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1  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
2  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
3  Discussions / Miscellaneous Topics / Re: Popular Game Genres/Trends on: 2014-08-04 03:25:43
make everything survival horror with no real gameplay
4  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?
5  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.
6  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.
7  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
8  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
9  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
10  Game Development / Game Play & Game Design / Re: 2D Shooter - top down or side on? on: 2014-06-26 05:22:24
I realise you've decided.. but my favourite


11  Game Development / Newbie & Debugging Questions / Re: Rendering Method Suggestions? on: 2014-06-26 05:19:05
I use JME a lot, and yes it is extremely good, and I recommend it highly if you want to get on with your game and make serious progress. Performance wise, I can't really fault it, judging from looking at screenshots of Dragon Quest IX I dont think you'd have a problem, and it would be easy to just render certain segments as you attach models to nodes, and just tell it not to draw them depending on area.

One word of warning though: lights. If you're planning on just using ambient lighting, great. If you're planning on using lightmaps that are baked into the texture, also good. But the lights in JME... for each light, the entire scene is rendered again.. so 10 lights = render the same model 10 times - regardless of if you have a light with a tiny radius.

You could also consider JPCT - its slightly harder to get fancy graphical effects, but still its simple and robust 3d. Also it does not have the above light problem, limits each surface to 8 lights which it choses (but then again it uses vertex lighting which is not as pretty - depends what you want ultimately, can make it look better if you're willing to do some shader work).
12  Game Development / Newbie & Debugging Questions / Re: libgdx Does anyone have knowledge of Waypoints? on: 2014-06-17 04:32:56
With A* you're taking say a grid and finding a path through it, but alternatively you can place 'navigation waypoints' that link to other waypoints the current one can access (e.g. move from and to)

If you're interested in a waypoint based system, in which you will need to place the waypoints, and then link them up appropriately, I can show you something I wrote the other week which does exactly that
13  Game Development / Newbie & Debugging Questions / Re: libgdx How to make multiple enemy arrays? >>Any Help<< on: 2014-06-13 05:16:19
shadowMoses, I saw another post...

Quote
Hello JGO,

How do I make an array?

Thanks in advance,
ShadowMoses

Not sure if srs or...

Anyway, if you are serious, you need to take a step back and the basics of programming, which will include Arrays. This is pretty much what bilznatch said though.
14  Discussions / Miscellaneous Topics / Re: Losing projects on: 2014-06-13 05:11:48
I found that by starting and never finishing multiple projects, I began to get a better grasp of whats really involved in every single aspect or a project. Each project I abandoned I lowered my expectations/scope (not in quality, just being less ambitious and more picky about what I wanted my final product to be) untill I eventually finished something. Then you can slowly begin to go back up in terms of ambition.
15  Discussions / Miscellaneous Topics / Re: Code-style: Cringe pics on: 2014-06-06 19:15:31
Inside some long complicated pathfinding method

Vector3f temp1 = ...
Vector3f temp2 = ...
Vector3f t3 = temp1.distance(temp2);
Vector3f m1 = temp1.distance(t2);

and so on with the variable names
16  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Oculus Development on: 2014-06-06 19:12:45
I'm also interested in this, will probably end up using it through JME though
17  Games Center / WIP games, tools & toy projects / Re: Pixel Bowl on: 2014-06-06 19:10:58
The graphics and sounds, I love the style you've got
18  Discussions / Miscellaneous Topics / Re: Watchdogs on: 2014-06-02 21:54:49
Like you say, everyone reacts differnetly.

Whenever I hear this story I cannot help but think, with all todays violence in different media types, we are actually far less violent than we used to be. It's human nature. People did all this stuff before we had video games and movies.





But seriously Watch Dogs, the story was so short, singular in focus and dissapointing. 20 hours? Try 7, didn't even rush it. So many characters with absolutely no purpose who we rarely see.

MAIN STORY SPOILER BEWARE
Like that Lucky Quinn, we have to eventually kill him, and I wasn't remotely interested, he and damien are sort of the two villains to go for, yet we barely see him all game. Also Clara dying, I couldn't have cared less, she rarely did anything beyond a quick phone conversation. Looking back to the killing of say Aeries in ff7.. thats how it's done.
19  Discussions / Miscellaneous Topics / Re: IDE hide block of code on: 2014-06-02 18:11:02
Oh thanks thats perfect
20  Discussions / Miscellaneous Topics / IDE hide block of code on: 2014-06-02 17:49:27
I'm using netbeans (or rather JME3 sdk version of netbeans). Is there a way to hide a block of code and not simply an entire method? In particular I mean say..

if(condition1)
{

}
else if(condition2)
{

}
else if...


and so on. I want to hide condition 2's code block and not the entire method. Any easy way in netbeans?
21  Discussions / Miscellaneous Topics / Re: Can I use the word "perk" in my game? on: 2014-06-02 17:46:37
Modifiers maybe? I hate the word perk in games.
22  Discussions / Miscellaneous Topics / Re: Watchdogs on: 2014-06-02 17:45:19
I remember watching my brother play Max Payne when I was 9 or 10. The bits where his family was murdered, including his baby, and the scene in which he was dreaming or hallucinating and you had to follow the trails of blood towards a cot with the dead baby screaming. I was so aware it was just a game and had no reality to it, since it could never compare to the real situation, I honestly believe it had no effect whatsoever.


(if u disagree ure fking ded srs)
23  Discussions / Miscellaneous Topics / Re: Watchdogs on: 2014-06-02 04:27:44
Blaming video game lol.. ^^. We're all different, some a little too different. You know some shooters you hear about say they played violent games non stop. I often wonder, if they didn't have that release, might that have acted sooner?

Anyway, was anyone else dissapointed with the characters/story? I mean there's like 5 main characters? And you rarely see them at all during the game.

Can't help but compare to it GTA, where you go on missions with multiple characters, get driven places etc, felt like there was no interaction.

Also I think they missed out on splitting the story up. There should have been seperate missions for DedSec, Quin, your own story, w/e just to make it feel more varied.

The hacking stuff was no where near as sophisticated as they made out.
24  Discussions / Miscellaneous Topics / Re: Infatuated on: 2014-06-02 04:22:31
looooooooo00000000000000000000000000000000000000000000000000000000000000000000000000000000000
25  Game Development / Newbie & Debugging Questions / Re: LibGDX - Tiled collisions? on: 2014-06-01 03:45:43
I wasn't keen on the whole get property thing, so I had a texture tiled that was a big B, had a new image layer and textured the transparent B on what I wanted blocked. Then when I loaded a level I went through all the tiles and stored true/false into an array 'blocked[][]'. Then when you move into a new tile (dividing position by tilewidth and height) if its blocked.. no move.
26  Game Development / Networking & Multiplayer / Re: Multiplayer game with libgdx on: 2014-05-24 05:11:23
Id you're really serious about making a proper multiplayer server type situation, I'd recommend

http://gamelix.com/resources/Unity3D%20Forum/Interpolation%20Explained.pdf

and

https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

But I warn you just the thought of implementing it made me yawn and watch TV.  You could probably botch some little system together that balances  programming time/ease and results accordingly to what you want. I only do multiplayer stuff that doesn't require decent lag compensation.
27  Game Development / Networking & Multiplayer / Re: How the structure of a multiplayer game should look like? on: 2014-05-24 05:09:13
Ok just a quick point; I was trying to get him to think about what else he will need in his system to deal with common issues like this.

Quote
All the player sees is what the server tells him is there, regardless of the actual situation.
When you are showing what you have done immediatly on the screen so as to hide lag for your client (unlike the original doom type setup) the player will often see what has not happened. The number of times I have shot someone on css only to find in the demo I never fired at all. The anger. Many server setups have to rewind the game state to see if the player was aiming at someone, and you end up dying even though you're now round a corner.
28  Game Development / Networking & Multiplayer / Re: How the structure of a multiplayer game should look like? on: 2014-05-23 04:19:31
Ok so you have 2 players, A and B. Both have 200ping. Player A kicks player B, at exactly the same time player B kicks player A. Each kick is enough to kill the other player.

With 200 ping, player A see's  on his own PC himself kick and kill the enemy (player B), and does not receive the player B kick untill player B is already dead. Dead players cannot kick.

Player B see's EXACTLY the same thing. They both think they won. How does your system deal with this?
29  Game Development / Networking & Multiplayer / Re: Multiplayer game with libgdx on: 2014-05-23 04:11:19
Depends what route you wanna go down, many involve a world of hurt Wink.

Most professional games will have a server that loads the entire map (never renders it obviously), and calculated collisions exactly as you probably are in your single player version. The people 'playing on the server' will also calculate collisions themselves, then just send what they have done (e.g. im moving forward and ended up here or something). This is when the server checks its collisions results with the clients, and send the client a correct version if it went wrong. This is essentially how you stop someone editing their client to cheat and go through walls or always claim they've shot someone, or w/e.

If you're making a small game, or even better if its co-op (no pvp) then this is unnecesary, I don't recommend it anyway as its extremely difficult when compensating for the lag time it takes to send and receive messages.

So really it all depends what your game does.. It may be best just to use the server to tell all the players what each one has done, and forget doing server side collision for now. Once you have that running smooth you can look at what problems exist, and start working on a solution.

But tl'dr your question about how to do it on server side, you keep track of the players state, receive his actions, and check his movement or w/e exactly the same as in singleplayer, so yes you need to load the collision data, be it a tiled array or bunch of squares or w/e

Edit: I just read your other thread about its being a 2d fighting game. That isnt easy, you'll need to do a fair bit of reading up on the subject. GL
30  Games Center / WIP games, tools & toy projects / Re: Game Language Expressiveness through Landscape on: 2014-05-07 05:09:04
Thanks, I'd never really considered that
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