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1  Discussions / General Discussions / Re: Video Game Art ... By Programmers on: 2010-11-30 02:02:59
i've made a few games big and small- best way is to get the concept going, just shuv in anything u can get your hands on (google image is a good source)- get the base idea and game running. have fun with it. you could even us photoshop or inkscape to crop images and use alphas. key thing is you have fun doing the bit you like, dont get worried about the art until you feel your game itself really needs it to move forward.

i do a bit of design- but even i always start ruff, very ruff, cubes flying around ruff. once i get the idea i'd look into stylizing and then go into production test assets (not final), ruff it all up and try them out.

ey thing is, is not to think to much, just keep inching the idea you have for your game. once your happy post here and ask if anyone can give you a hand with content graphics, sound, video etc; u never know who's reading Wink
2  Discussions / General Discussions / Re: Video Game Art ... By Programmers on: 2010-11-27 20:05:17
use primitive shapes as placeholders- if your more interested in the code side build that up for now, once you have that you'll have a much better idea of the style and assets you'd like to see in your game.
3  Discussions / General Discussions / Re: Free and Premium JVMs coming soon on: 2010-11-27 20:00:55
JavaFX is not free. Some features in the roadmap of JavaFX 2.0 might be very interesting for games, for example the low latency sound system. I agree with you, JRockit VM was not free of charge therefore why not charging a new premium VM that would reuse its features? However, I fear that some important features are going to be available only in the premium version even though they are NOT related on JRockit VM.

real sound engines are complex indeed.
4  Discussions / General Discussions / Re: What's the most technologically advanced game written in Java? on: 2010-09-28 03:28:57
you could make a cryengine in java imo, but today the best u can do is pong, 640*480 at a push. so i'd recommend using 3rd party api's for graphics to make anything good for the time being (ardor3d is cool).
5  Java Game APIs & Engines / JavaFX / Re: JavaFX Graphics Stack on: 2010-07-07 00:08:49
i have a cutout version of ken in my office, he's still here with me!
6  Discussions / General Discussions / Re: After Java on: 2010-05-17 21:46:52
its a big boat...
7  Java Game APIs & Engines / JOGL Development / Re: Catch 22 for jogl on: 2010-03-30 18:25:13
legs are good Grin
8  Java Game APIs & Engines / JOGL Development / Re: Catch 22 for jogl on: 2010-03-30 08:51:54
so we cleared up the jogl-lwjgl love then?
oh and opengl4 is out, could be open_es will be history soon.
9  Java Game APIs & Engines / JavaFX / Re: How do you play a f**king sound? on: 2010-02-04 21:54:49
This is how I do it:

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var audiostream = AudioStream {
   url: "file:///sounds/realshady.mp3";
}


now this can be a file path or a "{__DIR__}" for local path etc.
supports all sounds formats from what i can see: "aif, wav, mp3, acc, ... http, rtsp" etc

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var soundchannel = AudioChannel {
    sound: bind lazy audiostream
    autoplay: true;
    paused: false;
}


next you make a channel and connect the sound to it.

this is cool for making audio mixers and channel groups, also connecting up audio filters (spectrum fft, lowpass filter, vst, coreaudio plugins, ...etc). As you can also see i'm using the autoplay to get things rolling soon as its loaded (i know i'm slack- you can do a soundchannel.play()).

and because we're all gamer types:

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    soundchannel.location = Vec3 {x, y, z};


guess that would be cool, no?
10  Java Game APIs & Engines / JOGL Development / Re: Catch 22 for jogl on: 2010-01-18 23:38:33
*head in hands*
11  Java Game APIs & Engines / JavaFX / Re: How do you play a f**king sound? on: 2010-01-18 23:18:00
try an .mp3
12  Java Game APIs & Engines / JavaFX / Re: Is JavaFX dead as well? on: 2009-12-08 00:25:06
 Roll Eyes
13  Java Game APIs & Engines / JavaFX / Re: Is JavaFX dead as well? on: 2009-12-07 23:05:45
Prism is the name of the next update to JavaFX 1.x it does hardware acceleration to its draw (bit like the opengl pipeline in Java), sorry to say I'm not sure of all its capabilities, but it is looking very nice I'm told.

D5 (known also as "The Real Slim Shady") is a real fully hardware accelerated 3d 2d, audio, video animation, physics, shader, etc etc engine. It has no direct connection to Java3D, Java2D, Swing, Senario3D, AWT, Prism or Reprise. D5 its written in the JavaFX for modern content related creation. Fun to use also, the animation stuff is second to known if you ask me, gotta love radial forces and all that goodness.
14  Java Game APIs & Engines / JavaFX / Re: Is JavaFX dead as well? on: 2009-12-07 17:14:50
The stuff on my blog is not Prism or JavaFX 1.3, its D5 and indeed D5 lets you do your own sharders (glsl, cgfx) and meshes along with a host of other expected (physics, model loading, advanced animation, low-latency audio ect). Along with 2D integration within a 3D space, full multi-coordinate 2D layout (2D draw, text, video etc).

But again this is 'not' to be confused with any efforts like Prism. I do recall Chris Oliver (inventor of JavaFX) showed some of the starting points to D5 on his blog: http://blogs.sun.com/chrisoliver/ back in July. Its come a log way, he's one amazing engineer.

@Spasi; In D5 you can make lens shaders (not just surface shaders) *wink* (whats Swing?)
15  Java Game APIs & Engines / JavaFX / Re: opengl javafx 1.2 on: 2009-09-19 16:11:56
Next update is JavaFX 1.3 and a starting point is coming together to modernize.
16  Java Game APIs & Engines / JavaFX / Re: JavaFX Graphics Stack on: 2009-07-09 06:43:16
http://blogs.sun.com/chrisoliver/
17  Java Game APIs & Engines / JavaFX / Re: JavaFX Graphics Stack on: 2009-06-18 07:01:40
come on i'm sure we have much more ranting to be doing!

<rant>
    no a/v input for the media stuff in javafx!?
    sound playback is still not  low-latency!
    still alert dialogs, whats going on!
</rant>

come on, if you don't shout it wont be a cool thread.
18  Java Game APIs & Engines / JavaFX / Re: How to convert KeyCode to text. on: 2009-06-13 07:07:32

this is how we did it in darkchat (maybe a better way).

first do a onKeyPressed on your node:

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onKeyPressed: function(e:KeyEvent):Void {
      handleKeyInput(e.code.toString().trim());
}


then do a onKeyTyped on the same node:

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onKeyTyped: function(e:KeyEvent):Void {
      handleKeyInput(e.char.toString().trim());
}


then call a function to work out if it was a code or a char:

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function handleKeyInput( keyInput ) {
       if ( keyInput.length() == 1 ) {
             // it is a char
            ....
       } else {
             // it is a keycode
            ....
             if ( keyInput == "VK_BACK_SPACE") {
                    ....
             }
       }
}


bit hackie imo, but what can you do?
19  Java Game APIs & Engines / JavaFX / Re: DarkCHAT at JavaONE2009 on: 2009-06-12 05:10:10
we are going to bring DarkCHAT back online to the public world! save me explaining what it does Smiley.
seems i have to code up some frontend registration mumble (bound to work!) ahaha... nutter at the keyboard...
tap tap tap, ding, glass-what-fish? hu... ok... rockit...
20  Java Game APIs & Engines / JavaFX / Re: DarkCHAT at JavaONE2009 on: 2009-06-11 01:17:53
we had hot nurses at javaone to help out with any tension release.
21  Java Game APIs & Engines / JavaFX / Re: DarkCHAT at JavaONE2009 on: 2009-06-10 21:52:55


i'll see if i can get it back online for the public to have accounts on it.
they everyone can have a play with it, it was fun to make.
22  Java Game APIs & Engines / JavaFX / DarkCHAT at JavaONE2009 on: 2009-06-10 07:58:19
Well we showed DarkCHAT at JavaOne lastweek- its 100% JavaFX front end fully scripted in JavaFX 1.2, Keith built us the backend and client magic using the amazing Darkstar and Chris Oliver did some other magic so the two bits worked perfectly together within the client.

Then it was over to myself and Mo to get the code written up in JavaFX itself. Took some doing for us designer types, but we got sorted with some last min help from our super engineer Ken who redid some of our maths Wink

Loads of stuff we'd like to have done on top of the finished design, but number one rule of having to design then code something is to "stick to the design" or it gets effected by code workarounds. We then gave it to all attendees at JavaONE2009 - fully working Darkstar application. rocked!

If anyone wants bits of the magic, just ask here and I'm sure we can help.
23  Java Game APIs & Engines / JavaFX / Re: Need some help in creating the basics of a JavaFX game on: 2009-04-12 17:00:24

try using g.transforms = [translate(....)]

I have improved it a little bit by spliting the timeline like so:

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    var windowMove = Timeline {
        repeatCount: Timeline.INDEFINITE
        keyFrames: KeyFrame {
            time: 10ms
            action: function() {
                canSkip:true;
                g.translateX = -robot.translateX + centerPosX;
                g.translateY = -robot.translateY + centerPosY;
            }
        }
    }


But still uses a heap of cpu. Don't see it running on anything that's not a new computer atm.
Increasing the time does lower the cpu but it just makes it look horrible.

Its also just using temp graphics which are just rectangles. I haven't got my SVG art from my artist yet.
24  Java Game APIs & Engines / JavaFX / Re: Need some help in creating the basics of a JavaFX game on: 2009-04-03 10:39:41
zamm how far have you got in javafx?
i take it you can make a stage, scene and groupnode (up to drawing stuff).
are you getting stuff to move around?
have work out loading images and interaction?

hard to guess where to start.
25  Java Game APIs & Engines / JavaFX / Re: JavaFX coding challenge ($$$) on: 2009-03-25 12:33:51
you all have a good chance of winning! yes that's correct i'm not aloud to enter *bbooo*...
netbeans is great come on where talking $25 bigunz...

if anyone needs code related mumbles then ping here on the forum and i'll go kick people Smiley
a cool one is to put the height and width into the scene and not the stage (this makes your layout work without little hacks to do with title bars):

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var myscene : Scene = Scene {
     width: 600
     height: 300
     content: ...
}

// then add it to the Stage

var mystage : Stage = Stage {
     scene: myscene
}


oh hint: the more visual it is the better in my book, so games or just nutty stuff is top draw stuff.
good luck! lets do it... has to be a jgo member that wins surely?
26  Java Game APIs & Engines / JavaFX / Re: What does this all mean for us? on: 2009-03-06 08:31:54
You'll have to wait until an OEM ships JavaFX with a handset (that will probably have floating point).

The 'is JavaFX better for making games', that's up to you/us and indeed the game. It's a lot simpler to draw, animate and add interaction with JavaFX no question about that. The Performance is better in most cases because SUN engineers are handling all the Java2D magic. But if your working in the world of accelerated graphics then you'll have to wait before that area hits the high-streets of the JavaFX fanfare.

First thing to try is make a circle and deploy it Wink
27  Games Center / Contests / Re: The Bubblemark from Hell on: 2009-01-23 13:42:46
the interesting bit is the shape (vector style), images should be trivial, being there not at the moment in javafx land isn't ideal. its being looked into from  many angles.
28  Java Game APIs & Engines / JavaFX / Re: JavaFX Graphics Stack on: 2009-01-23 13:38:32
60fps for 128 bouncing vector ball should be doable in this modern world. comparing flash for being just as weak shouldn't be a standing point imo.
29  Java Game APIs & Engines / JavaFX / Re: JavaFX Graphics Stack on: 2009-01-20 23:04:49
oh sorry Unity3d wins Wink coss it has the framerate and works.
just hassle to make things...
30  Java Game APIs & Engines / JavaFX / Re: JavaFX Graphics Stack on: 2009-01-20 23:00:23
far as i can tell

anything under  12fps is not usable at all.
anything under  20fps that animates looks poor.
anything under  40fps will still look poor on a monitor because of screen refresh.
anything around 50-60fps is good (60 is fine).
anything over is very nice.

simple really. oh and applications tend not 500*300 square- really.

on my mac (brand new one); all of them are under 12fps apart from pulpcore that is rendering the shapes into an image so its moot anyway (plus the window and ress is smaller). flash wins because the application deployed without hassle, and run.

my mac is the screen of my live O.O
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