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1  Discussions / Business and Project Management Discussions / Re: Looking for graphic artists? on: 2013-12-20 02:42:58
Where did you find someone?  Suggestions for others who are looking as well?
2  Game Development / Game Play & Game Design / Re: Just something to think about while you go about your lives. on: 2013-12-20 02:42:00
So by not giving them another option.  Sorta like how in some games, lets say  Zelda.

Where if you beat the main ending, the game ends, and potentially reverts back to right before you end it.

Or in contrast to like The Elder scrolls  and other games, where you can beat the game and just continue along exploring and beating things.

I know in TES series, I often do most everything in the game, except the main storyline until much later in the game for some reason. I usually progress about 30-50% storyline, then diverge off every which way until there is nothing more to do.

But more importantly, none of those really solve the issue,  either they don't really do what you were asking.

The only 2 things I can possibly think of is to somehow set it up that the player knows something bad will happen,  or a choice must be made that the player doesn't want to choose.

For example in GTA 5 near the end you have to chose which of the main characters must die permanently (though its possible for you to save them all) its also possible for you to permanently lose a character

So in that regards, you must make something permanent, something you can't change or get back,  this means no 'multiple saves' where you can try different endings.  You need to have something heavy and deep, that the player must fear or very much dislike to have happen.   Or a choice too great for them to bear the consequences not just in the game, but as a human being themselves. 

Alternatively, the alternative I feel is to simply NOT have an end.  Many MMOs don't technically have an end.  Even some silly games like Candy Crush don't technically have a permenant end.   

Especially if user generated content is very easily implemented, then technically there is no end.  Sort of like Minecraft perhaps? No real end(though thats slightly changed nowadays)

So the question comes up.   You want to have an end state, you want the player to keep playing, and you want them to not achieve the end state.

The only thing I can think of, is to present the end be something they truly do not want to happen, or give them more choices of doing something else.  Its almost like,  is it possible to make an awesome game, that makes it so players do not want to play the game, but want to talk about how great the game is? 


brain wash them
3  Discussions / Miscellaneous Topics / Re: Humble Bundle weekly bundle - Puppy Games! on: 2013-12-19 23:54:57
I truly love the video!!  Great job!   If I didn't already own everything, I'd probably have bought them now

<3 the little linux box!

4  Discussions / Suggestions / Re: Nickname/Name Changing on: 2013-12-02 21:45:20
If you really hate your name, Delete your account and make another forum profile, and have in your signature "Previously known as Bananas"
5  Discussions / Miscellaneous Topics / Re: The most effective way to make 2.5d graphics on: 2013-12-02 21:42:11
Also, you could always do "fake 2.5D" that is a 3D game with a fixed camera angle or 2d playing field to mimic 2d behavior.

Trine 2 and Diablo 3 are both full 3D games but have some sense of fixed 2D-ness about them. Otherwise baking a 3D model into a 2D sprite is next best choice in my opinion. But then you lose a certain depth/field of view

6  Discussions / General Discussions / Re: Excelsior JET AOT Java Compiling (sale) on: 2013-11-25 16:44:03
They did this some time ago, as well. I just went and checked what version it was, and it was 7.6.
Unfortunately, the download links they provided me with are now dead. Bummer.

I had the same issue(v7.6 as well! I paid $5). I emailed them about it. And within 1 hour, they replied with updated links for me to download.

They are truly awesome people there. They make a great product, great customer service, and often offer such a great deals!
7  Discussions / General Discussions / Excelsior JET AOT Java Compiling (sale) on: 2013-11-25 13:19:11

Pay what you want and get excelsior JET
Its a great product that allows Ahead Of Time compiling for Java.

Its usually a very expensive product(over $1500-$3000), and now you can get it for the super cheap!
The cheapest is $10-$20, (don't get free upgrade)

8  Games Center / Contests / Re: Discuss the future of 4k contest on: 2013-11-17 10:10:56
Even if people don't have an android device, you can still use the emulator (though last time I checked, it was pretty bad)  but considering its for a 4k like game.  Maybe it won't matter.

I think the android thing would be great. It probably would need to be changed from the 4k. 

I personally think having a very basic setup for Android as a 'base' template would be ideal, and have it call a specific .java file for your main thing, and its that single file would be the restricted element.  Ignoring the 'basic stuff' that every android has to have.

Maybe we can have the compiled .class of a java file still be the limitation, 4k, 8k, 16k but have it be based for an android directly instead
9  Game Development / Newbie & Debugging Questions / Re: Inconsistent IndexOutOfBounds Exceptions on: 2013-11-16 03:34:06
I've run into this issue before and the best solution I've had is instead of calling "remove" inside the for loop, simply add it to
a separate arraylist, such as
ArrayList<entity> removeEntities;

then inside your for loop, just do

then when you are done with both for loop, immediately afterwards call

Some people in thread seem to be confused, in general about arraylist and remove, and moving backwards

imagine we have 4 badguys  (size() is 4)
badguy1 at i = 0;
badguy2 at i = 1;
badguy3 at i = 2;
badguy4 at i = 3;

Then lets say when you are at i = 1; you want to remove badguy2,  sure thats fine, he goes poof he goes away
now because hes gone, we now have
badguy1 at i = 0;
badguy3 at i = 1;
badguy4 at i = 2;
but then you move to end up for loop, and you do i++
so now you are looking at i=2
Which the for loop worked correctly,  the for loop will exit correctly at the end, when i < size() is false.
However now you never had a chance to look at badguy3

So thats why if you call remove() on something that is reflecting the .size() then you need ot call an extra --i; so you look at that i=1 case a 2nd time, because there is a different badguy there

or alternatively, do what bilznatch said and do something like
for(int i = entities.size() - 1; i >= 0; i--)  and thatd fix a lot of the issues.
10  Game Development / Newbie & Debugging Questions / Re: OOP Noob - Extending Classes, or How Else to Create Unique NPCs? on: 2013-11-14 07:35:08
In addition to what the other said (which were all great)

Also depending on how might flexibility you might want.

You might consider having some rand.nextInt(40)+80;  for health or something, to give some 'variety' to your particular Orc.

you can also, depending if you have their name anywhere, you can have a prefix list like
String prefix[] = {"Mighty", "Strong", "Evil", "Dastardly", "Weak"};
name = prefix[rand.nextInt(5)] + " Orc";

So you have different Mighty Orcs!  Or other variations

If your game is visual, you can add a very simple filter/shade to your texture to give it a slight color hue/tint(many libraries have a way of handling this quite easily) or scaleXY to make them slightly different in size. Depending upon your game.
11  Game Development / Newbie & Debugging Questions / Re: BIC BOI memory leak issue. Known cause. need fix on: 2013-11-07 08:37:24
So in your original code you had undos.add(world.copy());
For every single edit in your addEditPoint function

Thats making a copy of the entire world, for every single change edit?
Even in your edited version where instead you call
you might not be copying the ENTIRE world, but instead now saving only that 1 particular chunk.

But while I don't know what kind of game you are building, l will assume its a 3d world? maybe 2d?  if its a 2d chunk, lets say its 256x256 chunk?  65,536 tiles in that chunk?
Lets say its a 100x100 chunk and so it'd be 10,000 tiles
you are saving 10,000 tiles for every '1 tile' you change?

maybe you should instead save only the '1 tile you changed' a new version and an old version( so you can call undo/redo) and swap only that 1 specific tile.

I think this is the problem.
So after only 10 tile edits, youve saved 100,000 tiles of data.  If a tile is nothing more than an int.
After even a few minutes of edits, you could easily have millions or int saved unnecesaraily, when you should only have saved
number of edits * 2 (old and new)

Right now you have no limit on your undo depth, and because its making so many copies for every single change you have, itll get out of control really really fast.
Alternatively, if you REALLY hate the idea of having saving only a single tile, your original approach with a LinkedList might have been better, if your if logic wasn't broken
This is all you'd need

if(undos.size > 5)

(only have undo depth of 5 or some relatively small number)
That way you only ever save 5 instances of your world, or chunk, it was that your original logic and idea was semi correct
12  Game Development / Newbie & Debugging Questions / Re: BIC BOI memory leak issue. Known cause. need fix on: 2013-11-07 07:26:25
   public static int[][] copyOf(int[][] original) {
          int[][] copy = new int[original.length][];
          for (int i = 0; i < original.length; i++) {
              copy[i] = Arrays.copyOf(original[i], original[i].length);
          return copy;

What?  Huh You can do that?
Have various length second dimension like that?
copy is a 2d array, and yet you are accessing it in a single dimension? and also calling new on undefined size?
I thought it had to be a 'rectangle' and not have various length columns per each row(or vice versa)

Also does your program grow in size, if you just let it idle and not do anything?  or only when you keep using it? (making edits/modifications/etc..)

Lastly, even though that's where it may appear to have the duplicates existing, it doesn't mean this is where the root of the cause is. 

13  Discussions / Business and Project Management Discussions / Re: Looking for someone who can draw sprites! :D on: 2013-11-07 01:52:47
in addition to

I'd also recommend

or just trying random forums and searching

I've posted in a few sprite/art forums before.  Even one time offering up to $500 for just a small set of sprites/background(less than 4-8 hours of work in my opinion)(I even offered to pay on a per hour(between $10-$50/hr or per sprite basis),  extremely reasonable I felt like. The 3 main people who replied were scammers utilizing the names/artists of old non active real artists/portfolios.
Most of the others just either weren't interested, not wanting

A lot more of the "talent" tends to be in 3D sadly. And I don't really want to make a "fixed angle 3D game" or some 2.5D game, but maybe I should consider it for the artists :/

I realized how frustrating it can be to find someone. I know some "artists" friends, and they are usually either just not very good(and I have a pretty low bar/expectation), or extremely flaky and unreliable :/   
14  Discussions / General Discussions / Pattern Recognition research and game related use? on: 2013-11-06 07:48:52
So I am a graduate student in computer science and my current area of focus has been in pattern recognition, with a slight dabble in neural nets and A.I.  For example, just last week I designed from scratch a program of homemade code(no external libraries) that would read my own scanned handwriting through learning my handwriting and identification.  Also we did some other recognition, like eye iris categorization, (alcoholic) wine categorization, handwriting from post office, various graphs, etc...

Anyways,  although most of it was in matlab(meh), because it has some wonderful easy advanced matrix manipulation and iterative functionality.
I've always had the choice to use any language I want and I was considering for my term project to do something in Java and game related.  I have a little bit of flexibility in choices for my area that I will focus on. Though it can't quite be "make a game" It has to have at least a little academic potential weight.

I was just curious if there is any library or functionality in any thing that anyone here might think be worthwhile to have that would be gaming related?(Either one that exists and is meh, or one that doesn't exist currently)
That I could design/develop both for my research and for the general public use (all open source/free/etc..).  I know not that many people fully grasp and understand all the mathematics, statistics, and issues involved with pattern recognition, and modeling the structure, identification, or other learning type uses, etc...  However, I could try and make some library with an awesome API that can handle a lot of the things for you without needing to understand/know the complexities  (or if you are interested you could study it and learn from it)

Any thoughts or suggestions would be greatly appreciated.

If I can't find something justifiable game related, I will probably just make some real time facial/object camera tracker.
  • I know some years ago, someone made an 'adaptive mario game'  that each time you played it, the next level got easier/harder based upon recognizing your play style or other things.
  • I've considered maybe modeling something that would simply watch me play some game (lets say 10 times) and then keep playing by itself, in attempts to get a better score,  mario/platformer, or some game for example.
  • fyi, making some library that can handle your enemy AI just isn't realistic, because of too many variable constraints. The majority of the time, having a pseudo-true AI in a game actually isn't often 'fun' because itll either be overly specific to the game, or find some 'cheap way' of winning and totally abuse that to no end. It just doesn't usually end up in "FUN" gameplay. Lots of games claim they have "AI" for their enemies(though I don't think any have truly learning enemies), they are usually just well programmed behaviors to act specifically to various effects and gameplay.  (Even the "Director" from Left4dead, has a lot of fixed inputs/output)(dynamic gameplay != learning computer narrator) (Diablo 2's Random levels, was actually just randomly selected of 16-32 pre-made maps, most of the things in games aren't always what they seem) (Fun vs realistic whatever)

15  Discussions / Miscellaneous Topics / Re: Speed Code Tutorials? on: 2013-11-06 06:24:37
Also, not just the game side of things.

A very commonly overlooked thing that can make and break games, is quality and cohesion.

Specifically things like balance,  and more specifically "controls" making sure that the pacing and weight is good.  And while some of this is more game design than programming. I think it can be taught with it in mind and itll help a lot.  The same can be applied to code, about having clean and straight forward principles. Making sure they understand anything fundamental, data structures, loops, syntax, etc...

Any game or app that talks about core mechanics would be great,  game loops, controls, basic rendering,  collision detection, path finding, anything network related,  cameras, tweening, animation, movement, how to prototype, etc..

You don't just want to teach them how to make "This particular game or application" but learn core mechanics and principles that can be applied to many related areas and fields.

16  Discussions / General Discussions / Re: Thoughts of an Professional Programmer and New Indie Developer on: 2013-10-31 19:59:05
Also to add to this, never think you are too old for anything, or your age has any major bearing on anything whatsoever.

"You know, my career only really took off after I turned 58"

There is often a misconception on many thing. If you enjoy something, just pursue it.  Its that simple.
17  Game Development / Newbie & Debugging Questions / Re: Object is null even though I initialized it on creation! on: 2013-10-29 23:26:17
Thats an abstract class. What class are you using to extend/implement it?  What about the code?  Maybe you are 'nulling' it somewhere else. 

Can you even call 'new' (initialize) like that in an abstract class?  hmmmmm?
18  Game Development / Newbie & Debugging Questions / Re: Object is null even though I initialized it on creation! on: 2013-10-29 23:21:04
Is it the gamestates thats null, could it be the specific GameState you are passing it, that is null?

19  Discussions / General Discussions / Re: Off-Topic: Java and Framework Alternatives - 'Friendly' Discussion. on: 2013-10-29 02:13:35
Why "MY EYES?" ?
It looks a little cleaner

I have mixed feelings about the way they define functions, but a lot of things I think look pretty good/cleaner

To the Scala Dude
What happens if a function doesn't fit on one line, and you move part of it to 2nd line.
without the ;   how does it know when it ends?
20  Discussions / Business and Project Management Discussions / Re: (idea) game maker with lobby to download and upload other games created on: 2013-10-27 20:32:47
Ricardo started this thread
dudeperfect started that other thread

ricardo wanted to discuss the idea of it (pros/cons) etc...
dudeperfect was asking a technical question of how to do a game lobby/shared game system

Basically what ricardo was purposing was to mimic what Steam is doing.  which is a pretty massive undertaking.  But with with lower barrier of entry( kongregate/armorgames/newgrounds,  but 'downloads for offline play' sorta like Steam does)

dudeperfect was asking 'how to actually implement a game network lobby'

Although they are very similar in generalized concepts. I do not think they are the same thread whatsoever, nor were they by the same people. Got to cut him a little slack?  Am I out of place on this?

21  Game Development / Newbie & Debugging Questions / Re: Is It Okay To Static-ify Random? on: 2013-10-20 17:05:26
Hah!  Brilliant   Grin Tongue
22  Game Development / Newbie & Debugging Questions / Re: Is It Okay To Static-ify Random? on: 2013-10-20 16:57:48

I feel like I am missing something about it?

Why are we 'not caring about upper bounds' ?

What if I wanted a number between 90 and 100
Sure, one could just write Math.random()*10 + 90   but they could also write getRandom(90,100) as well ?  I mean I guess its not really much more or less code but with the method it seems a little more clear?
23  Game Development / Newbie & Debugging Questions / Re: Is It Okay To Static-ify Random? on: 2013-10-20 05:05:15
seeded to the time of day since I believe 1980.

Jan 1st, 1970 00:00:00

I answered this in a trivia competition today and I won $10 itunes card...

What am I gonna do with this pointless card?  Emo Huh
24  Discussions / General Discussions / Re: "Recent Posts" changes suggestions on: 2013-10-16 22:19:39
@Roquen & @zngga                           

Some men just want to watch the world burn.

25  Discussions / General Discussions / Re: Running Jar with Unknown Publisher Blocked in Future Java Release on: 2013-10-16 22:16:51
Even if I am packaging and deploying most of my java applications through an AOT compilation and .exe for windows  and whatever for the rest. I will likely still stick with Java.

The language itself, the documentation, and the tools are why I love Java.  Deploying is usually a slight pain for all languages and anything that is even slightly multi-platform.

26  Games Center / Featured Games / Re: Minecraft on: 2013-10-14 05:14:37
Too bad you didn't wait 12 more days and then you could have given rebirth to a 1 year old thread Tongue

 persecutioncomplex Roll Eyes Shocked

27  Discussions / Miscellaneous Topics / Re: Rate my coding timelapse. on: 2013-10-13 17:10:01
No problem. And it's just hotswapping, what else could one mean. :-)

Its one of my top #10 reasons why I love and stick with Java and don't enjoy other languages as much.
28  Discussions / Miscellaneous Topics / Re: Rate my coding timelapse. on: 2013-10-09 11:00:34
you should have left the player.png upright instead of making it upside down and flip the code in your quad/texture bind

Also would like to see more. I was amused and enjoyed the whole thing for some unusual reason Smiley

Where is #2? I wanted to see more!
29  Games Center / Contests / Re: Discuss the future of 4k contest on: 2013-10-08 04:11:39
if its going to be under 4k source code, I feel like itd probably drop down to text based console level of games, and extremely rudimentry with less diversity.

I looked at about the top 20 games in java4k original source codes. and they average about 45-55Kb (uncompressed pure text form).  So the 4k compressed games are already usually pretty limited.

In the comparison if we were to do not do a 'compressed' version. We coulld just say limit it to 48kb uncompressed   (or 32kb or 64kb)

30  Game Development / Newbie & Debugging Questions / Re: Libgdx,save Game Data... can i use .properties or should i use JSON? on: 2013-10-03 06:10:07
Yeah preferences default to that location, for me its

But on other systems, I'd sure it'd default somewhere.

It goes to an appropriate place for windows for that current user, why does it matter that you can't save it somewhere else?

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