Hi !
Featured games (87)
games approved by the League of Dukes
Games in Showcase (649)
Games in Android Showcase (181)
games submitted by our members
Games in WIP (700)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 4
1  Discussions / General Discussions / Re: Looking for Beta Testers for Android Metronome App [UPDATE: now in google store] on: 2015-05-23 04:36:29
Hi Phil, wow...thank you for your detailed suggestions. I appreciate it!

It’s great to hear that the audio timing and pendulum animations worked for you as these are the things I mainly wanted to test at this point. Everything else is still very much a work in progress and will be getting tweaked a lot.

The blue glow buttons don’t do anything yet, but they will eventually be the “power buttons” to enable or disable the settings in each section.

My Android phone only has a backspace key, so maybe Android doesn’t recognize the delete key? When running the desktop version from within Eclipse the delete key works. I just finished making my own keyboard that only has number, enter, backspace, and cancel buttons. It also automatically overwrites the previous number when the control is initially selected so it doesn’t have to be cleared before entering a new value.

The controls are real time signatures, but for normal time signatures (with no subdivision) you also have to set the subdivision to be the same as the numerator in the time signature. This is probably why 3/4 played faster than 4/4. If the three controls in the “sound” section are 3, 4, 4 then it takes one measure of 3/4 divides it into 4 notes. However, setting those controls to 3, 4, 3 will give the actual 3/4 time signature and it should line up perfectly with 4, 4, 4. This will be modifies eventually so that the subdivision control will be able to select between subdividing by beats or by bars and disabling (and hiding) the subdivision control entirely.

There will be a dropdown list that has the common denominator values for standard time signatures, but I’m also leaving the option to enter in your own values manually as irrational meters do technically exist, even if they are not common:

I want to allow for anything the user may want to try without imposing my own limitations on it. Most metronomes only allow you to select certain values from a drop down list for both the top and bottom numbers, whereas in mine you can input a custom time signature of 23/13 if you want and it will play it. This is a new concept I have not seen yet in any of the metronomes I’ve looked at.

You will be able to customize sounds for creating compound meters as there will be controls to edit each individual beat in the measure. You will be able to change the sound file, volume for accents/grace notes, and enable/disable certain beats to create rhythmic patterns.

That “burst of notes” bug you described also happens occasionally while changing settings during runtime as well. I think I can fix this bug during the pause as LiGDX has methods for handing the pause state, which I haven’t implemented yet. But I’m not sure what’s causing the runtime bug to happen yet.

The settings are lost because right now it’s removing and recreating many of the objects when new sounds are generated. This was a quick approach just while I was getting everything going, but this will be changed so it can save and recall settings.

Thanks again!
2  Discussions / General Discussions / Re: Achievement Milestones on: 2015-05-17 19:32:32
IMO what you should learn is all relevant to what you want to do. There is so much to learn in programming and you may never need certain aspects of it. For example, when I was going to university for programming my final project was a music related project that worked with MIDI and none of my teachers could help with with it. My teachers never had a need to use the MIDI sequencer in the way I was trying to use it, so they didn't learn about it...but I sure needed it! I did finally figure it out and get it working out of necessity for my project.

The best way to learn is to work on projects you are interested in and then learn what you need to in order to make it work. Take on difficult projects and you cannot help but learn a lot. Smiley
3  Discussions / General Discussions / Re: Looking for Beta Testers for Android Metronome App on: 2015-05-14 14:48:21
UPDATE: I have changed the installation to go through the google play store as a beta version. It's much easier to install and try out now that there is no more awful manual APK installation! Smiley
4  Discussions / General Discussions / Re: Looking for Beta Testers for Android Metronome App on: 2015-05-12 05:50:21
quew8, you are right that it is beats in a bar. It takes one measure of the time signature (say 4/4) and then subdivides it into how ever many notes you want (8 notes, or 13 notes, etc). When inputting normal time signatures with no subdivision then it is a mirror of the time signature. For example, for a 7/8 time signature the three controls would be 7, 8, and 7. This isn't ideal for working with normal time signatures, but it'll be easier when the other controls are added to give more options. Thanks again!
5  Discussions / General Discussions / Re: Looking for Beta Testers for Android Metronome App on: 2015-05-09 22:52:44
Hi quew8, thanks for your feedback. I will be adding the option to switch the subdivision between "beats" or "bars", so it'll be able to do both.

I went with bar subdivision for now because a key feature of my metronome is being able to play polyrhythms (for example, playing 3 beats against 4 beats where both of the "1" beats line up) which is easier to setup with subdivisions over the bar. You can still get beat subdivision in the mean time with straight forward math such as 4*3=12 notes per bar for triplets, 4*5=20 notes per bar for quintuplets, etc but I will be adding the option to do both before the official release. Thanks again! Smiley
6  Discussions / General Discussions / Looking for Beta Testers for Android Metronome App [UPDATE: now in google store] on: 2015-05-09 03:27:30
Hi all,

Would anyone with an Android smart phone be willing to beta test a metronome app I’m working on? It is still a work in progress and there are a lot more features that need to be added. No musical knowledge is required! At this point I’m only looking to try it out on a few different devices (I only have two at my disposal) to make sure there aren’t any glaring problems with it before adding more features to it. However, if we have musicians here I’m definitely open to feature and design suggestions! Smiley


*** UPDATE ***

I’ve changed the way my metronome app is installed and it is now available through the google play store as a beta version. The installation process is a lot better and simpler than the previous manual APK install.

1) Join the "Metronome Beta Test" google community using your google account (only members of this group have permission to be a beta tester for my metronome).

2) Accept the invitation on the google play store to be a beta tester here.

3) Follow the link "download it from the Play Store" or use this direct link to install it.

That's it! Smiley Thanks for checking it out.
7  Game Development / Newbie & Debugging Questions / [SOLVED] [LibGDX] Error when exporting Android APK with ProGuard on: 2015-05-07 22:55:51
Hi all,

I’m trying to export an Android APK with Proguard and I’m getting this error:
[2015-05-06 19:29:31 - Metronome-android] Proguard returned with error code 1. See console
[2015-05-06 19:29:31 - Metronome-android] proguard.ParseException: Unknown option '(' in argument number 14
[2015-05-06 19:29:31 - Metronome-android]    at proguard.ConfigurationParser.parse(
[2015-05-06 19:29:31 - Metronome-android]    at proguard.ProGuard.main(

The config file mentioned here already exists in my Android project folder, which is named “proguard-project.txt”.

And in the file I uncommented the line specified in the comments to enable ProGuard and resaved the file:
# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home):

I'm using Eclipse and to export the APK, I right-clicked the Android project and selected: Android Tools --> Export Signed Application Package
Then I went through the process to export it. When I clicked “Finish” I got the error mentioned above.

I have been able to successfully run ProGuard on a desktop application but I can't get the Android version to work, any ideas what I’m doing wrong? Thanks!

EDIT: I had parenthesis in my Eclipse project's file path and apparently that was causing ProGuard to crash. Creating a new project with no white space or odd symbols in the file path fixed the problem.
8  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Creating menu. Button madness? on: 2015-04-11 05:17:16
but now I still cant figure out how to check if the mouse is hovering the button.
If all you need to do is change the image of the button when it is hovered over then you can do this without adding another listener by setting the "over" and "checkedOver" drawables in the ButtonStyle. However, if you need to do more stuff than just change than image then you will need to add a listener.
9  Game Development / Newbie & Debugging Questions / Re: Best tutorials on the basics? on: 2015-03-24 16:51:21
^^^ THIS! Smiley Tutorials Point is awesome and the topics are organized very well, which makes it easy to refresh on the parts you need.
10  Game Development / Newbie & Debugging Questions / Re: Libgdx font blurring on: 2015-03-24 16:39:21
FreeTypeFonts can be any size, they don't have to be 10px or multiples of it. The comment you posted might be regarding the use of the default BitmapFont provided by LibGDX in their uiskin...which doesn't apply to what you're doing.

It appears you're generating two fonts, "textFont" and "font". Are you trying to create two different fonts with two different sizes or just one font? (As a side note, the default font size for the parameter is 16, so you are actually generating two fonts of size 16.)

Are you resizing the font(s) elsewhere? With FreeTypeFonts you don't want to resize these later, you can create the font at the specific size that you need and it will look perfect.

You also want to make sure that you set all the parameters BEFORE you generate the BitmapFont. Generating the font is the last step because it creates an actual bitmap image of all the characters in your font using whatever parameters you have set at the time. As long as you get the size right and don't try to change it later, the font should come out perfect (and the filter types don't matter as these only apply when scaling).

FreeTypeFontGenerator gen = new FreeTypeFontGenerator(Gdx.files.internal("font.ttf"));
FreeTypeFontParameter params = new FreeTypeFontParameter();
params.size = 16;
BitmapFont font = gen.generateFont(params);
11  Game Development / Newbie & Debugging Questions / Re: LibGDX: Memory management concerning Textures on: 2015-03-17 15:59:00
From my understanding of LibGDX anything that has a dispose method will not be garbage collected automatically and it is necessary to use the dispose method otherwise you will have memory leaks.
12  Discussions / General Discussions / Re: where can i get better at java? on: 2015-03-09 04:40:30
Here are a few tutorial sites that might be helpful.

The beginner Java course here is free.

Mind blowing amount of tutorials! Shocked For certain languages (such as Java) they have an IDE built in so you can type code directly into the webpage and run it to see what it does. Pretty ingenious.

And for tutorial videos, TheNewBoston youtube channel is really good and entertaining too.
13  Game Development / Newbie & Debugging Questions / Re: LibGDX Displaying Textures on: 2015-02-24 00:48:32
Stage contains a SpriteBatch and does all of the rendering through it, so it's essentially a helper class that allows things to be handled in a much simpler way. As an example, this is the render method in my Game class.

public void render () {
   stage.act();, 0.10f, 0.08f, 1.0f);;

That updates and renders absolutely everything in my entire app. I'm fairly new to LibGDX myself, and I started with SpriteBatch and Sprites...but after making this change I haven't looked back. It's definitely worth it and not nearly as difficult to use as it might appear at first glance.
14  Game Development / Newbie & Debugging Questions / Re: LibGDX Displaying Textures on: 2015-02-24 00:30:28
As another option, look into the LibGDX Actor and Stage classes. If you make all of your entities extend Actor, you can add them to the Stage and then updating and rendering is super simple using only stage.act() and stage.draw(). The stage goes through every actor that has been added to it and performs the action (either updating or rendering) so you can update and/or draw everything with only one line just as you want. Smiley
15  Discussions / Miscellaneous Topics / Re: Super Serious Selfie Thread. on: 2015-02-08 08:18:12

16  Game Development / Newbie & Debugging Questions / Re: [LibGDX] FreeTypeFont Outline and Drop Shadow? on: 2015-02-01 05:42:35
UPDATE: rinold started a new pull and finished the outline and drop shadow feature. It has now been merged into LibGDX, I just tested it out and it works perfectly!
Here is the link:
17  Game Development / Newbie & Debugging Questions / Re: java.awt.Point class in Android on: 2015-01-25 21:20:54
Here is the source for awt.Point, which you can copy and paste to create a new class which performs all of the same functions.
18  Game Development / Newbie & Debugging Questions / [SOLVED] [LibGDX] FreeTypeFont Outline and Drop Shadow? on: 2015-01-25 20:55:02
Hi all,

Does anyone happen to know if there is currently a way to add an outline and a drop shadow to a FreeTypeFont in LibGDX? I've done quite a bit of searching but there's not much information on this topic. I did find this on github which looks like it would do exactly what I want, but it doesn’t appear that it was finished.

I also tried posting on the LibGDX forum a few days ago but didn't get any responses.

Thanks. Smiley
19  Discussions / General Discussions / Re: Game Sound effects? on: 2015-01-03 23:02:57
Could also get the demo of your DAW of choice and use that, for instance FL Studio demo is free and the only limitation is not being able to open previously saved projects, which wouldn't be a big deal if you're just processing some one-off sound files. I believe the situation is similar for other DAWs.
Reaper is a little different as it works on the honor system, the demo version is fully functional and never expires. Definitely worth checking out, it is an awesome DAW!
20  Discussions / General Discussions / Re: Programmer jokes on: 2015-01-03 21:06:08
... and those that never get first base.
LOL Grin Grin Grin
21  Discussions / General Discussions / Re: Would it be worth porting to c++? on: 2015-01-03 20:59:37
What about using LibGDX? From what I've read, LibGDX does the performance critical stuff in C/C++. And you get the added benefits of automatically handling ports to mobile devices (Android, iOS, and Blackberry).
22  Discussions / General Discussions / Re: 2015 Game Development Goals on: 2015-01-02 23:51:14
What I did in 2014:

Exactly one year ago today, I decided to dust off my idea of creating a polyrhythmic (two or more different rhythms played simultaneously) metronome application and start working on it again. I've had the idea for about 4 years but kept running into problems that I couldn't get past, thus never made any kind of serious progress with it. After picking it up again, I had hit another wall with it...but then....I found this forum!!! Smiley And thanks to the help of the amazing members here I was able to not just move forward on my project, but get the core functionality working better than I could have ever dreamed possible. It's still a work in progress, but it is coming along extremely well. I also made the switch over from Java SE to using LibGDX (based on the recommendation of several forum members here) which has been a challenge all on its own.

Finding this forum was the best part of 2014 as I probably would have stopped working on my project yet again and put it back on the shelf. I have learned so much in just the 6 months or so that I've been here, it's crazy.

What I plan to do in 2015

Release my metronome! I'm not going to say "finish" as I think I will keep adding more features to it for as long as I can. And of course, I plan to spend lots more time here! Cheesy
23  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Scene 2d Buttons click detection offcentered. on: 2014-12-31 15:47:08
Hi MrPork,

The problem might be that the ui components do not actually set their own size or position, these are set by the parent container that they are added to (in your case by the stage). To see if that is the problem, try removing the set position (and maybe the set size too) which you are doing directly on the buttons and see if the click detection works correctly.

If that fixes the problem, then you should try using Tables to layout your ui components instead of adding them directly to the stage. Here is a great tutorial from the LibGDX wiki that goes into great detail on how to do this:

One more thing you may also need to do is set the viewport when resizing the window as this can also mess up the click detection. I recently had this problem and I found a thread on stackoverflow which helped me get it working:
24  Game Development / Newbie & Debugging Questions / Re: LibGDX resizing window on: 2014-12-27 09:57:17
Using a specific number of pixels to set the position will not scale very well.

To illustrate the problem of " - 100":
- If the width was 400, then subtracting 100 would move it 1/4th of the screen width.
- If the width was 800, then subtracting 100 would move it 1/8th of the screen width.

This is why your UI gets messed up because the button's relative position on the screen changes. To fix that, try setting the position based on a percentage of the screen size. Something like:

button1X = * 0.1; // 10% of screen width
button2X = * 0.5; // 50% of screen width
button3X = * 0.9; // 90% of screen width

These three buttons will always be positioned at 10%, 50%, and 90% of the screen width, so no mater what the screen size is they will stay in their relative positions.

Also, I did not take into account width of the button, so depending on how you want to position your buttons you may need to take that into account also.
25  Game Development / Newbie & Debugging Questions / Re: Starting a Java Game, Where to Start? Eventually want to be network multiplayer on: 2014-12-15 23:37:44
I still use the android folder etc. for resources. Maybe you just had something weird going on with your eclipse/gradle install.
Ah, ok. But if you don't know to use the Android/assets folder then it makes for some head scratching and research to figure out why things aren't working when it seemed like they should be.

The other problems I had were specifically related to Android and after trying several things to get Android to work, installing the Eclipse+Android bundle was the key to making it work finally. Then I had to update several things (Android libraries, maybe? Can't remember exactly, it's been a few months since my initial setup) and configure the build path inside of Eclipse to select an Android version.

It just seemed to take quite a while before I was finally all up and running.
26  Game Development / Newbie & Debugging Questions / Re: Starting a Java Game, Where to Start? Eventually want to be network multiplayer on: 2014-12-15 23:00:30
I haven't tried Android, but in my experience the libGDX project setup (including gradle, note I have no experience there either) was a painless 30 second procedure from opening the gui to having the libGDX default program running.
I believe you can use any asset folder you want for the desktop version, but if you're also building for Android then your entire project has to point to Android otherwise Android will not work. My purpose for using LibGDX was to develop for mobile devices, so that's probably why I had a more difficult setup since I was fighting with Android right from the start. LOL
27  Game Development / Newbie & Debugging Questions / Re: Starting a Java Game, Where to Start? Eventually want to be network multiplayer on: 2014-12-15 22:38:31

Yeah, I was referring to the stuff that comes after the Gradle setup. Such as not being able to get graphics to load on all platforms unless you put your graphics into the "Android/assets folder" (due to some kind of LibGDX backwards compatibility thing with Android) and then point your entire project to that folder. It's little things that you do get used to once you use LibGDX, but it takes some research to get working because it's not really intuitive. My first time setup took a while just to be able to get the stock default program that displays the LibGDX image to run. And then I ran into more problems when I tried to get Android working...but that may have just been an Eclipse issue as I ended up uninstalling Eclipse and the Android SDK I had downloaded separately and used the Eclipse+Android bundle instead.
28  Game Development / Newbie & Debugging Questions / Re: Libgdx TextField set size on: 2014-12-15 18:29:19
Hi hugotheman,

I know you got it to work, but to answer your question the UI components do not set their own sizes, the parent (in your case stage) sets the size.

Also if you're using a lot of UI components you may want to try using tables instead of adding components directly to the stage because tables give you a lot more flexibility for arranging components. Here is a great tutorial on using table layouts:
29  Game Development / Newbie & Debugging Questions / Re: Starting a Java Game, Where to Start? Eventually want to be network multiplayer on: 2014-12-12 17:26:30
Another vote for LibGDX. If your goal is to eventually be cross platform, LibGDX handles all of that for you. From one code base you can compile to Java SE for desktop (which covers Windows, Linux, and Mac), HTML5, Android, Blackberry, and iOS (but you need a Mac for that unfortunately and I believe you may even need to be an "iOS developer" but I'm not positive on that).

LibGDX was recommended to me when I ran into some animation problems with Java SE and it was the best move I ever made.

Advanced warning...the initial setup is kind of a nightmare, but it's definitely worth it! Smiley
30  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Creating a copy of a Texture on: 2014-12-07 01:09:51
UPDATE: I was told on the LibGDX forum that textures are heavy weight objects and you can't copy them.

I was advised to work with Pixmaps, and I spent some time converting my graphics from ShapeRenderer over to Pixmap and it works great. It is so much easier to work without the FrameBuffer and the Pixmap can be disposed without affecting the Image. So this is the route I'm going now. Smiley
Pages: [1] 2 3 4
KaiHH (148 views)
2016-01-31 23:15:29

sci4me (155 views)
2016-01-23 21:47:05

sci4me (139 views)
2016-01-23 21:46:58

KaiHH (173 views)
2016-01-19 13:26:42

theagentd (258 views)
2016-01-05 17:10:00

ClaasJG (272 views)
2016-01-03 16:58:36

chrisdalke (263 views)
2015-12-28 06:31:21

Guerra2442 (269 views)
2015-12-25 03:42:55

Guerra2442 (271 views)
2015-12-25 03:27:21

theagentd (297 views)
2015-12-21 14:43:24
List of Learning Resources
by SilverTiger
2016-02-05 09:39:47

List of Learning Resources
by SilverTiger
2016-02-05 09:38:38

List of Learning Resources
by SilverTiger
2016-02-05 09:35:50

Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
by Roquen
2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
by Roquen
2015-10-16 07:12:30

Rendering resources
by Roquen
2015-10-15 07:40:48 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!