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1  Discussions / General Discussions / Re: cant remember the name of a game. on: 2014-08-17 12:05:27
sounds like rimworld
2  Games Center / WIP games, tools & toy projects / Re: Mortal Terminus on: 2014-08-07 14:24:14
video not available in germany, damn YT/Gema.

I think I've fixed that.
3  Games Center / WIP games, tools & toy projects / Re: Mortal Terminus on: 2014-08-07 13:32:25
I've started on adding sunlight which casts shadows of the buildings. Still got a lot to mess around with to make it smoother and have alterable properties, like planet rotation rate, sun color/intensity, moonlight.. I'm thinking the day/night cycle will usually last around an hour. Generally it makes everything easier to see during the day (as suns are known to do), but it's still never a good idea to go outside at night without a light source! I'll probably re-write the map file system tomorrow so that I can properly save light positions, then i can place them in better locations and upload a demo.

<a href="http://www.youtube.com/v/nRAtQXgW71o?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/nRAtQXgW71o?version=3&amp;hl=en_US&amp;start=</a>

4  Game Development / Newbie & Debugging Questions / Re: Simple Jumping Physics on: 2014-07-31 03:23:45
jumping and falling are both opposites represented by the objects velocity. if its not on solid ground, increase its downward velocity at a constant rate depending on how strong gravity is. when you jump, just set velocity to a high positive value and gravity will gradually curve it back down after its reached its apex.

as for checking if the player is on solid ground, you just have to work out which tile is below the feet and check if its solid or air. it helps to check under both feet, sometimes one corner of the sprite can be sitting on solid ground when the other isnt.
5  Games Center / WIP games, tools & toy projects / Re: Jeff on: 2014-07-28 04:36:35
The underground needs a bit of work, I came to a place with an inaccessible exit door, and its too hard to line up the character to fit through gaps properly (the enemies cant handle it either!). The overworld is interesting though, its not immediately obvious where you're going or what you will find and it takes a while to work out how to deal with the enemies, so its got a good exploration feeling.
6  Java Game APIs & Engines / OpenGL Development / Re: 2D Dynamic Lighting and shadows for top down game on: 2014-07-27 08:25:47
http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/dynamic-2d-soft-shadows-r2032

this article is very useful if you havnt seen it already.
7  Discussions / Business and Project Management Discussions / Re: what now? on: 2014-07-22 09:04:26
write a to-do list of the things needed to finish it in a short time frame and then go do it and move on.
8  Discussions / General Discussions / Re: What? Your game isn't a pixelated retro masterpiece? on: 2014-07-19 00:34:15
I think a lot of people are missing the distinction between high quality art work and lower quality graphics.

Check out this site for some examples of high quality pixel art:
http://www.pixeljoint.com/pixels/new_icons.asp?q=1&pg=2

I'm not sure exactly how this relates to the point of the topic, but you can't simply dismiss low-res graphics if all you've seen is low-quality low-res graphics.
Click to Play

(this image is from here http://www.pixeljoint.com/pixelart/31255.htm)
9  Games Center / Featured Games / Re: Daedalus on: 2014-07-16 23:00:06
Thanks, I installed the driver from the bottom of that page and it works properly now Cheesy
10  Games Center / Featured Games / Re: Daedalus on: 2014-07-16 01:09:11
intel graphics in the other laptop didnt work either. After messing around with configuring switchable graphics the ati card makes it work. Very nice atmosphere Cheesy looks like it would get pretty intense playing against other humans. It's too bad this type of game doesnt give a sense of fear of death to go with the grim atmosphere, it doesnt really feel like it matters if you die. perhaps you could experiment with a "last man standing" mode where if your skill level lets you down and you make a fatal mistake there is no room for error.
11  Games Center / Featured Games / Re: Daedalus on: 2014-07-16 00:07:05
should i try harder to find a driver update, or leave it for now incase theres something else to test? it will try it on the other laptop which is the same but has a proper graphics card in it.
12  Games Center / Featured Games / Re: Daedalus on: 2014-07-15 23:44:39
I tried it with several different graphics options but still the same result.
13  Games Center / Featured Games / Re: Daedalus on: 2014-07-15 12:45:48
I'm currently asleep so will try in the morning
14  Games Center / Featured Games / Re: Daedalus on: 2014-07-15 11:13:23
I just tried updating the drivers but the intel driver updater said its custom driver and it cant fix it. so ugh dunno.

I havn't tried using stencil buffer, just an fbo for lighting and depth buffer for culling hidden areas.
15  Games Center / Featured Games / Re: Daedalus on: 2014-07-15 10:42:15
this one is with most of the graphics options turned off
https://www.dropbox.com/s/qzwv9l067ztjk3j/daedalus1.png


this one is with default settings, appart from screen size.
https://www.dropbox.com/s/c9udaemxzvrxje7/daedalus2.png


it looks like the line of sight is occluding all the objects perhaps? i could see the bots lights.

windows 7, looks like the graphics in the laptop is intel HD graphics 3000.
16  Games Center / Featured Games / Re: Daedalus on: 2014-07-15 10:06:26
I can only see the floor Sad even if i turn off all the graphics options.
17  Java Game APIs & Engines / OpenGL Development / [LibGDX] How on earth do I limit drawing to a certain area of the screen? on: 2014-07-15 07:49:03
I've posted this on the LibGDX forum but no luck so far so maybe someone here can help?

I've been trying to work out how I can set my game up so that it will only render to a certain area of the application window as illustrated in the mockup-image, but im not sure which classes to look at (camera, viewport, stage?). Currently when I enlarge the application window it will just draw more of the game world since I'm using a ScreenViewport. I don't want to just draw the world over the whole screen and then draw gui to cover since that will be too slow, I want to adjust something so that it crops all my game world drawing commands.

Will I have to place some kind of drawing surface into a gui table cell, or can it be done by just using the camera and viewport appropriately?
(note: I'm not currently using the gui table features, but I would like to integrate it now)



*Everything I try ends up stretching the draw area to fill the whole window,
*using Gdx.gl.glViewport(0, 50, 600, 600); each frame kinda works, but if the window then changes size it appears that something is trying to correct aspect ratio.
*Trying to create my own "CustomViewport extends Viewport" doesnt seem to give me any options to limit the viewport size (even though Viewport contains variables which indicate that they are for setting the size and position).

This seems like it should be much simpler since there are many instances when you would want to draw in only a specific area Clueless
18  Games Center / WIP games, tools & toy projects / Re: Mortal Terminus on: 2014-07-13 14:06:43
Got the main part of ray casting lights done. There's still a lot of work to do on them to be able to use them properly and a few glitches but they somehow look smoother than i thought they would Cheesy I'll put up another demo when it's under control.



Slyth: I might try to add normal mapping later on since the floors are 90% of the view so it would definitely make a big impact, but I've gotta soon start building up some game play first.
19  Games Center / Featured Games / Re: We Shall Wake demo (v6.0) on: 2014-07-13 00:18:12
wont run, i assume this is a driver problem again.
http://pastebin.com/i6W86UkM

the video looks amazing but where do i get the neural accelerator implant to be able to react fast enough?
20  Game Development / Newbie & Debugging Questions / Re: [GLSL] How to make a gradient shader for background? on: 2014-07-11 07:05:37
i suggest you break it down into several steps to make it easier to visualize. calculate each component into a temporary variable on a separate line before adding them together on the final line. that will make it easier to mess around with and you can optimize it again later.
21  Game Development / Newbie & Debugging Questions / Re: [GLSL] How to make a gradient shader for background? on: 2014-07-11 06:52:14
looks like the /20 at the end is reducing the top color heaps, where as the bottom color has a *20 to negate it. (or maybe not? i need to get more sleep)
22  Game Development / Newbie & Debugging Questions / Re: [GLSL] How to make a gradient shader for background? on: 2014-07-11 06:39:59
Its just a bit dark. Is there any way I could fix this?

You could umm... use lighter colors.
23  Game Development / Newbie & Debugging Questions / Re: [GLSL] How to make a gradient shader for background? on: 2014-07-11 06:37:28
floor(color*10)/10

oh right, my way only works with colors in the 0-255 range.
24  Game Development / Newbie & Debugging Questions / Re: [GLSL] How to make a gradient shader for background? on: 2014-07-11 06:29:30
take away some precision to make them blend less smoothly ie:  floor(color/10) * 10
25  Game Development / Newbie & Debugging Questions / Re: [GLSL] How to make a gradient shader for background? on: 2014-07-11 05:37:22
something like (color1 * y / screenHeight) + (color2 * (1 - y / screenHeight)) perhaps
26  Games Center / WIP games, tools & toy projects / Re: Mortal Terminus on: 2014-07-10 14:36:05
Yes, I'm using LibGDX, and have based the lighting off this tutorial: http://www.alcove-games.com/opengl-es-2-tutorials/lightmap-shader-fire-effect-glsl/  It was quite easy to understand and includes code to mess around with.


Added led floor lights. These can be different colors/brightness/shapes/styles, and will stop functioning if they become damaged. They will probably have self-contained power supply since they are mainly emergency lights which will activate if the main lights near by go out.
27  Games Center / WIP games, tools & toy projects / Re: Mortal Terminus on: 2014-07-09 14:27:14
I've turned my game into a rave party.

<a href="http://www.youtube.com/v/w03-oAEilyE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/w03-oAEilyE?version=3&amp;hl=en_US&amp;start=</a>
28  Games Center / Showcase / Re: Craft King - sandbox/mining game on: 2014-07-09 13:37:21
I played for an hour or so the other night, It's really nice apart from a couple of things i found annoying. i dislike that animals spawn inside the house that I build even though it was all blocked off. having different colors of dirt makes it hard to match them properly and thats not really cool. playing on my phone is pretty fiddly compared to a computer already, so if you can simplify a few things like that it would help.. even the trees might be better if they all just give one color of wood too. (various styles of chair is fine though for some reason lol) grass should die when its enclosed by my house building.

apart from that, i think the only thing i had an issue with was mining tiles, when youre touching a tile, you cant see it. now thats quite obvious but it feels wrong cos i want to see what is happening to the block that im trying to interact with. you could allow the player to drag their finger away after starting to mine a block, and have it continue mining that block perhaps. just some random ideas.


29  Games Center / WIP games, tools & toy projects / Re: Mortal Terminus on: 2014-07-09 06:48:01
Today I learned how to use shaders.

<a href="http://www.youtube.com/v/PeYg6tCu9uI?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/PeYg6tCu9uI?version=3&amp;hl=en_US&amp;start=</a>
30  Game Development / Newbie & Debugging Questions / Re: Should I move to LibGDX? on: 2014-07-08 04:32:22
Having y=0 at the bottom of the screen is actually really useful. Most objects are located by where their feet are, rather than where their head is, which makes positioning objects into an incredibly fulfilling experience.

(also, LibGDX is very easy to use after putting a couple of days into learning it)
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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

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2014-07-08 01:59:08
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