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1  Game Development / Newbie & Debugging Questions / Re: [libgdx] Drawing gradient with vertices producing diagonal line artefact on: 2015-04-25 06:26:19
If you zoom in close on your rainbow square, it appears the diagonal lines are the result of many horizontal and vertical bands meeting and forming 'arrows' all pointing toward the center of the texture. Dithering/adding noise to the texture helps a little. The shadows under the terrain look initially acceptable, if you're using this for colored lighting - the artifact might not be much of a problem because lights with that much color variance likely wont be right next to each other very often. Also, once the lights are overlayed onto proper tile textures rather than green and brown squares it will be less noticeable.
2  Game Development / Newbie & Debugging Questions / Re: [libgdx] Drawing gradient with vertices producing diagonal line artefact on: 2015-04-25 03:09:57
Seems to be because your square is made of 2 triangles. One is red white and blue, the other is blue green and red. There's no mixing happening between the green and white. You could try getting it to draw as 4 triangles instead, each taking one side of the square with an additional vertex in the center of the square. The center vertex would probably be colored as the average color of the 4 corners.
3  Game Development / Newbie & Debugging Questions / Re: Questions about creating a level editor. on: 2015-04-05 23:34:00
You possibly don't need a stand alone map creator. I find it easiest to code level editors into the game. The level editor is basically exactly the same as the game, except that it doesn't update the game logic and you can place objects with the mouse. It will probably need extra gui elements for selecting and altering things. Just build it up step by step, it doesn't need to be able to load/save everything right from the start. Saving the map is a good starting point, just loop through the map and write something to a file describing each tile. There are several different ways of writing data to files and making your own file format is as simple as just ordering your data however makes sense to you and your levels. An advantage of a built in editor is that it grows as the game grows, so you don't have 2 separate projects to maintain.
4  Games Center / WIP games, tools & toy projects / Re: Imp City, build an underground empire on: 2015-03-26 00:51:18
I think one solution is to make the starting area quite simple and hard to break, so the player can mess around with the elements which are present and learn them that way. If there are too many game elements present right from the start, it can be hard to work out how they interact with each other. But at the same time, it must not be too slow to progress, or the people who work it out quickly will get bored. Personally I never read documentation, and I think many other people don't either, but theres nothing worse than boring tutorials which give you a long boring list of tasks to complete in order to graduate. Messing around and learning is often half the fun, the trick is to try to keep it so that there arent lots of obscure things which are hard/unintuitive to discover.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-22 10:55:18
The Cosmic Menace crew was attacked by ruthless aliens, they were so terrified that they couldn't even fight back. Turn the sound on for maximum punching sound effects.

<a href="http://www.youtube.com/v/iuGGzqmRba4?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/iuGGzqmRba4?version=3&amp;hl=en_US&amp;start=</a>
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-16 10:23:27
Today I made a teleporter system Cheesy
<a href="http://www.youtube.com/v/dXgTaHLMX_c?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/dXgTaHLMX_c?version=3&amp;hl=en_US&amp;start=</a>
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-15 02:33:09
Are you actually rendering those or are you pulling some LOD magic?  Grin

Straight rendering sprites, there are only 300 of them. The only magic trick is that they get replaced with a plain white circle as the camera zooms out because they are too hard to see otherwise. Wait till I add a fake rotation effect and atmosphere to the planets Wink
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-15 00:26:25
Joined in the fun making random galaxies. I'm not trying hard to model a real galaxy, just making interesting places for mission locations.
Click to Play
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-13 11:59:24
Finally finished animating female crew members! Some of them need touch ups but I've already spent more days than I wanted to doing this for now.
Click to Play
10  Game Development / Game Play & Game Design / Re: Tile Textures on: 2015-03-11 08:33:25
I have made a class called TileTextureSet. It is able to create a set of texture regions from a single image and store them in an array. I store an array of tile texture sets such as:
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TileTextureSet[] floorsTTS;
floorsTTS = new TileTextureSet[2];
floorsTTS[0].frames = TileTextureSet.makeFrames(blahBlah...);
floorsTTS[1].frames = TileTextureSet.makeFrames(blahBlah...);


My tile class has:
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int type, frame;


Now whenever I draw a tile i do something like:

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batch.draw(floorsTTS[thisTile.type].frames[thisTile.frame], xPos, yPos);


It's a convenient way to store all your tiles in one place, and easy to set tiles. Just set their type and frame whenever you want. There's probably better ways to do it but using some constants to define the tile types and key frames is rather simple.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-06 01:20:41
What happens if two guys try to occupy the same bath tube?  Shocked

Well until i fixed it just now.. the original occupant would mysteriously vanish lol.
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-05 22:24:04
Space Ship Hygiene Simulator 2057

Click to Play
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-04 09:40:20
Started adding in equipment and I had to steal the pipes n wires graphics from my other project. Next up I really need to add proper path finding so the guys can get tired from walking around and make proper use of the beds.

https://dl.dropboxusercontent.com/s/n7llhdok86aqu3q/ScreenShot_34.png
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-27 11:59:00
Here's a nasty [5mb] gif of my 2 new characters, the Miner and the HazMat guy. They can also now be ordered where to walk, although their path finding is not much more than walking in a straight line toward the target yet. Also I finally got rid of my old home made camera variables and started using the proper LibGDX camera which can zoom, much better Cheesy

Click to Play
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-23 12:33:44
I upgraded my tile graphics again for a more solid feeling. Started documenting plans for the finer details of how the game will work.
And setup an awful website describing the project: http://www.cosmicmenace.com


Click to Play
16  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-02-22 09:45:13
I got the second copy of Monaco Cheesy
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-19 10:25:14
Thanks, ive kinda been doing it for 20 years, but extremely amateurish.. I guess sometime last year I just decided to try harder lol.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-19 10:07:51
Finally picking up work speed again Cheesy I've drawn 6 animated characters now: Rookie, Engineer, Scientist, Guard, Captain and a Lizard Alien.

Click to Play
19  Discussions / General Discussions / Re: Too complicated? on: 2015-02-18 11:23:35
I would think that unless the more complex approach actually makes it easier to properly distribute things through a more complicated network.. its probably best to stick to a simpler faked system. Because really you are probably only trying to provide meaningful interactions with a system that a player can comprehend, rather than create an accurate physics simulator.
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-16 12:10:48
In the big scheme of things, this is really not very impressive, but I'm really happy I finally got some dudes wandering around my spaceship Cheesy

Click to Play
21  Discussions / General Discussions / Re: What's your day job? on: 2015-02-15 23:27:11
I live in a tar paper shack in the middle of a forest.

22  Games Center / Showcase / Re: Spaceport Hope on: 2015-02-15 23:17:47
i mean more the weight and feel of the jumping, but yeah i would have to see the actual game cos videos arent always the same
23  Games Center / Showcase / Re: Spaceport Hope on: 2015-02-15 19:20:24
The art looks beautiful. It would be good to make the characters/enemies movements more fluid, the action on the video feels a little stiff.
24  Game Development / Newbie & Debugging Questions / Re: [LibGDX] How to strech my game on android device? on: 2015-02-15 19:07:37
I see, perhaps I don't know about that because I am using a stage which has a batch, camera and viewport attached to it. Just setting a viewport size is all I need to do to get it to render properly, seems that creating the stage automatically sets up some additional camera stuff.
25  Game Development / Newbie & Debugging Questions / Re: [LibGDX] How to strech my game on android device? on: 2015-02-15 11:09:07
how does viewport have nothing to do with stretching the game to fit the screen, when viewport does exactly that? I do realize however, that there are multiple different ways to achieve the same results with libgdx, so it can be confusing at times.
26  Game Development / Newbie & Debugging Questions / Re: [LibGDX] How to strech my game on android device? on: 2015-02-15 07:13:26
Look into using a viewport which stretches your specified 'virtual screen' size to fit the actual devices screen. There are several different types of viewport which scale the graphics to the screen in various ways,  such as: FitViewport(480, 800). there is info on this on the libgdx documentation site.
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-14 10:27:05
I started drawing yet another tile set. The idea here is a simple 2 player local multiplayer game where the players have to cooperate to stay alive and defeat the invading aliens

28  Game Development / Game Play & Game Design / Re: How to be a more creative writer? on: 2015-02-10 00:40:27
Get some pieces of paper and scribble stuff on them.. start off by drawing a map of your 'world' and maybe close up maps of some of the more interesting locations. Then draw some characters and cut them out and put them on the maps. Think of some activities for the characters to be involved in and how they might interact with each other and with the world. Now you have a fairly basic set of ideas which can be built upon with more detail, more places, events and supporting characters/groups until you have an interesting world. At that point you can start trying to describe specific stories of your characters lives in more detailed language.
29  Discussions / General Discussions / Re: Do you sometimes skip braces? on: 2015-02-08 06:21:39
I dont ever skip them except in a case like:
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if (number < 100) number %= 50;


It's a very difficult job trying to prevent myself from confusing myself from confusing
30  Discussions / General Discussions / Re: What does this return for you? on: 2015-02-08 03:52:52
Cry
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Windows 7
Intel(R) HD Graphics 3000
3.1.0 - Build 9.17.10.3517
Intel
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List of Learning Resources
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How to: JGO Wiki
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Resources for WIP games
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Understanding relations between setOrigin, setScale and setPosition in libGdx
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