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1  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
2  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.
3  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.
4  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>
5  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).

6  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.

7  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)
8  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
9  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.

10  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.
11  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.
12  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.
13  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.
14  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Looking For Console API/Library on: 2015-12-04 03:12:05
Sounds like SquidLib might be what you're looking for.
15  Game Development / Game Play & Game Design / Re: The background and the tiles are indistinguishable on: 2015-10-15 03:51:12
Another option is to uniformly make the backgrounds dark and foregrounds light, or vice versa. That way theres a good chance that they will always be distinguishable.
16  Game Development / Game Play & Game Design / Re: The background and the tiles are indistinguishable on: 2015-10-15 03:42:09
Give the tiles more well defined edges with good contrast of brightness. Perhaps lower the color saturation of the background and raise the saturation of the foreground. Having highly detailed backgrounds naturally makes them stand out, when you really want them to not constantly grab the attention.
17  Discussions / General Discussions / Re: Why are voxels everywhere!? on: 2015-10-07 04:50:40
Voxels don't need to be boring cubes.. theres a project under development called "Voxel Farm" which looks very interesting, lots of videos of it on YouTube.
18  Games Center / WIP games, tools & toy projects / Mud Mines on: 2015-09-21 00:59:00
Here's a prototype I've been working on for the last few months so far you can walk around exploring and finding items which are generally used for wrecking the map. I'm thinking about changing the scenario and aim of the game since it has changed quite a bit from the initial idea. Any comments would be appreciated.
You can press F1 to toggle full screen.

Edit: fixed broken download file.
19  Games Center / WIP games, tools & toy projects / Re: One-D World on: 2015-09-14 02:06:57
I tried doing some more work on this game to make it look better, it has some potential I think.. but looking at those stripes for 5 hours straight gave me a terrible headache so I decided to call it quits.
20  Games Center / WIP games, tools & toy projects / One-D World on: 2015-09-01 10:23:17
Heres a crazy prototype that I whipped up this afternoon. It's a 2d platform game as seen through the view point of the character - a 1 dimensional ray caster. It needs more work but its possible and challenging to navigate to the end. It almost feels 3d since it has perspective.

21  Game Development / Game Play & Game Design / Re: Game Ideas on: 2015-08-31 07:06:20
I like the idea of a "deep time" game where your practically immortal character travels around the galaxy at sub-light speed. It may take thousands of years to travel between different locations so the consequences of your actions would play out very differently from how they do in a short time frame game. When you arrive at a destination, you might not even find what you expected since you departed centuries ago. Some quite high level strategic thinking could result.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-08-14 03:19:02
Been working on a new project for a few weeks based off of code from previous projects. Its cool to get to the point of being able to create lots of items and interactions rather than getting held up on trying to perfect the rendering system.

Click to Play
23  Games Center / WIP games, tools & toy projects / Cosmic Menace on: 2015-06-18 14:15:29
Cosmic Menace is a Roguelike / space sim game in development. There are a limited number of things to interact with yet but eventually there will be a variety of items and equipment to tinker with, research and blow up as you collect resources, construct your ship, and explore procedurally generated alien planets.

Version 0.03 demo is now available with 4 hand made planets to explore: Large habitable planet, Small moon, Small forest planet and Park City Colony.
Please note that the gui is non-functional until after I implement the item system in the next version.

24  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-10 11:44:17
Added a fun new feature to Cosmic Menace.. if you fall too far off a building or ledge you can injure yourself

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
25  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.
26  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.
27  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.
28  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.
29  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=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-16 10:23:27
Today I made a teleporter system Cheesy
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
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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
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2017-03-02 08:44:05

SF/X Libraries
by SkyAphid
2017-03-02 06:38:56

SF/X Libraries
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