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1  Java Game APIs & Engines / Android / Re: streaming in 2d map on: 2014-04-06 18:57:44
I didn't know that, so thanks Endos. And ty liquid, I hadn't done anything with it for ages, but figured it'd be a shame to not try and make it into something.
2  Java Game APIs & Engines / Android / Re: streaming in 2d map on: 2014-04-05 06:46:18
Oh cool, is that new? Do you happen to know if the TMX loader and renderer in libgdx allow it?
3  Java Game APIs & Engines / Android / Re: streaming in 2d map on: 2014-04-04 18:47:55
Yours looks really nice/professional. I made my world with an editor I put together when I first learnt lwjgl, its horrible but does the job.

Yeah I have done a streamed open world with TMX and libgdx before, but obviously using a PC made it possible; I had to have a seperate TiledMapRenderer object for all 9 segments. I've no idea of what balance I should be looking for in terms of how much world I store in RAM vs how often to load, #x#.

Anyway here is a picture for anyone interested

world map: http://i.imgur.com/frPkiyM.jpg (too big to post, pink is a hidden path)

this is the club in the bottom left

4  Java Game APIs & Engines / Android / Re: streaming in 2d map on: 2014-04-04 15:58:33
Ty Endos. I am reluctant to use tmx though, as far as I'm aware It doesn't allow me to rotate tiles, which I need.
5  Java Game APIs & Engines / Android / streaming in 2d map on: 2014-04-04 06:23:40
Hi, after some general advice

I have this 2d game world I made a while back

It consists of 121 segments, each having 75x75 tiles, with each tile having the following variables:

12 bytes and 5 booleans (each tile has 4 'layers') - blocked, and 4 each of: atlasX, atlasY, flipped, rotation (for the texture)

Each segment is stored as a .txt file currently, 1 line per tile, with either an 'e' (empty) or a 'c' (same as most common tile which is stored in the first line) or a number with all the data, e.g. 2206001918001918001918000.  The total file size of all the 'segment' txts together is about 5mb. Each tile image is 16x16, and all 625 textures are packed into 1 image (texture atlas type thing - 512x512).

I was hoping someone could offer me some advice for making this into an android game, as while I've made plenty of 2d games in Java I have never tried for android (probably using Libgdx).

My intention is to 'stream' segments in so no loading screens, with 9 at a time, the the center and the 8 surrounding the player. I'm not sure if these are too big, and I should perhaps make segments say, 30x30 or something? Is this even a realistic aim for android?

Also, what is the fastest way to load data on the fly in your experience? I've read that serialization is extremely slow. Is my 512x512 image size going to be a problem? I'm gonna need another for player sprites, which will be 512x256.

Finally, any recommendations for how I should handle the file format of my maps?

6  Games Center / Showcase / Re: Concept on: 2014-03-21 17:38:48
It looks quality, love the greenery, but I'm completely put off by those icons in the bottom right, absolutely hate being pestered to get water and food non stop. Probably just me though.
7  Games Center / WIP games, tools & toy projects / Re: Airships, a ship design & fight game on: 2014-02-28 02:14:46
This looks quality, I love the idea but also the gfx. What sort of size limit are you planning to impose on the ships?
8  Discussions / General Discussions / Re: New feature: coding experience on: 2014-02-05 07:08:38
I very much like this addition, constantly looking at everyones experience now ... Oh look its blank, really that many years? Would never have guessed...
9  Discussions / Miscellaneous Topics / Re: What will be the next hype after zombies? on: 2014-01-12 08:19:38
I think its gonna focus on future sci-fi stuff. Watch Dogs for example. Seen a trailer recently for another future scifi game by some massive developer, cant remember the name. GTA will probably make a future based sequel, Mirrors Edge 2 will probably also be set in the future, maybe another Deus Ex, then we have the new Robocop movie. Been a few crap future movies actually like elysium...

just my 10 cents
10  Game Development / Newbie & Debugging Questions / Re: layers-Libgdx on: 2013-12-22 06:18:36
I asked the same thing on the libgdx forum and was also told to use a sorted list. It works fine even with my 500+ sprites to sort
11  Games Center / WIP games, tools & toy projects / Re: Crowd of Force on: 2013-12-18 06:35:06
Cool, but level 2 is impossible for me.. upgrades would cost me 8192, which takes a lifetime to get, so I can only sit and watch as I lose my territory. Gained iron for me, 23k, medium enemy: 21 million


edit: oh bonus is a percentage of current iron, this changes everything
12  Discussions / General Discussions / Re: In Need of Studying Tips on: 2013-12-11 17:04:49
Procrastination is key, go on an internet forum and ask questions about studying

 persecutioncomplex
13  Game Development / Game Mechanics / Re: plane intersection on: 2013-12-09 19:32:41
I appreciate the posts thanks guys. Turns out I actually wasn't adding my found point to the list of points, which is why it never worked.. so uh.. bit embarassing.
14  Game Development / Game Mechanics / Re: plane intersection on: 2013-12-09 06:00:32
Thank you for typing this out for me, extremely helpful
15  Game Development / Game Mechanics / plane intersection on: 2013-12-08 00:06:09
I am trying to convert .map file brushes (quake, hl) into models. The data of a brush, which is just a shape in the editor, is given as a bunch of planes, each being defined by 3 points (each with x,y,z).  It is the intersection of any 3 planes that give you the actual vertex points of the shape (for those that do intersect).

I am trying to use this page http://mathworld.wolfram.com/Plane-PlaneIntersection.html to achieve it, but I cannot get it to work.

This is the formula from that page:



I have been told the first part (the bit to the negative 1) is calculated by:  

dotProduct [normal1,  crossProduct (normal2,  normal3 ) ]; does anyone know if this is correct?

Second, these normals for each plane, I have been calculating these:

For 3 points, p1, p2, p3

cross( (p2 - p1), (p3-p1) );    

After this I normalize them.

Finally, in that formula, is the x1, x2, x3 simply one of my 3 points for each plane?




Would be really grateful if anyone who knows this math could clarify those points for me. Alternatively if anyone knows of any code that finds the intersection of 3 planes when it exists, that would be awesome



16  Discussions / General Discussions / Re: Bad Habits on: 2013-12-04 04:51:15
Hows this,

Never used a debugger in my life
Never profiled
Everything is public
0 comments

Phwore!
17  Game Development / Newbie & Debugging Questions / Re: AWT/Swing vs OpenGL (Which should I use) on: 2013-11-24 18:53:15
Smiley
18  Game Development / Newbie & Debugging Questions / Re: AWT/Swing vs OpenGL (Which should I use) on: 2013-11-23 19:45:52
Can't really imagine a situation where there will not be an alternative (slick.. now people use...). But totally no harm in it, can only be a benefit learning this stuff. With hindsight however I wouldnt have bothered.
19  Game Development / Newbie & Debugging Questions / Re: AWT/Swing vs OpenGL (Which should I use) on: 2013-11-23 07:59:26
I'd say just jump on libgdx. I spent a few months learning opengl, and it was a pain up the ass (speaking as an entirely self (internet) taught person with no experience in anything but java). I eventually managed to create what I wanted, but I have now switched for good to using libraries such as Libgdx or jpct.

If its a hobby do you really need to learn the details of something like opengl? With libgdx you get great performance and its so quick and easy. I dont see why you need to understand the basics of opengl to use libgdx, and whatever you do need to know is easy to pick up.
20  Game Development / Newbie & Debugging Questions / Re: LibGDX and Tiled.. selective tile rendering?? on: 2013-11-23 07:53:44
Thats how I would do it. You could extend the OrthogonalTiledMapRenderer class and edit the rendering method I guess, more effort than its worth though. Also, you could use box2dlights, set ambient light to 0 and attatch a point light to each actor. box2dlights is really good, but this might not give the effect you're looking for, might just look like night.
21  Games Center / Featured Games / Re: Minecraft on: 2013-10-24 16:43:17
Used to play this game regularly but it was ruined for my friends and I, absolutely hate the direction its gone in. I cannot believe they added the food BS, and removed the instant healing ability. Completely killed off pvp combat, and sprint is so bad for pvp considering how laggy the game is anyway.
22  Game Development / Newbie & Debugging Questions / Re: LWJGL or JMonkeyEngine? on: 2013-09-26 02:58:44
I realise you've decided but I just wanted to add that, if you just want to get on with making a proper game then jmonkey.. I recommend this option, else you're in for some serious ball ache
23  Game Development / Newbie & Debugging Questions / Re: Rotating an image - tower defense on: 2013-09-22 21:44:56
Line 153, delete the * 180 / Math.Pi, you need to keep the angle in radians (I believe)
24  Games Center / WIP games, tools & toy projects / Re: The Chasm on: 2013-09-22 20:45:40
honestly I had no problem with the tiles, they are what made me play it for so damn long really.

but I get whats being said, surely all you need is what Robin said, like in the first picture you'd just keep the flat big and be able to go under in (for the bit facing upwards)
25  Discussions / Miscellaneous Topics / Re: Coding brought me up in school! on: 2013-09-22 20:42:44
Same story, ruined my grades at university, but I feel like it's had a huge positive impact on my life
26  Games Center / WIP games, tools & toy projects / Re: The Chasm on: 2013-09-21 19:11:15
dat ass, i mean art,

that was really good, combat could do with some variety, perhaps bonus if you get attacked from behind and ability to choose direction

sometimes when i positioned myself behind a chest the spiders all bunched and I could just kill them with range attacks
27  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Tinting a tile in LibGDX on: 2013-08-31 20:06:55
Think just a misunderstanding about scroll, but if its working, ignore everything because thats all you need so no worries
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Tinting a tile in LibGDX on: 2013-08-31 05:35:02
I... well good work have fun with it...    Roll Eyes
29  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Tinting a tile in LibGDX on: 2013-08-30 23:49:00
I'm sure scroll works fine...

Really not sure what bits of code we're looking at now so I can't help you at all, but

http://code.google.com/p/libgdx-users/wiki/ScrollingTexture

in particular,

spriteTexture.setWrap(!TextureWrap.Repeat, !TextureWrap.Repeat);

you tried that on your texture?
30  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Tinting a tile in LibGDX on: 2013-08-30 06:29:19
I re-read the thread a few times...  Undecided If you're still having problems and would like help, pastebin or w/e your entire code, tell me what is going wrong and  I will run it and have a go at fixing it as soon as I wake up
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List of Learning Resources
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