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1  Discussions / Business and Project Management Discussions / Re: Recruitment for Team Technic on: 2014-12-25 01:59:02
Congratulations. Not only did you decide to copy the name of a Minecraft Modpack but you also made some Minecraft style voxels!  Shocked

"take my money"



http://www.technicpack.net/
2  Games Center / WIP games, tools & toy projects / Re: TritonForge (NEW VIDEO UPDATE!) on: 2014-12-06 21:22:38
I can tell the music is most likely FL studio and not that but more of a bunch of instruments playing the same tune. It sounds like part of a piece of music, not one itself.

Just what I noticed.
3  Games Center / WIP games, tools & toy projects / Re: Ninjas vs Zombie Pirates on: 2014-11-28 23:54:06
Sorry, i am only authorized to give the jar file next week :/

Authorized? Are you working for someone?

Thats exactly what I thought when I read that.
4  Games Center / WIP games, tools & toy projects / Re: Project NAH - A sandbox survival platformer. on: 2014-11-28 23:46:42
This has been in development still, for everyone who did not know; so I am bumping this quick to say I updated the main post and so it does not get locked.

On another note, for everyone who is not in IRC I just added inventory and items.

5  Game Development / Newbie & Debugging Questions / Re: Saving and loading gfame data with file i/o on: 2014-11-28 20:57:50
JNBT http://jnbt.sourceforge.net/ nuf said
6  Discussions / General Discussions / Re: PrepperCraft! - A free voxel game. on: 2014-11-26 19:24:37
WIP is for things that have functionality, at this point your game is a few lines of code, no different then any other base class. This is NOT a game, and it is so early that it should not have a WIP. Also, how do you plan to have 3D with Java2D
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-23 17:43:31
Worked on cave systems.



A few hundred blocks below that



Meanwhile a thousand blocks east..




What I did:

(2D Simplex Noise)
I combined octaves 6 and a persistence of 0.2 to decide the caverns themselves, octaves 7 with a persistence of 0.6 for the general "path" of said caverns, and octaves 16 with persistence 0.6 for where cave systems are.

EDIT:
fixed blocks too, rock "layer" does not start until 256 blocks down (will be changed to biomes later)


Here is a non-debug mode picture of inside the (second) cave
8  Games Center / WIP games, tools & toy projects / Re: Zombie Nauts [0.5.0] on: 2014-11-23 07:23:49
@JacobPickens

I played the game, and sure enough I got my Zombie Nauts going, but I always died because I ran out of ammo, is that a bug or what? Glad you can keep working on this.

Ik, its a joke Grin

That joke was even more try hard than mine, that really, really, really scares me; I wonder how bad it is for everyone else since I can't even measure my own cringe. Also, dont derail his thread with your jokes next time.  Wink
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-23 07:17:43
There is this really cool concept called editing your posts. It prevents your posts thrown into the chitchat monster's mouth, with the lack of m77 I bet he is really hungry. When I found out about it I was all:

Mind == blown
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-22 06:34:09
Fixed lighting and added saving and loading for NAH 2.0

<a href="http://www.youtube.com/v/kcB31Th3zlY?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/kcB31Th3zlY?version=3&amp;hl=en_US&amp;start=</a>
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-20 04:47:46
Did some more working on the game, lighting is looking better, and I now have screen to world coords down (basic digging added)

*flashlight and sun*


*lanterns*

12  Games Center / WIP games, tools & toy projects / Re: KeepMeBusy Java2D Game!!! - AI Movement + Pause The Game on: 2014-11-17 23:24:33
Make it say wasted when you die.  Pointing
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-17 01:39:15
The video is worth all the words I could say.

<a href="http://www.youtube.com/v/_ZqTIz0DOhw?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/_ZqTIz0DOhw?version=3&amp;hl=en_US&amp;start=</a>
14  Discussions / General Discussions / Re: what's up ? on: 2014-11-17 01:38:27
what's up
Gas prices.
15  Game Development / Newbie & Debugging Questions / Re: [solved] Implementing 2D platformer wall jumping on: 2014-11-15 00:10:30
No, you should use precalculated delta time

I involve delta time for movement, didn't know I needed delta time when keeping track of a operations start/end time. Shocked Shocked
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private void handleJumping() {
   jumpVelocity = 0.0001 * delta;
   // Velocity code etc
}


You can count second relative to a point, every frame add your delta time, and you will know the seconds from that frame. (e.g add delta time for 5 frames, you know how long it has been since 5 frames ago) which then can be used to decide what frame to do something (if it has been 10 seconds from start for example)

In your case:
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float start = 0;
...

start+=delta
if(start > 10)
 action();

if(restart)
start = 0;


along those lines
16  Game Development / Newbie & Debugging Questions / Re: Implementing 2D platoformer wall jumping on: 2014-11-15 00:04:10
Why are you using unix/epoch time for your calculations??

Should I use System.nanoTime() for my jump/fall starting time?
Thanks for the feedback ^__^

No, you should use precalculated delta time or do calculations per frame.

Edit: Hero beat me to it.
17  Game Development / Newbie & Debugging Questions / Re: Implementing 2D platoformer wall jumping on: 2014-11-14 23:58:19
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jumpTimeStart = System.currentTimeMillis();


Why are you using epoch time for your calculations?? (besides FPS that is)
18  Games Center / WIP games, tools & toy projects / Re: KeepMeBusy Java2D Game!!! + Lightning added - Buggy! on: 2014-11-14 03:20:22
What are you using for the lighting? Changing alpha on a texture, shader, fbo..?

Also:

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if(shouldSayLighting && words == "lightning" && Lightning.name != Lighting.name)
      complain();
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-08 02:42:37
Worked on a math game. Its *going* to be a "do the math in your head as fast as possible" game, but here is a really rough tech demo.

*not sure if it will work for everyone or anyone for that matter, sorry*
https://www.dropbox.com/s/hm4oggujybk22ai/mathgame.rar?dl=0

and some pics:

Highest score for me:


Run through with demonstration of wrong combo:
Click to Play


The algorithm is procedural, but the calculating of numbers needs to be tweaked so if you want  to know more about how it works go on the IRC.  Pointing
20  Game Development / Game Play & Game Design / Re: How to design a crowd-combat game like Dynasty Warriors on: 2014-11-07 01:19:55
- Some sort of hierarchic AI
As I understand it, calculating dozen of dozen unit behaviors at the same time is slow.

Not if done correctly, the best example I can think of is RPC.

Quote
These assign their given troops to tasks that will ultimately lead to the assigned goal.
@Rayvolution, will you come over here?

- Terrain and objective generation
This is more basic stuff. I'll have to learn about perlin and his nousy behavior I guess.
There is tons of places on JGO for this Smiley. I may infact have something for 2D lying around somewhere in NAH...

- Animations
Well, this will be a fun one, but manageable
I personally just run through a set of tiles/textures

Good luck on your game Smiley
21  Games Center / Showcase / Re: 2D Space Game on: 2014-11-06 00:30:28
Bumping a month old thread Maoriasai, smooth.
22  Games Center / Showcase / Re: Jumper! (Please check out my Game) ;D on: 2014-10-28 00:32:33
The game really is confusing. As longarmx said I don't really understand your control choice haha, but he pretty much summed that up. Its the classic platformer kind of game, which is a great kind of game to get into. A few things I noticed:

  • The physics seem a little jumpy and linear, not in any way quadratic or with use of velocity and acceleration
  • The controls, obv.
  • The music is very good for the atmosphere, but I expect music to be in mono, not stereo, my ears were confused when I heard the music.

Besides that it does very much seem like your classic platformer, good job on the artwork and music though.  Grin
23  Game Development / Newbie & Debugging Questions / Re: LibGDX & Tiled is stressing me out! on: 2014-10-25 19:54:29
Export your Tiled map as a JSON and create a custom map reader, then take that and translate that into your average tile game map. Quick and dirty, nice and simple
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-18 17:30:48
Worked on a game, some lighting, and pixel art.

25  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-27 13:49:39
Shhh *Spoilers*
This is a game I am working on.
<a href="http://www.youtube.com/v/N1eBO-mMRBE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/N1eBO-mMRBE?version=3&amp;hl=en_US&amp;start=</a>
26  Games Center / WIP games, tools & toy projects / Re: Red Game 2D Engine (unfinished, feedback please) on: 2014-09-27 13:24:06
The amount of rants I have done on this forum are tremendous, regardless people have already said their recommendations; opiop, saucymeatman, and all the people above in this thread. Opiop is totally right, there are standards for this kind of thing, and even though its for personal use, I found it was very hard to read some of your code just because the terminology confused me.

Also, Reflection is pretty BAD. EDIT: Just look at the things below.

Citation:
http://stackoverflow.com/questions/37628/what-is-reflection-and-why-is-it-useful
http://stackoverflow.com/questions/6870769/what-is-the-problem-with-reflection

Besides that, it looks pretty good.  Grin
27  Games Center / WIP games, tools & toy projects / Re: Red Game 2D Engine (unfinished, feedback please) on: 2014-09-23 22:16:08
Technical info and one picture is hardly enough to give feedback on  Pointing

To get the actual link of a picture in dropbox, replace the www. with dl., and put that in the img tags. So instead of

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[img]www.dropbox.com/s/urmil2ulyx59gt0/poly%20file.png?dl=0[/img]

do
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[img]dl.dropbox.com/s/urmil2ulyx59gt0/poly%20file.png?dl=0[/img]


Example:

28  Games Center / WIP games, tools & toy projects / Re: Project NAH - A sandbox survival platformer. on: 2014-09-18 02:21:19


I have been working on making maps bigger, and all that kind of cool stuff plus adding content, I will post more tommorow but here are some videos (they do a lot of explaining) for you:  persecutioncomplex

Optimization and filler sounds
<a href="http://www.youtube.com/v/fEm9C8BjZ5U?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/fEm9C8BjZ5U?version=3&amp;hl=en_US&amp;start=</a>

World size (12K blocks!!!)
<a href="http://www.youtube.com/v/6lzTqc41y0M?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/6lzTqc41y0M?version=3&amp;hl=en_US&amp;start=</a>

Enemy testing
<a href="http://www.youtube.com/v/HK1GfQBVYDk?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/HK1GfQBVYDk?version=3&amp;hl=en_US&amp;start=</a>

EDIT: Dont worry opiop, I have a smooth 500 FPS uncapped.  Stare
29  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-16 13:29:51
I may have just lost pretty much all motivation to update my Minecraft mods.
Oh well... I have my own projects to work on (even though that mod is my favorite project).

I was working on an IC2 alike mod, but I guess more time for my quadcopter and project nah  Roll Eyes

EDIT: To everyone ranting on notch, it seems highly irrelevent; he left minecraft years ago, wasn't that established to you?
30  Game Development / Newbie & Debugging Questions / FBO troubles. on: 2014-09-12 20:53:34
I need some help with FBOs, I am trying them for the first time, and I get the swing of it but I am not succeeding in programming a class for it.

Currently this is with my FBO class:



As you can see it removes everything rendered before it, and does not render the things bound to it.

I am applying what I made this way:

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public LightManager(World world) {
      try {
         fboLight = new FBO();
         logo = TextureManager.loadTexture("/revereor/logo/logo");
      } catch (Exception e) {
         // TODO Auto-generated catch block
         e.printStackTrace();
      }
   }

   @Override
   public void render() {
      Point pt = GDisplay.getCamera().getFOV();
      fboLight.bind();
      glPushMatrix();
      {
         glTranslated(Game.getGame().player.x, Game.getGame().player.y, 0);
         logo.bind();
         glBegin(GL_QUADS);
         {
            glTexCoord2f(0, 0);
            glVertex2d(-(50 / 2), 50 / 2);
            glTexCoord2f(1, 0);
            glVertex2d((50 / 2), 50 / 2);
            glTexCoord2f(1, 1);
            glVertex2d((50 / 2), -50 / 2);
            glTexCoord2f(0, 1);
            glVertex2d(-(50 / 2), -50 / 2);

         }
         glEnd();
      }
      glPopMatrix();
      fboLight.release();
      fboLight.render();
   }


and I have this:

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package com.revereor.game.render;

import static org.lwjgl.opengl.EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT;
import static org.lwjgl.opengl.EXTFramebufferObject.GL_DEPTH_ATTACHMENT_EXT;
import static org.lwjgl.opengl.EXTFramebufferObject.GL_FRAMEBUFFER_EXT;
import static org.lwjgl.opengl.EXTFramebufferObject.GL_RENDERBUFFER_EXT;
import static org.lwjgl.opengl.EXTFramebufferObject.glBindFramebufferEXT;
import static org.lwjgl.opengl.EXTFramebufferObject.glBindRenderbufferEXT;
import static org.lwjgl.opengl.EXTFramebufferObject.glFramebufferRenderbufferEXT;
import static org.lwjgl.opengl.EXTFramebufferObject.glFramebufferTexture2DEXT;
import static org.lwjgl.opengl.EXTFramebufferObject.glGenFramebuffersEXT;
import static org.lwjgl.opengl.EXTFramebufferObject.glGenRenderbuffersEXT;
import static org.lwjgl.opengl.EXTFramebufferObject.glRenderbufferStorageEXT;
import static org.lwjgl.opengl.GL11.*;

import java.awt.Point;

import org.lwjgl.opengl.EXTFramebufferObject;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL14;
import org.lwjgl.opengl.GLContext;

import com.revereor.game.display.GDisplay;
import com.revereor.game.main.log.Logger;

public class FBO {
   
   private int framebufferID, colorTextureID, depthRenderBufferID;

   public FBO(){
      init();
   }
   
   private void init(){
      boolean FBOEnabled = GLContext.getCapabilities().GL_EXT_framebuffer_object;
      if(!FBOEnabled)
         Logger.printerr("Frame Buffer Objects not supported, this WILL cause problems.");
     
      framebufferID = glGenFramebuffersEXT();                                
      colorTextureID = glGenTextures();                                    
      depthRenderBufferID = glGenRenderbuffersEXT();                          

      glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID);                  

      // initialize color texture
      glBindTexture(GL_TEXTURE_2D, colorTextureID);                          
      glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);            
      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 512, 512, 0,GL_RGBA, GL_INT, (java.nio.ByteBuffer) null);  
      glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,GL_TEXTURE_2D, colorTextureID, 0);


      // initialize depth renderbuffer
      glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthRenderBufferID);            
      glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL14.GL_DEPTH_COMPONENT24, 512, 512);  
      glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT, depthRenderBufferID);

      glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);  
   }
   
   public void bind(){
      glViewport (0, 0, GDisplay.getCamera().getFovX(), GDisplay.getCamera().getFovY());  
      glBindTexture(GL_TEXTURE_2D, 0);                            
      glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID);
      glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
      glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  
      glTranslatef (0.0f, 0.0f, -6);
     
   }
   
   public void release(){
      glEnable(GL_TEXTURE_2D);
      glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);  
   }
   
   public void render(){
      glEnable(GL_TEXTURE_2D);
      glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);    

      glLoadIdentity ();                                            
      glTranslatef (0.0f, 0.0f, -6);    
      glColor3f(1, 1, 1);
                           
      GL11.glPushMatrix();

         glEnable(GL_TEXTURE_2D);
           
         glBindTexture(GL_TEXTURE_2D, colorTextureID);
         glBegin(GL_QUADS);
         glTexCoord2f(0.0f, 0.0f); glVertex2i(0,   0);  
         glTexCoord2f(1.0f, 0.0f); glVertex2i(GDisplay.camera.getFovX(),  0);
         glTexCoord2f(1.0f, 1.0f); glVertex2i(GDisplay.camera.getFovX(), GDisplay.camera.getFovY());
         glTexCoord2f(0.0f, 1.0f); glVertex2i(0, GDisplay.camera.getFovY());
         glEnd();
           
         glPopMatrix();

     
   }
   
   
   
}


Anyone have some experience, tips, or directions to go with this?
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Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50
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