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1  Games Center / WIP games, tools & toy projects / Re: Mortal Terminus on: 2018-01-20 20:52:37
The first line of my post tells you what things you can do Cheesy There's no real goals at present, but I wanted to get a demo up before moving onto coding more systems.
2  Games Center / WIP games, tools & toy projects / Mortal Terminus on: 2018-01-20 11:47:35
Kill pirates, make burgers out of their corpses, get lost in the desert.

I've been making this with LibGdx over the last couple of months and it's now somewhat playable, although the eventual gameplay will be completely different from what currently appears to be a 3d shooter. There's still a lot of place holders in there too.

Download (.jar 36mb):

3  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Using progress bar as health bar on: 2018-01-13 00:38:23
About healthBar.setColor, problem with that it makes the whole screen to the color and not just the health bar :/

I would suspect that either the health bar's background, or perhaps the container/table that its in is filling the whole screen. Or the sprite batch color isnt being reset to (1,1,1,1) for some reason before other things are drawn. setting color that way is definitely going to be the easiest solution if you can work out what is causing that problem.
4  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Using progress bar as health bar on: 2018-01-12 17:32:30
Since your health bar is an actor, you can use healthBar.setColor(). You probably want to give it a white image so that the colour tint works as expected.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-12-28 08:27:57
Completed the main features of yet another prototype, corpse cooking fun.
Now to just refactor the whole thing, remove the placeholder gfx and finish it.

6  Java Game APIs & Engines / OpenGL Development / Re: Seams rendering tilemap on: 2017-12-24 22:40:25
The lines in the image are part of a tile beside the one you are drawing in the tile sheet (the blue line is the cliff edge). so the problem is edge bleeding, which can be easiest fixed by adding some duplicate pixels padding around each tile in the tile sheet. Its usually more common with linear filtering but I think it can happen even with nearest filtering, due to the camera scaling not matching 1:1 with screen pixel size.
7  Game Development / Newbie & Debugging Questions / Re: Lighting problems on: 2017-11-02 07:49:56
its hard to follow that much code, but you probably want to smooth the normals like:

im not sure thats the only problem though cos your images look like a lot of the terrain is not getting light at all?
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-08-21 12:49:16
My weather experiments are turning out interesting. The mountains and forests alter the wind flow, and the weather patterns change over the seasons. Now it needs to do something with heat and moisture so it can create rain and snow in the right places.

9  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-08-14 14:16:18
I spent another day messing around with my water and lighting. Fixed up the sun light to allow for seasonal rise/set time and angle variation, which helped improve the coloring.

10  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-08-09 11:15:56
I made some very simple procgen trees which sway around individually in the wind gusts, and some slightly creepy triangular people.

11  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-08-02 11:46:21
I tried improving my water by using a more complex algorithm, but it ran too slowly and I don't know enough about shaders/math to fix it. So instead I tried a simpler approach of adding several layers of moving normal maps onto the basic wave vertex shader, which manages to run fast and looks half decent.

12  Discussions / General Discussions / Re: JGO Twitter List on: 2017-07-27 07:14:47
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-26 12:41:09
figured out how to calculate normals!

14  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-21 23:51:07
I've been wanting to try making height map terrain for a long time, pretty rough still but it runs really fast and is satisfying to walk around. Now I've learnt how to use meshes that will be very useful for other things.

15  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-10 12:54:47
Almost reached the end of my GUI building fun.

16  Games Center / WIP games, tools & toy projects / Re: TritonForge || 2D RPG Sandbox (New DL Soon, project revived) on: 2017-07-10 00:11:37
That looks pretty fun to explore, but I wonder if you could apply some kind of modifier using a low frequency of noise to create more variety at a larger scale.. that map looks very homogenous in general, where ever you go you are guaranteed to find similar structures of caves and resources. where ever you are, you can be sure that you can dig a few blocks in one direction and quickly find a new tunnel.
17  Game Development / Newbie & Debugging Questions / Re: I.T. professional: bored of being a tool - "Please Advise" on: 2017-06-17 23:46:15

This is the best starting place for working out how to do things.
18  Game Development / Newbie & Debugging Questions / Re: Right RGB Colors for day&night cycle? on: 2017-04-08 02:28:22
Here are some values I've used. I wanted everything to still be quite easily visible at night so that you can see what you're doing, so it doesn't get overly dark. I also used values for each hour, rather than only each time period because dawn and dusk have a more rapid light level transition compared to the gradual transitions going into and after mid day and mid night, so this gives better control over that transition rate.

      {{0.4f, 0.4f, 0.7f},// 12am
      {0.4f, 0.4f, 0.7f},// 1am
      {0.4f, 0.4f, 0.7f},// 2am
      {0.4f, 0.4f, 0.7f},// 3am
      {0.4f, 0.4f, 0.7f},// 4am
      {0.7f, 0.4f, 0.7f},// 5am //before sunrise
      {1.0f, 0.6f, 0.7f},// 6am //sunrise
      {1.0f, 0.8f, 0.8f},// 7am //after sunrise
      {1.0f, 1.0f, 0.9f},// 8am
      {1.0f, 1.0f, 1.0f},// 9am
      {1.0f, 1.0f, 1.0f},// 10am
      {1.0f, 1.0f, 1.0f},// 11am
      {1.0f, 1.0f, 1.0f},// 12pm
      {1.0f, 1.0f, 1.0f},// 1pm
      {1.0f, 1.0f, 1.0f},// 2pm
      {1.0f, 1.0f, 1.0f},// 3pm
      {1.0f, 1.0f, 1.0f},// 4pm
      {1.0f, 1.0f, 1.0f},// 5pm
      {1.0f, 1.0f, 1.0f},// 6pm
      {1.0f, 1.0f, 0.9f},// 7pm
      {1.0f, 0.8f, 0.8f},// 8pm //before sunset
      {1.0f, 0.6f, 0.7f},// 9pm //sunset
      {0.7f, 0.4f, 0.7f},// 10pm //after sunset
      {0.4f, 0.4f, 0.7f}}// 11pm
19  Java Game APIs & Engines / Java 2D / Re: Axonometric Projection? on: 2017-03-08 02:26:30
It's also interesting to note that you don't have to stick to 45 degrees, although it does look most correct.. you can use whatever rotation angle you want, which gives you the ability to view the scene from any angle and smoothly rotate the camera. It can be difficult to make objects on top of the map fit in properly with rotation however, but the option is there.
20  Java Game APIs & Engines / Java 2D / Re: Axonometric Projection? on: 2017-03-07 10:01:27
I was doing something similar to that recently. First I rotated a square by 45 degrees, then scaled its vertical size by 0.5, then translated it to the correct position. I don't think you need atan in there, its just a 45 degree angle.
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-03 23:40:58
Here's a short video showing the fog in motion and a quick walk around the forest.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-03 07:50:02
After many unfinished prototypes I think I have something that will work. It's actually based on something I designed when I was a kid but didn't have any skills to create it back then. It's a pseudo-3d orthographic rendering in third person, with free rotating camera. Today I did some work on improving the fog (which looks more interesting when its moving).

23  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-04 10:05:46
I got a start on my flowing water, it's still very rough and needs a lot of work to get right, but it certainly flows! The bulge in the middle is from dumping a bunch of water in one place.

24  Game Development / Newbie & Debugging Questions / Re: Line of sight on: 2016-07-02 01:40:55
That algorithm is pretty efficient, I've used it for constructing tile based field of view for the player, checking every tile every frame with no problem. The only thing is you may want to do some kind of additional tests if the target is blocked, since it can often get snagged on corners which you should be able to see past. (Although that might be more of an issue when detecting visibility of wall tiles, more so than detecting objects within a room)
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-19 06:34:44
I've added variable water depth to my isometric terrain. Each tile has its own separate water depth, although they are currently all set to 'seaLevel'. This is in preparation for implementing dynamic flowing water. But it might be a good idea to leave flowing for a while so that I can actually get some gameplay type things happening.

Click to Play
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-14 22:52:00
I've recently started working on an isometric game, got map rotation and edge wrapping working this morning, so there are no map corners to wedge your city into.

27  Game Development / Newbie & Debugging Questions / Re: Dropping tiles on: 2016-03-01 03:01:42

heres a good link about water with some more in depth links at the bottom.
28  Game Development / Newbie & Debugging Questions / Re: Box2dlights on: 2016-02-18 01:53:07

I think this contains sufficient information to work out how to do it. I havnt seen anything illustrating how to implement or optimize it with regard to how to update things when a light or block is moved/added/removed.. but each block has a light value associated with it, which is only updated when something changes, so you dont have to calculate the lighting every frame.

the light in minecraft doesnt go through solid blocks, so you would have to allow for that by making solid blocks decrease light level more quickly than empty blocks, but not block it completely.
29  Game Development / Newbie & Debugging Questions / Re: Box2dlights on: 2016-02-17 21:23:31
That video kinda looks like how minecraft lighting works, there are several explanations around which I can't find right now. It would just need modifying so that walls dont entirely block all light.
30  Discussions / Miscellaneous Topics / Re: What's your "game dev dream" on: 2016-02-09 06:57:03
@CommanderKeith that looks really cool, you could even procedurally generate and animate the plants, and probably other scenery too.
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Archive (1112 views)
2017-04-27 17:45:51
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
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