Java-Gaming.org    
Featured games (81)
games approved by the League of Dukes
Games in Showcase (487)
Games in Android Showcase (110)
games submitted by our members
Games in WIP (553)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 8
1  Discussions / Miscellaneous Topics / Re: Life is like a strategy game sort off on: 2014-08-06 18:58:11
Life is like your mom, it's the bomb.  Wink

(I will show myself the door)
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Flow - A Java voxel engine, using LWJGL on: 2014-08-06 18:44:34
You may want to resize your images so people dont have to scroll to see them, I typically use 800. To do so do:
1  
[img width=*number*]*url*[/img]

Changing the width changes the height respective to the aspect ratio.
3  Games Center / WIP games, tools & toy projects / Re: Project NAH - A sandbox survival platformer. on: 2014-08-06 18:19:27

To start off, you see that I have made a logo for the game, I am pretty happy with the results, but I would be even happier if you guys like it too! I just messed around with Perspective and Warp in photoshop and masked images to it, basic stuff, but I thought it was alright in the end.

I have changed the entire chunking system for the better. Now instead of unique instances for every block, every block is created once. Now you may ask:
Quote
Well that breaks your entire system? Blocks need unique data? etc. etc.
and that is exactly why it needed rewriting, now the entire system is based off an array of integers, and pro bally could be reduced to bytes too, of which represents the blocks, if information from the block is needed, we call the BlockID class and it translates the ID into a block instance, and vice versa. Rendering and ticking is now passes coords, and the unique data is stored in a seperate class. This has broke few minor things, like random ticking, grass spreading but that will be fixed.

With these changes, I have managed to create a 64x64 chunk world, (a record 1 million, 48 thousand, 576 possible blocks!) in less than a second, foreground, background, terraforming, and caving included.

I also fixed some minor bugs having to do with guns and bows, but thats not too big of a deal.

What do you guys think?
4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Flow - A Java voxel engine, using LWJGL on: 2014-08-06 16:51:15
Pictures result in more feedback, and you may want to put a lot more information on here, because I am not too sure many people want to hop over to another site just to contribute to something that hasn't even been explained.  Roll Eyes
5  Game Development / Game Mechanics / Re: Player data files on: 2014-08-06 03:15:24
-snip-
Thanks, is this meant for serializing or encrypting the data?
NBT is a serialization protocol/file format. It was actually created by Notch if you find that cool.

As BurntPizza said, its a serialization protocol/file format but its not encrypted, there are many NBT editors orientated towards Minecraft that uses NBT. I would use a system like this anyday (used this because I am familiar with minecraft code and I didn't want to reinvent the wheel on this level)

NBT is hierarchical, essentially its a list in lists in lists (I don't know if that's the best way to explain it?) You can save to the core compound tag things such as bools, ints, bytes, etc, and you can save other compound tags to such, You can utilize these compound tags to save arrays of things, and then access tags in those compound tags.

If someone can explain it better, in all means do.

EDIT: Found the specifications including all the nitty gritty details and the behind the scenes, contains everything you need to know: https://web.archive.org/web/20100310144708/http://www.minecraft.net/docs/NBT.txt
6  Game Development / Game Mechanics / Re: Player data files on: 2014-08-06 02:59:08
NBT is the bomb, here is what I use for Project NAH as far as saving the world:

https://github.com/Revereor/Project-NAH/blob/master/src/com/revereor/game/world/chunk/manager/ChunkFileInterface.java

and players:

https://github.com/Revereor/Project-NAH/blob/master/src/com/revereor/game/player/manager/PlayerFileInterface.java

Feel free to interpret it however and pick it apart.
7  Java Game APIs & Engines / Java 2D / Re: my game i'm making is taking up all my RAM. on: 2014-08-04 20:40:14
I have learned a little about variables,operators,casting,user input,objects,and if,else,and,or.Most of the time i'm learning as i go.

Don't learn the basics of Java 'as you go' by trying to make games.
This will bite you in the ass later on, and it will bite (very) hard.


Learn the basics of Java by making things like a Calculator, or a Text-Adventure.
Then go and make 2D games.

Have a nice day.

- Longor1996

To add on to this, the mistake that people often make is what Longor says, but the outcome is coming to the point where you look back at your unbelievably horrible code and you end up having to recode it all over and over again.
8  Games Center / WIP games, tools & toy projects / Re: Project NAH - A sandbox survival platformer. on: 2014-07-19 01:26:27
Ermergerd! Shaders!

I followed a few text tutorials that got me more comfortable with GLSL, and then a few custom classes so using shaders is easy as one two three:

One: Create the code for the actual shader.
Two: Initialize ShaderProgram and pass 2 Shader classes, used for the source of the vert and frag shaders,
Three: Use shader.activate() and shader.deactivate()

and its that simple, ill probally make it easier for myself too and make methods for the uniforms or a way to access the GL20 methods using the shader program class.

Using multiple tutorials online, specifically the ones on the lwjgl website, I combined the color tutorials and the texture tutorials to make the same exact effect as the default, but to show they were working I inverted the colors, and the game looks pretty freaky!

Now that I realize how easy shaders are I probably wont have a problem implementing lighting.



Hope you find that atleast the slightest bit cool  Roll Eyes
9  Games Center / WIP games, tools & toy projects / Re: Project NAH - A sandbox survival platformer. on: 2014-07-18 17:13:35
Woooooooooooooooo! Weeeeeee!  Roll Eyes

Click to Play


Choppiness is due to gif.

The sky color does change, its just I made the day night cycle so fast it doesnt allow enough time for change.

I also added velocity, which allows acceleration, terminal velocity etc while jumping and falling, so its no longer static, and better yet its more efficent than how I was doing it before.  Pointing

But you can take my word for that.
10  Games Center / WIP games, tools & toy projects / Re: Galactic Warp - Vertical Scrolling Game on: 2014-07-17 19:12:14
I suggest you add a credits sort of thing, and nevertheless the music used I know is not allowed for personal or commercial use by anyone.

Juding by the game music, the main menu music is probally not made by you.

The game music is Science Blaster by Spelling Phailer, and seems to start specifically around this time, slowed down and it sounds like with some effects on it. The music is not really open for other use but what the heck; spellingphailer prob doesnt care. I suggest you add credits though.

EDIT: Never the less good choice of music.  Cheesy
11  Games Center / WIP games, tools & toy projects / Re: Project NAH - A sandbox survival platformer. on: 2014-07-15 21:14:23
Perhaps simply have the camera stop following the player once they reach an edge. Really nice project, by the way! One thing though, falling and jumping look very linear. I would suggest adding acceleration so the player jumps following a smooth parabola and gains velocity while falling down.

Velocity is long overdue, I will implement that in the next update.
12  Games Center / WIP games, tools & toy projects / Re: Project NAH - A sandbox survival platformer. on: 2014-07-15 18:26:31
Aaaand youu alll thought I was dead.

I have been hard at work doing behind the scene things on the game, Mostly network preparations. There is not much to be said about that but everything besides actual implementation between Client and Server is done. I literally peed my pants when I got the client and server to communicate though.

I have done tons of optimizations, FPS is now at a good 300+ w/ tons of entities and culling, and I sixteenthed the loading times.

Quote
HOW PLOX. HOW YOU MAKE IT SO MUCH FASTER?!

Well settle down and I will tell you, before I was loading 6 textures PER BLOCK. Before I had a 5x5x16x16 world, the first 2 being chunks, the 2nd set being blocks per chunk. You can imagine how laggy that would be; I decided to take those 6 textures per block, and assign one (the block texture) to the block ID so there is only one instance, and the other 5 (breaking textures) to a special enum, and then have the blocks call those.

Prior, I would crash my computer quite literally if I tried a 64x64 chunk world, now I can have those and it generates in a mere minute, (not good I understand, but its progress). In addition I can make a 32x32 world in practically the same time as a 5x5, thats a 640% increase in load time!

I then thought.
Quote
Well generation is much faster now, what else should I do?

And after long hours of searching for the right perlin algorithm, I got it. Caves. I have a video below. Its pretty self explanatory, and they need tweaking; but they are epic!

I also added a basic GUI, which is cool.

Oh and multiworld support. But I will talk about that in a future update.

As with all updates, changes are here on github.

Mind the lag, its due to the recorder. The game gets a full 60 FPS otherwise.

Here is your video:

<a href="http://www.youtube.com/v/4vVYkaNG-Bk?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/4vVYkaNG-Bk?version=3&amp;hl=en_US&amp;start=</a>
13  Games Center / WIP games, tools & toy projects / Re: BlockBasher - My first game in Java 2D. on: 2014-07-15 18:07:06
Oh man, this brings back nostalgia. My first game was a Brick Breaker just like this. Looks cool man! Roll Eyes
14  Games Center / WIP games, tools & toy projects / Re: Vox2D JGL - Easy AWT Game Wrapper on: 2014-07-15 18:03:43
Adding more info right here may attract more attention.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-06-26 15:01:26
I was sad and depressed..

So I made sad music.

http://revereor.com/images/crush.mp3

Now I am not sad.

I also got basic menus on Project NAH done!
16  Game Development / Newbie & Debugging Questions / Re: Java is broken on my machine - What do? on: 2014-06-24 01:47:52
STOOOOOP!!  Pointing

for some instances you need to add things to your eclipse.ini regardless, for me I have to add this for it to work with the JDK, I am not sure about JRE but it should be simple, and google should have the answer.

1  
2  
-vm
PATHTOJAVAW.EXEHERE


As to jar files, that's could be a whole different problem (or near the same), you may have to follow one of the tutorials to add a system variable for java (may not be there for some reason)

Hope this helped.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-06-23 16:27:22
I added aesthetic, vanity items to Project NAH, which can be implemented by accessories to make items with functions, and then you can make armor out of that, thus I made myself a gold crown which gives me two defence:



I also finished hunger, which is slowly depleted when idle, and moreso when moving. When it hits 0 you will lose one heart every ~5 seconds. I also fixed the fading of hearts and the biscuits, (which represents food), i.e. if your at 55/100 heath, the last 5 will be nearly invisible, the first 4 will be solid, and the 5th will be half opacity.

Heres the meter:



As you can see I am redoing the assets in DB's 32 color pallet.

I also did more work on multiplayer for my game, I have the internal server and client all ready for implementation, I have all my API and events done for such, and I have handshake packets and the packets for exchanging vital info done. Sorry, no screenshots for that!

EDIT: I also worked on my latest instrumental-song,  heres a snippet: http://revereor.com/images/song.mp3
18  Games Center / Archived Projects / Re: Legend Quest beta on: 2014-06-23 03:17:33
Congratulations. You forgot your assets and it doesn't work. I am truly in dismay. Stare

To resize something you do this:

1  
[image width=ANUMBERHERE]url[/image]


It maintains the aspect ratio, and I usually use 800.

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
Exception in thread "main" java.lang.RuntimeException: Resource not found: res/U
I/Start.png
        at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoa
der.java:69)
        at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTex
tureLoader.java:185)
        at org.newdawn.slick.Image.<init>(Image.java:192)
        at org.newdawn.slick.Image.<init>(Image.java:166)
        at org.newdawn.slick.Image.<init>(Image.java:154)
        at org.newdawn.slick.Image.<init>(Image.java:132)
        at com.LegendQuest.States.MenuState.initImages(MenuState.java:61)
        at com.LegendQuest.States.MenuState.init(MenuState.java:43)
        at com.LegendQuest.Game.LegendQuest.init(LegendQuest.java:66)
        at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:393)
        at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:317)
        at com.LegendQuest.Game.LegendQuest.main(LegendQuest.java:182)
19  Game Development / Newbie & Debugging Questions / Re: How slow is drawing things on a Graphics2D object? on: 2014-06-23 01:48:06
Java2D is slow. Period. There is nothing you can do to really fix it, it will just always be slow. I'm not really sure if the majority here discourages it, but quite a few including I do. Its good for test projects and basic stuff and maybe toys, but you cant get by making huge game with java2D, for that I reccomend a opengl wrapper like LWJGL or a library with boilerplate already done for you like Slick2D or LibGDX
20  Games Center / WIP games, tools & toy projects / Re: "war"-cards game on: 2014-06-22 18:17:41
If you give information and pictures, you will get better feedback.  Pointing

no pics no clicks.
21  Game Development / Game Play & Game Design / Re: Looking for Free Level Designer on: 2014-06-22 13:57:44
Without good information, pictures of the current proggress, possibly a tech demo, and MOST of all, something worthy, something thats not going to fall flat. Before the people of JGO see that information, your not bound to get atleast half way decent people, let alone decent for free.
22  Games Center / WIP games, tools & toy projects / Re: Project NAH - A sandbox survival platformer. on: 2014-06-20 17:39:04
It now tells you the item you have selected, and I am now using DB 32 color palette, which looks nicer to me.

And I added hunger, which essentially depletes over time, and then once it hits zero will take a health point every 10 ticks;

but a video is worth a thousand words times the number of frames..

<a href="http://www.youtube.com/v/JRUzgG8hXTk?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/JRUzgG8hXTk?version=3&amp;hl=en_US&amp;start=</a>
23  Games Center / WIP games, tools & toy projects / Re: Project NAH - A sandbox survival platformer. on: 2014-06-19 01:53:56
I have done a lot of refactoring, and optimization recently, it turns out the key reason particles lagged was because it was performing unnecessary collision checks, and now works much better.

I also added machine guns. Wink

Here is an update video.

Sorry for bad quality, wasn't post rendered Tongue

<a href="http://www.youtube.com/v/AYXMXB2FRxo?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/AYXMXB2FRxo?version=3&amp;hl=en_US&amp;start=</a>
24  Discussions / Miscellaneous Topics / Re: Longest program you have written? on: 2014-06-17 19:01:56
As ray said, lines of code are only a hint of whats really going inside, and more or less shows just how many times you have pressed enter.

I had metrics on my eclipse, and my biggest project is Project NAH, which functions in a mere 6,044 lines of code.
25  Game Development / Newbie & Debugging Questions / Re: Teaching Java Game Programming to Children on: 2014-06-15 18:48:05
Dont underestimate these children, not "I may be, I may not", because children can be quite bright people. I am no puppy games or notch making $$$ off of indie games, but I sir, am I a child; and I have made a halfway decent, but still unfinished, prototype of a game called Project NAH. It may not be the coolest thing ever but it shows that kids can do a thing or two; [showoff] however- I scored 10% higher percentile on average than the average student that goes to one of the hardest prep schools in Illinois and my mommy was so proud Cheesy [/showoff]

As far as teaching them, I seriously think if its possible you should teach them more low level stuff, if they are really serious about it they will enjoy it, they will benefit more from it, and they will have a greater sense of "omg i made something" by the end of everything.
26  Game Development / Articles & tutorials / Re: Java and Game Development Tutorials on: 2014-06-14 01:22:35
Should've been clearer. Edited.  Roll Eyes
27  Game Development / Articles & tutorials / Re: Java and Game Development Tutorials on: 2014-06-14 01:16:37
In episode 3 I explain static and dynamic and how to break into dynamic from the main method, and proceed to make a simple game.
28  Discussions / Miscellaneous Topics / Re: Losing projects on: 2014-06-13 22:48:56
I just say to myself "Just keep swimmin, just keep swimmin".. although I usually get caught by a *metaphoric* shark and my project crashes. I've only ever finished one project, but I am proud of it.  Grin
29  Game Development / Newbie & Debugging Questions / Re: How does resolution work? on: 2014-06-13 20:57:46
*For LWJGL*

What I do for all my games is, is in my camera I have it execute glViewport after glOrtho to resize the view to the size of the screen, and then my relative mouse pos would be:
1  
new Point((int)((((double)FOVX/(double)SCREENWIDTH)*ABSMOUSEPOSX)+CAMERAPOSX),(int)((((double)FOVY/(double)SCREENHEIGHT)*ABSMOUSEPOSY)+CAMERAPOSY));

Ofc I have actual variables and things for that, thats just pseudo.

So no matter the size of monitor, resolution, aspect ratio etc. everyone gets the same playing field.
30  Games Center / WIP games, tools & toy projects / Re: Zombie Nauts [0.4.0] on: 2014-06-13 15:48:10
Quote

Also, I am running out of zombie ideas! Does anyone got any?

SwordsMiner  Roll Eyes
Pages: [1] 2 3 ... 8
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

CopyableCougar4 (23 views)
2014-08-22 19:31:30

atombrot (34 views)
2014-08-19 09:29:53

Tekkerue (30 views)
2014-08-16 06:45:27

Tekkerue (28 views)
2014-08-16 06:22:17

Tekkerue (18 views)
2014-08-16 06:20:21

Tekkerue (27 views)
2014-08-16 06:12:11

Rayexar (65 views)
2014-08-11 02:49:23

BurntPizza (41 views)
2014-08-09 21:09:32

BurntPizza (31 views)
2014-08-08 02:01:56

Norakomi (42 views)
2014-08-06 19:49:38
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

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!