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1  Game Development / Newbie & Debugging Questions / Re: Adding gravity on: 2014-09-27 13:06:43
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layer.setVerticalSpeed(layer.getVerticalSpeedSpeed() + 0.25);
layer.setX(layer.getPreciseX() + layer.getHorizontalSpeed());
layer.setY(layer.getPreciseY() + layer.getVerticalSpeedSpeed());


and when I set the speed
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int speed = 3 + r.nextInt(5);
int direction = r.nextInt(360);

layer.setHorizontalSpeed(Math.sin(Math.toRadians(direction)) * speed);
layer.setVerticalSpeed(Math.cos(Math.toRadians(direction)) * speed);

Why layer.getVerticalSpeedSpeed() haha?
The second speed seems redundant
You should use the term "acceleration" if you actually mean the speed at which the speed increases.
2  Games Center / WIP games, tools & toy projects / Re: Red Game 2D Engine (unfinished, feedback please) on: 2014-09-25 17:42:16
Ie
Here are some pictures:
GENERAL PICTURE:


DEBUG AND GRAPHER:


POLY FILE:


CODE SNIPET (extending and overriding Sprite class (see below)):





General Idea:
  • There is a 'World' class (static class) which is where everything goes.
  • You override the 'Sprite' class and add it to the world.
  • When an event happens (like someone joining your server), the world will use Java reflection to call a certain method (like 'netAccepted(ClientController)') on all the sprites. If the method returns an error, it will display the error. If the method doesn't exist, it won't care.
  • The good thing with using reflection is that other people can add their own events and just add the methods to all the sprites which they want to catch the event.


Fist impressions :
- Camera is a Sprite, which is confusing to me
- Reflection is not neccesary to have an events system
- Having a static world class "where everything goes" is bad because it makes decoupling different components of a game very difficult.
3  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > KICKSTARTER, GREENLIGHT AND NEW BUILD LAUNCHED < on: 2014-09-24 18:31:30
I'm amazed anyone would vote "No thanks" to this project on Greenlight.
This project has come so far in such a short amount of time, its really impressive.
Great work Smiley
4  Discussions / Miscellaneous Topics / Re: Whays the story behind your name on: 2014-09-22 03:41:59
My username is just my real name.
5  Game Development / Newbie & Debugging Questions / Re: Frame-Rate Independent Tickrate on: 2014-09-20 23:04:32
Creating a new thread in this situation is uneccesary, and will create more problems then it will solve.

That depends entirely on how many entities need to be updated and what is involved in updating entities. If there is too much involved in updating entities, then rendering framerate will suffer. If the updating requires no rendering or opengl functions and the updating takes a lot of time, then multithreading is superior. Smiley

In summary, if the updating entities takes a while and doesn't have to use opengl for anything, then properly handled multi-threading may be necessary. However, the actual determination of whether it is needed depends on more information.

CopyableCougar4
Absolutely, having worker threads that handle slow operations can be usefull in certain cases (But would not make the update rate indipentant of the FPS).
My argument was against moving the entire update loop to another thread.
6  Game Development / Newbie & Debugging Questions / Re: Frame-Rate Independent Tickrate on: 2014-09-20 22:48:29
Not a stupid question at all!

The easiest, and simplest way, is to pass a float into your update method that represents the time past since the last update (AKA : deltaTime)

Your update method would look something like this :

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public void update(float delataTime) {
exampleObject.move(speed * deltaTime);
}


Please note that this solution will cause small floating-point errors that can negitively affect networked games.

*Edit*
Creating a new thread in this situation is uneccesary, and will create more problems then it will solve.
7  Java Game APIs & Engines / Android / Re: Hello all on: 2014-09-17 18:02:39
You cannot program a game without knowing how to program.
Copying and pasting code will get you no-where.
Learn to program, then in a month, start programming your first game Smiley
8  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Building Info! < on: 2014-09-14 20:11:11
This game looks fantastic.
9  Games Center / WIP games, tools & toy projects / Re: Gunslugs 2 - 10th week of development on: 2014-09-14 20:02:36
This game looks very well made, it'll definitely sell well Smiley
Plus it looks like alot of fun!
Who did the art?
10  Games Center / Android Showcase / Re: [Android] Chainsaw Cat (not playable until next week) on: 2014-09-14 18:26:48
This game looks hilarious!
I cant wait to try it.
When do you think a demo will be ready?
11  Games Center / WIP games, tools & toy projects / Re: Schermutseling on: 2014-09-14 13:45:46
Is there a desktop version I can play with?
12  Discussions / General Discussions / Re: great article on good coding practice on: 2014-09-11 20:55:25
"How to Hide Forbidden Globals

Since global variables are "evil", define a structure to hold all the things you'd put in globals. Call it something clever like EverythingYoullEverNeed. Make all functions take a pointer to this structure (call it handle to confuse things more). This gives the impression that you're not using global variables, you're accessing everything through a "handle". Then declare one statically so that all the code is using the same copy anyway."

Love it -^
13  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-10 18:47:17
"The Wall Street Journal is reporting that Microsoft is in talks to buy Swedish game developer Mojang, best known for its block-based zombie survival building game Minecraft"
Its really not a zombie survival game at all, I'm a little disapointed in arstechnica.
14  Discussions / Miscellaneous Topics / Re: How to play split screen on Black Ops 2 Xbox? on: 2014-09-03 01:57:22
Hi : )
It is super-easy, just go to Multiplayer->Local
15  Discussions / General Discussions / Re: Simplistic yet flexible on: 2014-09-02 22:03:32
If you think you can do it, and want to, go for it Smiley
It would definitely be an interesting project.

I have some issues with the actual language though, sorry.
I dont want to be cynical, or put down a project that is still in its conceptual stage, but some critisism might make benifit the project.

The language is really verbose, and it is not obvious at all how the dot method/object annotation works.
You shouldnt replace the semi-colon with dots. Its going to make the project less appealing to people that are used to the semi-colon, which is almost everyone.
And if you do replace the semicolon with dots, dont also use the dots to access object members, its really confusing.
The fact that you have to put in a comment the code that was an if-statement should tell you something is wrong with the conditional syntax, sorry.
16  Discussions / Miscellaneous Topics / Re: How often do you code on: 2014-08-19 14:06:57
I code whenever my meds kick in until they wear off.
17  Game Development / Newbie & Debugging Questions / Re: Lost my CODE! on: 2014-08-19 13:35:23
Whats wrong with public?
You can sell open-source software.
18  Discussions / Miscellaneous Topics / Re: Life is like a strategy game sort off on: 2014-08-16 03:15:03
People look for unknowns in science to leave room for free will, yet those who look at quantum mechanics and the uncertainty principle, fail to realize that if that is responsible for free will, it means any particle in the universe would have this property.
How are you defining free-will ?
19  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > NEW VIDEO: 3-Month-Mark Tech Demo! < on: 2014-08-02 23:19:16
Wouldnt it be cool if there was an interface for adding new traits without having to change any code?
Maybe a folder full of JSON files named after the traits they describe and at launch-time, the game could parse and uses all the traits from that folder.
20  Games Center / WIP games, tools & toy projects / Re: Introducing MERCury: A Simple 2D Game Library | -> Beta coming soon <- on: 2014-08-02 23:02:10
I wish the utility class you made for damping was self contained and not static.
Something like this,

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EasingValue easedValue = new EasingValue<float>(0 /* StartValue */, 1 /* EndValue */, 200 /* DampingTime in milliseconds */);
float x = easedValue.get(); // Get the eased value, EasingValue class keeps its own time.
easedValue.reset(); // Reset to it's StartValue.
easedValue.pause();
easedValue.resume();
easedValue.setSpeed(1); // Set the speed of the easing to 100% it's normal speed.
easedValue.setStartValue(0 /* New StartValue */);
easedValue.setEndValue(1 /* New Target Value */);


I'd make the class for you, but I lack the time : (
21  Discussions / General Discussions / Re: JGO Enhancer Google Chrome Extension on: 2014-07-31 01:06:53
Nice add-on, I left feedback through google extension feedback system.
22  Games Center / WIP games, tools & toy projects / Re: CMEngine - a from scratch, modern GL 3d engine on: 2014-07-29 21:45:05
In Model.java you hardcode a value causing the method "loadModel(location)" to only work if the model is located within "src/main/resources/models"
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   public static Model loadModel(String location) throws FileNotFoundException, IOException {
      BufferedReader read = new BufferedReader(new FileReader("src/main/resources/models/" + location));

23  Games Center / WIP games, tools & toy projects / Re: Save The Eggs! on: 2014-07-04 17:07:43
Is there a way for us to play the game?
24  Game Development / Game Mechanics / Re: Vector4f on: 2014-06-23 21:50:44
You could use a Vector4f to store a color (Red, Green, Blue, Alpha).
25  Discussions / Miscellaneous Topics / Re: Interesting Profile pictures on: 2014-06-19 23:50:58
Mine is just an angry deer.
26  Discussions / Business and Project Management Discussions / Re: Join JumpButtonStudio! on: 2014-06-17 19:40:49
I just realized I have been sending my responses to your emails to a single incorrect email address  Emo

I will resend all of you my responses to your applications immediately, I'm really sorry for the inconvenience.
27  Discussions / Business and Project Management Discussions / Re: Join JumpButtonStudio! on: 2014-06-17 19:24:55
TrollWarrior, I'm sorry, I missed your email. I will reply to it as soon as possible : )

And @PandaMoniumHUN, not having a mic does not disqualify you, however it is definetly much easier for us to assure the competency of someone we can speak with, but I'm sure we can work something out.
28  Discussions / Business and Project Management Discussions / Re: Join JumpButtonStudio! on: 2014-06-17 18:54:22
I have responded to all of your emails Smiley
29  Discussions / Business and Project Management Discussions / Re: Join JumpButtonStudio! on: 2014-06-17 00:47:03
Read the "How do I join" section of the original post  Kiss
30  Discussions / Business and Project Management Discussions / Re: Join JumpButtonStudio! on: 2014-06-16 21:26:42
How much is a "cut" of the profit? Does it vary based on whether you use your artists/musicians for example?
Yea, if more people are responsible for the creation of the game then those people will deserve a cut of the profit, which in turn lowers your cut.
By cut I mean % of the profit from the game.

Is there any kind of age limit? If so could one join just for the learning experience with others? I'm guessing you don't accept non-professionals.
Depends what you mean by professional. I wouldnt consider myself a professional, I make hardly anything off of programming. But I do try my best to behave professionally, and I would expect the same for an applicant.

Also, there is no age limit.

And it is not important to me why you join, if your doing it to learn how to work with others, or just to make a game for the money (I wouldnt recomend it), as long as you meet the requirments and are a dedicated team-player Smiley
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List of Learning Resources
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2014-08-01 16:20:17

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2014-08-01 16:19:50

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