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1  Discussions / General Discussions / Re: New rules regarding Game Engine topics on: 2015-01-05 19:49:24
The Mercury Game Library shouldnt get archived.
It's hurting no-one, and helping many.
2  Game Development / Game Play & Game Design / Re: Does this work on: 2014-12-28 15:55:07
Oh my god Ray, your particle effects are amazing.
You would be doing JGO a huge favor if you were kind enough to open-source your particle related code, I know that I would love to learn from your code.
Especially the pixel-perfect collision code Smiley
3  Game Development / Newbie & Debugging Questions / Re: Java Cryptography on: 2014-12-19 19:26:38
Why is it a problem that players can change their health?

If it is a local game, and has no in-app purchases, then there is no reason to prevent a player from altering the game. "Cheating" is fun, and dont you want people to have fun : ) ?
"Cheating" has such negative connotations, but really the same implications as "Modding".

If the game is online, then the player should not be able to cheat by editing a local file. If the player can cheat by editing data or code on the client's machine, then the data or code should be moved to the server.

I dont think there are many good reasons for this anti-cheat / anti-modding nonsense : (
4  Discussions / Miscellaneous Topics / Re: Markus bought a new house on: 2014-12-19 19:12:17
his wife left him
everyone basically hates him
And his dad committed suicide

All of these terrible things can happen to anyone, regardless of one's financial status.
5  Games Center / Showcase / Re: [Mercury] Ground Control - A shoot-em-up by Radirius | OUT NOW on: 2014-12-19 00:54:25
The game's controls need to be changed IMO.
Also, got 20 frames per second.
Graphics Cards : AMD Radeon HD 7660G + 7670M Dual Graphics
I'm using a laptop.
6  Game Development / Newbie & Debugging Questions / Re: Player collision detection bug. on: 2014-12-04 03:33:08
You'll have to use some basic, Newtonian physics.

I would start off by adding Velocities to your game.

Velocity is a measure of distance per time. (For example, 10meters/second)
Your new update method might look something like this :
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update(Input input) {
    if(input.isKeyDown(Keyboard.KEY_UP))
          velocity.y -= verticalMoveSpeed;
     if(input.isKeyDown(Keyboard.KEY_DOWN))
          velocity.y += verticalMoveSpeed;
     if(input.isKeyDown(Keyboard.KEY_LEFT))
          velocity.x -= horizontalMoveSpeed;
     if(input.isKeyDown(Keyboard.KEY_RIGHT))
          velocity.x += horizontalMoveSpeed;

position.x += velocity.x;
position.y += velocity.y;

// If our velocity didnt decrease every update, we would never slow down.
// The damping value is a normalized value that you can use to decrease the velocity by a little bit each update.
// For example, a damping of .95f would mean that every update your velocity decreases by 5%.
velocity *= damping;
}


Adding in velocity, acceleration, and eventually forces will make your game feel far more natural. It will be also be far more difficult and complex. You'll have to detect collision between shapes moving at different speeds, a good way to do this would be to use the Separating Axis Theorem (or AABB, if your shapes are all axis-aligned).

Even after you can successfully detect collision, you have to learn how to "resolve" a collision.
Resolving a collision basically entails changing an object's state so that objects dont go through eachother.
7  Games Center / Archived Projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-12-04 03:04:39
I never understood the Runner class, it seems like it's a singleton God-Class that claims to do everything.

Runner description : "The heart of Mercury. Runs the Core and provides all of the various materials required for your game." (http://htmlpreview.github.io/?https://raw.githubusercontent.com/Radirius/Mercury/master/Project/target/site/apidocs/com/radirius/mercury/framework/Runner.html)

It has a single static instance which destroys the information control, any class can get/modify the Runner, Core, and current state of the Core.

Ex :
Runner.getInstance().getCore().getCurrentState()
8  Games Center / Archived Projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-11-17 19:45:49
Great work, I love the FrameBuffer API : )
9  Games Center / WIP games, tools & toy projects / Re: Really a Markup Language (RML) on: 2014-11-03 18:11:02
Thinking about making a syntax change:
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rml(class:Main){
   func(name:$main){
      double(name:hello, value:10);
      @var(name:hello, set:30);
      print(){
         Hello World
      }
   }
}


Any suggestions?

This seems almost intentionally confusing haha
I would go with a traditional approach :
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SomeClass {

name = "Saucy"
value = 10

main {
print "Hello World"
}

}
10  Games Center / Archived Projects / Re: SJGL (Simple Java Game Library) on: 2014-11-01 17:49:19
You should get the library on github Smiley
You're missing out on alot of constructive critisism from people who dont have time to download stuff
11  Discussions / Business and Project Management Discussions / Re: [Help] Looking for: Project Management Software (web) on: 2014-10-30 12:41:49
For a team of only 2 people, probably none.
For a team of 5+ people, slack is the way to go.
12  Discussions / Business and Project Management Discussions / Re: Join JumpButtonStudio! on: 2014-10-30 12:17:55
If you have to check with your parents, you need not apply. Sorry.
13  Discussions / Business and Project Management Discussions / Re: [Help] Looking for: Project Management Software (web) on: 2014-10-29 19:08:31
Slack is absolutely amazing. And free.
I wouldnt use it for planning though, its more for team communication.
14  Discussions / Business and Project Management Discussions / Re: Join JumpButtonStudio! on: 2014-10-29 18:51:59
Definitely, send an application to VanAficionado àt gmail.com Smiley
15  Discussions / Business and Project Management Discussions / Re: Mobile Advertisment/ Admob: How much do you really earn? Where to find the data? on: 2014-10-20 17:49:31
Google AdMob users are prohibited from releasing details about their earnings.
However I found this post on the pastebay that seems to have some insight on the subject :
pastebay.net/1510579
16  Game Development / Game Mechanics / Re: Moddius - A simple Modloader compatible with ANY Java game! (20+ Downloads!) on: 2014-10-09 20:52:56
Did you not read my last post?
Oops, I must not have.
I just kinda filter out messages that are all capital letters.

I'm a little confused as to what the Library does, I understand generally that it SHORTENS CODE, but a demonstration of the library would really help me understand the code-shortening capabilities of Moddius.
17  Games Center / Archived Projects / Re: Mercury: A Simple 2D Game Library | -> Beta coming soon <- on: 2014-10-09 17:17:18
Is this project still in development?
18  Discussions / General Discussions / Re: What is wrong with reinventing the wheel? on: 2014-10-08 19:45:33
Pride is the enemy of innovation.
Program games, not wheels.
19  Discussions / Miscellaneous Topics / Re: Name that Poker hand - Tiny Code Challenge on: 2014-10-07 22:43:35

Different algorithm - not sure how to count but this is about 40 chars fewer than the most recent one. Possibly buggy but handles the official test data so this way seems viable at least.

About 320:
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int h(char[]g) {
  int i=0,f=0,k=0,s=0,p=0,t=0,q=0,n=0;
  for(;i<17;i++){n=0;for(char x:g)if(x=="A23456789TJQKCDHS".charAt(i))n++;
  if(i<13){if(n>0&&i==12)k++;if(n==1)s++;else if(s<5)s=1;if(n==2)p++;if(n==3)t++;if(n==4)q++;}
  else if(n==5)f=1;}if(s<5)s=0;for(i=0;new int[]{f&s&k,f&s,q,t&p,f,s,t,p-1,p,1}[i]<=0;i++);
  return 99-i;
}

Cant you omit the "=0" when declaring the int "n"? n gets defined anyways at the beginning of the for loop.
20  Game Development / Game Mechanics / Re: Moddius - A simple Modloader compatible with ANY Java game! (15+ Downloads!) on: 2014-10-07 20:28:46
Does this library use the Reflections Library?
If it doesnt, it would be a great alternative to Java's native reflection API.
Here is a link :
code.google.com/p/reflections
21  Discussions / General Discussions / Re: Should i allow everyone to see my game source code? on: 2014-10-05 02:13:25
Its great to hear that RetroPixel castles is going to be open-source Smiley
Too many people irrationally fear that people are going to try to "steal" their code (Whatever that means...)
22  Games Center / WIP games, tools & toy projects / Re: [Android] Viking Dodge on: 2014-10-05 02:07:58
You should open-source VikingDodge Smiley
23  Games Center / WIP games, tools & toy projects / Re: Astrofirm on: 2014-10-05 02:05:33
Looks pretty fun Smiley
Great work.
When do you think it'll be complete?
24  Game Development / Newbie & Debugging Questions / Re: (LWJGL) A new aproach on: 2014-10-05 01:57:26
I second this challenge.
25  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.
26  Games Center / Archived 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.
27  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < 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
28  Discussions / Miscellaneous Topics / Re: Whays the story behind your name on: 2014-09-22 03:41:59
My username is just my real name.
29  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.
30  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.
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