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1  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-03-15 16:44:13
I wouldn't mind a copy
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-15 01:59:36
Joined in the fun making random galaxies. I'm not trying hard to model a real galaxy, just making interesting places for mission locations.
-snip-
Are you actually rendering those or are you pulling some LOD magic?  Grin
3  Games Center / WIP games, tools & toy projects / Re: JUMG - Java Utilities for Making Games on: 2015-03-11 23:32:46
I don't have to look far into this library to say that there is nothing this library can do that LibGDX, among others, can't easily.. Chances are this is just going to end up in Archived Threads with the rest of the "libraries"

MrPizzaCake, I agree, LibGDX, Open*, and other well known libraries will be used MUCH more often. But those libraries carry weight, (including LWJGL despite its name). This library, doesn't include outside dependencies.

With these weights, comes more functionality, and when a developer knows how to use this correctly it does not pose a threat to any amount of performance.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-07 21:55:01
Remember those little white dots that represented stars yesterday? I turned them into something a little more meaningful.

accidently messed up the generation and made a really huge star (in the real deal you have a better chance of winning the lotto then finding a star this size):


Super super tiny red dwarf:


An upper-sequence-minigiant star, but around as hot as ours irl.


A blue giant:


Note the positions, they are real stars in the real server-side universe (just displayed on the client)
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-06 22:37:58
@SwordsMiner
Nice work! Can you tell us how you are generating those galaxies?

This is how the generation works (i changed the coord system this morning so its a little broken)

I have four variables on the server. Number of arms (random), Number of stars(generated per arm), and rotation ( (360/numOfArms)*arm+10*r.nextGuassion() )

I use a pretty trig intensive generateArm() function and combine all of them into a single array. This is what a galaxy currently is, an array of positions.

If you would like code examples just ask.

The new coord system

So I was using octotrees before, but I decided instead I would just use large numbers (longs and doubles). So now the positions use those. This expanded my universe from -100 million tiles - 100 million tiles to -263 - 263, to put that in perspective, if we imagine every tile is one kilometer, the universe is now going on 2 million light years in every direction. or about 5 million square lightyears in total.

Now I cant render all of this so I made a small little calculation so it maps everything into the viewport. (these pictures are literally scaled down millions of millions of millions of times, a pixel is prob more than 1 star)

Just to prove it worked I decided to give every star a random position in the universe:



You are literally looking at 111585 random stars over the course of 26322 tiles No joke!!!!

And now I have the generation fixed:



This is 159 galaxies with.. 2 million, 508 thousand 258 stars. It took the server about 3 seconds to generate and about 20 seconds to transmit.

I am satisfied
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-06 03:28:53
Right now I have an extremely sloppy way of creating, saving and sending galaxies to the client, but here are some pictures that the server generated:

Sized them down because lots of pictures!

this is a really weird one:



a teeny tiny one:


2 galaxies next to eachother:


Universe mode activate (129453 stars across hundreds of trillions of "game tiles") obviously distorted distances sadly:


Every white pixel is a star or possibly multiple due to the distortion!!

Next im going to improve generation of galaxies and start laying out how this will be generated procedurally.. not sure if im going to make this game but it sure is a fun side project!
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-05 02:33:01
As per my post in this thread, I decided to set out and make my own multiplayer galaxy trade game. Now I decided in the shower this morning that I could use some sort of quadtree like system to map where everything is, allowing me to create a galaxy.

After setting out, here is what I did:

I got a NoSQL database solution that will allow to me to store my data.
I got a random seed
There is 100 sections per super-section and there is 8 layers of sections (1 tile is a 100 millionth of the entire universe)
The maximum galaxies per universe (256)
The maximum stars per galaxy (8192)
and the maxiumum arms in a galaxy (8 arms is the max, which would be nearly a complete circle)

Cool! I quickly used the internet and my own knowledge to slap together a galaxy generator, and then I had decided this is how the game generates:

  • At the start of the server, we generate the positions of every galaxy
*a little time later* Lets say we need to get a random planet that we will assign to a new user, this is what we would do:
  • Generate a random "intergalactic" coordinate
  • Grab a list of the positions of every star in the universe
  • Find the closest star
  • Check the star for planets, if no available planets, go back to 1, else..
  • we will procedurally generate the information for that star and save it
  • update information on server and send the information to the client(s)

Even cooler! now how efficent is this..

well right now I do not have the ability to get a visual representation, but I was able to generate 264 galaxies that contained 1 million 197 thousand 504 stars in give or take 4-6 seconds. *NOTE THESE ARE JUST POSITIONS OF STARS IN EVERY GALAXY* That is a good enough number for me!

I will update you guys later if I can when I have some visuals!
8  Games Center / WIP games, tools & toy projects / Re: Multiplayer Planet Trading Game [Kroynet] - Update 4: 02/01/15 on: 2015-03-04 02:38:45
This is a pretty fantastic idea, so great, and since I am bored- I hope you don't mind I make something like this.. My "network" skills if at all are anything they are rusty!
9  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/
10  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.
11  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.
12  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.

13  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
14  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
15  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
16  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
17  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
18  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>
19  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*

20  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
21  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>
22  Discussions / General Discussions / Re: what's up ? on: 2014-11-17 01:38:27
what's up
Gas prices.
23  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
24  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.
25  Game Development / Newbie & Debugging Questions / Re: Implementing 2D platoformer wall jumping on: 2014-11-14 23:58:19
1  
jumpTimeStart = System.currentTimeMillis();


Why are you using epoch time for your calculations?? (besides FPS that is)
26  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();
27  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
28  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
29  Games Center / Showcase / Re: 2D Space Game on: 2014-11-06 00:30:28
Bumping a month old thread Maoriasai, smooth.
30  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
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