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1  Game Development / Newbie & Debugging Questions / Re: Set Font in Slick on: 2013-01-25 15:37:26
Do you know how I can use .fon Fonts?
2  Game Development / Newbie & Debugging Questions / Weird error with Slick(g.drawString()) on: 2013-01-23 15:40:28
EDIT: I solved it.
I used a wrong variable *-*
Please delete Topic
3  Discussions / Miscellaneous Topics / Re: Algorithm help [JAVA] on: 2013-01-15 12:47:54
LOL it wasnt even my homework.
I wanted to help a friend.

I asked in another forum and they helped me...  Roll Eyes
4  Discussions / Miscellaneous Topics / Algorithm help [JAVA] on: 2013-01-14 20:18:44
EDIT:
Ok forget it then.
Please delete... Roll Eyes
5  Game Development / Newbie & Debugging Questions / Re: Drawing Tiles randomly - Error on: 2012-12-27 16:22:05
Ok thanks.
I did it now.
But there is a graphical error and I dont know why, Im using Slick.
http://www.youtube.com/watch?v=fF6pK5e6QtI&feature=youtu.be

When I go left the wall will be drawn in the "void".
I dont know why it should not be seen there only black?!

This is how I create the walls:

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for (int x = 18; x < mapArray.length-17; x++) {
          for (int y = 18; y < mapArray[x].length; y++) {
          if(mapArray[x][y] == value.WALL_ID){
              mapArray[x-3][y-1] = value.WALL_ID;
              mapArray[x-3][y-2] = value.WALL_ID;
              mapArray[x-3][y-3] = value.WALL_ID;
              mapArray[x-3][y-4] = value.WALL_ID;
              mapArray[x-3][y-4] = value.WALL_ID;
              mapArray[x-1][y] = value.WALL_ID;
              mapArray[x-2][y] = value.WALL_ID;
              mapArray[x-3][y] = value.WALL_ID;
              mapArray[x-1][y-4] = value.WALL_ID;
              mapArray[x-2][y-4] = value.WALL_ID;
              mapArray[x][y-4] = value.WALL_ID;
             
          }}}


I made
x = 18; x < mapArray.length-17
because I draw black rects as the border of the map.

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//Border above
       for (int x = 0; x < mapArray.length; x++) {
          for (int y = 0; y < 17; y++)
              mapArray[x][y] = value.END_ID;
          }      
        //Border below
       for (int x = 0; x < mapArray.length; x++) {
          for (int y = mapArray.length-17; y < mapArray.length; y++)
              mapArray[x][y] = value.END_ID;
          }
       
        //Border left
       for (int x = 0; x < 17; x++) {
          for (int y = 0; y < mapArray.length; y++)
              mapArray[x][y] = value.END_ID;
          }
       
       //Border right
       for (int x = mapArray.length-18; x < mapArray.length; x++) {
          for (int y = 0; y < mapArray.length; y++)
              mapArray[x][y] = value.END_ID;
          }
6  Game Development / Newbie & Debugging Questions / Drawing Tiles randomly - Error on: 2012-12-26 22:48:36
Hey, I just tryed to draw a world random.
So I made a number between 1-700.

This is how I draw the world.
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for(int x=0;x<mapArray.length;x++){
            for(int y=0;y<mapArray.length;y++){
            if(mapArray[x][y] <=500 )
                g.drawImage(grass,x*16,y*16);
            else if(mapArray[x][y]> 500 && mapArray[x][y]<= 580)
                 g.drawImage(tree,x*16,y*16);
            else if(mapArray[x][y]> 580 && mapArray[x][y]<= 699)
                 g.drawImage(earth,x*16,y*16);
             else if(mapArray[x][y] == 700){
                 g.drawImage(wall,x*16,y*16);
                    }
            }
         }


The world will be drawn correct.


I just wonder why the tree below right has the wall as a background?!?!
But more importent, I wanted to draw beside a wall another wall.
But I just dont get it to work, so can someone tell me how to do it?


7  Games Center / WIP games, tools & toy projects / Re: Space Shooter - Feedback? on: 2012-06-10 12:10:53
Well, it's a great start. Well done! Again, building on the things others have said:
The enemies suck up way too many hits. I thought half of them were invulnerable (the < shaped ones). Turns out they just need 7-10 bullets to die. The game seems too fast paced for the amount of enemies when they can take this much damage.

Enemies can shoot for a long time before the enter the visible area. I find myself sometimes dodging 20-30 bullets, without being able to see a single enemy Smiley

It should always be possible to hit the little cannons on the walls. Sometimes it is impossible.

No health-indicator on the boss. I had no idea if there was a specific place I was supposed to hit him, so I don't know how close I've been.

The hit-box on the player-ship (and probably all ships) shouldn't be a square. You should incorporate some sort of simple-shape collision detection (triangles and squares in different sizes for each ship; that's not too hard. Many good tutorials in here for that), or maybe even do it on a per-pixel basis so you can only hit the drawn part of the ships.

Haha thanks Ultroman ^.^
Hm yes I think I should change it that the enemy first shoots when he is in range of the player or I reduce the enemys.

You didnt saw a boss HP bar?? That weird because I did one O_o
It is in the bottom of the screen maybe you could not see it or it was a bug I have to check that.

HitBoxes Improvement...Yes I take a look at that thanks.
8  Games Center / Showcase / Re: Zombia - Take Over The World on: 2012-06-09 10:03:29
*hehe* I liked it but it is difficult ^.^
Thats my best, I only tryed it 5 times:

http://s1.directupload.net/file/d/2916/zscjzl7x_png.htm
9  Games Center / WIP games, tools & toy projects / Re: Space Shooter - Feedback? on: 2012-06-09 10:02:15
82.3 MB and 5 months?

See, this is why you don't learn thru the school system.

You have hurt my feelings :(

[size=4pt]:D
[/size]
10  Games Center / WIP games, tools & toy projects / Re: Space Shooter - Feedback? on: 2012-06-07 14:10:45
did you take the graphics from the amiga game project x ? They are very similar Smiley



I took them from Gradius 3.
And I dont remember where I found the background Image Sad

@ReBirth
Hm?


11  Games Center / WIP games, tools & toy projects / Re: Space Shooter - Feedback? on: 2012-06-07 09:16:50
Ok I changed the Download now it is only 20Mb.

I will change the explosion animation so it looks smoother.
And I fix the Space Button.

I found a bug, when you die in the cave the ground enemys dont spawn again Sad
I have to fix that too.

Did you manage to get to the boss or was is to hard?

Ok after that I will start again to work on my RPG.


Great job for a school project.

Yeah I think for my school it should be enough. I mean I could have done something like this:
http://www.youtube.com/watch?feature=player_embedded&v=GyFiEKu-eOw

12  Games Center / WIP games, tools & toy projects / Re: Space Shooter - Feedback? on: 2012-06-06 18:41:04
Thanks!
Yes I will change the music and reload it tomorrow.

Explosion? So I shall do it more smooth?
What animation could I build in?
Are the bullets animation bad? Azn"

Enemy Movement, you mean the blue enemys? You dont like it that they only fly straight left?
Haha I did this on purpose xD"
It should be the first level and the enemys should not be so skilled.

Yes I will add the visual/audio response then you hit a enemy ship Cheesy
But I cant make them blink red because they shall be destroyed then the player collide with them.

Yes, at first I wanted to make that the bullets dont can fly through the asterroids but then it was difficult to targets the enemys >.<

Thanks for that I try to change it.
13  Games Center / WIP games, tools & toy projects / Re: Space Shooter - Feedback? on: 2012-06-06 18:22:52
Sorry!!
I know I hate it too.
I had to use .wav for Slick.

Because its only for school I did not care but you are right maybe I should convert it into something smaller that slick support too LOL  Roll Eyes
14  Games Center / WIP games, tools & toy projects / Re: Space Shooter - Feedback? on: 2012-06-06 18:07:51
Haha thanks I changed it ^.^
15  Games Center / WIP games, tools & toy projects / Space Shooter - Feedback? on: 2012-06-06 17:54:29
Hi there!
I had to make a game for school, I worked 5 months on it.
I dont like it at all but I think its good enough for the school project.

If you have time can you test it and maybe tell what I can improve?

[size=6pt]New Download[/size]
Download



The controls:
Quote
ESC - Menu
SPACE - Shooting / OK
Pfeiltasten - Movement
P - Pause

Its only 1 level with a boss at the ending. Perhaps I did it to hard I dont know.
To start it just click "Start Game"

WARNING:
The game only runs on Windows x64.
I could not test Linux etc.



16  Game Development / Newbie & Debugging Questions / Re: 3D Game? on: 2012-06-01 18:40:42
Thanks! I will take a look at these.

@gouessej
Yeah I ment something like character models or tileset to create a map(with trees, groundtiles etc).
I didnt found free graphics for 2D so I had to make them myself BUT I think its MUCH harder to create 3D graphics O_o
17  Game Development / Newbie & Debugging Questions / 3D Game? on: 2012-06-01 08:23:57
Hey!
Is there something "easy" as Slick2D just for 3D?
I did a few games with slick but now I want to try 3D but I dont know how to start???

And is there for 3D the same ressource problem as for 2D games??
18  Game Development / Newbie & Debugging Questions / Re: Removing bullet object from ArrayList error. on: 2012-04-20 21:33:06
Hm...But I have to remove the bullet when it hits the player...
So there do you say I should place it?

And what is an gidrahs?? The Player? The bullet only can hit one event and thats the player. Hm..

(Ah and I forgot to take out the for loop with the enemyContainer, I dont need anymore)
19  Game Development / Newbie & Debugging Questions / Removing bullet object from ArrayList error. on: 2012-04-20 21:08:37
Hey, I get random(!) errors while removing my bullet from ArrayList once it hits the player.
I think its because of the for loop but dont know how to do it different...

This is how I create the bullet:
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    ArrayList <Projectile> enemyBullets = new ArrayList<Projectile>();  // GegnerTyp2 Geschosse


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projectile = new Projectile(enemyContainer.get(enemys).x, enemyContainer.get(enemys).y, sprites.projectile ,2);
enemyBullets.add(projectile);


This is the collision:

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 // Go through each enemy bullets
       for(int x = 0; x < enemyBullets.size(); x++)
       {
           
        // Go through each enemy
               for(int z = 0; z < enemyContainer.size(); z++)
               {
                   // Does the bullet hit the player?
                    if(enemyBullets.get(x).x > player.x && enemyBullets.get(x).x < player.x + 64 + value
                    && enemyBullets.get(x).y > player.y && enemyBullets.get(x).y < player.y + 37 )
                    {
                        // If the player has shield left it will damage this first.
                        if(player.shield>0)
                             player.shield = player.shield - 2f;
                        else
                        {
                            // The damage the player get
                            damageValue = (enemyContainer.get(z).laser - player.armor);
                           
                            if(damageValue>0)
                              player.hp = player.hp - Math.abs(damageValue);
                        }
                        enemyBullets.get(x).sprite = sprites.emptyProjectile; // I remove the bullet graphic here.
                        enemyBullets.remove(x);   //!!! Here I remove the bullet but I get random error.
                    }
                }
             
       }


So any ideas how I can solve it to remove the bullet without this error warning:
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Exception in thread "main" java.lang.IndexOutOfBoundsException: Index: 22, Size: 22
   at java.util.ArrayList.RangeCheck(ArrayList.java:547)
   at java.util.ArrayList.get(ArrayList.java:322)
20  Game Development / Newbie & Debugging Questions / Re: Bullets target players last position? on: 2012-04-18 14:42:59
Hm I dont understand it รด.o

I have this variables:
Player_X
Player_Y
Enemy_X
Enemy_Y

I only managed that the bullet is following the player until it hit him.
I want that it stay on its path straight to the players last known position whenthe enemy shooted the bullet.

Ah and do you know the weapon in Gradius which shoot in 3 directions?
I want that for an enemy too but how can I handle 3 bullets with different movements at the same time?



21  Game Development / Newbie & Debugging Questions / Re: Bullets target players last position? on: 2012-04-18 10:24:35
Yes I have a Bullet class and a move method.
But what is facing and what interpolation?

So on your movement the enemy can fire in 8 direction?
22  Game Development / Newbie & Debugging Questions / Re: How do you manage your resusable code and get it into jar files? on: 2012-04-18 09:57:10
Yes I need that too, I use Slick and it has natives so I have some problems making a jar -.-"
I did it some time ago took me 6-8 hours I had to use Manifest and a .bat -.-
23  Game Development / Newbie & Debugging Questions / Bullets target players last position? on: 2012-04-18 09:54:45
Hey!
How could I do it that the enemy shoot at the player?
I know how to do it that the bullet fired by an enemy move towards the player but the bullet shall move onto the last position of the ship so that the player can evade.

Until now I have only bullets implemented that goes straight.
Now I want an enemy who can shoot in all direction toward the player but the bullets should still be straight.
24  Game Development / Newbie & Debugging Questions / Re: Time interval between movement/shooting on: 2012-02-29 10:52:52
Great! Thank you it work fine.  Wink
25  Game Development / Newbie & Debugging Questions / Time interval between movement/shooting on: 2012-02-28 22:33:45
Hey!
So my enemys can move and they can shoot. But they do it on the same time.
Do you know how I could do it that there is a small delay between them?

Here you can watch:
http://www.youtube.com/watch?v=WnWBIQppWUo

This is my method for the enemys to shoot:

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// Time Interval
      if(enemyCount>125)
      {
          for(int enemys = 0;enemys < enemyContainer.size(); enemys++) // Go throught all enemys
          {
             for(int bullets = 0;bullets < 5;bullets++) // Shoot 5 Bullets
             {
                 projectile = new Projectile(enemyContainer.get(enemys).x - (bullets*30),enemyContainer.get(enemys).y + 13,sprites.projectile);  // Create new Projectile
                 enemyBullets.add(projectile);  // Add the bullet the Container
             }
           
          }
          enemyCount=0;  
      }
      else enemyCount++;
26  Game Development / Newbie & Debugging Questions / Re: Shooting Projectiles? on: 2012-02-22 17:27:15
I've actually made a game that has bullets and enemies.
Try it out and tell me if this is something that you'd want to see the source code for, because I have no hesitations to post the source code to help. Smiley

http://www.mediafire.com/?k86lp3phgp853ey

How do you handled the explosion animation after the enemy died?
If the enemy died did you active a switch for the animation?
27  Game Development / Newbie & Debugging Questions / Re: Shooting Projectiles? on: 2012-02-16 13:03:36
Collision detection.
Vector3f has x,y,z values the z is not used.


Ive done it this way:
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 for(int x=0;x<bullets.size();x++)
       {
for(int z=0;z<enemyContainer.size();z++)
           {
           
                if(bullets.get(x).x > enemyContainer.get(z).x && bullets.get(x).x < enemyContainer.get(z).x + 64
                && bullets.get(x).y > enemyContainer.get(z).y && bullets.get(x).y < enemyContainer.get(z).y + 32 )
                {
                    enemyContainer.get(z).hp=enemyContainer.get(z).hp-1;
                }
            }
}


It work but do you think were will be problems with more enemys?
28  Game Development / Newbie & Debugging Questions / Re: Shooting Projectiles? on: 2012-02-15 12:07:09
EDIT: Problem solved, I've done it without Rects...

Hey! The player can shoot now projectiles and they will be drawn correctly.
Now I create for every bullet a rectangle for collision with the enemy.

But somehow for 1 bullet there will be 60 Rectangles created?!?!
I checked the for loop and it loop the corect time(how many bullets have been created)

I make a bullet like this:
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projectile = new Projectile(player.getX() + 55, player.getY() + 22);


I created a ArrayList
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 ArrayList <Projectile> bullets = new ArrayList<Projectile>();
 Rectangle[] projectileRect = new Rectangle[1000];
 ArrayList <Rectangle> shootingCollision = new ArrayList<Rectangle>();


So when the player shoot I add the bullet the Container:
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 bullets.add(projectile);


This is fine, but now I have to set every RectangleBullet new in each loop so in the Update method Id make:

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for(int z=0 ; z<bullets.size(); z++){
           
               projectileRect[z].setX(bullets.get(z).x);
               projectileRect[z].setY(bullets.get(z).y);
               projectileRect[z].setWidth(12);
               projectileRect[z].setHeight(12);
               
              shootingCollision.add(projectileRect[z]);
           
               System.out.println("Looped: "  +z);
               
        }


 shootingCollision.add(projectileRect[z]);
Here it adds like 60 Rectangles?!?! But why? It only go throught the Loop as how many bullets there are.

If I shoot 1 Bullet there should be only one Rectangle.
29  Game Development / Newbie & Debugging Questions / Re: Shooting Projectiles? on: 2012-02-04 09:03:23
Ok I did it thanks!
If the player now keep pushing SPACE he shoots a straight beam of sprites xD"
I have to make a time interlay or something like that.
30  Game Development / Newbie & Debugging Questions / Shooting Projectiles? on: 2012-01-31 21:16:34
Hey!
So how could I do it that my tank shoot bullets in a straight line??
Is the bullet an object??

I want that the player could shoot endless bullets while moving and then it would be hundreds objects...
I will try it but you can tell me how you did it if you want ^^"
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