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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: GdxState is a state library for use in libgdx made by me. take a look on: 2016-11-02 20:53:36
Is it possible to use a fixed timestep with this?
2  Games Center / WIP games, tools & toy projects / Re: Questica -- Another Gosh Darn Pixel Game on: 2016-10-26 12:51:33
Looks awesome, is it a 3D world with sprites instead of models?
I love the look of it.
3  Games Center / WIP games, tools & toy projects / Re: Mario Engine on: 2016-08-01 13:13:17
If you have spare time feel free to make tutorials about 3d programming, I'd love to know how you did this.
4  Game Development / Newbie & Debugging Questions / Re: Libgdx how to display monster name above their head on: 2016-07-27 17:31:55
Maybe you could try setting the camera's zoom and reset it after you draw the name
5  Game Development / Newbie & Debugging Questions / Re: Proper OOP solution on: 2016-07-25 20:17:33
Not sure either but that's how I do stuff most of the times. I wouldn't stress it too much Tongue
6  Game Development / Newbie & Debugging Questions / Re: Proper OOP solution on: 2016-07-25 20:04:08
You could make Wizard contain a Grid reference?
7  Game Development / Newbie & Debugging Questions / Re: Libgdx how to display monster name above their head on: 2016-07-25 18:03:27
font.setScale(w.e. you use);
draw name
font.setScale(1); //reset
8  Game Development / Newbie & Debugging Questions / Re: Libgdx how to display monster name above their head on: 2016-07-25 12:52:02
draw the name in the monsterĀ“s render function not in the hud then it should be fine
9  Game Development / Newbie & Debugging Questions / Re: Libgdx how to display monster name above their head on: 2016-07-24 21:19:49
Just use one camera and use batch.setProjectionMatrix to that camera.
set it to null when drawing gui

I tried:

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game.spriteBatch.setProjectionMatrix(null);


Got NullPointerException error.


Hhhm, you could also use 2 batches, spriteBatch/hudBatch.
10  Game Development / Newbie & Debugging Questions / Re: Libgdx how to display monster name above their head on: 2016-07-24 19:04:07
Just use one camera and use batch.setProjectionMatrix to that camera.
set it to null when drawing gui
11  Game Development / Newbie & Debugging Questions / Re: Libgdx how to display monster name above their head on: 2016-07-18 00:38:07
Are you doing anything special in some overriden draw methods of custom actors? That could be the case.
12  Game Development / Newbie & Debugging Questions / Scene2d TextButton square on: 2016-07-17 15:54:18
How do I make my buttons square(1:1 ratio)
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btn.clearChildren();
      Image image = new Image(new TextureRegionDrawable(new TextureRegion(
            texture)));
      btn.add(btn.getLabel()).padLeft(10).left().row();
      btn.add(description).padLeft(10).padTop(-10).left().row();
      btn.add(image).fill().expand();




I've tried setting the image's dimensions to the bigger of the two (width/height)
13  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Get the size of the Group on: 2016-07-10 17:34:13
Try using a Table instead of a Group
14  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Get the size of the Group on: 2016-07-09 23:32:37
try getMinWidth()/getMinHeight()
15  Game Development / Shared Code / Re: XM File Formats on: 2016-07-05 08:48:27
I wouldn't like to be this guy's manager  persecutioncomplex
16  Games Center / WIP games, tools & toy projects / Re: TritonForge || 2D RPG Sandbox (New DL Soon, project revived) on: 2016-07-04 23:25:47
The clouds could use some rounding, it's a bit to jaggy for me.
Not sure if you're working on this already but try to make the water flowing smooth.
Also I don't think the scrolling background fits with the game's sprites.

But gameplay wise it looks good.
17  Game Development / Newbie & Debugging Questions / Re: [Libgdx]Tilemap rendering issue on: 2016-06-21 06:48:13
Have you tried putting all entities in a list and then order them based on y coordinates?
18  Game Development / Newbie & Debugging Questions / Re: How to move one tile (Grid movement, like pokemon and zelda) on: 2016-06-20 13:54:27
then only move when you've reached your next tile
19  Game Development / Newbie & Debugging Questions / Re: How to move one tile (Grid movement, like pokemon and zelda) on: 2016-06-20 12:55:15
You could try to set a destination

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if (!moving){
            if (keys.W is down) {
                targetY = y + tileSize;
                moving = true;
            }
        } else {
         updateAnim
         }
       
if (x < targetX)x++;
if (x > targetX)x--;
if (y < targetY)y++;
if (y > targetY)y--;
20  Discussions / Miscellaneous Topics / Re: Graphics Cards on: 2016-06-06 13:05:41
Anyways I suggest people to help AMD get a bigger share on the market. The last thing you want is Intel to be a monopoly and set prices skyhigh like back in the day when a simple cpu was $1000.
21  Game Development / Game Mechanics / Re: Multiplayer bullet spread on: 2016-06-06 13:02:18
@SuperMario: You should be able to derive the location (and direction) of the muzzle using the transform of the player on the server side, thus not needing to send the information.

This information is from the past though, and rotation (since it's 2d) is almost always changing as the gun aims to your mouse location.
I might just show a different spread on the client. I've heard that AAA titles' collision detection is random and isn't what the client shows. However it will account for lag compensation.
22  Discussions / Miscellaneous Topics / Re: Graphics Cards on: 2016-06-06 01:29:51
But 40% increase means you can get a cheaper version cpu
23  Discussions / Miscellaneous Topics / Re: Graphics Cards on: 2016-06-06 01:10:59
Did you need a pc right now?
AMD's polaris gpu's are coming at the end of this month. for $200 you get VR experience.
They are also bringing out the new Zen cpu's which are 40% faster than the excavator series.
24  Game Development / Game Mechanics / Re: Multiplayer bullet spread on: 2016-06-06 00:20:45
I guess I can't send angle anyways, cause i will only send a start and stop shooting packet. And obviously player's can rotate while shooting so. Perhaps I'll send a set rotation packet for every bullet, pretty much forcing onto the rotation data the server has which could be in the past.
25  Game Development / Game Mechanics / Re: Multiplayer bullet spread on: 2016-06-05 23:53:05
I do not see what the problem is with gathering the indication that the player is requesting to shoot, then doing calculations on the server to generate the bullets. As per each shoot request comes another. As per a modded amount of shoot requests comes delays in the gun from the server side. So that isn't a problem. You never have to send any packets back.

Because there should be an accuracy factor to the gun. The client should show what the server will know or already knows. Else it can lead to false view.

Another question:
Should the angle to the mouse from the player be sent when starting to shoot? Cause I believe it can be modified. angle = angle - generatedDeviation();
If it isn't sent the gun would shoot to the point the player was aiming at in the past depending on latency.
26  Game Development / Game Mechanics / Re: Multiplayer bullet spread on: 2016-06-05 19:45:18
That actually seems like a good solution.
27  Game Development / Game Mechanics / Re: Multiplayer bullet spread on: 2016-06-05 19:38:47
I see what you mean, the only think I couldn't wrap my head around was how to fix the UDP thing.
As some packets will not arrive the seed would be desynced.
28  Game Development / Game Mechanics / Multiplayer bullet spread on: 2016-06-05 14:46:01
Let me layout what's going on.
a client shoots
client already sends bullets flying through the game to make it feel responsive.
server registers bullets (UDP) and simulates trajectory.
server simulates collision, hits enemy or not.

Now I want to add accuracy to certain guns. (trajectory offset)
The bullet spread obviously should be the same on the server and client.
But the server can't accept whatever spread the client has sent. This can be hacked to disable spread.

Sorry if I'm being unclear. I'm having a hard time explaining Tongue
29  Game Development / Game Mechanics / Re: Storing Position Data (Lag compensation) on: 2016-06-03 17:39:36
I figured it out. Using a circular buffer and System.currentTimeMillis() on the server and take the round trip time in consideration.
30  Game Development / Game Mechanics / Storing Position Data (Lag compensation) [SOLVED] on: 2016-06-03 17:15:31
I'm looking for the best way to store all recent positions of a player for a second.
So that would be like 60 positions(update loop runs at 60hz) to remove and and re-add per second.
I can't use System.currentTimeMillis(); as this will vary per pc.
What would be the best way to do this?
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