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1  Discussions / General Discussions / Re: 30 vs 60 vs 120 FPS on: 2014-03-20 14:59:54
If you would shoot a 24FPS Theatrical Movie using a camera that has an exposure  of only 1/1000 of a second per frame, the movie would apear choppy.

The reason movies in the cinema run smooth, is that each frame has an exposure  of almost 1/24 of a second.
It picks up the change in movement during this time.

Thats the reason computer games appear choppy at even higher FPS,
because their frames represent still snapshots of the scene, not a scene in movement.


eg: the faster your scene changes in a game, the higher the FPS shall be.
A first person game profits more from a higher FPS than a top-down isometric game.
2  Discussions / General Discussions / Re: The balance between quality and accessibility. on: 2014-03-18 14:43:10
Having a slow computer is a good way to test for potential performance issues.

Its too easy to overdo resource demanding procedures and graphics if you
develop on a high end system (ending up to run sloppy on an avarage system),
So regularily checking your project on a slow system can show you what to be cautious of.
3  Game Development / Newbie & Debugging Questions / Re: Reading data from a binary file. on: 2014-03-18 14:27:54
maybe
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Gdx.app.log
throws a "Log cant use dot int the end" Exception ?

seriously, always print Details about what Exception was thrown, and the Stack trace.
Here check first if your can reference the File (path) in the first place.

4  Game Development / Artificial Intelligence / Re: Pathfinding efficiency on: 2014-03-18 14:19:04
Try "nullifying the path object" before the first path-search,

If it crashed there already, its not related to the path-search itself, but your reset approach.
5  Game Development / Artificial Intelligence / Re: AI Challenge: '2048' on: 2014-03-14 14:55:24
If the random component would be deterministic (ok, only needs a seeded Random), you could implement an AI that at least
can brute force a few rounds ahead, to see a favorable current move. (ending up with the highest card collection, not beeing locked, and having high cards adjacent)
Then repeat it for every move.
6  Discussions / Business and Project Discussions / Re: RTS Programmers WANTED! on: 2014-02-21 05:29:20
Here an interesting article about syncronized simulation done in Age of Empires
http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php?print=1

This explains how to manage a huge number of entities on a very narrow bandwith network.
Basically it works by not sending position/animation data of all entities, but only sending player commands to all clients,
and then having a syncronized simulation run on each client.
 
It could be relevant to your multiplayer design.
7  Game Development / Game Play & Game Design / Re: The Modern RPG and Inventory Systems on: 2014-02-18 11:56:44
Another choice: only let the player have 2 or 3 weapons and no inventory.
This way the player must pic up the appropriate weapon for the mission.
(by far the most realistc one). Games like FarCry or Arma use this approach.

The question is: do you want a game where you collect (and thus have to spend time managing your stuff)
or do you want to have the player just choose the appropriate equipment for the current mission.

Collecting stuff ist fun, whereas running back and forth to sell your worthles pickups is not.
Also looking at the stats of every pickup can be annoying micromanagement.

In Two worlds Two, they chose a nice solution: you can break up any item into resources, that
can be used to improve your favored items.
This way you are not forced to run to the dealer for every pickup, but can salvage it.

The inventory system to choose is realy a question if your game is item-stat centered or mission configuration centered
8  Game Development / Game Play & Game Design / Re: Game Pausing. Opinions? on: 2014-02-09 02:15:26
providing purchasable items for the gameplay sound like a good business idea.
Just make shure the (free) core game it not broken without the upgrades.
the purchasable items should provide extra fun, but not be a nessesity.

To keep players feels a sense of "fairness", offer them to purchase the item when earning a certain large amount of
points ingame. Most players will not be so determined and choose the purchase instead. but offering them the
alternative (earning points ingame) will leave them  a feeling of having an option to do so.
9  Game Development / Game Play & Game Design / Re: Game Pausing. Opinions? on: 2014-02-08 09:38:13
If its a mobile game there should always be a pause. (a call coming, getting into the bus etc)
The question is, if the player can see the gamescreen and interact with it,
or if it should just black out to a pause screen.

"Interaction pause" could be an optional (easy) mode for example.
10  Games Center / Cube World Projects / Re: First ever 3D Game on: 2014-02-03 10:22:17
The first game that Ive played where you can create a world out of block elements and walk around them in 3D
was in the beginning of the 90s.
An Amiga game called "Tower of Babel".

The concept of a 3D "Block" world is quite old in itself.
11  Game Development / Newbie & Debugging Questions / Re: New on java game developing! on: 2014-02-03 10:09:43
A tip for learning Java:  look into the sourcecode of basic Java classes.
In Eclipse and others you can link the sourcecode bundle of the standard API.
There you can look up thee classes actual implementation.

Its really helpful to see what the String class, or Hashtables do under the hood.
Also it can give you some hints how the "pros" organize their code and naming conventions.
And makes it feel less magic.
12  Discussions / General Discussions / Re: New feature: coding experience on: 2014-02-02 01:19:14
Ok, strictly talking I will count my first jump&run game, i have made as startin point for coding experience (on a Sinclair ZX Spectrum)
13  Discussions / General Discussions / Re: When you're typing on the keyboard, how slouched are you sitting in your chair? on: 2014-01-29 12:35:08
I sit slouched about 80% of the time, dont have any back problems.

I think that humans naturally go into the most convenient and thus healthy position.
Actually forcing yourself to sit "propper" is causing lower back problems:

http://www.officeteam.co.uk/2013/06/21/proof-that-slouching-is-officially-better-for-your-back/

Of course, actually doing some sport has major benefits to eventual back problems.

(plus get a propper office chair;  just as with your bed, you use it for many hours per day,
thus the price per hour of use is quite low compared to many other expensive toys)
14  Discussions / Miscellaneous Topics / Re: A stupid bug I wrote... on: 2014-01-27 16:37:51
well: there is an angry face in the code:
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;{


always delete the angry faces!
15  Discussions / General Discussions / Re: A Reminder To Everyone Here on: 2014-01-22 17:14:43
mabye

rank-count = post-count +  medals-count + number of published games + (300 * invisible medals given by Riven)
16  Discussions / General Discussions / Re: A Reminder To Everyone Here on: 2014-01-22 17:00:44
is the algorythm like this ?

rank-count = post-count +  medals-count + number of published games
17  Java Game APIs & Engines / OpenGL Development / Re: MD3 Models on: 2014-01-22 14:38:02
Hello gouessej ,
is the sample MD3 Model used by the Renderer for download somewhere?

--

edit, Ok, found it

nice MD3 implementation
18  Discussions / Miscellaneous Topics / Re: Comment Tricks on: 2014-01-21 12:22:45
You can conveniently toogle whole blocks by just adding a slash

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      /*
         if(wanderChangeCounter<=0)
      {
         wanderChangeCounter=ran.nextInt(7);
         wanderX=ran.nextInt(3)-1;
         wanderY=ran.nextInt(3)-1;
         
      }
       
       //*/


to

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       //*
        if(wanderChangeCounter<=0)
      {
         wanderChangeCounter=ran.nextInt(7);
         wanderX=ran.nextInt(3)-1;
         wanderY=ran.nextInt(3)-1;
         
      }
       
       //*/
19  Discussions / Miscellaneous Topics / Re: In one of many Java class files of a commercially release product, so many ints. on: 2014-01-20 16:34:37
Back in the JavaME days, very professional Game Companies tried to use as few Classes as possible,
for compatibility reasons with weaker devices.
The code looked messy from an OOP perspective, but there was a very good reason to do so.

The best solution is not the one that looks nicest (with a little flower on top), but the one that
results in the best stability of the application and understandability for the developer teams.

Plus: you have to also think about the situation that 2 or more Developers have to work simultaniously on the
same class. (that containes the redering logic or so)
In this case merging a list of altered variablenames is easier / less conflics for the sourcecontrol than merging
refactored class-files.
It really depends on the specific workflow during development.
20  Discussions / Miscellaneous Topics / Re: In one of many Java class files of a commercially release product, so many ints. on: 2014-01-20 16:27:43
#1 the Application works (obviously, else it would not have been released)
#2 you only see the obfuscated code, so its guesswork if this is ugly code or has a very pragmatic reason to do so.

I have seen lots of very nice looking code, for projects that just dont work....
21  Game Development / Newbie & Debugging Questions / Re: Confused about NPC's and map editor on: 2014-01-20 10:41:17
I think you need to first seperate your games architecture into relevant Components:

-The Renderer, how is my world brought to the screen.

-the World layout and layers (how are static and dynamic object in the world positioned,
for example:  a bottom layer for the ground, a layer for static buildings, a layer of dynamic objects (NPCs)

-How do I fill the world with content / eg how to load Data.
this could be done with a custom Tile editor, saving the editet worlddata in to textfile,
For NPCs, you could use xml or your own simple definietion script to customize each NPC (position, ID, looks, stats, name etc)

I would not hardcode every NPC and Dialog in the long run, especially if the game gets bigger.
Hardcoding can be done in a prototype to try out stuff.
Best is to use xml or your own file format to store and edit the world, and to seperate the code-logic from the content.
22  Games Center / Featured Games / Re: FarSky on: 2014-01-17 20:54:24
the above is a good example of a confusing rant.
hehe, he even had to use a translator  Pointing
23  Games Center / Featured Games / Re: FarSky on: 2014-01-17 19:36:16
Nice game. I like the atmosphere.
Played the Alpha.

Will you implement any challanges, such as a simple racing course or hunting challange?
Gives the player some micro-goals.

Also, a Wiki and Forum would be cool for the users.
24  Game Development / Newbie & Debugging Questions / Re: [Particle System] - Particle "Plateauing" problem on: 2014-01-15 22:46:38
try this:

randomize your destination Points for Y;

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public void newParticle(int redIn, int greenIn, int blueIn, int alphaIn, int sizeIn, int decayTimeIn, int maximumXAxisMovement) {
      int totalPoints = random.nextInt(20) + 1;
      double x = originX;
      boolean isNegative;
      Point[] points = new Point[totalPoints];
      Random ran = new Random();
      for(int i=0;i<totalPoints;i++) {
         isNegative = random.nextBoolean();
         x -= (isNegative ? -1 : 1) * random.nextInt(maximumXAxisMovement);
         points[i] = new Point((int)x, (int)originY - (i*20 + ran.nextInt(20)));
         x = originX;
      }
     
      particles.addParticle(new Particle(redIn, blueIn, greenIn, alphaIn, 1, 1, 1, originX, originY, points, sizeIn, decayTimeIn * 10, true));
   }



The reason you have these stripes, is the behavior of the particles to rise and fall at these
same destination boundaries.
There they stick longer, and thus create these seams.
25  Discussions / Miscellaneous Topics / Re: What will be the next hype after zombies? on: 2014-01-14 20:25:53
In my browsing history is just porn sites and cat videos anyway.
26  Discussions / General Discussions / Re: Keyboard spill! :D on: 2014-01-14 14:55:49
I would just wildly type each key, and then wash the remains of the maggots out.
27  Discussions / Miscellaneous Topics / Re: What will be the next hype after zombies? on: 2014-01-14 14:49:16
Aliens,
or cats
or in this regard:  cat videos

AIs and virtual reality will also play more of a role


well: something people fear, there needs to be some antagonist present.
28  Discussions / General Discussions / Re: Keyboard spill! :D on: 2014-01-13 19:51:27
In Thailand there are these small fish in a tank, that can remove dead cells from your feet (Doctor fish?).
I wonder if this would work on the keyboard too..
29  Game Development / Newbie & Debugging Questions / Re: How does one "Stick" to it? on: 2014-01-13 19:35:13
I would start with making a playable prototype.
The earlier the game is playable, the more fun it is to stick to the project.

Of course, once the "dull stuff" has to be implemented, the more you have to force yourself.
But better to have a workable "core game" with poorly implemented fuzz around it, than a
nicely organized, abstracted and encapsulated engine framework, that never reached the stage of something playable.

If the prototype is fun to play, it can be reorganzed in a more propper implementation.

Well, in the end, the best motivator to finish a game is either a $$$ amount waiting for payout,
or some deadline for a competion or some other "fame feedback" generator.

But even abandoned projects could serve later as junkyards for later code-copy-paste or asset reuse.
30  Discussions / General Discussions / Re: what do you code on? on: 2014-01-12 19:48:10
I code on Xubuntu and Eclipse.
Windows 7 I run just for games.
Linux for everything else.

At work, I code on Notepad++ and Win XP Wink

From the usability / GUI side, I still like Win XP the most.
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List of Learning Resources
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2014-04-18 03:17:39

List of Learning Resources
by Longarmx
2014-04-08 03:14:44

Good Examples
by matheus23
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Good Examples
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