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1  Games Center / WIP games, tools & toy projects / Re: Mercenary Of Destiny - 2D Java MMORPG on: 2016-03-27 00:59:45
Kinda looks like my MMO, only better Cry
2  Games Center / WIP games, tools & toy projects / Re: The Legend of Jorda - 2D Java MMO on: 2016-03-26 02:16:12
You could also look at JSON as the data format (in my opinion it looks cleaner) or for scripting use a purpose built language such as lua.

I have my own libraries for JSON and XML. I use XML for formatting objects and JSON for saving/loading them.
3  Games Center / WIP games, tools & toy projects / Re: The Legend of Jorda - 2D Java MMO on: 2016-03-24 16:59:10
Quote
XML Stuff
The first third of the XML stuff looks really nice and organized Pointing but that script part kinda bloats it up.

Right now I'm using a string reference to a Java class, which is where I can write custom NPC logic. It's a little odd, I thought maybe about adding support for Lua that will allow me to quickly write clean code for the logic.
4  Games Center / WIP games, tools & toy projects / Re: The Legend of Jorda - 2D Java MMO on: 2016-03-17 13:41:00
1: Don't breath into the microphone. Your P's can be heard D:
2: Looks cool
3: Your code looks like mess D:
4: Rethink your methods of data, characters like that are very simple and don't require the complexity of xml however it is nice I guess


I appreciate the feedback yet I'm going to disagree with some of your points. The only portion you saw of my code was a terrain loading feature on the server that I was debugging. The server side code is extremely lengthy for obvious reasons and is fairly well documented to the point that I (the only developer of the game) can understand it.

I also don't see a reason to not use an XML document. XML is a markup/formatting language and is used for a reason and it's certainly better than hard-coding in every single NPC that has 10-20 variables within it.

And for the quality of the video, I'm fairly new to recording so it's going to take me time to perfect it.

Thanks for the feedback!
5  Games Center / WIP games, tools & toy projects / Re: The Legend of Jorda - 2D Java MMO on: 2016-03-17 02:04:15
Released my first devlog today! Let me know what you guys think!

<a href="http://www.youtube.com/v/yi49IOd42Aw?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/yi49IOd42Aw?version=3&amp;hl=en_US&amp;start=</a>
6  Games Center / WIP games, tools & toy projects / Re: The Legend of Jorda - 2D Java MMO on: 2016-03-17 02:01:05
This retro feel and layout reminded me of chipped dagger MMO from ages ago...
http://www.java-gaming.org/topics/the-chipped-dagger-2d-mmo-alpha-testing/22321/view.html

That game is no longer active after Don quit (after some drama with the players, then realising it's not going to make enough profit for a living). Nevertheless I've always enjoyed playing retro games like that, so I'd be interested to see where this one goes.

Good luck!

I took a look at that game sometime during my development. It looked fairly similar to my game. Thanks for the support!
7  Games Center / WIP games, tools & toy projects / Re: Shard Master Classic - WIP on: 2016-02-24 21:12:11
This is beautiful OP! I love to see Runescape inspired RPG's, I'm making one myself right now too. Perhaps we should swap info and share advice/experiences?  Grin

- 04
8  Games Center / WIP games, tools & toy projects / Re: The Legend of Jorda - 2D Java MMO on: 2016-02-24 16:07:07
I love MMOs! They're highly addictive, and yours looks pretty promising. I'm assuming that you're using Swing for this (those buttons don't tell lies) but that doesn't matter, Swing is pretty OK. But I think JavaFX is way better, especially since it has CSS styling while for Swing, you have to create your own Look & Feel, which is cumbersome.

Also, the name sounds a little cliché. "The Legend of ..." is common in the RPG game list. Try something new, something different. Maybe something like Periculum, which means "danger" in Latin, or maybe "Munus Ludentem", which means "role-playing" in Latin. Something along those lines.

Other than that, the game looks awesome. Keep it up!

Thanks for the feedback  Grin

I would have loved to have used LWJGL/LibGDX to create the game, but I started the project in my Computer Science class. Our school issued us all Chromebooks for the class, and we connect to a Virtual Machine to write our code. Of course, the VM doesn't have much more than integrated graphics and couldn't run an instance of OpenGL. Of course, I could just write code and not test at school, but the initial reason for the project was to create something we could all play together in class.

No worries though! Eventually I'll work on converting the client over in a huge update, once the game is released and stable.
9  Games Center / WIP games, tools & toy projects / Re: The Legend of Jorda - 2D Java MMO on: 2016-02-24 01:20:26
Replace the grass tile with the one I made. It's somewhere. Maybe you can find it on my profile. Maybe not. I think my grass is better than yours Tongue

I'll go dig for that now  Tongue many thanks.

The one I'm using now I think I got from a free game art website. Not a final texture. That, the cobble, knight, tree and portal textures are all temporary and not mine.
10  Games Center / WIP games, tools & toy projects / Re: The Legend of Jorda - 2D Java MMO on: 2016-02-24 01:04:25
I like the user interface. However, none of these screenshots show the actual game. You should upload a trailer video or something. We don't know what the heck you are working on besides what your goals are for the game. This is the WIP games, tell us about it!!

Hey Hyrdoque! Thanks for the feedback.

Whilst in the midst of creating the subreddit and all yesterday I was a bit excited and forgot to include that info! Added to the original post!  Smiley

I'll also be making some devlogs soon and uploading them to Youtube. I'll keep you guys updated  Grin
11  Games Center / WIP games, tools & toy projects / The Legend of Jorda - 2D Java MMO on: 2016-02-22 22:15:00
KEEP UPDATED ON REDDIT: /r/LegendOfJorda

Now I know what you're thinking,
Quote
Oh my god another person trying to create an MMO all by themselves...annoying

But I've been working on this project for two-three months during school and at home. The reason I'm confident I can make it playable is because I'm worrying about functionality rather than "omg player owned housing".

I have combat (somewhat) functional, I've been working on tweaking the combat algorithm the last couple of weeks to find something that works. Along with that I'm working on how enemies react to being attacked, dropping loot, ect. Pretty much done with that as well, which means the game is almost functional-ish. Thought it would be a good time to start introducing people to my project, seeing what they think and trying to get people involved.

The game will be heavily built by the community, as the world will be made up of submissions from the players (textures, map areas, monsters, weapons, ect.). The game will have a heavy base on grinding hard to get level cap and to get the best gear you can, so if you like grinding this is the game for you.

TLoJ has been an idea I've had for years, and I've never had the skills or time to make it until this school year. For a few months now I've been working on the game, the server and the map editor alongside each other, slowly taking my time and making sure things work properly. The game takes a heavy inspiration from Runescape, as it's been one of my favorite MMO's since I was a kid. However, TLoJ is twisted into my own unique game.

Latest devlog:
<a href="http://www.youtube.com/v/yi49IOd42Aw?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/yi49IOd42Aw?version=3&amp;hl=en_US&amp;start=</a>

Here's what I plan on being a part of the game:
  • Rogue-like combat with a unique combat algorithm
  • Raids/boss rooms heavy in difficulty and heavy in rewards
  • Tight-knit community
  • Map areas, bosses, items, textures, ect. created and submitted by the community as well as created by me (this means full access to tools such as the map creator)
  • Player owned housing!
  • Free to play (buyable cosmetics, no pay to win)
  • Lots of different skills to train
  • PvE based
  • And more...

There's a lot more I'm probably going to want to add into the game, but I'm trying to keep my focus on the task I'm currently working on so I don't get off track.

I think the most important thing you should draw from this, is that its MY game. I want myself and the people that play it to enjoy it as much as possible which means I'm always open to suggestions and I'm always dedicated to making the play experience the best it can be.

Important reddit posts:

Screenshots so far:

12  Games Center / Android Showcase / Inverse - A new twist on arcade games on: 2015-05-16 23:23:58
Inverse is the inverse of your average 'rotate the ball through the gaps' game.

Instead of trying to go down, you must jump upwards. Seems simple enough, right?

Well there's a catch. You can't touch any of the sides.

So give her a download and see if you can beat my highscore (its 32)! I'm open to suggestions, comments, and critique!

Download: https://play.google.com/store/apps/details?id=com.fanger.ball.android





Screenshots:


13  Game Development / Newbie & Debugging Questions / Re: Libgdx Android Notifications on: 2014-12-31 06:13:55
I cant believe I didn't notice this. For some reason I was thinking that push notifications were something completely different than regular notifications.
14  Games Center / WIP games, tools & toy projects / Re: Horizon (2D Free roam game) WIP on: 2014-12-30 19:46:41
Everything looks nice and clean! Keep it up!
15  Game Development / Newbie & Debugging Questions / Libgdx Android Notifications on: 2014-12-30 19:45:34
First of all, sorry if this is on the wrong board. I posted this topic on the Android section of the forums and it seems to be dead.

Hey guys, i'm using LibGDX to make an android game, and I wan't to be able to use android notifications to notify the player about progress updates in the game.

Maybe I'm just over thinking, but I can't figure out how to do it.

The tutorial on the android website (http://developer.android.com/guide/topics/ui/notifiers/notifications.html) provides a good amount of detail on how to do it, but in my LibGDX project none of the required libraries are there, and there aren't any API's I can download.

So if anyone could help me out and point me in the right direction I would appreciate it greatly!

Thanks,
04hockey
16  Java Game APIs & Engines / Android / Libgdx Android Notifications on: 2014-12-13 21:01:40
Hey guys, i'm using LibGDX to make an android game, and I wan't to be able to use android notifications to notify the player about progress updates in the game.

Maybe I'm just over thinking, but I can't figure out how to do it.

The tutorial on the android website (http://developer.android.com/guide/topics/ui/notifiers/notifications.html) provides a good amount of detail on how to do it, but in my LibGDX project none of the required libraries are there, and there aren't any API's I can download.

So if anyone could help me out and point me in the right direction I would appreciate it greatly!

Thanks,
04hockey
17  Game Development / Newbie & Debugging Questions / Re: Libgdx JSON saving problem? on: 2014-11-04 14:48:17
So what is wrong? Putting value X to json, serializing it, saving it to file, reading it from file, parsing json and getting value X somehow is a different value than what you put in the json?
It's also not clear to me what the problem is. Could you specify what you mean by "all of the tasks within the facility are different, as if they have generated all new ones"? Because I have no idea what the result looks like.

As for this:
Output of old task vs. new task:
1  
2  
com.fanger.zombie.FacilityTask@327a5b7f
com.fanger.zombie.FacilityTask@7f0d08bc

This is not unexpected to me. The number you are seeing behind the @ sign is the object's hash code, which by default in most cases is the object's internal address. If you serialize an object, then deserialize it, you in fact create a new object (which is identical to the old object, but may be located somewhere else in memory). At least, that's how I always understood it to be.

As far as I know the LibGDX json serializer is not really smart enough to serialize references to objects (please correct me if I'm wrong), which means that if your save structure contains multiple references to the same object (e.g. many buildings refer to the same task objects) then things will get messed up. While serializing, every single time the task is encountered it is serialized to disk as a seperate object. When deserializing, these objects are instantiated again, but now as many seperate task objects instead of one. Maybe this is the problem you are having.

One way to fix this is to use custom serialization and assign ID's to your task objects, then reconstruct everything while deserializing. This is a bit messy, though. An alternative, and better, approach would be to use another serialization approach, e.g. just using Java's default serialization(which is actually quite good and easy to use) or use a library such as Kryo which is really fast.

Thanks for the replies guys, but I managed to figure out the problem last night before I went to sleep.

In line 2 from my first set of code, I call the method:
1  
         finishAction(taskScheduled, survivorPerforming);


That method is what sets a tasks enabled value to false so you cant do it again. The problem was, I was setting the reference to the actual task being performed, not the actual task stored within the facility. I think with saving/loading that becomes a new object which is what caused my problem.
18  Game Development / Newbie & Debugging Questions / Libgdx JSON saving problem? on: 2014-11-04 03:44:03
Hi guys.

I'm making a game where I have some JSON serializable objects that I can save to a file, and load up at the next time the game is played.

The save structure is like this:

First, an arraylist containing all of the buildings on the map.

A building contains a couple of values unimportant to this issue, and a currentTask variable and an arraylist of tasks (tasks are their own custom class, FacilityTask.java). This is a real-time game, so if you schedule a task and close the game it will technically still be going on.

So upon opening a saved game, it checks to see if any tasks have been completed:
1  
2  
3  
4  
5  
6  
      if(performing && getRemainingTime() <= 0){ //if the facility is performing a task and the remaining the time of the task is <= 0 millseconds
         finishAction(taskScheduled, survivorPerforming); //terminate the current task scheduled
         performing = false; //setting the facility to not performing a task
         startingTime = 0; //reset the starting time of the current task
         endingTime = 0; //reset the ending time of the current task
      }


In the case of this test, the task we are testing is already completed once i open the game. (Keep in mind that if i never close the game, this feature works perfectly fine).

But opening a game with a completed task, all of the tasks within the facility are different, as if they have generated all new ones (ive taken away any code that generates the array of tasks within a facility).

Output of old task vs. new task:
1  
2  
com.fanger.zombie.FacilityTask@327a5b7f
com.fanger.zombie.FacilityTask@7f0d08bc


Because of this, finishing the task doesn't change anything because its not even a variable within the facility anymore. I know this isnt a problem with the saving/loading im doing with JSON because if i start a task, close it, and open it before its completed, the progress is saved and in-tact.

I don't really know what section of code to post, as this issue seems like it could be a problem with a few different classes and thousands of lines of code, so if you'd like to see something please ask me and ill post it.
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-02 19:37:47

Started working on this.

Ignore the crappy character sprite, but the world is an infinite, procedurally generated world, with chunk loading so FPS doesn't drop no matter how big your world is. Also maxing out at 1 millisecond per generating a new chunk (4098x4098). Grass is randomly generated, going to make it so you can enter the buildings too Smiley. Grass has a cool wavy animation too.
20  Games Center / WIP games, tools & toy projects / Re: Lumens Cave on: 2014-06-27 03:14:08
Astonishing art and animation work, and a very unique concept. Looking forward to seeing where this goes.
21  Games Center / WIP games, tools & toy projects / Re: LodeScape RPG on: 2014-06-27 03:04:41
Looks lovely. Can't wait to see where this goes.
22  Games Center / WIP games, tools & toy projects / Re: The Terminal Angel Disease - 2D Indie RPG on: 2014-05-07 23:47:09
Lovely concept. Can't wait to see where this goes Smiley
23  Games Center / WIP games, tools & toy projects / Re: [LibGDX] Virtual Bart Valdal Minigame Prototype on: 2014-05-04 03:51:17
Looks pretty good to me! Obviously just needs some more functionality and better people and such but it looks good so far! Keep it up!
24  Games Center / WIP games, tools & toy projects / Re: [LibGDX] Virtual Bart Valdal Minigame Prototype on: 2014-05-03 23:35:55
Make sure your sharing is public so we don't have to request access to download the jar.
25  Discussions / General Discussions / Re: Depth VR need your suggestion! on: 2014-04-26 03:52:43
Good god this is absolutely incredible! Not sure how difficult it would be to program with that but I would definitely be interested in backing the project with a little more info!
26  Games Center / WIP games, tools & toy projects / Re: Pollution Simulator on: 2014-04-24 20:38:47
If you read the second image, the dot is supposed to represent a certain number of people. As time goes on, more people and dots are added.
27  Games Center / WIP games, tools & toy projects / Pollution Simulator on: 2014-04-24 20:20:10
Hey guys, I recently entered a STEM competition for my high school and I decided I'd make a video to kind of show off my program.

I know it's not really a game, I just thought it would be fun to share with you guys Smiley



<a href="http://www.youtube.com/v/qkwS-jO5L5o?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/qkwS-jO5L5o?version=3&amp;hl=en_US&amp;start=</a>

So, let me know what you think. Don't be afraid to be harsh Smiley

(Also, not sure if this should be in the showcase, because it seems only games are in the showcase. If a moderator wants to move this to the showcase forum (as the app is finished) then please do so)

DOWNLOAD LINK:
http://adf.ly/kq3vV
28  Game Development / Newbie & Debugging Questions / Re: Slick2D Icon problem on: 2014-04-24 19:14:32
Ah I figured it out! When I saved my PNG in Paint.net I had to make sure it saved as a 32-bit image instead of using Paint.net's auto-detect.
29  Game Development / Newbie & Debugging Questions / Re: Slick2D Icon problem on: 2014-04-24 19:08:34
The guy in this video does the same exact thing and it works perfectly fine:

http://www.youtube.com/watch?v=MCnPaf6TPjw
30  Game Development / Newbie & Debugging Questions / Re: Slick2D Icon problem on: 2014-04-24 19:03:45
changed code:

1  
app.setIcons(new String[]{texturePath + "icon.png", texturePath + "icon16.png", texturePath + "icon64.png", texturePath + "icon128.png"});


still not working
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