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1  Discussions / General Discussions / why doesn't anyone use PlayN? on: 2014-12-28 17:29:06
I was browsing the Web when I found a pretty neat library built on lwjgl. It's called PlayN. It exports to HTML Desktop Android and iOS and all that stuff.  But no one uses it. Why not?
2  Game Development / Newbie & Debugging Questions / Re: Slick2d - how many game states do you create ? on: 2014-12-26 17:05:10
The amount of states relies completely on your project and what it calls for. Normally I start a project by making a Menu State and a Game State and when I Pause and Resume I just make it a boolean and put it in the render method like this:

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boolean isPaused = true;

public void render(Graphics g) {
     if(isPaused) {
          // Draw paused Stuff
     }else{
          // Draw Game
     }
}

public void update() {
     if(isPaused) {
          // Update paused Stuff
     }else{
          // Update Game
     }
}
3  Games Center / Contests / Re: TAFSJ - The Actually Finish Something Jam on: 2014-12-24 01:50:11
I haven't even started, I make the prototype, run into a wall, stop and restart...
4  Games Center / Contests / Re: TAFSJ - The Actually Finish Something Jam on: 2014-12-23 22:15:08
So will winners and losers be chosen?
5  Discussions / General Discussions / Re: Bring back 1HGJ? on: 2014-12-23 19:23:01
Votes are tied. 5 votes yes, 5 votes no!
6  Discussions / General Discussions / Re: Bring back 1HGJ? on: 2014-12-23 18:45:58
There isn't a lot you can really learn in one hour of hacking stuff up.
At that point you're just programming old concepts from memory.

- Jev

Well I'll give you that, but you competed once. Don't act like it wasn't fun. You are right about learning to an extent, but It does teach you a lot of time saving techniques.

EDIT: Currently (YES) is winning.
7  Discussions / General Discussions / Re: Bring back 1HGJ? on: 2014-12-23 18:42:22
Doesn't the world have enough game jams? They're great to get people interested and as a once-in-a-while thing, but I feel like a lot of people focus too much on throwaway games and not enough on "real" projects.

Very well said my friend. But it is a great learning experience.
8  Discussions / General Discussions / Bring back 1HGJ? on: 2014-12-23 18:39:56
Does anyone remember the 1 Hour Game Jam? Recently I've been thinking about it and I kinda want to start it up again, but whats the point of a game jam If no one else wants to compete right? So I created a straw poll! Voting ends in 5 hours! Timer starts now:

Vote

If you haven't ever heard of the 1HGJ, It's a game jam where pretty much your only goal is to finish a game in 1 hour! The rules will be explained more if the jam is voted back into existence. Happy voting guys!
9  Java Game APIs & Engines / Java 2D / Re: Firing bullet from gun's current position to mouse x & y position on: 2014-12-23 17:37:45
This should actually be in the Newbie & Debugging board. Now what VIrtueeL works great but if you know anything of vector math, you can get the job done a lot easier like this:

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public class Bullet {

     Vector2d pos;
     Vector2d dir;

     public Bullet(int x, int y) {
          pos = new Vector2d(x, y);
          dir = new Vector2d(new Vector2d(mousex, mousey).sub(pos).normalise());
     }

     public void render() {
          // Render bullet at pos.x and pos.y
     }

     public void update() {
          pos.add(dir); // Moves position to direction aka mouse. To have the bullet follow the mouse like a homing missle you would have to constantly keep updating the dir vector
     }

}


That should do it. By the way, I used to use Java2D. I actually made a complete game out of it, however, I wouldn't recommend it in the long term. It's just not made for games IMO. I'm sure your mind set is if I use a library I'm cheating, right? Well I'm here to tell you, all of us on this forum use libraries. It's not cheating, It's just being efficient. So I recommend you go and check out these 2 great libraries:

Slick2D: (This is where I went to after leaving J2D and still use it now)
Download
Beginner Tutorials

LibGDX: (Cross-platform support and apparently super easy (I find it confusing but I'm an idiot so Roll Eyes ))
Download
Beginner Tutorials

Good luck! Choose wisely! Wink
10  Games Center / Contests / Re: TAFSJ - The Actually Finish Something Jam on: 2014-12-23 17:02:09
All night I layed awake thinking up a storm and early this morning I think I may have it. You will be hearing from me shortly. Muhuhahaha (Imagine that in a deep voice, not like, you know, a 14 year old's voice)  persecutioncomplex
11  Games Center / Contests / Re: TAFSJ - The Actually Finish Something Jam on: 2014-12-23 04:42:00
Sweet! Im in! I'll do top down but probably not a shooter.
12  Game Development / Newbie & Debugging Questions / Re: Slick2D Image.getColor crash on: 2014-12-22 20:23:15
A quick google revealed this:

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BufferedImage image = new Robot().createScreenCapture(new Rectangle(Toolkit.getDefaultToolkit().getScreenSize()));
ImageIO.write(image, "png", new File("/screenshot.png"));


https://stackoverflow.com/questions/4490454/how-to-take-a-screenshot-in-java
13  Game Development / Game Play & Game Design / Re: Old 3d graphics on: 2014-12-22 20:00:05
Got back to programming and started looking what kind of style I'm going with this project.

Probably going this way Smiley

Whoa, what game is that? That is beautiful.
14  Discussions / General Discussions / How do you feel about selling out? on: 2014-12-22 05:13:10
So recently I heard that Notch sold Minecraft and he is getting a lot of hate for it. I was wondering why its such a bad thing to sell you game.

I feel like I would never sell my game to anyone, it's my baby, it's my identity. But for 2.5 billion dollars I think we could make a deal.

So would you guys sell out and if so, for how much?
15  Games Center / Featured Games / Re: Minecraft on: 2014-12-22 03:46:05
It's not that it's shameful, it's just that it's common forum etiquette to not bring back very old threads just to add nothing to the conversation beyond "Hey this is neat."

Well, putting it in that context, then it does seem a bit wrong.
16  Games Center / Featured Games / Re: Minecraft on: 2014-12-22 03:41:47
I don't see why it's such a shameful thing to bring this thread back. It's not like JGO should be ashamed of a thread of this magnitude. I mean come one, this is where Minecraft began. I don't see how if someone posts in it and this thread becomes alive again would mean anything bad.

EDIT: If you don't like the content in this thread don't read it, honestly.
17  Game Development / Networking & Multiplayer / Re: Books on Multiplayer Games? on: 2014-12-22 01:47:03
That doesn't exactly answer my question, honestly. I was looking more so for a specific book recommendation as I am already using Kryonet and know how to make a basic game. I'm trying to more-so find a way to host multiple player sessions on a single server. (Matches) Which in theory is simple, make a match class and have it have 2 players in it. Iterate through matches on server, update them. But what I have trouble with is distinguishing between clients on the server. Knowing which client to send the correct game data to. So that's why I wanted to read a book. Learn a bit more about how a game server should be set up.
18  Game Development / Networking & Multiplayer / Books on Multiplayer Games? on: 2014-12-22 01:32:42
Are there any good book on multiplayer game development and the theory behind it? Just something I can read to figure out how these types of games should be structured as I know I have much to learn.

~ Thanks, S.P.P
19  Game Development / Newbie & Debugging Questions / Friction to slow down vector based speed. on: 2014-12-19 02:20:44
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     // Update point
      point.x = input.getMouseX();
      point.y = input.getMouseY();
     
      // Apply dampening
      speed.sub(dampening);
     
      // Move player
      if(range.intersects(MouseGhost.rect)) {
         // Update speed/direction
         speed = point.sub(pos).normalise().negate();
         
         pos.add(speed.scale(point.distance(pos)/100));
      }


Basically I'm checking if the mouse is inside the range of the tile. If so I want it to increase the speed. Then when the mouse leaves the range, I'd like it to continue on a bit. I figured if I subtracted the dampening vector from the speed vector it would slow down but that doesnt seem to do it. What am I doing wrong?
20  Game Development / Newbie & Debugging Questions / Re: LWJGL calls in Slick2D code. on: 2014-12-18 21:42:10
Thanks Kev!

One question, your website is Coke and Code right? Does that mean you made Slick2d?
21  Game Development / Newbie & Debugging Questions / LWJGL calls in Slick2D code. on: 2014-12-18 00:04:41
I know that slick2d is built on top of LWJGL but when I try to use an immediate mode call like this:

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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1f, 1f, 1f);
glBegin(GL_LINES);
 glVertex2f(10, 5);
 glVertex2f(10, 15);
glEnd();


I don't understand as this is valid LWJGL code yet it does not work in slick. Does it have something to do with the spritebatch or something? IDK.
22  Game Development / Game Play & Game Design / Re: 2.5D effect in 2D game on: 2014-12-17 23:59:16
Isn't isometric 2.5d?
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-17 23:17:40
Click to Play


Finally learned vector math!  Grin Thanks to Ecumene. By far the coolest stuff ever! Tongue
24  Game Development / Game Mechanics / Re: Biome and how to set them up on: 2014-12-16 22:01:36
If you don't mind could I see your source sometime? I'm really interested in all of this random generation stuff, and I'd love to learn from your code.
25  Discussions / Miscellaneous Topics / JGO's Most Questionable Member Speaking. :P on: 2014-12-16 21:54:52
 

Now that is an impressive leap. How exactly did I get that questionable? Haha. Sad thing is, I'm quite proud of being the most questionable, without me, who would you all facepalm towards?  Tongue
26  Game Development / Game Play & Game Design / Re: 2.5D effect in 2D game on: 2014-12-16 21:43:27
Nice Job!

Here is a much more effective technique IMO.

http://www.java-gaming.org/topics/2d-depth-in-sidescroller-with-y-element/34994/view.html

Glad you got it working though! That normally is a make or break kinda thing in my top down games!
27  Game Development / Game Mechanics / Re: Biome and how to set them up on: 2014-12-16 21:40:30
What I plan to do is to make a method called genDesert() right and have it return a Tile[][] array and merge that array to where it should be in the map that is being drawn. Like this:

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public Tile[][] genDesert(int width, int height) {
    // return a new random tile array
}

public void generateWorld() {
     for(int x = 0; x < map.WIDTH; x++) {
          for(int y = 0; y < map.HEIGHT; y++) {
               // Generate a desert
               if(new Random().nextInt(2) == 0) {
                    Tile[][] desert = genDesert(5, 5);
                    for(int xx = x; xx < x+5; xx++) { // 5 Being the width of the biome
                         for(int yy = y; yy < y+5; yy++) { // 5 Being the height of the biome
                              map[x][y] = desert[xx][yy]; // Sets the game's map to the corresponding desert tile.
                         }
                    }
               }
          }
     }
}


Other than that I wouldn't know.
28  Game Development / Newbie & Debugging Questions / Re: 2D Random Map Generation: Where to start on: 2014-12-15 22:30:22
I would prefer 2D Top-Down Tile-Based generation. Or just Tile-Based in general.
29  Game Development / Newbie & Debugging Questions / Re: Random Map Generation: Where to start on: 2014-12-15 21:31:37
Oh I apologize. 2D Generation of course.
30  Game Development / Newbie & Debugging Questions / 2D Random Map Generation: Where to start on: 2014-12-15 21:28:52
Where would I start to learn 2D random map generation. I've heard about simplex noise, perlin noise, and other noises and I have even looked at the algorithms, but I have absolutely no idea how I would put these methods into a game. And is simplex noise and perlin noise the correct things to use.

The closest I got to random map generation is making a game where it has a 50% chance of one tile and the other. That looks super ugly however. I would want to make a game where the random generation actually looks decent of course, and perhaps seeds? I don't know. I just need a place to start.
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