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1  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.
2  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.
3  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
4  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.
5  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
6  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;
   }
7  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
8  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
9  Discussions / General Discussions / Re: Superior Tactics 2 Info on: 2014-06-30 16:51:40
Thanks!
10  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
11  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
12  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.
13  Games Center / Android Showcase / Re: Superior Tactics - Tactical Space Battles RTS on: 2014-04-23 14:06:14
Thank you!!
14  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.
15  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
16  Discussions / Miscellaneous Topics / Re: PlanetsĀ³ - a 3D open-source voxel-based RPG on: 2014-02-26 03:17:17
Is it really open source?
17  Games Center / Showcase / Re: K.E.V - Finnished on: 2014-02-23 03:41:36
Cute game, I like the humor.
18  Games Center / Android Showcase / Re: Superior Tactics - Tactical Space Battles RTS on: 2014-02-19 14:44:15
I do use AdMob.

You create a RelativeLayout in your AndroidStarter class and put the libgdx view and the adview in the layout.

https://github.com/libgdx/libgdx/wiki/Admob-in-libgdx
19  Games Center / Android Showcase / Re: Superior Tactics - Tactical Space Battles RTS on: 2014-02-18 04:40:55
Thanks! great feedback! I went through all your suggestions and implemented some of them.  Some of them I will put off for later, and others I will have to think about.  I do have a sort of multiplayer mode planned. Hope to start working on it soon.
20  Java Game APIs & Engines / Android / Re: Linux user struggling with android development. on: 2014-02-16 14:39:02
I developed a game using IntelliJ + libgdx and I love it (http://www.superior-tactics.com).

However, there's nothing wrong with using eclipse.
21  Game Development / Newbie & Debugging Questions / Re: Is there an offline libGDX documentation? on: 2014-02-16 14:34:00
What you want is to integrate the gdx-sources.jar, that will give you access to source/javadocs.
22  Games Center / Android Showcase / Superior Tactics - Tactical Space Battles RTS on: 2014-02-16 11:14:19
After almost a year of hard work my game is finally released!

I used libgdx to create this game.  Sometime during the creation of this game I became more and more interested in libgdx and began making contributions to it.

Google Play Download Link
https://play.google.com/store/apps/details?id=org.jrenner.superior

QR to Google Play:





<a href="http://www.youtube.com/v/79DT5UI0bSw?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/79DT5UI0bSw?version=3&amp;hl=en_US&amp;start=</a>

P.S. It would be nice if my game could be considered for the featured category!
23  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Start with 3D on: 2014-02-16 05:28:42
With libgdx (which uses LWJGL, I guess you won't like that) you can export fbx files from blender and use fbx-conv to directly import them into your game.
24  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Where should a file be saved on Android devices? on: 2014-02-16 05:18:33
One of the most important reasons to use preferences is that they are per-user.  In Android 4.4 (could be earlier, too) devices like tablets can have multiple users.  If you just write to an external directory they will all share the same save game data.
25  Games Center / Featured Games / Re: [Released] Astro Quest - A retro action platformer on: 2014-02-14 05:21:41
I think he did use libGDX
26  Java Game APIs & Engines / Android / Re: Linux user struggling with android development. on: 2014-02-13 02:25:28
What IDE are you using? Have you considered using Android Studio? It's made by Google and is based on the well-loved IntelliJ IDEA
27  Java Game APIs & Engines / Android / Re: Server for an Android [Java] Game. on: 2014-02-10 04:06:04
I'm pretty sure I've used both UDP and TCP with Android/kryonet.
28  Java Game APIs & Engines / Android / Re: Android immersive full screen mode - is it worth trying? on: 2014-02-10 04:05:05
Don't worry about it. When I use apps that use immersive mode, Android shows you a big pop-up telling you to swipe down to get your buttons.  It also shows this pop-up during some subsequent startups (not every time, I don't know how often).  So really I don't think it's a problem.
29  Discussions / General Discussions / Re: My game is nearing completion, so I released a trailer on: 2014-02-09 13:16:14
I've made another video showing off the newest weapon: the Multi Missile

http://www.youtube.com/watch?v=tSSeTeNw3tc
30  Game Development / Newbie & Debugging Questions / Re: How do I import libgdx to AIDE for Android? on: 2014-02-06 09:17:24
I don't know about AIDE, but if you need to know what jars to put where, you can take a look at the docs for libgdx with IntelliJ:

https://github.com/libgdx/libgdx/wiki/Using-libgdx-with-intellij-idea#wiki-quick-reference
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