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1  Discussions / General Discussions / Re: Will you betray, Eclipse users? on: 2013-05-19 00:10:32
I ain't migratin' from Eclipse. They can bite my shiny metal ass.

Cas Smiley
2  Games Center / WIP games, tools & toy projects / Re: [WIP] Daedalus on: 2013-05-17 20:33:31
hmm survivor squad... how not to do action sound in a game  Emo

Cas Smiley
3  Discussions / General Discussions / Re: OpenGL and OS X on: 2013-05-16 21:59:47
The cards themselves may support OpenGL4.2 but MacOS itself hasn't added the capability.

Linux support is... reasonable, considering.

Cas Smiley
4  Discussions / General Discussions / Re: OpenGL and OS X on: 2013-05-15 14:00:17
The OpenGL2 restriction is mostly about the current state of Macs in the wild. On the PC, it's usually all or nothing, and you may as well target OpenGL3.1+ if you're going to do anything remotely fancy.

Cas Smiley
5  Discussions / General Discussions / Re: What input device do you develop for? on: 2013-05-08 10:50:59
We support 360 and Logitech controllers to varying degrees depending on the game.

Cas Smiley
6  Discussions / General Discussions / Re: Why don't many of you use JMonkey Engine? on: 2013-05-04 10:57:32
My point was, you don't choose to use an alternative technology just because it's similar. Stick with what you know. This is a Java game development board. Saying "you may as well use Unity" because it does the same thing as JMonkeyEngine does is not really a relevant reason to not use JMonkeyEngine.

Cas Smiley
7  Discussions / General Discussions / Re: Why don't many of you use JMonkey Engine? on: 2013-05-04 10:08:10
Devil's advocate: If you use Unity you may as well just use C++.

Cas Smiley
8  Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements on: 2013-05-03 12:38:49
Sorry, I realise that sounded rather sarcastic Smiley I've had an awful morning! (Another story)

My much less sarcastic response is... it turns out that to eventually alight upon those perfectly simple ideas normally takes months, or even years, of refactoring, agonising, deleting, rewriting, experimentation. They may look simple on the outside but underneath, that's 90% of the work that goes into making a game. The tech is increasingly marginal.

Cas Smiley
9  Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements on: 2013-05-03 12:00:02
I do realise how complex they are inside. I was talking about gameplay. One my favourite games you made is Crusaders of Yore, and that was one of the slightly more complex ones. I hope this is one of your projects that gets past the prototype stage.
Turns out that the gameplay is actually the most complex part of making games  Cranky Who knew?

Cas Smiley
10  Game Development / Performance Tuning / Re: Optimizing a QuadTree for enormous maps on: 2013-05-02 11:51:50
(Remember to be generous with that "appreciate" button, everyone!)

Cas Smiley
11  Game Development / Game Play & Game Design / Re: Running several games based on the same code on: 2013-05-01 23:17:24
We've got 4 games based off of the same framework. It's a pain maintaining it as a tweak for one game means having to be extra careful not to break the other 3, or more usually, having to do something to all 4 games. It sounds like a drag but it's not nearly as much of a drag as fixing a bug in one version of the framework and forgetting to do it in the other 3, and it subsequently surfacing again months later...

Cas Smiley
12  Game Development / Performance Tuning / Re: Optimizing a QuadTree for enormous maps on: 2013-05-01 19:20:10
<a href="http://www.youtube.com/v/69WbIEEs288?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/69WbIEEs288?version=3&amp;hl=en_US&amp;start=</a>
Heheh Smiley

Back to theory:

in this theoretical system with infinite size you have a requirement to test for collisions between a theoretically infinite number of entities in some bounded time. A little thinking here would tell us that you cannot practically have infinite anything in a game, so you have to nail down both infinity requirements to something more realistic and put some actual numbers on it. Then we're on to the questions of how much time?, how many entities, and how large is the space in which they live?, with the optional question of what is the size range that these entities occupy, relative to the universe? So let's have these figures thrashed out in concrete first.

Cas Smiley
13  Game Development / Performance Tuning / Re: Optimizing a QuadTree for enormous maps on: 2013-05-01 00:25:54
Thought I'd chip in... quadtrees are rather a lot slower than grid cells. They might be more useful when you've got entities which vary in size from "huge" to "tiny" but if they're all within a certain size range, grids are the way to go.

Cas Smiley
14  Discussions / General Discussions / Re: Java on PS4! on: 2013-04-28 15:00:05
Who knows. Remember not all of Linux is GNU or GPL so it depends how much of Linux they've used. All will be revealed I'm sure.

Cas Smiley
15  Game Development / Newbie & Debugging Questions / Re: Why use VBOs/VAOs/FBOs/etc? on: 2013-04-27 02:59:12
It gets more important as you go 3D anyway. 2D isn't as much of an issue these days.
So you'd think but actually 2D is every bit as demanding as 3D still.

Well, good 2D.

Cas Smiley
16  Games Center / Contests / Re: Ludum Dare 26 starting 26th April! on: 2013-04-26 12:45:35
I wish I had the time and energy to do this sort of thing. As it is I can't even get lwjgl16k off the ground :/

Cas Smiley
17  Game Development / Newbie & Debugging Questions / Re: Can games like Super Meat Boy or Binding of Isaac be recreated with Java? on: 2013-04-26 12:44:00
Our Java games:

http://www.puppygames.net/ultratron
http://www.puppygames.net/droid-assault
http://www.puppygames.net/revenge-of-the-titans
http://www.puppygames.net/titan-attacks

So I'd say you can do it. I wouldn't say it was easy, mind.

Cas Smiley
18  Discussions / Miscellaneous Topics / Re: Crappy Graphics Drivers for Linux? on: 2013-04-26 12:38:09
We're firmly staying with OpenJDK on Mac and Linux now. We may even switch to OpenJDK on Windows as well, for consistency.

Cas Smiley
19  Java Game APIs & Engines / OpenGL Development / Re: Triangles or quads on: 2013-04-26 12:36:55
Always use triangles.

Cas Smiley
20  Discussions / General Discussions / Re: Free To Play/In-App purchases on: 2013-04-25 00:07:14
We're absolutely going down this route.
So can you share anything about how you're going to not let the business model invade Puppygames' core gameplay values?
We don't have any gameplay values as such, we just make games that we want to play. However the traditional model, which goes something like:

1. Attract customer to site
2. Convince them to download your game
3. Let them play the game for a while
4. Then attempt a one-time upsell to unlock the rest of the game

is totally broken now. Every step of the way is thwarted:

1. We pay a minimum of about 10 cents to just get someone to visit our site. To get any significant numbers of people to visit we're looking at spending, literally, thousands of $$$
2. Convincing people to download something once they've got there is extra difficult. In fact, we're recording that approximately 0.7% of people who we manage to visit through an advert actually subsequently install a game.
3. The demo then does a double-stupid: it gives people 99 reasons not to buy your game. Not least because they might get an hour's entertainment out of it for nothing. WTF? Why are we giving away an hour's entertainment for nothing? There is no investment in effort from the punter, and we give away all the delight and discovery for nothing. Of the people who are downloading our demos, about 10% of them are buying the games.
4. Then finally, the ultimate stupid: we set a price and other than making new games that manage to get past hurdles 1-3 each time, that's it. No more money. Our fans can't give us more money if they wanted to for a product. They can't go on changing the way the game works by buying things for it to make it, or their experiences, different. We simply send them on their way.

We have a multi-pronged approach in progress.

Firstly, we're heavily revamping our website to make sure that if someone visits, the site is pretty clear about what they need to do: download a game.
Secondly, we're going to tune our advertising so that it attracts more of the sort of people that actually click because they're looking for something to play.
Thirdly, no more demos. The games will simply stop at a paywall which is unlocked using in-app purchase. There won't be any website involved. Then we'll find out at what price people will buy them using a series of dynamic A/B tests until we home in on the one that makes the most money.
Fourthly, we're making a free-to-play game. The base game is limited only in variety for free players. Players will be able to grind away to get a bit more variety, but we also understand that many players are time poor but financially rich. These players we want to give the opportunity to give us as much money as they want to get as much variety in their game as possible. Variety simply opens up new tactics and sometimes just "looking cool"; but fundamentally there is no "pay to win".

We have plans for a joke skinnerbox game too but that's top secret Cheesy

Cas Smiley
21  Discussions / General Discussions / Re: Free To Play/In-App purchases on: 2013-04-24 23:34:53
We're absolutely going down this route.

Cas Smiley
22  Game Development / Newbie & Debugging Questions / Re: Saving/load system on: 2013-04-24 23:34:06
I just use Java serialization.

Cas Smiley
23  Java Game APIs & Engines / OpenGL Development / Re: glReadPixels Issue on: 2013-04-24 23:14:29
This is nothing to do with OpenGL; OpenGL doesn't know anything about pre-multiplied alpha. This is solely to do with Java image manipulation.
<edit>What are you doing to ensure your BufferedImage is not using pre-multiplied alpha?

Cas Smiley
24  Game Development / Networking & Multiplayer / Re: Suggests for a 2d networked game on: 2013-04-24 11:10:09
Turns out doing UDP right is bastard hard. I recommend TCP.

Cas Smiley
25  Games Center / WIP games, tools & toy projects / Re: Wizards of Yore (second try) on: 2013-04-23 14:06:09
I think that Endolf has just deleted the posts, making my post seem rather cryptic...

Cas Smiley
26  Games Center / WIP games, tools & toy projects / Re: Wizards of Yore (second try) on: 2013-04-23 10:28:32
Hmm, where did the report spam button go?

Cas Smiley
27  Game Development / Newbie & Debugging Questions / Re: Screen blackens when CTRL-ALT-DELETE in game. on: 2013-04-22 00:15:20
Sounds like a driver bug to me.

Cas Smiley
28  Discussions / General Discussions / Re: Steam Questions on: 2013-04-20 10:21:28
EA have no control whatsoever. They are not gatekeepers; Valve are. This annoys EA a lot.

Cas Smiley
29  Game Development / Newbie & Debugging Questions / Re: Casting Error with Graphics2D on: 2013-04-19 14:52:00
You can't cast it to something that it is not; Java2D gives you a Graphics2D, so that's what you've got to use.

What you need to do is wrap it and extend the wrapper.
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public class SimpleGraphics2D {
   Graphics2D g2d;
   
   SimpleGraphics2D(Graphics2D g2d) {
      this.g2d = g2d;
   }
   
   // Now delegate any methods you want to g2d
}
...
public void paint(Graphics g) {
   SimpleGraphics2D sg2d = new SimpleGraphics2D((Graphics2D) g);
...
}


Cas Smiley
30  Discussions / General Discussions / Re: why are people trying to use Java2D to make games? on: 2013-04-19 12:22:19
Please, stop using applets Sad

Cas Smiley
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