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1  Game Development / Game Mechanics / Re: Represent 3D map on: 2015-01-16 22:25:28
This is beyond my level to help directly, however you might want to consider asking on the ompf2 forums... it is a forum for advanced real time ray tracers but they also have fantastic insight on how to structure data for 3d worlds.

Perhaps they can help you.
2  Game Development / Newbie & Debugging Questions / Re: Issue with changing screen res in windows aero = black screen. on: 2015-01-08 20:44:27
yes both did not work for me
3  Game Development / Newbie & Debugging Questions / Re: Issue with changing screen res in windows aero = black screen. on: 2015-01-08 12:39:05
I can confirm that it does not work for me (win 7) as well.

It is most definitely a product of how you are doing your rendering.... having a look at your code it seems that you are performing unnecessary off screen image updates when you can just use the  Frame's BufferStrategy to do that for you. It will most likely be the cause of the incompatibility with fullscreen mode.

I would also suggest moving the code that updates the image out side of the AlienSwarm Paint method and just update the BufferStrategy's graphics object and then call show() on the bufferstrategy once you have finished rendering a tick.
4  Games Center / nK Game Competition - 2015 / Re: Planning for Competition of 2015 on: 2015-01-02 23:25:11
I agree, applets are the most mature entry point for this competition
5  Games Center / Contests / Re: Java4K Competition 2015 on: 2015-01-02 23:20:03
well i am all for it: the accessibility to provided by signed applets would be a great boon
6  Games Center / nK Game Competition - 2015 / Re: Planning for Competition of 2015 on: 2015-01-02 13:09:45

Will there be a defined entry point? i.e. Applet or executable JAR? Webstart?
7  Games Center / nK Game Competition - 2015 / Re: Planning for Competition of 2015 on: 2015-01-02 13:06:52
Sure, I think I might be a little naive... but so far so good. And all the obstacles I have currently come across I have found solutions for.... At worst it will improve my understanding of java script.... and the jvm.

As you are probably aware, Understanding comes from solving problems. I did think about using existing libraries, however I think I will gain the knowledge to actually achieve this project by performing the parser work myself.

However that does not mean that once I have that knowledge I will not change to using libary such as ASM as you have suggested Smiley I am sure that their implementation is much more mature and tested than my parser could ever be!
8  Games Center / nK Game Competition - 2015 / Re: Planning for Competition of 2015 on: 2015-01-02 01:44:46
While it is not going to be ready any time soon... for prosperity's sake I am writing a java applet to java script converter.

This converter will be targeting applets as that is what most of the past J4K entries have been and will limit the scope of the project somewhat.

I believe that this is achievable due to the following:

1. Java 4k entries usually only use a limited subset of Swing
2. Java 4k entries do not use native methods.
3. Java 4k entries are usually single threaded and or limited threading
4. Java 4k entries by their nature usually have only limited dependencies to the Java API.
5. Once the core common Java4k entries components are implemented/functional, I will be able to expand the converter as necessary, piecemeal.
6. There is a lot of commonality between the core java and java script langages.
7. I have currently finished the first pass of a ClassFile parser and am now in development of creating a java byte code parser.
8. Modern Javascript does have the concept of WebWorkers that can manipulate referenced image data. This should allow me to render swing components to an image on a separate thread.
9. There are java script modules out there that can emulate Long integers in javascript (one of the main differences between java and javascript)

I have no idea how performant the resulting game will be but one can hope as the java script runtime machines get better the games will be playable in the future.

Note that my javascript programming experience and knowledge is not extensive. I believe that I am able to produce this converter... however and javascript performance tricks are beyond my knowledge.
9  Games Center / Contests / Re: Java4K Competition 2015 on: 2015-01-01 03:39:53
I am just being diplomatic Smiley I do not want to scare off the latest champion of the 4k cause.

I also support Riven's offering of help, I just do not want to Richard (who has been very keen and been keeping the debate going) from being slighted. Mainly for selfish reasons, i might add, as I would like to see him take the reigns: allowing him to get skills required to host the 4k comp and thus for him to get personally attached to it and reduce the risk of it fizzling out again Tongue
10  Games Center / Contests / Re: Java4K Competition 2015 on: 2014-12-31 21:27:29
That sounds awesome Riven Smiley thanks for the offer. Richard is the defacto (most motivated Tongue ) organiser for this latest incarnation of the comp so I would wait to see if he is agreement first.
11  Games Center / Contests / Re: Java4K Competition 2015 on: 2014-12-31 00:34:47
I suggest just something simple for this first time. i.e. use the "MY FILES" of this forum to allow people to submit entries.

Similarly host an automatic tool chain script + tools for use by people to use to perform the compression aspect.

Later on, a new website can be created and then the entries transferred.
12  Games Center / Contests / Re: Java4K Competition 2015 on: 2014-12-15 01:07:10
Also, if we are using a common tool chain then the only way to enforce this is to have the submissions in source files + resources format. I would suggest that an automated submit, compile, compress, return output script be made available.
13  Games Center / Contests / Re: Java4K Competition 2015 on: 2014-12-15 01:04:53
I would suggest expanding the byte code compiler rule such that other languages that target the JVM can be used. However that, similarly for Java language, only one defined version can be used.

Note that it is not important to me as I will be using java, only that there has been a couple of entries that used different languages that run on the JVM
14  Games Center / Contests / Re: Java4K Competition 2015 on: 2014-12-09 05:43:12
Executable JARs do not really provide any more benefit over the Java4kLauncher it terms of accessibility for non-developers.

It would, however be easier to submit entries in the absence of the website.
15  Game Development / Newbie & Debugging Questions / Re: Creating shapes n stuff out of the BufferedImage.. on: 2014-12-06 21:58:39
I am not entirely sure what you are asking...

If you are wanting to use standard shapes e.g. circle, rect etc then using the Graphics2D object from the BufferedImage is the easiest approach:
Graphics2D g2 = (Graphics2D) img.getGraphics();
g2.setColor(new Colour(pack(r,g,b)));

if you are wanting custom shapes and effects then it will be per pixel manipulation:

      int imgWidth = img.getWidth();
      int imgHeight = img.getHeight();
      for (int y = 0; y < imgHeight; y++)
         for (int x = 0; x < imgWidth; x++)
            int temp = (x + y) % 255;
            pixels[y * imgWidth + x] = pack(255 - temp, temp, temp ^ 255);
      ImageIO.write(img, "png", new File("out.png"));
16  Games Center / Contests / Re: Java4K Competition 2015 on: 2014-12-06 21:21:17
I am warming to the idea of a "code-golfed" competition where only the java source file is submitted.

my reasons:
1. It is in same spirit of the java4k competition, but different that might give freshness to the competition.
2. Does not require complex compression chains. However, it remains to be seen whether the effort to golf code is more than using the compression chains
3. Easy to store entries for prosperity. Java syntax and idioms are quite unchanging. i.e. future proof
4. If people are concerned about malicious code, they can analyse the submission before running it
17  Games Center / Contests / Re: Java4K Competition 2015 on: 2014-12-06 02:49:31
Maybe I am not the best person to ask for that as I actually would applaud the use of tricks like that as long as they are made public for others to use.
18  Games Center / Contests / Re: Ludum Dare 31: "Entire Game on One Screen" on: 2014-12-06 02:47:14
be a little bit liberal with the interpretation.

e.g. perhaps a top down vertical shooter that takes place on an asian-style reed screen. So you can still scroll as the game is taking place "on One Screen" Tongue
19  Games Center / Contests / Re: Java4K Competition 2015 on: 2014-12-06 02:41:13
My Thoughts Smiley

1. I am a proponent of the current rules. But I enjoy the compression aspect... hunting for those extra bytes! No matter what is decided, there is a delivery problem: will have to be run outside of a browser... so why don't we leave the rules the same and use the Java4kLauncher ?

1. larger than 4k JARs start to remove the equalizer effect. That is, the difference between a 2 year java programmer and a 10+ year java programmer's entry is smaller when the allowed bytes are smaller. This means that more entries are able to compete effectively. 4096 bytes seems to be the sweet spot.

2. Accessibility. Moving from non-standard java libraries restricts the number of potential entrants as they will be required to learn a new library. see underwhelming response to the LWJGL16k competition.

3. One large source file means that you have to embed graphics into the source file meaning that you cannot lever off of standard and byte-cheap image reading methods. Not a big issue I guess. Out of all the options presented thus far this is one i would most likely support. It does have an added benefit of being somewhat future proof.

20  Games Center / Contests / Re: End of 4K. Thanks all! on: 2014-12-05 07:33:32
Well it could be just an informal one. Just create a thread and see if there is any interest.... I did plan on "finally" finishing my java 4k project of the last couple of years in this years competition... so I may be a competitor for you Tongue
21  Game Development / Game Play & Game Design / Re: Transfer an item from world to inventory on: 2014-12-04 09:29:10
Sounds like a case for a Map collection. i.e.
Map<String,Item> inventory = new HashMap<>();

since a Map is a java.util collection, you can iterate over the inventory:
for (Item item : inventory) { System.out.println(item.getId();}

To add to the inventory:

To remove from the inventory:

To use the item:
22  Games Center / Contests / Re: End of 4K. Thanks all! on: 2014-11-30 05:01:51
All things come to an end  Cry

For me it was the perfect blend intoxicating challenges of producing a fun game and compression Smiley

I have enjoyed every year! Thanks for the great memories.

23  Game Development / Game Mechanics / Re: Packing data on: 2014-11-09 12:00:44
Moogie, if the data is just a couple of numbers and a short string, compressing the data will make it larger.

of course that is true, however the OP has stated large amount of data... so if there is any simple correlation within the data then simple GZip streams would work as a quick and simple starting point Smiley

Elaborating on Cas's idea... if you know the probabilities of the data then huffman encoding... or better yet arithmetic encoding might yield better compression.

How much data are we talking about? What is the context of both the data and the situation that the data is being sent in? compression only really works when you know the data.
24  Game Development / Game Mechanics / Re: Packing data on: 2014-11-08 08:18:06
Not sure how you would even achieve bit packing.... floats are 32 bits and java chars are 16bits.

Depending on the nature of the data and any latency requirements... it might be as simple as just using GZipOutputStream and GZipInputStream.
25  Game Development / Networking & Multiplayer / Re: Java not allowing anything from any website. on: 2014-11-04 08:53:58
Unfortunetly java client side applets have been completely neutered in later versions of Java 7 and Java 8. The short answer is no you cannot Sad
26  Game Development / Newbie & Debugging Questions / Re: Isometric game get what tiles to draw to the screen on: 2014-11-04 08:00:10
I am not I can help you... it looks like you have changed the algorithm significantly...

However from looking at your code I am not sure how you are correctly rendering your tiles... it looks like you are just rendering tiles in a grid.... there is no concept of alternating rows of tiles that are out of phase such that they completely cover the screen with no gaps.

But ignoring that issue, you need to be scrolling in isometric space not cartesian space.
27  Game Development / Newbie & Debugging Questions / Re: Isometric game get what tiles to draw to the screen on: 2014-11-03 06:24:17
Here is a standalone version of the program using the code above that was used when making the animated GIF.
28  Game Development / Newbie & Debugging Questions / Re: Isometric game get what tiles to draw to the screen on: 2014-11-02 12:04:00
I can provide complete source of my implementation if desired. Be warned, however that it is probably only going to confuse you more due to the fact that a) it has not been cleaned up in any form, b) it is not completely finished so has a lot of commented out code and c) it was for a java4k entry... thus it is using hacks, dodgy inefficient code so it is not the best to learn from.
29  Game Development / Newbie & Debugging Questions / Re: Isometric game get what tiles to draw to the screen on: 2014-11-01 20:37:06
Have you used the debugger at all? i.e. have you determined where the problem is occuring? what values does scrollMapX and scrollMapY produce? is it within the range of your tile map? they both should be 0 if no scrolling has occurred.

How about the isoX and isoY values that are passed into the getTile(x, y).render(isoX, isoY, screen) call... are they within the range of pixels of the screen's width and height?
30  Game Development / Newbie & Debugging Questions / Re: Isometric game get what tiles to draw to the screen on: 2014-11-01 11:44:32
public void renderTile(int xp, int yp, Tile tile) {
      xp -= _xOffset;
      yp -= _yOffset;

exactly as I had mentioned might be the case... you are doubling applying scrolling... remove this as it is not necessary
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