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1  Game Development / Game Play & Game Design / Re: Open-source multiplayer FPS in Java on: 2017-10-15 16:26:24
I started simple and thought of the scale of Pong about 20 years ago.

Sorry, I didn't realize you already had the experience under your belt. A lot of novices post here with questions about how to make an MMORPG, so my post was more a response to that.

My guess is that there are a ton of moving pieces here that you're underestimating, but I'll wish you good luck.

JMonkeyEngine and libGDX both support 3D rendering. If you're undertaking this project, it might be better to start with one of those instead of building everything from scratch.
2  Discussions / General Discussions / Re: Small Arcade Games? on: 2017-10-15 03:17:55
Short answer: Put together a portfolio site, put your games there, and keep adding games as you make them.

You're right that you're probably not going to become rich and famous from the first game you make. But that doesn't mean it was a complete waste of time. Keep in mind that most professional developers published dozens of smaller games before making it "big" in the industry.

So, put together a portfolio site that shows all the games you've created. Use it as a timeline to show how far you've come, and keep adding games there as you create new ones.

You might also consider putting your games up on itch.io and Game Jolt, but again: don't expect to make it big with your first game (or first ten games). Move on to the next project, take the lessons you learned with you, and make your next game just a little bit better than your last one. Good luck.
3  Game Development / Game Play & Game Design / Re: Open-source multiplayer FPS in Java on: 2017-10-15 03:08:01
Obligatory: http://yourgameideaistoobig.com/

I don't want to be discouraging. I think everybody should program whatever they think sounds interesting. But you should keep in mind that these types of games take entire teams of professional programmers (and artists, and sound people, and designers, and...) years to complete.

Start simple. Start simpler than you think is interesting. Think on the scale of Pong. Work your way up from there. Good luck.
4  Game Development / Networking & Multiplayer / Re: [Kryonet] Runescape style movement on: 2017-10-11 02:21:26
Would that involve the server also finding the path to check if its valid, or would the client send the path to the server to check, so the server never does any pathfinding.

Why would the server need the path? The client is just asking whether it can go from square A to square B. It doesn't need to care about square C or D or E...

If you're really worried about users hacking the client to make arbitrary moves, then neither option 1 or 2 will prevent that. But 99% of the time, these kinds of concerns are premature.
5  Discussions / General Discussions / Re: advice on creating useful tutorials on: 2017-09-26 01:55:08
where did you get a domain for 10$ ?

Yeah I just used namecheap. Also note that with GitHub Pages you get a free subdomain like:

YourWebsiteName.github.io

If 35 bucks for 2 years is out of your price range, you should really consider the free alternatives. You can always change it later.
6  Discussions / General Discussions / Re: advice on creating useful tutorials on: 2017-09-23 03:34:36
yes i have but as a web developer i write my own code so i didnt see where it will be useful for me or my clients.

Well, different tools for different jobs. Jekyll is super useful for what I do. Wordpress would be overkill for what I need, plus I just don't like using it. Who are your clients?

i would of never have guessed your site was made with  Jekyll+github pages.

Can I ask why not? GitHub pages is basically just a webhost. Jekyll is basically just a template engine and markdown parser.

I write the tutorials in markdown. I write the rest of the site in plain old HTML and JavaScript. I use Jekyll to tie it all together and output the final html files, and I use GitHub pages for hosting.

now im going to look into it and learn how to use those tools. i thoght you have a server and domain (and was wondering if you pay 50$ every two years for it).

I have a domain, I think it costs like 10 bucks a year. I don't need a server, just a webhost.
7  Discussions / General Discussions / Re: advice on creating useful tutorials on: 2017-09-22 01:31:26
i already created a small tool to help me generate html code for tutorials, that shod make the written ones be made faster.

Have you heard of Jekyll? It allows you to write in markdown that then gets converted to HTML. Works seamlessly with GitHub Pages. That's what I use.

thank you your website is an inspiration.

Aw shucks. That's nice to hear.  Grin
8  Discussions / General Discussions / Re: advice on creating useful tutorials on: 2017-09-06 00:59:23
You didn't find a "how to create tutorials" tutorial because there isn't one single way to do it. Different teachers teach with different styles, and different students learn with different styles.

Like many things in programming, the best advice I can give you is: practice makes perfect. Your content, and your ability to create that content, will get better with time.

I've been putting together tutorials for a few years now, and I still find it a pretty slow and tedious process. The best advice I can give you (which is the same advice I give to people asking how to program) is to work in small, shippable chunks. What is the smallest thing you can create a tutorial for? Do that. Get that out the door and published before you start creating the next one. This is especially difficult for "series tutorials" where you're constantly rearranging how things should fit together. But again, practice makes perfect.

You also might be curious to check out a very new Stack Exchange site called Computer Science Educators.
9  Discussions / Miscellaneous Topics / Re: Engineer/Programmer? sentenced in VW emissions fraud case on: 2017-08-30 00:59:24
As the engineer involved I would not be expected to have any say on the legality or morality otherwise of the code I was told to write. I'm sorry, but that really is what management are there for.

I don't think this guy was just some code monkey in a cubicle. He's worked there for 30 years. From the article in the OP:

Quote
Federal prosecutor Mark Chutkow countered that Liang was a “pivotal figure” in designing the systems used to make Volkswagen diesels appear to comply with U.S. pollution standards, when instead they could emit up to 40 times the allowed levels of smog-forming compounds in normal driving.

We're here to write the code that people ask us to write - not to tell managers that it's immoral or illegal to try and defeat emissions tests. In my experience the discussion always goes exactly like this:

Manager: Make the thing do this stupid thing.
Engineer: No, the consequences of doing the stupid thing are...
Manager: Fired. Who else wants to get sacked for not doing what we're paying them for?
Engineer#2: Ok

And after this case (and other like it in the future?), our engineer will know to get out of there.

You would have to assume there is more to this than we currently know.

There are probably emails along then lines of :

"manager : can you make this car perform better and fool the EPA test?" "Engineer : Sure, I can hard code it to detect when it's in a test and make it emit less"

Exactly. From this article (warning: annoying auto-play video):

Quote
Liang, a German citizen, helped to develop the so-called "clean diesel" engine for Volkswagen while working in Germany. According to court documents, he and his co-conspirators realized they could not design a diesel engine that would meet the stricter U.S. emissions standards. So they designed and implemented software to cheat the tests.
10  Discussions / Miscellaneous Topics / Re: Engineer/Programmer? sentenced in VW emissions fraud case on: 2017-08-28 02:43:07
Only when the programmer is wearing multiple hats, can he be accountable for his own code.

The sentence in this case disagrees with you.

"I was just doing what I was told" isn't always the best defense when it comes to ethics.
11  Discussions / Miscellaneous Topics / Re: Engineer/Programmer? sentenced in VW emissions fraud case on: 2017-08-27 16:53:33
In any event, probably good to say no if asked to code something that contributes to an illegal activity.

I think that's exactly the goal of this sentence.

It's interesting to consider the ramifications of ethics in computer science. Stuff like this, but also the more subjective problem of "echo chambers" created by various social media sites. I really hope we reach a point where we understand these, how they come about, how they affect society, and how we can improve them. The stuff we do affects real people, and I hope we start thinking about that the way that other fields and industries think about the effects they have. Other fields have regulations about responsibility: why not programming?

Also reminds me of this page from Squirrel Girl:



Basically, it talks about how software has killed people, and then compares it to how poor engineering caused a bridge to collapse in Canada. Now engineers in Canada all study ethics, take an oath, and wear a ring as a reminder that what they do can kill people. Should we have similar conversations about programming?

Or at the least, make sure you at least have plausible deniability if you do so.

Umm, I don't think this is a great takeaway. The whole point is that programmers have an active role in, and as this sentence proves, a responsibility for, the code they write. Plausible deniability isn't enough.
12  Game Development / Newbie & Debugging Questions / Re: JavaFX updating a Label on: 2017-08-26 19:25:20
You can not call JavaFX functions from a second thread! That's the problem.

I feel like you're not understanding the advice you're being given. Have you tried googling "javafx threading"? There are a ton of results, including:


Please make sure you understand what people are telling you to do before you tell them it won't work.

Basically, you need to do the "work" on another thread, and then use Platform.runLater() to update your label. Presumably the Platform.runLater() call would be inside the loop. The loop would not be on the UI thread.
13  Discussions / Business and Project Management Discussions / Re: iOS Multiplayer App - Developer / Artist Wanted on: 2017-08-26 00:52:42
Add me on skype and I can show you.

Word to the wise: people aren't going to want to jump through hoops just to see your stuff.
14  Discussions / Business and Project Management Discussions / Re: iOS Multiplayer App - Developer / Artist Wanted on: 2017-08-25 01:41:08
I'm extremely familiar in LibGDX and have created many multiplayer-projects.

Mind posting links to these projects?

I'm looking for anyone who believes they can contribute to an iOS game (through art, management, etc). I'm not a game designer or an artist

Cool. How much are you planning on paying the people who have the skills you're seeking?
15  Game Development / Newbie & Debugging Questions / Re: 2 questions, coding MMORPG in Java on: 2017-08-20 15:33:39
I think everyone's being a bit down on this.  We should be encouraging other devs to work on anything they want to.
 

If OP wants to work on a huge project that will never be finished, nobody is going to stop them. Everybody should work on whatever they want.

But they should also understand the reality of the situation. A common misconception that novices have is the amount of time stuff like this takes. I think it's part of our "job" as more experienced devs to let them know what they're getting themselves into. If they still want to spend their time on a huge project, then that's up to them.

But I'll just say that if your end goal is to make a big MMO game, then the best way to get there is by starting smaller. Work on smaller projects to learn the individual pieces that you need to incorporate into your large project. Don't know networking? Make a very basic chat app that tests out networking code. Not sure how to animate sprites? Create a little video of a character walking around a world. Then bring those ideas into your big project when you understand them better.

As you work, put those little projects up on your portfolio page. Now you have proof that you understand these topics, which is great for your own personal morale and any job interviews you might have in the future. IMHO this is much better than just having a huge project that you work on, never finish, and have nothing to show for your efforts.

90% of my projects never come to fruition, but it's much more fun working on something big and exciting rather than another Pong clone.

If you're satisfied by that, then more power to you. But I like to actually get things done that I can point to and say "look what I made!" If I don't have that, I get pretty demotivated. Maybe you just work differently. But I will say that not everything is a Pong clone. It's a reasonable first project to familiarize yourself with the basics, but nobody here is saying that you should just make Pong over and over again. We're saying that you should work on small projects that you can actually finish.
16  Game Development / Newbie & Debugging Questions / Re: 2 questions, coding MMORPG in Java on: 2017-08-19 16:19:18
Think about it this way: Notch spent years making the first versions of minecraft, which are nothing compared to the game that exist today.

Not just that. He also spent years before that, developing much smaller games. He didn't start with Minecraft. He started with something much smaller, and worked his way up from there.
17  Game Development / Newbie & Debugging Questions / Re: Using bytes to save space. Does that really optimise perfomance or not? on: 2017-08-18 12:48:47
I mean using primitive type for number (byte) instead of int/short/long.

If I would make an application with byte only, would that save any perfomance or space? Or its really NOT important? I thought I can make app just on bytes and it will be super optimized but maybe not? PS I know byte hold value just to 127(or128) but in certain applications thats enough

You can, and should, do the math yourself.

An int requires 32 bits. A byte requires 8 bits. So you're saving 24 bits of memory by using a byte instead of an int.

Now, how many substitutions are we talking about here? If it's 1000 substitutions (1 substitution in 1000 instances, 2 substitutions in 500, whatever), that's 24 bits * 1000 = 24 kilobits, and we divide by 8 to get 3 kilobytes.

If you have a million substitutions in memory at once, then you're saving 3 MB.

To put that in perspective, by default Java programs run with 256 MB of memory. So a million substitutions will save you about 1% of the allocated memory. (And you can increase this default memory allocation.)

This sounds like premature optimization: you're thinking about making optimizations before you understand the numbers or see an actual problem. This is almost always a waste of time.

That being said, this kind of optimization does come in handy, if you have more than millions of int values that can be represented by smaller types.

But you shouldn't just look for random "optimizations" before you understand the problem.

Edit: Another reason to consider which data type you should use is code readability. If a value will never go outside the bounds of a byte, then using a byte makes your code easier to understand. Of course, it can be very difficult to know that something will never happen. But code readability is more important than micro-optimizing your code.
18  Game Development / Newbie & Debugging Questions / Re: 2 questions, coding MMORPG in Java on: 2017-08-16 14:55:18
MMORPG

Recommended reading: http://yourgameideaistoobig.com/

Start small. Start with Pong. Get that working before moving onto the next thing.
19  Game Development / Newbie & Debugging Questions / Re: Javafx vs libgdx vs LWJGL on: 2017-08-16 14:52:43
The answer to this question depends more on you and your context than it does us and our preferences. Why don't you create a few simple applications in each and see which one works best for you?
20  Game Development / Newbie & Debugging Questions / Re: looking for good way to make colisions with slopes and gravity on: 2017-08-14 03:57:39
Have you considered using a physics engine like Box2D?
21  Discussions / General Discussions / Re: Neat code or a early finish product on: 2017-08-12 17:31:21
Neat code or a early finish product?

Ship it.

Get the product (even if that product is just a small game) out the door. Put a link to it on your portfolio website, and move on to the next project. Take the lessons you learned from the previous project and use them to improve the code quality in your next project.

Any code you write now will look like garbage to you in a year anyway, so there isn't a huge benefit to spending time polishing it. Publish it and move on to the next thing. Hopefully we all get a little less terrible every time we start a new thing.
22  Game Development / Newbie & Debugging Questions / Re: using music of a band on a free game on: 2017-08-11 02:52:41
what happen if I put music in a game I made but im not selling it, can they proceed legaly with me even if im not getting profit with the game?

Whether you're profiting from your game has nothing to do with copyright. Copyright gives you the right to copy something. You don't magically get the right to copy anything you want, even if you aren't profiting from it.

If that were the case, why would anyone ever buy anything? I'm not profiting from watching movies in my own home, so I should just be able to download it, right? That's not how it works.

Yes, they could take legal action against you.

should I call them, and ask them if they are ok if I use their music in my game, what to consider on that scenario?

It's potentially much more complicated than that. The band itself might not even own the copyright. It might be their label, or the songwriter, or some other company or person.

Please read this: What do I need to legally use copyrighted music in my game? More info here.

I would second the suggestion of using FreeSound.org. You can search for sounds and music that are released under creative commons, but please make sure to give attribution unless they specifically release it with a "zero attribution" clause.

How does it work with a channel like WatchMojo, where they play clips of movies all the time?  Do they pay a fee to Universal or MGM or whoever put the movies out?  Considering they have played clips of just about every movie ever made, that seems like it would be a pretty hefty sum.

I don't know what WatchMojo is, but they either purchased a license to the stuff they stream or they're hoping that nobody sues them or shuts them down.

YouTube also has a feature where you can use copyrighted music in your video, which then shows a purchase link to that song. That's a pretty special case though, and is probably a result of Google making some deal with major recording labels. (That's just a guess though, I don't know the internal workings of the YouTube copyright system.)

But this stuff is complicated. If WatchMojo is a company, then they probably have a team of lawyers whose entire job it is to sort out copyright issues.
23  Discussions / General Discussions / Re: Getting ready to release...any suggestions? on: 2017-08-08 04:06:36
looks like I was trying to be an asshole which I wasn't.

Pretty sure that sentence is going on my tombstone.  Tongue No worries man.
24  Game Development / Game Mechanics / Re: Using a Map with Duplicate keys vs using instanceof on: 2017-08-07 04:30:21
That's not what I meant.  As I said in my original post, I was planning on using an int as an index for the types and would, therefore, be using the index numbers more than once - which isn't how an array works.

If you're going to have a small number of sequential indexes, then that's what an array is designed for. You could use a 2D array, or an array of Lists.

I think there's a difference between premature optimisation and trying to build software properly and thinking about design as you build.  For example, it makes sense to me to use the libGDX Array class as it's been optimised for use in a render loop - why would you not use that just because you don't want to prematurely optimise.  I agree that is to be avoided, but avoiding performance efficiency for the sake of it is obviously counter productive.

I'm not telling you to avoid efficiency. I'm suggesting that you need to define exactly what you're optimizing for before you can talk about efficiency.

Honestly - why is considering a multimap over-complicating things? It's a simple enough concept and, I must admit, I was surprised when I looked at the docs and discovered that there isn't already an implementation in either java or libGDX.  I'm really not trying to over complicate and I don't think that is what I'm doing - I'm just trying to think about design as I build instead of writing poor code and having to refactor or simply not be able to maintain my own code!

I'm not saying that a multimap is overly complicated, and in fact I've given you a few suggestions on how to implement one. I'm suggesting that worrying about the "efficiency" or "overhead" of a library is missing the point a bit, because honestly there won't be a noticeable difference either way. Go with whatever makes the most sense to you. Stop worrying about "efficiency" before you actually have any problems.

Just because it makes more sense for me to loop through one collection rather than multiple collections.  All the objects will need rendering regardless of subtype.

Like I said, you should go with whatever fits into your brain. But if you want to avoid the kinds of checks you're talking about, a common approach is to split it up into multiple Lists. Note that you could still have your mega-list if you really needed it.
25  Discussions / General Discussions / Re: Getting ready to release...any suggestions? on: 2017-08-07 03:34:10
Why is that if I'm not making money?

Because that's not at all how copyrights work.

Not really, it's like saying I've painted a picture and put it up in a gallery, so what's the best way to get people to see it.

That's still a huge topic without any definitive answers.
26  Discussions / General Discussions / Re: Looking to hire artist on: 2017-08-06 17:05:36
That's still extremely broad. You've said that the sprites are all going to be replaced, so that doesn't really tell us what you're trying to replace it with. And you still haven't told us how many sprites you need or what size they need to be. Are we talking 10 sprites? 100? Are they animated? What about logos and backgrounds?

Think about the reverse situation: if an artist posted saying that they have art, but just need you to program the game, that wouldn't be enough information. You'd need to know what kind of game it was, what platforms it was releasing on, whether it was multiplayer, etc. An artist needs to know more information than you've given.
27  Game Development / Game Mechanics / Re: Using a Map with Duplicate keys vs using instanceof on: 2017-08-06 17:01:15
I could possibly use a map with Integer keys and Array values

Why not just use a good old-fashioned array then?

I just assume that an existing implementation of a Multimap would already be somewhat optimised, but it's looking like it would also require importing a library just for one class - which may offset the advantage.

Optimized for what? Have you tried implementing any of the above solutions and run into trouble? Or are you just assuming you're going to have a problem? Premature optimization is the root of all evil, and all that.

What advantage is offset by using a library? How does using a libary offset that?

Honestly you seem to be complicating things a little too much, worrying about "efficiency" without actually defining what that means in your context.

There is at least one context (rendering) where it'll be easier if I can have everything in one collection, so it seems better  to me to have a collection of everything where individual collections are easily accessible - hence the multimap idea.

Why is it better for rendering if everything is in one collection?
28  Discussions / General Discussions / Re: Looking to hire artist on: 2017-08-06 05:53:39
Honestly a hundred bucks doesn't get you very far: I've paid that much just for a few sprites. But you'll have better luck if you post your exact requirements: how many sprites do you need? What size and style are you going for?

Also note that this forum is mostly for programmers, so I'm not sure how many artists you're going to find.
29  Game Development / Newbie & Debugging Questions / Re: print game screen like vr games on: 2017-08-05 18:13:58
when i googled, there is how to create VR but for android, not for Java SE

You need to break your problem down into smaller steps and then approach those steps one at a time. Something like "vr Java" is way too broad, so you aren't going to find anything very useful with that.

You've already narrowed it down to a step of drawing the same scene twice (with the caveat that that's not how VR works). And you've been given a couple of approaches for how to tackle that. Have you tried googling that? Something like "java swing buffer" will return a bunch of results, and you can use those results to refine your approach. Then if you get stuck, you can come back here with a specific question and a small example program that shows us exactly what you're trying to do. Good luck.
30  Game Development / Game Mechanics / Re: Using a Map with Duplicate keys vs using instanceof on: 2017-08-05 18:00:46
Do you agree with my assessment regarding efficiency?  If not, what would you suggest?

What is the Array class? Do you mean ArrayList here?

What exactly do you mean be efficiency? How many objects will this data structure contain in real life? What are your memory constraints? "Efficiency" is not just a single number. It's a bunch of tradeoffs.

Are you aware of a good Map implementation that allows duplicate keys?

Can't you just use a Map of Lists?

Or just use a different Map for each subtype. Don't try to come up with a "clever" solution if something simple will work.
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