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1  Discussions / General Discussions / Re: Anybody know anything about paint? on: 2016-11-30 05:27:39
No problem, just keep in mind high and ultra high gloss will REALLY show any minor imperfections down to the smallest of scratches. You can use this to your advantage though assuming this is real wood, because it'll accent all the wood grain and look really cool.

But, it will also show any nicks and dings you might of put on it during assembly. Although that could be part of the charm, it'll look professional quality either way if you use a good paint. Wink
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-28 06:52:45
Been working on a little side project, called Retro-Pixel Snake. This is day 9 of development.

https://twitter.com/RaymondDoerr/status/803123248854601729

<a href="http://www.youtube.com/v/aGKXCvPpago?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/aGKXCvPpago?version=3&amp;hl=en_US&amp;start=</a>
3  Discussions / General Discussions / Re: Anybody know anything about paint? on: 2016-11-26 21:41:29
Honestly, at this point your best solution is to sand the thing down and repaint it.

My suggestion;
1. Sand it down the best you can, try to get off as much gloss as possible.
2. Buy some quality primer (Kilz 2 Latex might work) and prime it, probably 2 coats.
3. Buy a ultra-high gloss, very high quality *house paint* like Benjamin More ADVANCE is a great one, that comes in High Gloss
4. Buy some "High Density Foam" rollers, they're usually a thick foam. These will give you very nice coverage, with no paintbrush streaks.
5. After you give the primer at least a day to dry, *only using the foam rollers* paint the entire cabinet. Although you can use a tiny detail brush to get in the cracks, but I would go over it again with the roller so there's no streaks.
6. Wait at least 3 hours, paint it again. Repeat until you're happy with it! Personally, I'd put 4 coats considering the possible high-use of the cabinet.

If all goes well, you wont need any polyurethane to seal it, as the ADVANCE high gloss is extremely shiny. I used the same method above to paint my house's interior doors, and the paint still looks great, and I imagine doors get banged around a bit more than an arcade cabinet would.
4  Games Center / WIP games, tools & toy projects / Re: Pathway on: 2016-06-26 21:55:25
Awesome pixel-fu you got there. Wink
5  Games Center / WIP games, tools & toy projects / Re: Orbus: A team-based multiplayer. Collect orbs and sabotage the enemy to win! on: 2016-06-12 04:37:48
I fail to see how an entire game library can be replaced by a single PNGdecoder, unless you mean all of Slick's functionality you used was replaced by TWL's PNGDecoder?
Yeah, you don't need anything else from slick but that.

Yes, because the other tens of thousands of lines of code is just filler.  Roll Eyes
6  Games Center / WIP games, tools & toy projects / Re: Orbus: A team-based multiplayer. Collect orbs and sabotage the enemy to win! on: 2016-06-12 03:51:38
Lol are you trying to say I don't know what I am doing?

I'm saying most people on the internet are probably going to do more harm than good in a situation like this. Helping completely convert a game from one library to another can get sticky, and requires good coding practices. Problem is, the OP won't be able to judge your's/whomever's coding practices due to lack of knowledge, so it's just generally a bad idea to go forward.

That's why I opt for learning how to do it yourself. You'll understand your own (new/revised) code better, and learn something along the way. Wink

I found that Slick2D was completely replaced by de.matthiasmann.twl.PNGDecoder class.

I fail to see how an entire game library can be replaced by a single PNGdecoder, unless you mean all of Slick's functionality you used was replaced by TWL's PNGDecoder?
7  Games Center / WIP games, tools & toy projects / Re: Orbus: A team-based multiplayer. Collect orbs and sabotage the enemy to win! on: 2016-06-12 00:31:51
Let me help you migrate from Slick2D.

I'd love that. Slick2D is super buggy, but it's all I know. Do you want my source code?

I'd highly recommend learning how to do it yourself. You're better off in the long run, as if you plan on using LibGDX in the future you'll need to know how it all works anyway. Besides, more hands in the code can just cause messy code if your help doesn't know what they're doing. (hint hint) Smiley

Having said that though, your game is visually-simple enough unless you really want to push into the android market Slick2D will be fine for you. (and hell, you can use Slick on android anyway, just takes more work) Slick2D is deceptively powerful if you know how to use it, I'd argue people who claim LibGDX is "10 times faster" are simply using Slick incorrectly. If you're still learning, Slick is a pretty straightforward library, perfect for learning the fundamentals of gamedev itself before pushing into the more complicated features LibGDX provides.

Slick2D also really isn't that buggy from what I can tell, although there are some classes that can be improved/optimized. If you're encountering several bugs, chances are you're using the library wrong. About the only straight-up blatant bug I've found is a memory leak in Image.getColor(x, y); but that can quickly be resolved by running Image.flushPixelData(). Tongue

But anywho, I guess the tl;dr of it is there's no reason to change to LibGDX right now anyway, unless you're really keen on pushing in the mobile market. If you do want to switch, do it yourself. Smiley
8  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-23 06:27:59
I have a Rift on the way (28th woot!), I have some ideas I've been tossing around for a hybrid "2D game in VR", but I'm not sure how it'll all pan out. But of course, I have a flagship product to focus on, so I'm not sure how much time I'll have to really dev with VR though.

Sucks too, because with VR being really new there's a lot of weird untapped (and easy to get into) markets to jump into, like hybrid "2.5d platformers" and other fun stuff that VR could make really interesting.
9  Discussions / General Discussions / Re: Grass Texture on: 2016-02-23 22:42:48
Are we making grass textures? Here's my try at grass:



Did someone say grass?

10  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-23 05:18:11

Effectively and efficiently slammed, good sir. Smiley
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-23 05:01:27
I reimplemented glClear() in Vulkan. Took me just under 1500 lines. All in just 3 days work.

10/10. You should post it on Steam Greenlight as the first Vulkan based indie title running on Java!
12  Discussions / Miscellaneous Topics / Re: What's your "game dev dream" on: 2016-02-13 22:18:05
Quote
I can rely to that, time is also my main issue - but the idea sounds awesome. Have you considered working in a team?

So yeah, I also struggle with the time so my dream is actually getting more time to finish (if thats even possible) my current project and that it gets some attention Smiley

Nah, I don't do the team thing. I have nothing against them, but I have to pay the bills. Every one team member you add cuts your profits in half. If I had a team of even 5 people, I would only get a 20% cut (assuming all things equal), that's not enough to live off of. :/
13  Discussions / Miscellaneous Topics / Re: What's your "game dev dream" on: 2016-02-09 08:44:20
My dream game isn't limited by technical problems, more so by time problems.

I want to make a top down open world survival game that's mostly centered around Harvest Moon style game play but with Diablo-style dungeon crawling. The world would be full of randomly generated content, and to gather things for your home/farm you have to delve into nearby dungeons and abandoned buildings.

The problem is, while I can code something like that, the sheer volume of content I'd need would prevent me from ever finishing the project. Wink
14  Discussions / General Discussions / Re: Releasing on Steam for a (very) indie developer on: 2016-02-02 22:31:22
Sorta. No, not really. The information is almost public anyway and Valve couldn't care less one way or the other. Besides, your own revenues and sales units are indeed your own data. What might technically not be your data is the cut that Valve takes but that's one of the worst kept industry secrets ever.

Cas Smiley

Honestly wonder why we have an NDA sometimes. Almost everything can be googled, including those "super secret" sales dates. There's just too many devs on Steam, and it only takes one to leak basically-everything.
15  Discussions / General Discussions / Re: Releasing on Steam for a (very) indie developer on: 2016-02-01 21:11:26
   Is that a bad thing?
- No! Write more games. Tongue

   Am I being a bit unrealistic expecting money for this stuff?
- Yes and no. To make money, you need a ton of polish. Even a high quality game (mechanics wise) will be almost unsellable without decentish graphics. There are some out liners on Steam (Not-GTAV, or that retarded "Shower With Your Dad Simulator" for example) but generally speaking if you don't have graphics/polish, you won't make money.

   Does anyone have any experience of putting Java games onto steam?
- My games Java, on Steam, and it's no problem what so ever.

   Do PC arcade games actually sell well (or at all)?
- "yes" (see my second bullet point way down in the next section). My game is my day job now, but it isn't an arcade game.

   Is it easy to integrate a Java game into steam?
- Cakewalk!

   Is it straightforward to use their achievements, leader boards and cloud facilities?
- Also a cakewalk. Smiley

   If you have experience of releasing on steam - can I ask how you did? (a PM is fine and I promise not to repeat any info)
- I can't speak exact numbers because of Valve's NDA, but I make enough to pay all my bills/living expenses and still put money in savings. My wife works, but only because she wants to. We don't use her income.

   Is it mostly luck or is there a good formula to follow?
- There is of course some luck with everything in life. But generally no, making a successful game is not about luck. If you make a good, interesting game that grabs people's attention and is unique to the genre you picked, they will come. You just have to do a LOT of legwork marketing the game. You can't expect them to show up out of no where.




My 2 cents of what I think makes or breaks an indiedev:
1. Keep in touch with everyone all the time constantly. Social media is half the battle.

2. Don't just clone a game then add your special twist to it, reinvent the idea the game sets forward. For example, don't make "Pacman with a random level generator". Figure out why pacman is fun, and reinvent pacman itself entirely.
(Example: Shatter, a re-imagining of breakout.)
(Example: Pacman Championship Edition)
(Example: Kingdom Rush (Now a lot of TDs clone their mechanic though, but they were the first to do what they did to the genre))

What sets these games apart is they don't feel like clones anymore. They feel like something totally new.

3. Polish the ever bloody hell out of it. If you're not a good artist, become one. You will most likely fail if you can't polish your product.

4. Be unforgiving to yourself. Nothing you do is ever perfect. Never be satisfied. Obviously you need to release that game sometime, but don't just accept your limitations. Don't know how to do something, and you think the game will benefit from it? Learn!

5. Always act professionally in the public eye. Even if you have something hard to say, say it like a well spoken professional. Don't let the trolls get to you (they'll try) and don't let angry customers piss you off (because they'll try too!). If you get a fanbase, your fans will take care of the insulting idiots for you, and you won't have to look like the bad guy (Read comments starting from page 8, if you're crazy enough).

6. Remember that everything wrong is your fault. Figure out why it's your fault, and fix it. Smiley

7. Market, market, market, market, market, market, market, market, market, market, market.

8. Repeat 1 through 7 50 million times, and cry yourself to sleep once you realize your 6 month project is actually a 2 year project. But keep trucking forward anyway and someday release that game.
16  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2015-12-30 19:49:27
Interesting system you have there, for short paths it seems to get the job done fairly easily.

I've actually since rewritten my entire pathfinding system, I now use a full blown A* system I've optimized to the point of doing 1,000-1,500+ tile paths in around 0.5ms, the new system is pretty robust and probably could still be improved further, but it's hitting my knowledge-barrier of pathfinding algos.

A* itself isnt too hard to implement, but the tricky part is implementing it in a way that it runs quickly, if you're curious, here's the code. I also have a bunch of searching algos as well, but I removed them from the class file since they're of no real use to you;
pathFind.class; http://pastebin.com/rFLkGRva
pathNode.class; http://pastebin.com/ELaXXgcE
searchNode.class (Not needed, it's used for Search algos, but I included it anyway): http://pastebin.com/wHKGm8yc

Keep in mind it's written specifically for my game's map engine, so if you try to use it you'll have to read the code line-by-line and pluck out all my game's references and replace them with your own. Also have to keep in mind my game's pathfinding has a "2 tier" system. The first run works like traditional pathfinding and automatically ignores "blocked" tiles, while the second doesn't. This is how my game's brute-force pathfinding decides when a mob should try to break/tear down a wall or terrain. So for you, there's probably a lot of unneeded code centered around line "searchBlocked" flag inside findPath().

Basically it works like this:
1. Try to find path.
2. If found, build a path, return it to the entity.
2b. if not found, if the entity is allowed to cut through terrain, flag searchBlocked to true. If not, skip to 4b.
3. Repeat 1, with searchBlocked true.
4. If found, build a path, return it to the entity.
4b. if failed, return null so the entity knows no path exists for this route.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-25 02:05:09
So this is happening.





18  Games Center / Featured Games / Re: RFLEX ** IS IN GREENLIGHT ** on: 2015-07-28 23:03:26
Welcome to the big leagues. Wink


19  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2015-07-13 23:43:45
I would like to make a suggestion , currently the difficulty jumps up way too quickly to be able to build a village with even a lot of effort. considering that it can all go wrong at day 5 things should be pushed back a little bit.

Have you played since InDev 15? I changed around the spawning a bit. Smiley
20  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-06-07 07:53:53
I found that when you play RPC in full screen and the auto save kicks in, the screen flickers black. That's the only 'bug' I found so far.

Apart from that it looks really awesome :3

Yeah, I'm honestly not sure why that happens, I think the OpenGL thread is flipping out when I attempt to save. The save system isn't multithreaded yet, so that could be to blame. But since it's such a minor issue I haven't really looked into it.

On another note; if you guys could please take the time to head over to the store page and throw a few tags on the game. The rumor mill claims that tagging a game helps quite a lot with search result positions. You can even retag it with existing top tags (that's actually a good thing too, as it makes them stronger) Cheesy

21  Discussions / Miscellaneous Topics / Re: IRC? on: 2015-06-06 22:49:38
Actually, it's still at 20 people. Three of them are duplicates.

Dunno, I'm still convinced BadGerman and BadgerMan_ are 2 different people.
22  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-06-05 23:02:34
No offence, but I prefer to watch ME code :-)

Same. Tongue
23  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-06-05 21:41:47
Ps: Haven't seen you stream in a while... Did it stop or am I looking for it at the wrong times?

I stopped. Not enough people were interested. Even when I got the game on steam and did steam announcements I could never get over 20~ viewers for more than the first 30 minutes. Wink

Gamers just aren't interesting in watching coding, and the gamedev community isn't big enough. Sad
24  Discussions / Miscellaneous Topics / Re: What is your opinion about ... on: 2015-05-29 07:37:20
     *Sweeps NullPointerException under the rug*

try/catch all the things!
25  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-28 11:04:45
I never managed to build a village center, no. I simply placed it somewhere, got confused and then the game crashed.

Ah, yep, you're falling victim to that bug then. Here's a little mini-guide I put together to get you started though if you're stuck;
http://retropixelcastles.com/index.php?/topic/509-official-getting-started-mini-guide/
26  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 23:08:39

Ah right, that annoying crash. It's a known issue, I plan to fix it in InDev 15. But it should be extraordinarily rare, surprised it keeps happening to you. Are you trying to build your village center right next to the void? It's usually caused by the builders trying to flee when no village center exists yet (because it's not completed.)
27  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 21:59:39
I found tiny bug already - when you pause game and zoom out the map, only previously rendered part of it is visible (I guess that game is not updating what is visible and what is not when paused).

You're right, the pause state freezes the map rendering. But actually, the real bug is you shouldn't be able to zoom out at all while paused. Smiley

Although regardless I'll need to unfreeze the renderer, because the same thing will happen if you change the window box size while paused as well.

I'll add both to the fix list.
28  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 20:49:31
Game keeps crashing for me after playing for a few minutes... =< Any log file or something I can send you?

wha? That's strange, the game's pretty darned stable, usually.

There's probably a stacktrace in the /logs/ folder. Smiley
29  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 17:44:34
Just woke up, sent out as many as I could. There's a PM limit, so I'll have to get the rest of you in an hour when the counter resets. Wink

(Or longer, I think poor Herjan might have to wait 2 hours if my calculations are correct since I can only send 5 at a time per hour, and he's the 6th in line.  Lips Sealed)

I should have appreciated you months before Ray. Is that key still valid? And by the way, I couldn't get steam to run on Windows 10, it always can't find the internet connection, while all my other apps can access it pretty fine. Anyone know a workaround?

Yeah, if you have a key already from way back when, it should still work. If it doesnt, let me know. Smiley

Not sure why Steam wouldnt work on Windows 10 though, really strange.
30  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 08:03:50
Well, I've already got a copy Smiley Where's my barracks and soldiers!

Cas Smiley

Actually, I just added the foundational AI code for them in the last update.

They're still rough around the edges, but there are in fact guards and barracks now. Smiley
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