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1  Games Center / WIP games, tools & toy projects / Re: RFLEX ** IS IN GREENLIGHT ** on: 2015-07-28 23:03:26
Welcome to the big leagues. Wink


2  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
3  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

4  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.
5  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
6  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
7  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!
8  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/
9  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.)
10  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.
11  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
12  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.
13  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
14  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 07:15:48
I'm not sure if I qualify, but I did always enjoy your progression post for RPC. Smiley

Close enough! Wink

When will you continue to post there again?

I actually still post the major announcements like new patches and important things I post on the Steam store page over there, I just kinda backed off on the constant updates because I thought it would come off as a little spammy since I've been so busy I haven't done as much casual posting lately. Undecided
15  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 06:49:17
Well, you made me bartender in a deserted bar. You owe me. Cranky

Well, on the bright side, you have a lot of liquor for personal use now?
16  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 04:58:08
I'd love to play the game! I remember when you first posted it, I thought it was a pretty great idea right from the start. Sure evolved from your little path finding demo, eh?

haha, yep. I still have those old builds too, amazing that was only a year ago.
17  Discussions / General Discussions / Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 04:15:16
Hey guys, as most of you know Retro-Pixel Castles started it's life here on JGO, and it's doing fairly well now. A lot of the foundational exposure and support came from you guys, as did a lot of the drive to keep pushing forward to reach the point the game is currently at. Now the game is going fairly well in Early Access and has brought in enough income to support my day-to-day life. So in large part to you guys and your support, I can now call myself a "Indie Dev" with a decently selling product on Steam.

So, as a thank you, I am giving out free copies of Retro-Pixel Castles to all JGO members who qualify!

Qualification 1:
- An account over 2 years old, with at least one project.

Qualification 2:
- An account over 6 months old, with at least 20 posts.

Qualification 3:
- Anyone with over 100 posts.

The qualifications are really just meant to weed out people from trying to register here just to get a free copy of the game, I'm willing to hand out copies to the rare lurker here and there that doesn't technically qualify. Smiley

The one and only thing I ask is if you like the game, to please consider giving Retro-Pixel Castles a review on it's Steam store page, it's certainly not a requirement, but those reviews really go a long way for me.

To request a key, just reply to this post asking for one. If you qualify, you don't have to explain yourself. If you don't just explain why you think you should get a copy anyway. I'll PM you a Steam key as soon as I get to you on the list if you qualify. Smiley

People who claimed keys so far:
HeroesGravesDev (Via IRC)
Husk
NegativeZero (Via IRC)
Slyth2727
Mac70
matt_p
Riven
Elusivehawk
hwinwuzhere
SauronWatchesYou
Phased
Olo
SilverTiger
Gibbo3771
theagentd
Soul Foam
ClaasJG
opiop65
gzuzboey
Kefwar
Longarmx
CodeHead
Jacob_Pickens (Via IRC)
death_angel
Herjan
ags1
Oskuro
kingroka123
mag
Phibedy
18  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Read Slick2D image as a pixel array? on: 2015-05-11 08:12:30
Word of warning if you use .getColor() in a forloop for more than a dozen or so executions you'll need to (should) run .flushPixelData() or you'll quickly find yourself running out of memory.
19  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2015-04-14 12:21:22
I feel as if I need some sort of additions to the game wrt. attacking/defending. Like soldiers and barracks or something.

Cas Smiley

That's actually what I'm working on right now. Cheesy

I'm adding heroes to the game (Automated little villagers who can't work, but defend the village), and the influence tab that will allow you to try to nudge your little guys to do things you want. But by design, it won't always work.

Also going to be adding barracks and basic fighters too, although I'm not sure if they'll make it into this next update.
20  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2015-04-14 09:14:56
Greetings everyone,

For 7 days I will be giving out copies of Retro-Pixel Castles on Twitter. Winners will be announced at the end of each day! Already own a copy? Gift it to a friend!

To enter, simply follow @RaymondDoerr and retweet the current active tweet for that day. This post will be updated daily with latest active tweet, and a list of previous winners. Anyone can enter, names will be collected from the retweet list on twitter, thrown into a (figurative) hat and one name will be picked randomly!

Even if you win, you can even retweet the future active tweets to try your luck for a another copy!

Bonus: Winners Twitter accounts will be listed below, giving your account some free exposure! Smiley

CURRENTLY ACTIVE: WEDNESDAY 15TH
Winner be announced early on the 16th just prior to the next tweet!

https://twitter.com/RaymondDoerr/status/588291637140262912

Winners:
TUESDAY, April 14th - Jon Hearn (@ZenDarklighter)

Upcoming tweets:
THURSDAY, April 16th.
FRIDAY, April 17th.
SATURDAY, April 18th.
SUNDAY, April 19th.
MONDAY, April 20th.
21  Discussions / Business and Project Management Discussions / Re: [PAID] Looking for Java consultant on: 2015-04-09 07:28:52
Depending on your questions, we have many experts and semi-experts here, we might be able to answer your questions or give code suggestions simply via the forums.

Before offering to pay us, I say just ask the question(s) needed and see what feedback you get! Smiley
22  Games Center / WIP games, tools & toy projects / Re: RFLEX - A simple, rage-inducing arcade game by Radirius on: 2015-04-07 22:43:06
Like how you have 6 medals already, but zero replies. Tongue

Also, why isn't this on greenlight yet?
23  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2015-04-07 22:37:46
Today, I actually had a good sit down this evening and played Retro Pixel Castles for the first time Smiley Can't figure out how to make food! Gah.
While I was playing I had the good sense to profile it, and here is what it produced:

<snippage!>
 
Note here and there the total lack of any pathfinding code contributing to the CPU usage. In fact notice the total lack of CPU usage. You spend 98% of your time in native code! And half of it is nglGetFloatv, which I can't for the life of me think why you would ever call it.

Cas Smiley

The old pathfinding system is actually pretty solid, it can process 10-15 paths at once in about 15ms, so it's even faster than the new system. It just doesn't understand terrain movement costs (It's similar to a Breadth First Search system). As for nglGetFloatv, I honestly have no idea. I don't call it anywhere in my code, so I'm guessing it's being called under the hood inside Slick2D somewhere. I'll have to hunt it down, because that has me curious. Smiley
24  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2015-04-07 21:49:40
@ Riven - PriorityQueue took a full complex path across the entire map from 55-57ms down to 10-11ms. Awesome! Smiley

I think this is where I take Cas' advice and consider it fast enough to get the job done. ;P
25  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2015-04-07 21:34:16
I might slap the tail from this thread on the RPC game thread later.

Probably wise, we're way off topic. Smiley

Having said that, binary search is cache trashing galore. Given your access patterns, it might be faster to do a linear search from the tail of the array, or a binary search on the last X elements, if that fails, a binary search on the range before it. In the end memory bandwidth (and cache trashing) is probably your bottleneck, making these quirky, hackish tricks worthwhile.

Everybody knows binary search scales O(log n), but given the characteristics of modern CPUs, it at one point takes a nose dive, once the working set doesn't fit into cache anymore, and nearly every memory access is a cache miss.

Now, ocourse, this all is meaningless without your current performance numbers, your data models and the characteristics of your maps... which means we're mostly making bad assumptions about whatever it is your dealing with.

On that note, if you find out PriorityQueue is a poor fit, and BinaryHeaps seem tempting... keep in mind d-ary heaps (which are like binary heaps, but have d children, where d is a constant, >= 2) which are theoretically slower, but due to better memory management (less cache misses) outperform BinaryHeaps in almost every case... or so they say.

yeah, without everyone fulling understanding the system it's hard to offer advice, and it's definitely not a standard system. I think PriorityQueue may be the way to go, since it natively functions the same way I've Jerry-rigged my current ArrayList. Smiley

Have you consided mipmapping your graph?

Generally the most effective optimisation strategy is discarding the majority of your data persecutioncomplex

Yep, I've tried to trim out as much as humanly possible, and only (pre)calculated what was absolutely necessary. Smiley

... or not doing any optimisation at all, if it's actually fast enough and there's other things to be doing instead Wink

Cas Smiley

Normally I'd agree, but in this case pathfinding is probably a stress spot in my entire program. Cheesy
26  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2015-04-07 20:24:38

yeah, I looked into JPS quite a lot a few weeks ago, the problem is my maps don't actually have any "Blocked" tiles, making JPS not quite work the way it's intended since it's designed to find blocked areas quickly and eliminate bad paths while shooting in the directions of good ones. (and thus, also removing a ton of open tiles by quickly filling large areas on the map). I'm not sure what'll do in my situation, I think it may actually slow down my performance by opening tons of high-cost nodes very quickly (That would be blocked in a normal map/game) that might not of been touched at all with regular A*, as my A* implementation is fairly good at making straight lines out of those large rooms.

The big problem in my game is that without blocked tiles all mountains and trees end up open nodes instead of closed off/blocked nodes, since they have a terrain cost they need to be part of the Queue, and if I use JPS it may more frequently fill up the queue with those tiles (and leaving them open, slowing down the overall loop).

It's a complicated problem, because those tiles need to stay open so they can slowly work there way through (in the same way you would figure the cost of moving through tar/mud), so that if pathing fails without going through the mountains or trees it'll already be on it's way to build the shortest path that may involve hacking away at the topography to force it's way to the target.

But, with my current implementation of binarySearch() (or with PriorityQueue/BinaryHeap if Riven and Cas's suggestions work out) I don't think the actual size of the node's collection/list will actually impact performance nearly as much as I expected it to when I first looked into JPS. I now sort the ArrayList in descending order with binarySearch() and a custom comparator (lowest on bottom) so the extremely high cost nodes are mostly untouched when a new node is inserted since it'll only push the (usually minimal or non existent) values lower than it to the right. JPS might help out greatly since it won't matter nearly as much how large the ArrayList is anymore.

So, tl;dr, I might give it a shot again and see what happens. Cheesy
27  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2015-04-07 19:41:37
@Rayvolution: use a PriorityQueue for the open list. It is much faster than inserting values into a sorted array.
Better still, a BinaryHeap. (Source in RotT originally courtesy of pjt33 - still coming in useful to this day!)

Cas Smiley

I'll give both a shot and see what happens. Smiley

Any little tiny microsecond of performance I can squeeze out of my pathing is critical, since I have monsters and villagers all over the map (hundreds at a time sometimes) wandering all over the place constantly, and due to game mechanic design/requirements I can't "put them to sleep" in inactive areas like most games would. Smiley
28  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2015-04-07 16:04:44
Finally got my new revamped path finding system working, that uses terrain costs and no blocked tiles. Making things that used to be "blocked" like mountains passable, but only when no logical path is found.

It's going to be used in a new system that will allow monsters to start tearing down the map if they can't figure out how to get to your villagers. It was quite a challenge because in A* a lot of the speed comes from ignoring blocked nodes and thus limiting the amount of open nodes to check (The heuristics that slowly guide A* in the right direction being the other major part), but without actual blocked nodes it took some trickery to get the system fast enough to be usable since all the nodes that would of previously been considered blocked, were now open instead just with extremely high movement costs.

Also some thanks to ra4king (for help that shortly after my above post) pointing me to using Collections.binarySearch() to inject new open nodes instead of .sort(), speeding up the main while loop. Wink

gfycat:
http://gfycat.com/SilentYellowGlobefish

29  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-04-07 06:32:36
What I did today was I lerned 2 forloop.

* Rayvolution screams at Eclipse
<Rayvolution> http://pastebin.com/hX78Khwq
<Rayvolution> ^ whats wrong?!
<Rayvolution> I search the list in reverse, and as soon as I find a value in the list thats >= to what im checking, stick it right before it
<Rayvolution> right?!
<Rayvolution> (sidenote: it almost seems like the if statement is ALWAYS false)
<@ra4king> Rayvolution: pssst
<@ra4king> IntelliJ
<@ra4king> Rayvolution: you are checking for LESS THAN 0
<@ra4king> hahahahaha
<@ra4king> Rayvolution: that should be n >= 0
<Rayvolution> o god.
* Rayvolution sighs
* @ra4king slaps Rayvolution
<@ra4king> go to sleep man
* Rayvolution takes slap, deserves it
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-04-03 07:56:23
I've been reworking my path finding to give all terrain movement costs (no more blocked tiles) so in the future monsters can plow through terrain if they can't find a clear path. I had to basically completely rewrite my path finding algo to use true A* pathfinding to do it correctly.

Here's a gfycat of the new algorithm in action (still not complete). The terrain cost on the rocks are a bit low for testing. The final idea/plan is generally, a monster will look for a path with no trees, rocks or other terrain. (These terrains will have an extremely high movement cost) If that path is not found (IE: You blocked in your whole village), it'll start tearing through the high movement cost tiles to get to you. Cheesy

http://gfycat.com/PortlyGentleBoaconstrictor
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