on: 2014-07-12 03:27:34
I played around with some 3d stuff in libgdx a couple months ago:

https://www.youtube.com/watch?v=lt9kYDb9p78
23  Game Development / Newbie & Debugging Questions / Re: LibGDX point light forward, instead of to the sides on: 2014-07-09 12:14:18
https://code.google.com/p/box2dlights/source/browse/trunk/box2dLight/src/box2dLight/ConeLight.java?r=105
24  Discussions / General Discussions / Re: Superior Tactics 2 Info on: 2014-06-30 16:51:40
Thanks!
25  Discussions / General Discussions / Superior Tactics 2 Info on: 2014-06-29 13:08:23
Earlier this year I released my first game, Superior Tactics to Android/iOS.  It seemed fairly well received.

When I look at it now, though, I see a lot of defects I want to improve upon, so I've started working a sequel.

I put some information about it up on my blog:
http://www.superior-tactics.com/superior-tactics-2-0-update/#.U6_0GXWSxnk

I'll copy/paste the bullet points here for those short on time.

Sector (grid) mission map, no more boring linear progression!
All new, redesigned missions
Added 8 new ship types to the game
Added 4 tanks (ground units!) to the game
Ships can now only equip certain equipment types for each slot
Map Editor (for development)
A variety of bug fixes and code cleanup
Tweaks and balance changes
Either improve or scrap Online play (not yet decided)
More background art
26  Game Development / Newbie & Debugging Questions / Re: Libgdx lagging on: 2014-04-27 13:52:28
toArray() is creating a new array every draw frame, and will cause a lot of GC
27  Discussions / General Discussions / My Java game is now on the iOS App Store thanks to RoboVM on: 2014-04-23 14:09:41
I talked about my game here before when it was released for Android:
http://www.java-gaming.org/topics/android-superior-tactics-tactical-space-battles-rts/32133/msg/308232/view.html#new

If you haven't tried out RoboVM and want to release for iOS I can't recommend it enough. You will need a mac, however.
28  Games Center / Android Showcase / Re: Superior Tactics - Tactical Space Battles RTS on: 2014-04-23 14:06:14
Thank you!!
29  Discussions / General Discussions / Re: Just finished a new, improved trailer for my game. on: 2014-03-28 02:52:39
There are are some technical problems in the game that affect a small minority of the users.  I think it probably causes a hard crash in certain situations.  It might be related to older phones, but I can't track down the problem.  Anyways, I think that gives me a larger share of 1 star ratings.  In the end, it's ok, because the game is still doing well.
30  Discussions / General Discussions / Just finished a new, improved trailer for my game. on: 2014-03-21 07:01:49
Although it's already been out for a month, I just finished the second trailer for my game, Superior Tactics (Android) and thought I'd share it here:

https://www.youtube.com/watch?v=HHhQimajJaM&feature=youtu.be

Google Play Link -> https://play.google.com/store/apps/details?id=org.jrenner.superior
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2014-08-01 18:20:17

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2014-08-01 18:19:50

List of Learning Resources
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List of Learning Resources
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