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1  Games Center / Showcase / Re: IronTactics on: 2011-11-07 11:20:55
Do you mean add an option to turn off the timer ?

Yup, or at least decide how long the time is.

Mike

I will add that as soon as I can Smiley
2  Games Center / Showcase / Re: IronTactics on: 2011-11-06 12:07:29
Orcs won easily both times, maybe we just use humans the wrong way but they don't seem as good Tongue

Funny enough, I think that humans are more powerful than orcs :p

Ranged attacks seems overpowered, maybe make blind shot even less likely to hit or lower the damage?

Yes, blind shots do kind of rip apart the healers. I was thinking of making blind shot's accuracy proportionate to the distance of the target, but lowering damage would probably be better indeed.

We tried the game on a new person and he didn't understand how to attack without us telling him (tried left clicking on the enemies Wink)

This backs up your last suggestion of having only one button :p. I'll try to implement it, and see if it feels better.

Suggestions:
Place your guys where you want (within the first 2-3 rows)

Yes, this is planned. However, it's not at the top of the todo list straight away. (working on a solo/campaign mode first)

Turn off timer if you create the map

Do you mean add an option to turn off the timer ?

Same advice as last time: a campaign with a tutorial, the possibility to play skirmishes against an AI, build together your own army based upon x points

Tutorial coming soon !

And I'll try to put in a basic AI. However, it seems very complicated to do a "good" AI when agents depend on so many other agents. But it'll be fun trying that out.

And creating you own army, I will put that in too eventually (same as for the deployment).

Kind regards,
Mike

Thanks for trying it out again Smiley
Zlandorf
3  Games Center / Showcase / Re: IronTactics on: 2011-10-23 19:37:08
No, that's not quite normal. The server did receive the messages (two of them), and no error was logged ... Could you try typing a message again to see if it still doesn't work ?


Other thing I'm planning to add : possibility to specify the server host when logging in multiplayer.
4  Games Center / Showcase / Re: IronTactics on: 2011-10-23 18:39:43
The server was off today, sorry if anybody tried to log in.

It is now back online. I also added an applet version of the game and fixed a few bugs.

Here is the link to the applet :

APPLET

have fun and thanks for trying Smiley

ps : next thing to come is some solo content (tutorial missions, campaign, regular game vs AI)
5  Games Center / Showcase / Re: IronTactics on: 2011-10-16 11:00:57
Thanks for trying it out Smiley

Yeah, I'm planning to add a "challenge" feature and some stats too.
And that's a good idea, having just one button "play" and it automatically sets you against an opponent.

No, there isn't only one map. The map is randomly generated.

In the future I might add an option to chose between different standard maps (and also a map editor to create your own maps)
6  Games Center / Showcase / Re: IronTactics on: 2011-10-15 17:15:17
Yes, there is no preloader, but 20-30s seems a bit long. The preloading only lasts ~5s for me :/

I'll try to add a preloader as soon as possible.

And yes, it's tough to play against someone else if no one else is connected. What you can do though is ask a friend to play against you at the same time, or launch 2 clients and play against yoursefl (just to try out the game)


Thanks for giving it a try Smiley
7  Games Center / Showcase / IronTactics on: 2011-10-15 11:35:24
Hello everyone,

IronTactics is a game I have been working on since august. It is a multi-player turn based strategy game (in a medieval fantastic universe).

Here is a little screenshot :



You can download the game [size=15pt]DOWNLOAD[/size]. (server in the zip too)
You can use the [size=15pt]WEBSTART[/size].
Otherwise, there is an [size=15pt]APPLET[/size].

There is no applet version yet. But it will come.

To play :
-left mouse click to select and move units
-right mouse click on target to show actions possible against that target
-if a unit moves and does an action in the same turn, the damage is reduced proportionally to the distance covered
-a unit cannot use ranged attack or blind shot if in melee with an enemy.
-a unit cannot use blind shot if he moved during the same turn
-a purple highlight means you can do an action against that unit

Have fun !

ps : no registration required at the moment


8  Games Center / Archived Projects / Re: State of Profit on: 2011-09-22 10:12:55
I've been playing a little today. It's very addictive Smiley

Dunno if it's been said already but the one thing that bugged me is when you're building a road, and you have alternate between the hand and the road. Is there another way to do that ?

edit : I also had a problem with the music. It wouldn't go through the headset and I couldn't lower it either (even with the OS sound level)
ps : i'm on ubuntu 11.04
9  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2011-09-14 09:21:19
At the risk of derailing the thread I think it's pretty harsh to attack people that are doing a job, and while you might not agree with all of the action they're told to do - a large part of job is risking their lifes to protect you and your community.

Imo, that's a bit like saying that politicians only seek the good for the people. It might be true for some politicians, but unfortunately, because of human nature, you will find politicians who won't have that type of thinking(who never heard a story of corruption ?). And, imo, it's the case in every job, police force included. But don't get me wrong, I am sure that not all policemen / politicians are evil, some of them do have a consciousness. 
10  Java Game APIs & Engines / Java 2D / Re: Rotation following Mouse on: 2011-09-12 22:32:17
Yeah, actually I just checked, and "angle between two points" returns me the atan2 function in the first hit. The problem is (because I was working with vectors) I typed "angle between two vectors" which game me the formula with the dot product and stuff. Funny how things can change because you're satisfied with the one result and don't think there is anything simpler Smiley
11  Java Game APIs & Engines / Java 2D / Re: Rotation following Mouse on: 2011-09-12 21:09:58
Have done it lately in Arcane Nebula 1.0

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float radiansToMouse = FastMath.atan2(sprite.centerY-mouseY, sprite.centerX-mouseX);
float degreesToMouse = 57.2957795f*radiansToMouse;
sprite.setRotation(degreesToMouse);


that angle is the angle you have to set your image's rotation to.
all images should fact LEFT at 0 degrees, in file format... so your png or whatever should face left.

FastMath is just a faster Math Lib provided by Riven amoung others.
You can use any atan2 method; one is provided by the default Math class

Remember that if you have a camera / offset / more than one screen size, you have to offset the mouse/sprite location for the calculation

I look silly with my complicated stuff Sad Didn't know about the atan2 function, much much simpler this way. I'll replace my code with that, thanks !
12  Java Game APIs & Engines / Java 2D / Re: Rotation following Mouse on: 2011-09-12 20:27:41
In my 2D game, I have a simple player sprite that moves with WASD. I want to make it rotate to follow my mouse, so the front of the sprite always points at the mouse. I know this is probably some advanced math, can anyone help?

luckily for you I've done that not long ago :

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public double computeAngle(Vector2f vec) {
       double distance = distance(0, 0, (int)vec.getX(), (int)vec.getY());
       double angle = getAngle(vec, new Vector2f(0,-1));
   if (vec.getX() < 0) angle *= -1;
   angle = Math.toDegrees(angle);
}

public double getAngle(Vector2f vec1, Vector2f vec2) {
   double distanceV1 = distance(0, 0, (int)vec1.getX(), (int)vec1.getY());
   double distanceV2 = distance(0, 0, (int)vec2.getX(), (int)vec2.getY());
     
   double angle = Math.acos((vec1.getX() * vec2.getX() + vec1.getY() * vec2.getY()) / (distanceV1 * distanceV2));
   return angle;
}

public double distance(int x1, int y1, int x2, int y2) {
   return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) *(y2 - y1));
}


Might be more efficient ways, or cleaner code. But this is what I managed to get after some thinking around and putting together math formulas. Vector2f is from le lwjgl package, but you can replace it with whatever implementation of a vector you want.

And this code works assuming that the player's sprite is directed to the top of the image. If it's not the case, change
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new Vector2f(0,-1)
with the director vector of your sprite.

Btw, if others have tips to improve the efficiency / cleanliness of this code, I'd be grateful !

edit : Should of done this way before, but instead of using the function distance I put up there, I should of used
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vec.length();
Going to change that straight away >.<
edit2: should of used Vector2f.dot(vec1,vec2) instead of rewriting it myself too.
13  Game Development / Newbie & Debugging Questions / Re: Next steps? on: 2011-09-10 14:49:13
You should probably know more than just basics before attacking a game. You should know about reading / writing in files, using threads, knowing how to use exceptions, how to create classes / interfaces / legacy classes.

The best bet is to start with very very simple, like say a text based game. And then go onto to a graphical application, but still remaining simple.

What you should do is read books, and follow your rhythm. Just don't try to go too fast.
Two books I found useful are : "Developing Games in Java" by Brackeen, and "Killer Game Programming in Java" by Davison.

I think there's a resource section on the website that might link to other books, or tutorials or things, I'll let you search for that.
14  Game Development / Newbie & Debugging Questions / Re: Windows distrib error on: 2011-09-03 23:52:34
yeah, I prefer having different versions that work everywhere even if I have to go through a little trouble than the one that can cause problems to the users.

Cause the average user (me included) that comes upon a problem when trying to launch a free game downloaded on the internet will not go any further.

@Mads:
btw, minecraft does come with an exe on windows

Is runescape only applet ?
15  Game Development / Game Play & Game Design / Re: idea for horror game ? on: 2011-09-03 14:03:44
the game wouldn't have to depend on the extra device. But it could be some kind of bonus.

The device to monitor your heart rate could be awesome as well for a game. You'd have to control your fear irl Smiley
Like with the mic, like cero was saying, some people can be scared but still remain quiet. Some others can probably not control it enough to not talk :p
16  Game Development / Newbie & Debugging Questions / Re: Windows distrib error on: 2011-09-02 13:48:19
it does seem simple enough the way you present it.

thanks for the info:)
17  Game Development / Game Play & Game Design / idea for horror game ? on: 2011-09-02 13:46:28
Hi everyone,

I was watching a youtube clip of someone playing amnesia : the dark descent. And an idea popped in my head :

It would be awesome to have the game "listen" to you thanks to your micro. ie, if you start talking too loud (like when the guy playing was panicking) then the monsters could hear you and make notice you or something.

in my opinion it could make it a little more immersive :p, what do you think about it ?
18  Game Development / Newbie & Debugging Questions / Re: Windows distrib error on: 2011-09-02 11:32:29
@raAking:
Its weird, my JAVA_PATH wasn’t set on windows even though I have eclipse + java installed.
I already got a one runnable jar (with several jars inside). I was using the batch/sh files actually to be able to pass an argument for the one jar file (i generate two, one for a server and one for a client, and for the moment the client can input the host address as an argument, but no worries, its temporary, I'll add a textfield or something in-game once I have time) and also for giving the java.library.path thing aswell
edit: I mistook  the fat Jar with something else (the ant script that puts jars in jars), it seems quite nice as well actually. Its exactly what I was looking for, thanks very much Smiley

Thanks for linking that launch4j, seems nice. I'll look into that for sure.

@gouessej:
I was planning for a webstart too. Maybe not an applet though. A lot of people on the website seem to dislike webstart and like having a downloadable version. I got a webstart working for a lwjgl test application, so I think I'll manage for this one :p
I didn't know the progress bar depended on the number of jars downloaded, thanks for the info.

@Cero:
I'm in a bit of that mindstate as well. I'm guessing the exe instead of plain jar is because you are scared that a random user won't click on a .jar because he won't know what it its ?
And do you use launch4j for your shipping too ?

Thanks everyone for helping me out Smiley
Zlandorf
19  Game Development / Newbie & Debugging Questions / Windows distrib error on: 2011-09-01 18:26:42
Hello all,

I was wondering, if you need to distribute a .jar to non programmers. How would you make sure the jar runs ? ie that the JAVA_PATH is set, and that the jar finds the java.exe.

I'm asking this, because my jar won't launch under windows without me specifying the java.exe location (haven't set the JAVA_PATH, and since the end user mustn't do any configuration to play a game ...)

Also another question. I'm using lwjgl, and my .jar needs a link to the native. I can't dynamically set java.library.path, so I'm going through a script that just calls the java -jar command and setting the java.library.path at the same time. Do you generally go through a script / exe or do you create another jar that does the call ? or is they a way to load the native dynamically ?

Thanks in advance,
Zlandorf
20  Discussions / General Discussions / Re: Brainstorming the future on: 2011-08-22 08:30:35
edit : sorry !
21  Games Center / Showcase / Re: Lionheart Remake on: 2011-06-14 22:28:52
Hi,

I haven't tried the game out, but it seems nice. To recreate the levels, did you try to copy them by replaying the original game or did you manage to get the data files ?

By the way, what's the use of the five swamp themes you posted ?
22  Games Center / Showcase / Re: Gemserk - Face Hunt on: 2011-06-14 21:54:38
hi,

fun game Smiley

have you thought of changing the smileys depending on the color used ? using something like this  Angry for the red ones ?
23  Discussions / General Discussions / Re: Plagiarism in games (Tetris and so on) on: 2011-05-22 13:02:11
Didn't the creator get his work stolen by the USSR ? And since the USSR is dead, who owns the tetris trademark/copyright (whats the difference between the two?) ?

edit : forgot it's not URSS in English but USSR, sry
24  Discussions / General Discussions / Re: Ludum Dare 20 in... soon! on: 2011-05-04 02:45:47
the source .zip is actually .class files. Could you put the .java plz ?

Fun game and nice idea to use the cube that way Smiley
25  Game Development / Newbie & Debugging Questions / Re: Java based books. on: 2011-05-01 01:49:43
Are those two books still relevant, or are they too old ?

I saw that Brackeen has a whole part on 3D, but he uses a software renderer that he creates ? Is it useful to learn/read that part ? Can it help even with OpenGL ?

In Davison's book, he uses Java3D (I think). I read on this forum that Java3D is considered (almost?) dead. Can it still be useful to read his book to learn JME (or something similar) afterwards ?
26  Game Development / Newbie & Debugging Questions / Re: Minor confusion about booleans on: 2011-05-01 01:42:15
I always had problems using that correctly.. I imagine that operator does something different to ints Tongue

the xor rules :

0 ^ 0 => 0
0 ^ 1 => 1
1 ^ 0 => 1
1 ^ 1 => 0

so, for instance 1101 ^ 110 = 1011


But, I must say that the only case I found it useful to use is to make a variable switch between 1 and 0.

I think in y86 (maybe other ASM languages ?) XOR is used to set 0 to a registry, because a ^a = 0, and it is quicker to do a XOR than to get the constant value in memory
27  Java Game APIs & Engines / OpenGL Development / Re: alt+tab in fullscreen mode on: 2011-04-15 16:20:27
After running the install script, I did not install nvidia-kernel-common. Was that a mistake I made ?

The install script maybe only installed the kernel driver.
28  Java Game APIs & Engines / OpenGL Development / Re: alt+tab in fullscreen mode on: 2011-04-15 10:54:14
Quote
[    14.624] (II) LoadModule: "nvidia"
[    14.625] (WW) Warning, couldn't open module nvidia
[    14.625] (II) UnloadModule: "nvidia"
[    14.625] (EE) Failed to load module "nvidia" (module does not exist, 0)
[    14.625] (EE) No drivers available.
[    14.625]
Fatal server error:
[    14.625] no screens found
[    14.625]

Is there something more to do than a nvidia-xconfig ?

Thanks a lot for your help
29  Java Game APIs & Engines / OpenGL Development / Re: alt+tab in fullscreen mode on: 2011-04-14 15:30:56
So I'm quite a noob in ubuntu and stuff, but I managed (think so) to install the version .12 and version .44 from the nvidia website. First problem was that the x server wouldn't launch after a reboot (even with the nvidia-xconfig). Second problem is that I didn't notice any difference : still the screen freeze after alt-tab and still the very jerky display. However, weirdly enough I don't seem to notice any jerkiness out side of opengl applications. I'm maybe thinking of reinstalling the os
30  Java Game APIs & Engines / OpenGL Development / Re: alt+tab in fullscreen mode on: 2011-04-14 11:07:35
I'm using the 260.19.06 driver.

Where can I get the log file for the crash ? The "crash" consisted of the screen freezing, and I had to manually reboot.
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