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1  Game Development / Newbie & Debugging Questions / Re: Libgdx how to display monster name above their head on: 2016-07-27 09:30:32
But if it's not ideal, then how will i draw health bar at unit scale aswell?
Create 5-10 fonts that you needed
- they all have same img quality as you create them, if you not try to scale them.

If you have in game zoom and wants to zoom in-out camera with font zoom

you can scale font texture – for 10-20% its ok, but on 200-300% it looks terrible
so you can swap on bigger/smallest Texture font
//
or try use https://github.com/libgdx/libgdx/wiki/Distance-field-fonts

up:
http://stackoverflow.com/questions/14675007/how-to-draw-smooth-text-in-libgdx
2  Game Development / Newbie & Debugging Questions / Re: Libgdx how to display monster name above their head on: 2016-07-27 09:21:23
My way is ideal, but i need help to setup it correctly.
It's not )
(becouse you scale texture of font Atlas)
wrong stackexchange answer ^^
http://gamedev.stackexchange.com/questions/73688/why-is-my-text-is-too-large-even-when-scaled-to-05f-in-libgdx
//
right one
http://stackoverflow.com/questions/29907063/scale-a-bitmapfont-in-libgdx

Or use official doc
https://github.com/libgdx/libgdx/wiki/Gdx-freetype
3  Game Development / Newbie & Debugging Questions / Re: Libgdx how to display monster name above their head on: 2016-07-26 22:12:36
Sorry, but this did not work. I scaled it down as much as possible, but the font gets disorted and does not display whole name:
Don't try zoom font) its 2d - create new one with prefer size 8-14 ttf
4  Game Development / Newbie & Debugging Questions / Re: Libgdx how to display monster name above their head on: 2016-07-23 11:45:07
I newer Used Libgdx  ^^ - but i can show how it must be in layout
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   @Override
   public void render(float deltaTime) {
      // clear screen
      Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

      // seprate update logic
      update(deltaTime);

      // set camera to what we see
      worldRenderer.renderer.setView(camera);
      worldRenderer.renderer.render();
      //Why? dublicate render
--      worldRenderer.render();

      //this is painted in 2D - screen space - like GUI (inventory button etc)
      //don't need change projection matrix you already in orthographics projection
      //maybe need reset matrix to base - if Libgdx have same worlds matrix and GUI
--      Assets.font.draw(game.spriteBatch, "Firefox", uiPosition.x / 2, uiPosition.y / 2);
      // Game GUI
++      GUI.draw();
   }
   //////
   public worldRenderer.renderer.render(){
      world.getPlayer().render();
         for (Monster monster : world.getMonsters()) {
            monster.render();
         }
      ///Render Text - HP bars DMG numbers etc
      //Don't need change camera matrix
      world.getPlayer().render_Text(); // + y offset to be over Player head - "Player"
      for (Monster monster : world.getMonsters()) {
         monster.render_Text();// + y offset - "Firefox" (x,y = monster Position)
      }
   }

Because for some unknown reasons ppl that use Libgdx can't answer Tongue

p.s Libgdx is not simple for beginners - maybe try RPG Maker, or Unity, Unreal
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Is it a good idea to make your own library to write less code in the future? on: 2016-07-21 20:52:10
NO – Use Unity and make Games,
Simple try save you, from internal nightmare - spending many years for 1 game Wink
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-21 20:34:40
I implemented signed distance fields font + outline on my engine.
Is it Vector graphics, or GL Texture zoom ^^?
up:
Ou .. https://github.com/libgdx/libgdx/wiki/Distance-field-fonts
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-19 09:01:38
I'm kind of hoping the answer to be black just for the lolz Roll Eyes
Black - also have colors XD
Create encrypter to scam ppl for money - is Dark Black,
Find exploit in Google product and sell it on black market - is Light Black.
(because official Google some times can give you 500$ max or even "We take it - Thanks")
8  Games Center / Featured Games / Re: Heroes of Loot 2 - Steam + Android + iOS (libgdx) on: 2016-07-14 20:30:14
I also contacted publishers with various games in recent years, but never found one that was interested in the game or they didn't have a time-slot for it, or they simply weren't looking for such games at that time  (or any other silly excuse they made).
What about PM princec(Cas) And make nice Site with published Games
It cost almost nothing,
we also can add other nice finished games there - from java-gaming,
Its not market site – small preview site with 10-50 games and direct links where buy them

java-gaming also nice promo site – but its forum and its little overflow projects in dev Wink

Yes its looks stupid and unprofitable – But again its cost nothing  (10-20 $ hosting)
+if all members set same site link on description of published games it may help to promo, At least little ^^
(and please don't put adwords on new site Smiley )

As for marketing, I've looked at various indie marketing companies, and their prices range from $2000 up to $5000 for fairly basic stuff (contact press, streamers, influencers, etc), but so far I just found it very hard to judge how good these marketing companies are and if they are worth that sum.  It's hard to track what they bring to the table.
I think you can try Google AdWords – but its something like gambling
You spend 1-2$ for adwords in hope that ppl after watching it and click - buy game for 3-4$,
Many big companies make millions on it..
At least you can try – spend 10-20$ and see result – google have nice statistic for clicks and conversion(buys)

But take caution and remember its like gambling!!!

Quote
I'm a hobbyist right now so working on a sequel is something I don't want to do: experiment with new things is right choice when you don't have too much time.
Thanks!
Yes, I can recommend iteration on your previous games, never throw away old code but build on it Wink
+
I also can recommend:
"Try to not switch on new game mechanics(game elements) very fast,
because even on old you can make ~100 new fun lvls" Wink
9  Games Center / Featured Games / Re: Heroes of Loot 2 - Steam + Android + iOS (libgdx) on: 2016-07-14 10:18:25
Big Thanks @orangepascal.

I even not expected to get such exact numbers.
it definitely helps, as many new game developers are blinded by the success of Minecraft ^^
(they think every game is making millions Wink)
10  Games Center / Featured Games / Re: Heroes of Loot 2 - Steam + Android + iOS (libgdx) on: 2016-07-13 08:47:03
1 month:

1000-5000 – Download on android O_O
I believe same on IOS (or even half)
Steam 8 reviews – 8 !!! O_O (android 105)

I don’t get it, what wrong with this world…
Is game at least profitable? (can you pay bills?)
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-11 09:34:00
Boss gave me one of our competitors spreadsheets.
He wanted me to type it into excel and run some numbers on it; said I could have up to 2 weeks.

Noticed that it was in an easy-to-convert format, and got the whole thing in excel in 5 minutes.
Now I have 2 weeks to f**k around and do some programming during office hours Smiley
Nice Boss ^^
I always have (and not only me Wink)
– take this work for 1 month and do it for 2 weeks,
If you do it earlier - here another work XD
12  Game Development / Newbie & Debugging Questions / Re: getters and setters vs public vars on: 2016-07-10 11:15:47
If I encountered that in a code base, I'd run for the hills.
It can be replaced for instance of class with local variables Wink
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public Return_Collis Proc_Collis(){
   Return_Collis ret_Obj = new Return_Collis();// Reset_Data(); in Constructor
   if(!Check_Colis()){
      return ret_Obj;
   }
   ret_Obj.have_Collis = true;
   ///calculate Pos_Offset + Velocity
}
13  Game Development / Newbie & Debugging Questions / Re: getters and setters vs public vars on: 2016-07-10 11:03:27
Every
...
have sense ^^

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public void Proc_Collis(){
   Return_Collis.Reset_Data();//Always first
   if(!Check_Colis()){
      return;
   }
   Return_Collis.have_Collis = true;
   ///calculate Pos_Offset + Velocity
}
class Return_Collis{
   static public boolean have_Collis;
   static public Vec3 Velocity;
   static public Vec3 Pos_Offset;

   static public void Reset_Data(){
      have_Collis = false;
      Velocity = new Vec3();
      Pos_Offset = new Vec3();
   }
}
14  Game Development / Newbie & Debugging Questions / Re: getters and setters vs public vars on: 2016-07-09 20:32:36
short answer:
If you use Var – in 3-5 places – Use public

For else create get/set
"getters / setters" - var changes, can be easily searched (separate) by IDE,
and can help resolve many problems + it can be overwrite
    
getters and setters vs public vars
But you don’t need create get/set for every variable (even if its right style)
Because as result you receive tons of code, that you don’t really need

Less code sometimes better than right pattern style Wink

up:
I am quite certain there's no way to return multiple variables of different types.
You can either pass an object as a parameter and edit it, or return a new instance of a class.
or even
(if you use Fun in one Thread)
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public void Proc_Collis(){
   Return_Collis.Reset_Data();
   ...
   Return_Collis.have_Collis = true;
   ...
}
class Return_Collis{
   static public have_Collis;
   ....
   static public void Reset_Data(){
      have_Collis = false;
      ...
   }
}
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-07 19:59:34
On the bright side, there's no need to pay a composer and I learn every time I make a track.
I like your project, but really can’t give medals for all you’re posts ^^
16  Game Development / Newbie & Debugging Questions / Re: Temporary ObjectOutputStream wrapping InputStream on: 2016-07-06 22:09:13
Why not use - OutputStream with Linked ByteBuffer Vise-Versa

Open close as many Streams as you want, you have same ByteBuffer  )
simple take care about multiple threads usage same buffer Wink

Is the correct thing to do here to only flush() it and then just leave it hanging?
Extends OutputStream - add any count new position markers as you want)

Is this correct? Can this explode somehow? What am I supposed to do here?!
Yes if data layout changed - let say you save objects with 10 bytes and in new(engine) version it have 15.
Data layout is important same as File (Objects) versions

i think its not best scenario to send InputStream to custom byte processor - when you can make custom InputStream class(Input/Output)
17  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-07-06 21:38:01
Keep in mind Java EE != Java JDK.
Yes, but who knows - what next?
(what point support them Java if they drop commercial Java EE, its Oracle - they leave not profitable projects Sad )
18  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-07-06 21:03:29
Not good news rumors for Java:
Oracle About to Stop Supporting Java EE?
http://www.investopedia.com/stock-analysis/070616/oracle-about-stop-supporting-java-ee-orcl.aspx

simple google question for more info..
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-03 21:01:56
Filled my linkedin profile XD
https://www.linkedin.com/in/george-lum-51823993

don't lol too much from me plz ^^
20  Game Development / Shared Code / Re: Open-Source Terraria Clone on: 2016-07-03 14:18:22
It seems like your English isn't the best
sorry Sad
I am simply releasing the source code publicly so that those that want to use it can use it as they want. If I were trying to create a team to finish the game and make money off of it, why would I be releasing the source code
I understand - It's not about money Smiley
Its about community and players who likes and play you’re game.
(Use source code)

to give the community and provide projects that help others learn or take part in something.
Its ok, and fine to do what you like and share it -
I just gave a little advice: how make game little more interesting to players
(not, how monetize it and make billions from it ^^ )

But don't take it personal if your project not become popular
– its not because something wrong with you’re project - its simple wrong time:
We have Unity, Unreal, game makers, rpg makers, millions others open source projects..
21  Game Development / Shared Code / Re: XM File Formats on: 2016-07-03 12:23:15
I have a good file format that you didn't think of.
Pack Raw Data to zip is you’re format?)
sorry but you not create not Zip algorithm, not PNG - you can't сall them Yours
Framework - yes, Format - no

One story: Team Lead from my old work - Copy Past VP8 codec, rename output extension to “crapextension”
And gloriously talking everybody that hi create mega cool Video packing format.

and Another one: when i looking for job one company talking that they have mega cool own language like php  
like php – means they rename php files to “VAV” extension and fools all clients =)

offtop:
I find them Wink
looks like they finaly rename "vav" to "htm", but look on blog post aligns
http://www.vis-design.com/en/blog/
and this ppl make Web page for president and banks XD

If you have question why them? – because corruption, mafia and many-many lies ^^
Nah.. noting special in many countries same (if not even all Sad)
22  Game Development / Shared Code / Re: Open-Source Terraria Clone on: 2016-07-03 11:59:13
Small advice ^^:
Sorry but it's not go anywhere..
You need more ppl in team (or you project will take couple years to finish or you bored with him)
Its almost impossible find ppl in free project nowadays.

So the only option - is make multiplayer – with simple editor,
so players become that's people who moves your project forward.
Maybe small multiplayer surviving matches: 10 - 30 min,
minecraft (terraria) engine have big Potential for multiplayer
(and very low for single player – ppl simple bored from it)

UP
P.s Android Main platform ? - No-no-no-no - you simple don't have money for marketing
and google market (same as Apple Store) is big Trash bin
where even gold don't see sunlight (without big sign "GOLD is HERE <-")

you simple don't have money for marketing
or be rdy give 90% income to google Ads for promo ^^
23  Game Development / Newbie & Debugging Questions / Re: Implementing Extensions on: 2016-07-01 15:52:33
find my old code ^^ (written in 2012)
is it right - can be better< but it works Wink
java 1.6
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///////////////////////////////
//Mod interface = Sep Proj
public interface inter_1 {
   void Print();
}
///////////////////////////////
///Game = Sep Proj <- attach Mod interface Proj
public static void main(String[] args){
   Class abs_Class = inter_1.class;
   inter_1 a = null;
   try{  
      //////////////////////
      URL url = new URL("file:Clases/CL.jar");//Mod Jar path
      URLClassLoader loader = new URLClassLoader (new URL[] {url});
      Class c1_Class = Class.forName("CL.c2", true, loader);
      //////////////////////
      Constructor<Object> obj_Construcrot;
      obj_Construcrot = c1_Class.getConstructor(null);
      Object obj_class = obj_Construcrot.newInstance(null);
      a = (inter_1) abs_Class.cast(obj_class);
   }catch(Exception e){
      e.printStackTrace();
   }
   a.Print();
}
///////////////////////////////
//Mod = Sep Proj <- attach Mod interface Proj
///Clases/CL.jar
//CL.jar\CL\c2.class
public class c2 implements inter_1{
   public int a = 1;

   @Override
   public void Print(){
      System.out.println(getClass() + " : 1131");
   }
}

this
Class c1_Class = Class.forName("CL.c2", true, loader)

can be unify for special run Class name in mods - Like
Mod_Main.class


p.s it was written in age of minecraft Mod Api - because we can Tongue
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-24 10:52:39
@philfrei
https://www.youtube.com/watch?v=4R29am7Lmkc ^^
25  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-06-13 11:18:01
Definitely do NOT want a custom editor - that is too rigid.
It no so hard as it looks like, Its not Unreal engine Wink

You already have gui an in game param reference
Make table draw from params Database
And for text (value) change you can use clipboard – don’t need write own text editor )
Ctrl-C copy select param, Ctrl-V past and show result if some errors =)

+need save/load final params Database to file
26  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-06-13 10:16:50
Anyway, here is the creature schema (d being a hack):
It will be very hard to support and edit if you have more then 100 such files.
Better solution custom editor, where you can sort by in game params like DMG, without opening 100 files manually in notepad

i made this long time ago)

it looks cool but, hard to maintain on big project,
up: yes its parses to engine data, not simple txt file ^^

then i convert to excel, and its same hard manually resolve reference.)
27  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-06-12 10:32:43
I feel sorry for the compiler and jvm.
Its true, even from small refactoring
- eclipse jvm crash compilation build - on any file change (with 0 error shown – build error),
So need clear project Build Data =), weak eclipse ^^

Bad advices from enterprise developer..
"How to be good enterprise developer and become irreplaceable part of company:
-write code, that no one except you can"t support XD"

(can't find youtube video about this Sad )

p.s y, need move classes together by usage in img above - it save little space and organize folders ^^
It's all in big refactoring - i can't run code someting like half month Wink
(so all i doing now, can't even work at all (1000 - 2000 errors in project its ok) XD)

up:
pp.s I have no idea how people support big projects - its ongoing nightmare..
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-06-11 13:14:11
That's really complex for no reason lol.
you know nothing, Jon Snow =)

and this only template ,it will grow
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-11 09:29:12
new USB connector
Have you tried take any "usb to micro usb" wire
(you can have billions of them, they come with all phones..)
and take connector from it?)
30  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-06-10 20:11:47
Nice Kai, but I suggest using a shorter name. My matrix class is called Mat3 Mat4 and my vectors Vec3 Vec4. LongNamesArentDifficult.class
you know nothing, Jon Snow ^^

Real code...
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abstract public class _E_PD_Use_Ref_Color_Mult<E extends _Param_Ref_Use_Obj_Col_Mult>
                           extends __E_PD_Use_Ref<Param_Ref_Color_Mult<E>, E, int[]>{

_E_PD - Short name XD
hm.. _E_PD_UR_Color_Mult
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