Show Posts
|
|
Pages: [1] 2 3 ... 5
|
|
1
|
Discussions / General Discussions / Re: Will you betray, Eclipse users?
|
on: 2013-05-21 13:26:40
|
I hardly see how it misses the point, unless you think the point of Android Studio is to create projects for anything but for Android. And LibGDX not only isn't tied to any one IDE, it doesn't even leverage any particular one other than for a project creation wizard that's really not any more useful than the maven archetype that's independent of any IDE.
I was going off this article by Mario Zechner: https://code.google.com/p/libgdx/wiki/AndroidStudioMy only point is that I primarily use libGDX, so Android Studio doesn't buy me much, and in fact I lose out on the ability to deploy to the web and as an application in addition to Android. But I might use Android Studio for Android-only projects. Not sure what your problem with those statements is.
|
|
|
|
|
2
|
Discussions / General Discussions / Re: Will you betray, Eclipse users?
|
on: 2013-05-20 18:10:39
|
|
As others have said, one of the best things about using libGDX and eclipse is the ability to develop for desktop/web/Android simultaneously. Android Studio might make developing for Android sexier, but that sorta misses the point.
That being said, I might check it out for non-game, Android-only apps in the future. But I'll still keep eclipse for desktop and EE development, which is the bulk of my work.
|
|
|
|
|
3
|
Discussions / General Discussions / Re: Java on PS4!
|
on: 2013-05-20 18:08:06
|
On a related note, the Ouya devkit was like $800, which is freaking crazy. Also considering: Why do you even need it ? Ouya is Android, why do I need such a devkit just for Ouya and then at that price... just give me the Ouya API lib or whatever and there you go
The $800 $700 OUYA version was for a super-early beta version of the console, as well as other perks such as extra promotion for your games. Most people paid the normal price of $100 for the standard version that's releasing now. Both versions are free to develop for. The 700 dollars was basically to get your hands on it way early, provide feedback on the still-in-development hardware (several things have already changed between then and the "real" version), as well as the extra promotion. Nothing to do with the dev kit. For more info: http://www.engadget.com/2013/02/01/ouya-developers-sound-off/
|
|
|
|
|
7
|
Discussions / Business and Project Discussions / Re: Hosting with Dropbox and other cloud systems
|
on: 2013-04-15 19:02:30
|
Shameless self promotion: I offer free hosting for Java, Processing, and Android games at http://StaticVoidGames.com. It's still a work in progress, but I'm constantly working on upgrades and new features. You can even specify your own ads, so you can keep 100% of the revenue your game generates. And I'm using Amazon web services behind the scenes, so scalability shouldn't be an issue. My hope is to create a community of Java developers, tutorials, and (optionally) open source games, but for now it's at least an easy way to host Java games.
|
|
|
|
|
8
|
Games Center / WIP games, tools & toy projects / Re: Ant colony simulation
|
on: 2013-04-03 13:38:22
|
LibGDX has its own native bits, but if you shipped those over, sure, I imagine it could work. It just doesn't go out of its way to help you package applets or anything.
Yeah, it works fine. And it's extremely easy, too. Here is all the code I needed: 1 2 3 4 5 6 7 8 9 10
| public class MyGameApplet extends LwjglApplet { public MyGameApplet() { super(new MyGame(), false); } }
public class MyGame extends Game implements ApplicationListener {
|
And it works fine. You just have to export it as a runnable jar (which grabs everything for you) and I believe sign the jar, and you're set!
|
|
|
|
|
10
|
Games Center / WIP games, tools & toy projects / Re: Ant colony simulation
|
on: 2013-04-03 01:30:07
|
* Look into running this through a browser, I've seen other games do this. (Is there a particular method that is best?)
That would be great. I'd love to play this as an applet or webstart. Which method is best probably depends on what framework/libraries you're using. Sorry if you mentioned that already!
|
|
|
|
|
11
|
Discussions / General Discussions / Re: In-App Purchase
|
on: 2013-03-22 22:04:24
|
|
My two cents:
You shouldn't start creating a game by thinking "how can I make money from this?" - you should start by thinking "what would *I* want to play?". Make a game that you would love playing, then worry about monetizing it later - or don't.
|
|
|
|
|
13
|
Game Development / Newbie & Debugging Questions / Re: What is Tick() for?
|
on: 2013-03-18 17:54:32
|
|
Without looking at the code, I would guess that the tick() method is called every frame (so 60 times a second, or whatever the fps is). This allows game Objects to update themselves before being rendered.
As for your own program, you're going to have to post some code for us to comment on if you want a more specific answer.
|
|
|
|
|
15
|
Game Development / Newbie & Debugging Questions / Re: JFrame/Frame and the Event Dispatch Thread
|
on: 2013-02-18 20:53:37
|
|
Thanks, that makes perfect sense.
I would personally think that getting newbies into the habit of using AWT over Swing can lead to bad practices when they branch out to gui design, which is worse in the long run than any look and feel overhead. But that's a personal preference, and I can see the other side as well.
Thanks again for taking the time to answer my dumb questions!
|
|
|
|
|
16
|
Game Development / Newbie & Debugging Questions / Re: JFrame/Frame and the Event Dispatch Thread
|
on: 2013-02-18 20:23:45
|
Because Canvas is less of a pain to use. Can I ask how? I'm not trying to be argumentative or disagree, I just honestly can't see how Canvas is easier than JPanel or JComponent. Basically, it doesn't make sense to botch up the game screen AND the ui / hud into the same screen. Separate them instead. And for a simple game screen Canvas is easy and flexible. Adding your Canvas into a Swing app is as simple as addComponent( canvas );
You can call add(JPanel) or add(JComponent) just as easily though, can't you? I wouldn't suggest putting the ui and the game inside the same component. Instead, extend JPanel or JComponent (exactly like you do with Canvas), then override paintComponent() and you get double buffering for free. Then use a completely different JPanel for your ui (buttons, checkboxes, whatever), probably again exactly like you'd do with Canvas. This is my standard way of mocking up a game, and I don't see how Canvas makes that easier. I feel like I'm missing something obvious, but I can't see what it is.
|
|
|
|
|
17
|
Game Development / Newbie & Debugging Questions / Re: JFrame/Frame and the Event Dispatch Thread
|
on: 2013-02-18 19:45:22
|
|
Thanks jonjava. I understand the difference between AWT and Swing; in fact my full-time day job is gui development in Swing. That's actually part of my confusion- The only time I see AWT actually used is in really old tutorials or in game development; everywhere else recommends Swing over AWT because of all the features, the built-in double buffering, etc.
I see your point that Swing might not be necessary for many games, which don't require "real" guis. But it still seems strange to see people recommending AWT over Swing.. it's not like you have to use the parts of Swing you don't need.
I don't mean to hijack the thread, but this is something that always itches at me.
|
|
|
|
|
18
|
Game Development / Newbie & Debugging Questions / Re: JFrame/Frame and the Event Dispatch Thread
|
on: 2013-02-18 19:39:34
|
Thanks. From that article: Like AWT, Swing supports automatic disposal of GUI components. Swing also supports the AWT bottom-up and top-down construction methods.
Unlike AWT, Swing components are not thread-safe, which means you need to be concerned as to which thread in your application updates the GUI. If you err in thread use, unpredictable behavior, including user interface glitches, can occur. Utility routines exist to help manage threading issues.
So I see what you're saying with AWT being thread-safe (which I did not know, interesting), but not the automatic disposal (because Swing also does the same thing). Am I missing something? I've seen plenty of gaming folks using Canvas and Frame/Applet instead of JPanel and JFrame/JApplet, and I've never quite understood why. Is the thread-safe thing (which is solved with Swing.invokeLater() and probably doesn't matter with most games anyway) really worth sacrificing all the other benefits of Swing? In gui development, AWT is almost never used over Swing, so I'm curious about why it's backwards in game development.
|
|
|
|
|
23
|
Discussions / Miscellaneous Topics / Re: You seem to be using an ad blocker. :o(
|
on: 2013-02-07 14:39:00
|
|
I saw the same thing despite not having an ad blocker. Firefox 18.0.2, Windows 7. It wasn't a big deal, just a little "umm..." moment. I don't see it now, and I do see the featured project and latest featured stuff on the side (although nothing in the Picture of the Day, but that might be a separate issue).
|
|
|
|
|
24
|
Discussions / General Discussions / Re: Gaming contests for people under 18?
|
on: 2013-02-04 15:42:54
|
|
I think you're underestimating the number of people under the age of 18 in game jams, specifically Ludum Dare. You're also overestimating their competitive nature: part of their fun is the spirit of camaraderie in the community, and I'd say most people taking part in them are inexperienced programmers. I also think you're underestimating how much time the adult world takes away from you: it's not like we have exactly 8 hours of work and then the rest of the day for fun and games. Finally, you're overestimating how much of a benefit age is: sure, if you've been programming games for 10 years you're going to have an edge, but it's often harder for an older person to get started programming than it is for you young'uns.
I'm all for you guys organizing any kind of contest you want, but I also think you're looking for a problem where there might not actually be one. Up to you, but that's my two cents.
|
|
|
|
|
25
|
Discussions / General Discussions / Re: How to think of game ideas???
|
on: 2013-02-04 15:32:25
|
|
Instead of trying to come up with an entire game, try thinking of only of a single mechanic to explore instead.
The last game I made explored a mechanic of typing with one hand while keeping a rhythm with the other, and the game before that explored a Dino Run + Line Rider mechanic. My next one is going to explore synesthesia, and the one after that is going to explore a "blend in" mechanic.
Creativity is pretty hard, if not impossible, to teach, but I think it's about making connections and asking questions from other genres. A painter doesn't stare at his paint and think "well, what should I paint now" - he goes on walks, looks at people, places, and objects, learns more about them, and THEN paints something based on that mixture. The same can be true of programming. Instead of staring at your code or looking at other games, get away from the genre for a while. Go on a walk. Watch a movie. Go about your day. As you do these things, think about how anything can be turned into a game mechanic, and then you've got yourself something to program. If the mechanic works and is fun, expand that into a full game.
|
|
|
|
|
26
|
Games Center / Showcase / Re: Type Your Heart Out
|
on: 2013-01-30 02:10:46
|
|
Thanks for playing! Yeah, it's definitely hard. The idea is that it should be easy, since all you're doing is two simple tasks, but then when you actually try it, it turns out to be harder than you expect.. exactly like rubbing your head and patting your stomach at the same time! It's definitely beatable though, and is actually easy once you get a rhythm going. I can beat it in under a minute now, but it was almost impossible for me when I first started playing with the mechanic!
The resizing thing is a good point. There isn't much to see in the window so I didn't worry too much about it, but I should have at least added a setResizable(false) in there.
|
|
|
|
|
27
|
Games Center / Showcase / Type Your Heart Out
|
on: 2013-01-28 15:21:09
|
Here's the link: Type Your Heart Out Can you pat your head with one hand while rubbing your stomach with the other hand? Have you ever thought about how much work it is just to keep your heart beating while you go about your day? This game explores those ideas, as you spell words with one hand while keeping the heartbeat going with the other hand. This game was created for GGJ13, which had a theme of the sound of a heartbeat. You can view the GGJ game page here. The game is probably a little too difficult- I can beat it in under a minute, but people who didn't develop the game have more trouble. But for two days of work this game has a beginning, middle, and end, and explores a mechanic that I think is pretty interesting. I wonder how somebody who is ambidextrous or a drummer does with it!
|
|
|
|
|
28
|
Games Center / Showcase / Re: Avalanche Rider
|
on: 2013-01-24 01:34:46
|
Yeah, it probably is randomly generated, he just uses a seeded Random thing probably.
Nope, all I'm using is good ol' Math.random() and some parameters (the ground changes by X between 25% and 50% of a screen, then by Y between a 50% drop and a 10% rise). I've made the source available if you don't believe me!
|
|
|
|
|
29
|
Games Center / Showcase / Re: Avalanche Rider
|
on: 2013-01-24 01:32:43
|
Whoa!!! I love it! But I have no control over the penguin when it is flying  Penguins can't fly!  Technically the penguin responds faster to user input in the air (no friction), but it's probably hard to tell. I'll have to keep that in mind for my next game. Thanks for the input!
|
|
|
|
|
|
Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
|
|