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1  Discussions / General Discussions / Re: Posting in wrong thread on: 2015-01-22 19:06:04
I will try to recreate it, but I guess my initial presumption of "I am a retard" is going to be found true.

BrendynT lol, even worse a few months back I posted "No I like the donut like man he looks brilliant" or something, again completely the wrong topic.
2  Discussions / General Discussions / Posting in wrong thread on: 2015-01-19 17:38:37
I have this problem on JGO, wondering if anyone else does.

(Start not logged in) If I open multiple threads in new tabs and then in one I decide to reply, I log in then go to reply, but I end up posting in one of the other threads I opened in a seperate tab.
It's lead to some rather odd looking posts by me ranting about things that have literally no connection whatsoever to the topic.

Has anyone else had this happen to them or am I a literally retard incapable of working a forum? I've never done this on any other forums, and its happened to me so many times here
3  Game Development / Newbie & Debugging Questions / Re: Classic transparency problem with PNG on: 2015-01-19 00:24:21
EDIT: Post went into wrong thread.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-04 21:52:02
Gl with Blender Olo, is it an amazing program once you get it down
5  Discussions / Miscellaneous Topics / Re: The Escapist! on: 2015-01-04 03:18:06
Reported the video.

Creating a list of things to do is the easiest bit, I doubt he'll get beyond that stage - probably get distracted by something shiny.
6  Discussions / General Discussions / Re: why doesn't anyone use PlayN? on: 2014-12-30 04:03:48
Had never heard of it.. Libgdx is kinda the easiest one to stumble upon, and when you've found it it's like, why keep looking?
7  Discussions / General Discussions / Re: Most graphically polished games developed in Java? on: 2014-12-30 04:02:26
JME is gross, perhaps that's just my opinion, but everytime I've even attempted to use it, I lost my will to program for a week.

Minecraft is NOT the go-to option in my opinion, it's just a bunch of blocks with some... meh textures.

It most definitely is your opinion. JME has an absurd number of features, none of which are forced upon you - it is quick and easy to setup a 3d scene to your liking. Purely out of curiosity, what didn't you like?

As far as polished graphics go, I honestly havn't seen much in Java - for obvious reasons. This is currently my most graphical game, again in JME



NOTE: FPS is set to 62 by me, not running at full speed.
If you want to see the fullscreen  screenshots,
http://i.imgur.com/05t56i4.jpg
http://i.imgur.com/rs9NRZA.png
http://i.imgur.com/yTQ8hC7.png

8  Game Development / Game Play & Game Design / Re: Old 3d graphics on: 2014-12-24 20:11:31
The original PS1 Silent Hill is one of those games that gains a lot from its crappy graphics. It's a bit like looking at an old pinhole photograph in that it becomes a bit abstract in places and your imagination takes over and fills in the gaps. I believe the imagination is more powerful than anything, so I actually get your point.

That, and the way it uses fog /darkness to keep the draw distance down really made it terrifying IMO.  Playing it on an emulator with smooth shading and filtering etc actually removes something!

100% yes less = more imo. I think what you said it something I find true of many blurry old textures.

Corvid, out of interest which look do you prefer? It was an attempt to create a Resident Evil like game, uses fixed camera positions but not pre-rendered backgrounds. There is nothing to do bar walk around and press light switches and a few other buttons. Kind of re-making it with a different twist, havn't made any playable versions
9  Game Development / Game Play & Game Design / Re: Old 3d graphics on: 2014-12-24 19:30:35
Acually I love that too, in particular the textureless flat shading of the main character.

I even went as far as to remove textures in one of my billions of projects (kept lighting though, character uses a head torch)
10  Discussions / General Discussions / Re: I no longer use Google Play and I block ads on: 2014-12-23 03:33:28
Quote
it's up to the developers to provide some alternative means of paying them

I agree about this ad bubble and it exploding - I probably saw 5 in the last 20 minutes and cant remember a thing, trained to blank them out.

I disagree with what you said though, they shouldn't have to imo.

I don't want to jack your topic, but can I quickly ask (not developed for android and dont use a smartphone) what happens to in-app adds if you disable internet?
11  Discussions / General Discussions / Re: Hi guys on: 2014-12-23 01:28:47
No problems, when you have the money send me a message and I will gadly sell you my house for $70million.
12  Discussions / Miscellaneous Topics / Re: Markus bought a new house on: 2014-12-23 01:27:33
Grats to him. Sounds like cas is really on the money here aswell.
13  Game Development / Newbie & Debugging Questions / Re: [LibGdx] Problem with tile collision on: 2014-12-22 22:30:16
p.getX() ans p.getY() - what co-ords are they returning? Do you not need to do p.getX()/tilewidth?
14  Game Development / Game Play & Game Design / Re: Old 3d graphics on: 2014-12-22 22:16:14
Speaking as someone who has no clue what that means, (and despite it being pointless Tongue) where would one look to find a way of setting that...
15  Game Development / Game Play & Game Design / Re: Old 3d graphics on: 2014-12-22 18:25:37
Just tried rendering to a smaller fbo and fillining the screen with it, looks pretty cool! Still curious about how they lit stuff though if anyone knows
16  Game Development / Game Play & Game Design / Old 3d graphics on: 2014-12-22 03:58:32
So most people don't get it, but I'm a massive fan of some of the old so called terrible graphics from systems like the ps1, and earlier 3d pc games. I was wondering if anyone with more knowledge on 3d graphics than I could tell me what is causing a few of these, and maybe if there is a way I can achieve this today?

I think I get a few things - low resolution and linear filtering for that blurry look?



So in some games, (Dungeon Keeper (#3) - the floor) when you look up close at textures they begin to curve or warp?

Also on loads of playstation games when anything moves it sort it.. stutters around? #1 is silent hill, and at https://www.youtube.com/watch?v=WI5FCJF-Fas&feature=player_detailpage#t=389  (6:29) you can see his hands going wild even though they are still.

I also don't understand how they used to light their games, even with modern hardware lighting is the bane of my life performance wise. The last 2 are resident evil survivor stories. I don't see they lit them, is it lightmaps for the level and ambient for the players? Whenever I used ambient lights everything looks terrible, but in the outdoor parts of Silent Hill I couldnt figure out how it was lit, but it does't look horrendous. And the colours, were they limited?

Purely as a hobby type project, I want to achieve the kind of graphical look many old playstation games had and am a huge fan of low poly models of which I make many.

(I know #2 is pre-rendered backgrounds not sure why I included that one)
17  Game Development / Game Mechanics / Re: Game Movement Howto? on: 2014-12-22 03:18:02
Not sure I understood the question, BUT here is my approach:

I Decide where I want to go, workout the number of "updates" to get there (so totalDistance/velocity), then use a Timer based on that calculation, so
if(timer>timeToMoveFor) calculateNextDestination
else... carry on moving

Obviously you'll have to fit delta timing into the timer. This should work if "in my Path are only "the tiles to go" stored".

Also about:

Quote
And how sould I go if one tile is partly solid?
Let´s say my spirte is 32x64 pixels and my tiles 32x32.
A* calulated an valid path, but if I go there my sprite will collide with an object, because it´s above the valid Tile.

All of that needs to be dealt with in the pathfinder, and is probably a headache. You'd need to send the pathfinder things like the Sprites width/height, so it can say: Ok this guy is 64 in height (2 tiles high lets say) so all tiles he can stand on MUST have an empty tile above it, or w/e.

18  Game Development / Game Mechanics / Re: Should I make a physics engine? on: 2014-12-22 03:08:25
I've noticed nothing I do can make it look even reasonable. Everything is shakey and sometimes I don't even think it knows how much one object is over the other. Yet I've seen other games with JBullet that look like they were recorded in blender...

Aye, I feel you. I noticed increasing the number of quads/triangles my physics objects were made up of helped, despite my original thinking of "Oh one box will make it run faster"
19  Game Development / Game Mechanics / Re: Should I make a physics engine? on: 2014-12-19 04:28:55
I'd say its not worth the effort, BUT I also found bullet to be a jerky unpredictable mess.

Surely though, as its so widely used, this is an error on our behalf? Perhaps playing around with it more helps. I did eventually get it to behave "acceptably" but it never looked clean and professional.
20  Discussions / Miscellaneous Topics / Re: Buying "Complete" games is official dead on: 2014-11-07 18:51:43
I too am infuriated by this practice, but I think they are only hurting themselves in many cases. The good developers who make "good" games dont often do this, and the second I see the words season pass I immediatly decide not to purchase.

Games like Skyrim didnt do this, and sold millions. I even bought the DLC too, because I genuinly felt it was extra on top of a huge game, not like I was paying for what should already be included. I dont think many of these developers even know what a game is anymore, it's all about a "next gen high res hollywood spectacle" tht costs millions, while cheap to develope games like minecraft outsell them - they are clueless morons (imo).
21  Game Development / Newbie & Debugging Questions / Re: Make blood particles go in Random direction? on: 2014-11-05 00:40:59
In blood emitter, create

Random r = new Random();

Then I'd change the constructor..


public Blood(int x, int y, int xvel, Random r)

You need to chose an appropriate speed for your game, so with an xVelocity and a yVelocity, lets say between -4 and +4

float xvel = r.nextInt(9)-4;     //this would give a random number between 0-8 (inclusive), so -4 to get it into the chosen range
float yvel = r.nextInt(9)-4;

You might want to check xvel and yvel arn't both == 0, else it wont move. I'd probably not worry though it'd rarely happen and you'll have so many it wont matter.


Then, in update, simply do as you do

x += xvel;
y +=yvel;

And then to reduce speed slowly
xvel*=0.9f;
yvel*=0.9f;

Or some similar value.. just my idea.

(You'd need to change x and y to floats for this - but you can change all the values to ints and use higher numbers, or not reduce the velocity, or whatever you want)

22  Game Development / Newbie & Debugging Questions / Re: [SOLVED] Box2dlights Incorrect / No shadows using libgdx with a TiledMap on: 2014-10-06 02:49:24
Cool, glad you solved it Smiley
23  Game Development / Newbie & Debugging Questions / Re: Box2dlights Incorrect / No shadows using libgdx with a TiledMap on: 2014-10-04 14:47:40
I have used box2dlights succesfully in the past, very long time ago though. If you can post all the files so I can run it, I'll happily have a go at fixing
24  Discussions / Miscellaneous Topics / Re: Popular Game Genres/Trends on: 2014-08-04 03:25:43
make everything survival horror with no real gameplay
25  Game Development / Game Mechanics / Re: "No Man's Sky" - Procedurally Generated Space Exploration on: 2014-07-24 15:21:47
im with cas..

looked really pretty, but i didn't see any gameplay that appealed to me, and it is a game right?
26  Game Development / Game Mechanics / Re: Enemy footsteps on: 2014-06-28 04:41:36
i c.

I'm gonna give that timing system a try, thanks.
27  Game Development / Newbie & Debugging Questions / Re: Rendering Method Suggestions? on: 2014-06-27 02:45:09
Well, yes to your first, but you would never have 2 ambient lights as it would be pointless. Not sure about the second. You would load the model, then if you attach it to the rootNode so it will be drawn, I believe it would be culled if it was not in view yes (don't quote me on that). I don't think you'll have any problems to be honest. You add models to Nodes, and then you can add lights to these nodes, so the lights only affect models added to that node. This will help you limit what lights effect, and combined with lightmaps if you are in a position to do that works perfectly.
28  Discussions / Miscellaneous Topics / Re: The Game That Time Forgot on: 2014-06-26 13:50:56
13 years, sounds like a marketing ploy. I bet it took a few months
29  Discussions / Miscellaneous Topics / Re: Watchdogs on: 2014-06-26 13:49:43
You didnt like the spider bit? I thought it was a clever way of adding some open world sandbox madness without completely blowing the premise of the story/character/game
30  Game Development / Game Mechanics / Enemy footsteps on: 2014-06-26 05:24:32
In a game I have say 30 enemy NPCs walking about - they all make footsteps (positional audio, using jme3).

What should I do to make this sound ok? It's horrible with 30 NPCs walking around using the same 3 randomly selected footstep noises. Really essential they all make noise though, for the player to be able to tell what he's up against
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