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1  Game Development / Networking & Multiplayer / Re: RTS multiplayer on: 2009-12-18 14:54:08
hey appel, check these out.
http://www.java-gaming.org/topics/sending-location-data/3434/view.html
http://www.java-gaming.org/topics/networking-a-dungeon-crawl/10516/view.html

and gander through this form topic for GregPierce, blahblahblahh and kev (among many others)  all had great networking discussions.   also check out darkstar.  I use it for a CubeWars shooter and it did pretty well.
2  Discussions / Community & Volunteer Projects / Re: Community Project Mark 562 on: 2009-04-06 21:44:21
Same question, how are things going?
3  Java Game APIs & Engines / Java 2D / Re: rotation of an object like a tank on: 2009-04-03 21:13:53
thanks..  I also found this post allowed me to "think" about it without code.

http://www.java-gaming.org/topics/polygon-rotation-in-2d/1240/view.html
4  Java Game APIs & Engines / Java 2D / rotation of an object like a tank on: 2009-04-03 17:50:25
I have been able to get an object to rotate on the screen by putting the affine transform inthe main paint, tell the object to paint itself, then reset the transform...works great.  What I would really like to do is tell the object to paint itself and let the object handle its own rotation.  If it calls the transform in its paint, it rotates around the top corner no mater what values I pass.  If I set a new bufferedimage the size of the object, call rotate, draw the ojects image to the BI then return that BI to the main paint of the object, it rotated in place beautifully, but I loos my transparency.  Very odd and my cigar smoke may be attlin my brain.
5  Discussions / General Discussions / Re: TDD and Game Dev on: 2009-03-16 21:52:00
Nah never bothered really. Might have caught some bugs with them but the stuff I do is so simple it's hardly worth it.

Cas Smiley

Don't think I would say "so simple"  I have played your games they are too good to be "so simple"   Wink
6  Discussions / General Discussions / TDD and Game Dev on: 2009-03-16 16:06:22
Any of you using Test Driven Development when building your games? 
7  Game Development / Game Play & Game Design / object collisions in space - suggestions on: 2009-03-13 18:39:01
My space trader game is LWJGL 3D, 3rd persion in view (link below or think early Star Trek Starship Battles, camera is up and behind your ship, all ships stay at Y = 0).  When it comes to ship to ship, I currently let them pass through each other.  As for approaching large items (capital ships, star ports, planets, moons, asteroids, etc.) what would you guys suggest as a way to handle when the players ship should stop? 

My thoughts:
1 - When approaching, cause ship to stop at a calculated distance from target.
2 - Alert ship it is getting close, provide range countdown betwen binding spheres and if they collide, do damage.
3 - Cause players ship to "float" up on Y so he is above target, then as you pass binding sphere on other side, lower the ship
4 - ??

Thanks!
8  Discussions / Community & Volunteer Projects / Re: Community Space Trader spec on: 2009-03-04 19:24:33
Wow, you guys are rockin'

Anyway, I take it you have seen Eve Online.   I have been working on a space trader for a nubmer of years, now on version 7, as I keep changing technoligies/thoughts, etc..  Screenshot of current version is at my website listed below.  It has space flight, hyperdrive, minimal weapons, chat, space loaded from database, cargo bays load up, but nowhere to trade yet, etc...  My goal was to have "free trade in space"  with other entities, players, etc.. full governments/politics, economies, missions, epic quests, player contributed content in the form of hiring other players, creating missions, etc.  Another prime goal was to be able to get into your ship and just sail away....and just enjoy travelling the universe trading, meeting others, running from the local law or being the local law.  WIll be keeping my eye on this one so I can play as soon as you guys are ready.

Oh, and kev, you may recognize the model I am using as a placeholder   Grin
9  Game Development / Artificial Intelligence / string based conversation on: 2009-02-27 17:12:19
Going out on a far, thin limb here (maybe  Grin )  I am working on a game concept and inside this game would be a chat system between players and between npc's.   When talking with an npc, I owuld like to take a typed sentence and parse it out , use some AI to come up with the npc's possible answers and respond.  I know this sounds like a headache, but it is something I want to attempt.  Anyone done this?  Have any thoughts, other than dont do it this way Smiley ?
10  Java Game APIs & Engines / OpenGL Development / Re: single mouse click on: 2008-11-25 22:30:10
Thanks gang....now my type I lasers fire once on click and panels cleanly open and close.     Cool
11  Java Game APIs & Engines / OpenGL Development / Re: single mouse click on: 2008-11-25 21:12:47
Great day kev, you camping the forums  Grin  thansk a bunch, as usual.
12  Java Game APIs & Engines / OpenGL Development / single mouse click on: 2008-11-25 21:02:40
I am using the following code:
1  
2  
3  
4  
5  
while(Mouse.next()) {
  if(Mouse.isButtonDown(0) {
     // do something here
 }
}

sometimes, and only sometimes, that tranlates into sending a bunch of "do something here"'s  others it processes a single click.  I can test this by click and hold, if my panel opens and closes, it is getting multiple actions, if it opens and stays open, one action (what I want!)
Is there a better or more correct way to get the single click action?
13  Java Game APIs & Engines / OpenGL Development / UI options on: 2008-11-13 18:31:39
I have a few games with UI as overlays on screen.  How are the rest of you doing you UI (controls, buttons, textboxes, etc) for your LWJGL games?  Example, I have a game screen and want to give the user selection options as a drop down or radio buttons to change views.  I want to provide a list of icons they can select and click a button to add to game screen or drag and drop to game screen. 
14  Java Game APIs & Engines / OpenGL Development / Re: problem with multiple key press events at the same time on: 2008-11-13 16:46:13
Also noticed 2 cursors + numpad0, you dont get the last button pressed of the three.
15  Java Game APIs & Engines / OpenGL Development / Re: 800 by 600 map with points or quads on: 2008-11-12 15:17:42
ok, found I was hoping into Orhto mode quite often, pullled that out.  Alson, generated a list for my quad (not sure if that is needed).  Same frame rate.  About 13-14 fps with 7500 quads.

Any other ideas on a way to go about what I am looking for?  Via data, going to generate a "map" hopefully with very small "tiles" so each tile can be colored based on data, gues like a giant particle system in which every particle is alway "on" to some degree.

EDIT:  I must be doing something very inefficient, upped the tilezise to 32, putting about 485 tiles in the 800*600 and getting 22 fps.  Back to code review.

EDIT: Changed a fill coler to a texture and upped it to 96 FPS....hmmm.
16  Java Game APIs & Engines / OpenGL Development / Re: 800 by 600 map with points or quads on: 2008-11-11 22:30:49
Very simple right now.   7600 quads at a h and w of 8  looping and incrementing the x and y so they fill the screen completely.
17  Java Game APIs & Engines / OpenGL Development / 800 by 600 map with points or quads on: 2008-11-11 22:00:46
I want to cover an 800 by 600 space with small dots that touch.  The plan is to control the color of each dot to show terrain height without going 3D.  I tried 4 px by 4px quads and when you render 300, fps drops into the 40's on my dev box.  3000 gl_points is around 90 fps but covers very little of the screen.   Ideas out there.   Not only will I showl height, but pop density, terrain type, etc (one at a time)
18  Java Game APIs & Engines / OpenGL Development / Re: From LWJGL .96 to latest a big move? on: 2008-08-13 19:14:54
thanks a bunch, will check on that too.

19  Java Game APIs & Engines / OpenGL Development / Re: From LWJGL .96 to latest a big move? on: 2008-08-13 16:59:51
Excellent!  Grin  Don't think I am doing anything with FMOD or Devil, though I do include the _Devil and _Fmod3 jars with my package,  will have to review my code to see if I ever acutally used them.

glad to see you are still around and reply like lightning!  Time to download some LWJGL.

Thanks!

20  Java Game APIs & Engines / OpenGL Development / From LWJGL .96 to latest a big move? on: 2008-08-13 16:50:03
I am just getting back into tinkering and I have 0.96 running.  At a high level, is the move th the latest release going to be painful?
21  Discussions / Miscellaneous Topics / Java WebStart a Rich Internet Application on: 2008-08-13 16:43:29
The latest JDJ says that JavaWebstart-able apps are Rich Internet Applications since they can start with a browser, do you guys see it that way?
22  Discussions / Miscellaneous Topics / EDGAR 10 K Filings - parsing the html on: 2008-05-02 22:42:36
Anyone done something like this for their company?   I know its standard read text, parse text, etc... but 10K's have lots of gobblygook I was hoping to avoid.

Thanks
23  Games Center / Showcase / Re: Multiplayer top-down view shooter on: 2008-01-10 18:26:43
rock n roll.   very nice!!!    loved shooting around, though had no one to shoot.
24  Game Development / Networking & Multiplayer / Re: User Authentication on: 2007-05-04 20:07:49
is the "out of the box" api for base level username/pass authentication out or coming with your stuff after JavaOne?   Just want to mimic what kevglass did in tank, which is what I do now in CubeWars (sgs2).
25  Game Development / Networking & Multiplayer / Re: SGS Comment on: 2007-04-16 20:49:36
due to storms in the east, my test server is down.  hope to get it back up soon!
26  Game Development / Networking & Multiplayer / Re: Changes on: 2007-04-10 14:30:51
Actually I read that first, which is where the "no more SimTask" question came from, but to be fair I have not yet read the new manuals or looked at any new sample/tutorial code.  I did CubeWars by expanding upon kevglass' SGS Tank example and plan to convert it to 0.91 this weekend (if time allows).  If I get lost, I will come back with some more granular questions. 
27  Game Development / Networking & Multiplayer / Changes on: 2007-04-09 22:12:46
So as I try to catch up...

SimTask task = SimTask.getCurrent(); is gone and not needed?  The whole SimUserDataListener, SimTimerListener, and SimUserListener are all gone too?  We now jsut hav a ClientSessionListener?

I need a "heres hwo we used to do it and here is how it is done now" book    Wink

28  Game Development / Networking & Multiplayer / Re: HE double hockey sticks on: 2007-04-09 19:12:19
Well phoooey!   I will keep a look out for openings.   Now to find the FAQ and how tos for 0.91 so I can upgrade from sgs-ea2 .

Thanks

Mickey
29  Game Development / Networking & Multiplayer / Re: HE double hockey sticks on: 2007-04-08 04:40:57
Will do and any chance of an "after the deadline" thingy?   Grin
30  Game Development / Game Play & Game Design / Re: Controls for a space based combat thing on: 2007-04-07 18:52:35
Webstart downloads, I get login then screen res choice and then it flickers once and poof....nothing. 
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