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1  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-24 19:04:36
Gigantic Work.
I want help a little with optimization..

But why only I, We all can ^^,
Find what lagging the most, separate it from engine - and create thread here
we all try hard to find solution how improve it Wink

(“separate it from engine” - I think full engine source code not ready be revealed for public)

P.s optimization - Except external libraries like Jbullet and Java3D Tongue
PP.S Sorry I Over excited about all this
(because my Pc can’t run fallout 4 and you run it on Adroid XD)
this optimization on practice can be no so easy as it looks for me now.
At least we can try)

up:
Do you use this?
ElderScrollsExplorer/shaders/land.frag
It scares me)
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void main()
{
    vec3 ct,cf;
    vec4 texel;
  //  float intensity;
  //  intensity = max(dot(lightDir,normalize(normal)),0.0);
 
   // cf = intensity * (gl_FrontMaterial.diffuse).rgb +
   //               gl_FrontMaterial.ambient.rgb;  
   cf = (gl_FrontMaterial.diffuse.rgb +
                  gl_FrontMaterial.ambient.rgb)/2.0;  
                     
    texel = texture2D(tex,gl_TexCoord[0].st);
    ct = texel.rgb;
    //alpha is material only
    gl_FragColor = vec4(ct * cf, gl_Color.a);
}

as i understand diffuse and ambient can be pre mixed together with texture and save to file
no need do it in shader directly
- if it used really for all lands this shader can easily split FPS for half or even more

even if ambient dynamically changed in game
- it can be baked on every change in real time to texture and use that texture without mixin in shader directly

gl_FragColor = vec4(ct * cf, gl_Color.a)

external gl_Color.a Why? for debug? i don't remeber game mechanics with custom walls transperancy Wink
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-21 20:18:32
"There's no place like 127.0.0.1"
Ou  Sad, i thought 127.0.0.1 is my Home  Tongue
3  Discussions / Miscellaneous Topics / Re: There is no hope on: 2016-08-21 13:10:42
Browsing the Gogle Play store, I saw this comment about someone's game:
Quote
Its a nice game but why we have to purchase with real money?
And he right (don't want explain- simple: "now - is wrong time")
Make free game with 5 lvl
and more lvl for money - Problem solved)

p.s And if he ask why "we have to pay real money for more lvls"
Facepalm him XD
4  Game Development / Performance Tuning / Re: Tips for reducing frame rate spikes due to JIT early in a game? on: 2016-08-12 16:24:17
warm-up spikes can be fixed with JVM start arguments, (custom build ^^)
Try this:
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-server
-XX:+DoEscapeAnalysis

+maybe search more in docs

up: it also may be caused by static fields initialization (new static array list 1000) - in middle of frame
can be fixed by calling all - heavy static data classes - in init phase
5  Game Development / Game Mechanics / Re: [libGDX] Scanlines problem with OrthographicCamera on: 2016-08-03 14:08:37
You said using opengl in libgdx is new for you, why don't you copy every bit that is needed to run this example into your game and see if it does anything, skipping steps without understanding whether you can skip them is asking for trouble.
Agree - clean Opengl very sensitive to every mistake:
you turn on some parameter(status) - forgot send data to it (or send wrong data count 9 from 10)
and receive black screen - without any warning or debug errors.

So best way copy-past 100% working examples and line by line figurate out how they works,
and re run it after every line editing to catch moment when all goes wrong Wink
6  Game Development / Game Mechanics / Re: [libGDX] Scanlines problem with OrthographicCamera on: 2016-08-02 16:41:49
I think you mess up with colot count
i may be wrong ), but try default 4 floats colors without packing
https://github.com/mattdesl/lwjgl-basics/wiki/LibGDX-Meshes-Lesson-1
7  Game Development / Game Mechanics / Re: [libGDX] Scanlines problem with OrthographicCamera on: 2016-08-01 17:36:57
Make biggest texture you need let say 2000 pixels Height,
if you have device with 1000 pixels set Texture UV 0.0 - 0.5
8  Game Development / Performance Tuning / Re: [libGDX] Can this small scanlines GLSL shader be further optimised? on: 2016-07-31 20:22:14
You can try draw on top of game - scanline texture with basic GL blend options
and move texture by texture matrix, or swap it like animation

p.s 25-30 fps for mobile - is ok
IMHO: Img looks brain eating.
but many companies use this standard
9  Game Development / Newbie & Debugging Questions / Re: Libgdx how to display monster name above their head on: 2016-07-30 15:05:50
Well i used scale due to player offset from it's position.
glTranslate != glScale
Move Camera != Scale it

you use scale wrong - simple remove it from game.
And all be ok: all textures & fonts - be nice and pretty.

https://github.com/libgdx/libgdx/wiki/A-simple-game

For the graphics we need to define a target resolution of 800x480 pixels (landscape mode on Android). If the device the game is run on does not have that resolution, we simply scale everything to fit on the screen. Note: for high profile games you might want to consider to have different assets for different screen densities. This is a big topic on its own and won't be covered here.

You must Use only Global scale not per random element you want
(because you have no idea how scale works ^^ - Scale always destroy pixels: if in 3D its Ok - for pixel games its nightmare)

You need read many more tutorials in google and Gamedev books to at least understand basics
I really can't answer on every you'r question (problem) Wink
10  Game Development / Newbie & Debugging Questions / Re: Libgdx how to display monster name above their head on: 2016-07-29 11:45:49
when i have alot of monster on my screen and drawing the monster font. It decrease my FPS alot
Need Draw names to texture (Cache) and then draw only 1 texture above monster not 10 draw calls for every character in name

Also if i would like to add progress bar, how should i scale that? Since it does not have the same option as font.
That why you don't need use scale in 2d games at all - so everything be same - predictable size
(except global zoom , or some Effects scale like laser)

Thanks for all your help mate!
No problem Wink

p.s Realy go check and try Unity . Unreal
This problems you have now is only drop in the ocean, you be forced of thousands new ones(engine problems)
11  Game Development / Newbie & Debugging Questions / Re: Libgdx how to display monster name above their head on: 2016-07-28 23:37:50
Well when i draw the sprites i set height and width multiply with unit scale (1 / 32f)
You do totally wrong
No zoom – scale needed Wink
12  Game Development / Newbie & Debugging Questions / Re: Libgdx how to display monster name above their head on: 2016-07-28 12:44:04
Sorry but this did not work, as i said. Unit scale is a ridiculous size to scale down to. So thats why i need to seprate the ui stuff from the world stuff.

You do something totally wrong
You have pixel ground tiles – let say 32 x 32 pixels you draw them
No zoom – scale needed
Then you draw Npc – trees etc – also pixels 1:1
No zoom – scale needed

But when you try draw text above world – you’r text is scaled from nowhere
And looks totally wrong
13  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
14  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
15  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
16  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
17  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
18  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
19  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")
20  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
21  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)
22  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?)
23  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
24  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
}
25  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();
   }
}
26  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;
      ...
   }
}
27  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 ^^
28  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)
29  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 )
30  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..
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