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1  Discussions / Suggestions / Re: Featured Open-Source on: 2016-10-20 14:43:46
I don't disagree with your desire to see more open-source Java games (that's part of why I started Static Void Games in the first place), but I also think you're overestimating the manpower we have here. The forum is run by one person, and we have a dedicated but pretty small user base. The stuff you're proposing takes time and interest. You could start by creating your own list, maintaining a thread of open source games you find, but that probably seems like a lot of work. If it seems like a lot of work for you, imagine how much work it feels like to other people who don't have as much of an interest as you do.

I actually like your idea, I just don't think it's going to get much traction.

If you're looking for open-source Java games, you might check out Ludum Dare, which is a game programming competition where entrants have to release their source. Do a search for Java and you'll get a ton of results. But please note that open-source does not mean no copyrights, so make sure you contact anybody before using their source.
2  Discussions / Suggestions / Re: Featured Open-Source on: 2016-10-20 14:24:27
finding something decent can be a challenge

Yep, exactly. To create this featured board, we (read: Riven) would have to somehow find these gems. It's a bit of a chicken and the egg problem.

You could help jumpstart this by coming up with your own list, but like you said, that isn't as easy as it sounds.
3  Discussions / Miscellaneous Topics / Re: Looking for simple but complete open-source game on: 2016-10-19 15:57:39
I haven't touched this code in years, but I can try to look when I get home.

But this is exactly what's going to make your approach difficult: it's one thing to try to write code and then add multiplayer to it. It's a completely different beast to try to wrap your brain around code written by other people. Even if the code works exactly like you expect (which it never will), you're still going to have to be comfortable going through code written by other people, which can be a very messy experience.

I would guess that what I did was comment out some stuff in order to create some screenshots of mazes without showing the player or exit, but that's really just a guess.
4  Discussions / Miscellaneous Topics / Re: Looking for simple but complete open-source game on: 2016-10-19 15:08:58
You can use Processing as a Java library and use plain old Java with them.

But if I remember correctly, these are all plain Java:
5  Discussions / Miscellaneous Topics / Re: Looking for simple but complete open-source game on: 2016-10-19 14:47:11
Ah, interesting. I'll be curious to see what you end up doing with this, so keep me updated!
6  Discussions / Miscellaneous Topics / Re: Looking for simple but complete open-source game on: 2016-10-19 13:36:45
I've got a few little open-source games available here:

This one is a puzzle game that might be pretty reasonable to make multiplayer:

But like others have said, what you're describing is not trivial. It might sound easier to take an existing game and make it multiplayer, but that's going to be much, much, much more difficult than writing your own game from scratch.

Start very small. Start with the bare basics. Maybe a chat room, or a multiplayer drawing application. Then move onto implementing a simple game, like tic-tac-toe or even rock-paper-scissors. Move on from there in small steps.
7  Game Development / Newbie & Debugging Questions / Re: [SWING] halving the screen with two seperate panes? on: 2016-10-17 12:38:59
Can you please post an MCVE that we can copy and paste to run on our own computers?
8  Discussions / Miscellaneous Topics / Re: AGB Programming on: 2016-10-12 17:50:40
One of the questions that I want to bring up is how come AGB can make fantastic games, such as pokemon, but the modern games we have today, which are 2D, have performance issues? (Keep in mind the AGB isn't the most powerful thing)

Poorly programmed games (or, games that chose to prioritize other stuff) have performance issues. Well-programmed games (or, games that prioritized performance) have better performance.

You seem to be saying that every game for the GBA outperforms every modern game, which is simply not true. There were plenty of poorly written games for the GBA, and there are plenty of well-written games today. That plus modern hardware means that we're doing stuff today that would be physically impossible on the GBA.

It's a bit like the people who say that today's music is terrible compared to music from [insert decade here]. A lot of that is selection bias, because you don't remember the 95% of songs that were terrible from your favorite decade, and you're ignoring the good songs from today. You're comparing one of the most famous games of all time to games that you see on Steam, which isn't exactly an apples to apples comparison.

By the last paragraph, I want to ask, how far have we abstracted? Along with this, in terms of shading, do we really need all the power we have today to represent our stuff?

Sure, one of the "problems" is that we have so much more available at our fingertips. Want a particle system in your game? That's a one-liner. Want physics? Here's Box2D. Want lighting? Here you go. So it can be easy for developers to shove a bunch of stuff that they might not need into a game, without worrying too much about performance or the hardware they're running on. They might design it for their $5,000 hardcore gaming PC, and you'll have issues running it on your 5-year-old Android phone.

But I would argue that's a good thing for the most part. As a developer, I don't want to have to worry about which hardware I'm running on, and I don't care about all the hardware-specific hacks that I could take advantage of if I limited myself like that. I also don't want to reinvent the wheel every time I sit down at the computer, so all these libraries and frameworks are great for me.

That being said, there is a big community around developing games for retro systems. It sounds like you've taken an interest in that, and that's great. Have fun with it. But it's certainly not as simple as saying that the GBA is better at games than modern hardware and software.
9  Game Development / Newbie & Debugging Questions / Re: Should the same objects be made in the same class? on: 2016-09-29 15:15:47
public class BadGuy {
    public BadGuy(){
        badGuy1 = new BadGuy();
        badGuy2 = new BadGuy();


Did you actually try that? Try putting together a little example program. You'll see that this code causes a StackOverflowException.

As opposed to option 1, which is this:
badGuy1 = new BadGuy();
badGuy2 = new BadGuy();

I was thinking about this initially because my game has about a million "brickwalls" that are just named brickwall1, brickwall2, etc, instantiated in my main game file, and I wanted to see how other people instantiate their objects in their games.

Sounds like you should just use an ArrayList or some other data structure?
10  Game Development / Newbie & Debugging Questions / Re: Should the same objects be made in the same class? on: 2016-09-29 13:27:11
Create 1 bad guy object in my main game file and have that object create the 5 bad guys with an array or something.

Can you be more specific about exactly what you mean by this? Can you put together a small but runnable example that tries this approach out?

This is as much for you as it is for us. Questions like this are best answered by simply trying both approaches out and seeing which one you like the best.

But it sounds like the first approach is "better" since I'm not even sure what the second approach really means.
11  Game Development / Newbie & Debugging Questions / Re: Point changing for some reason on: 2016-09-28 15:20:20
The thing that finally made it click for me was this article on variables:

And its follow-up on passing by value:

I highly recommend reading these (in order) for anybody who is still confused about passing by value.
12  Game Development / Newbie & Debugging Questions / Re: Point changing for some reason on: 2016-09-27 12:33:59
Heh, no problem. I like a simpler example anyway:

public class ReferenceTest{
   public static void main(String... args){
      Integer i = 1;

   public static void change(Integer i){
      i = 2;
13  Game Development / Newbie & Debugging Questions / Re: Point changing for some reason on: 2016-09-27 12:07:21
@Phased: You never actually called the test() function. I think you meant something more like this:

public static void main(String[] args) {
   MyObject ref = new MyObject();
   ref.a = "nope, not pass by reference";
   System.out.println(ref.a); //if pass by reference, this should print out "yep, pass by reference"

public static void test(MyObject ref) {
   ref = new MyObject();
   ref.a = "yep, pass by reference";

Note that the test() function also has to be made static to be called from the main() method.
14  Game Development / Newbie & Debugging Questions / Re: Advice request - Player Movement on: 2016-09-26 14:42:06
Are you using a framework like libGDX? Have you considered using a physics engine?
15  Game Development / Game Play & Game Design / Re: Need more challenges on: 2016-09-26 12:43:46
You haven't really told us about the games you're already doing, so it's a bit hard to tell you what the next step should be.

More generally, it's a little hard to tell you what to do at all: it's a little bit like an artist telling us that they're bored of painting and asking what they should do next. Or a chef asking what they should make for dinner. We can tell you what we would do, but chances are that's not really going to help you. Then again, I know that part of the fun of this forum is just chatting about programming, so I digress.

I'll say this: think outside games. Instead of focusing on games, maybe spruce up the website your games are on (you have one of those, right?). Or look into data visualization, or something more artistic like creative coding. Or make an application, or a video or photo editor, or... the possibilities are endless.

You might also think about trying out different frameworks. If you're an expert in Java2D, try libGDX. Or Processing. Or something else entirely.
16  Game Development / Newbie & Debugging Questions / Re: Object Oriented Game Programming on: 2016-09-23 14:13:29
So, I guess my question is, how exactly do I make 'proper' games,

Practice. Keep programming. The only way to learn how to code is by coding. Start small, and give yourself goals to work towards more complicated topics.

Instead of working on entire games, work on smaller "proof of concept" games (which might not even feel like games). For example, if you want to learn about artificial intelligence, start with something very small: The Game of Nim and Mastermind are good examples of where to start. Then work your way up to Tic-Tac-Toe, then Battleship, then checkers, etc. Start smaller than you think is interesting, and take small steps. This process is going to take a long time (think months or years, not days or weeks), so enjoy the process of learning without worrying too much about making it big or being like Notch (he programmed a ton of small games for years before releasing Minecraft).

what are the mandatory rules and restrictions for programming,

There aren't any mandatory rules, other than what the compiler complains at you about. The most important thing you can do right now is get something working. Then get something else working. Repeat that process over and over again. Anything you write now will look like garbage to you in six months, and that's completely normal. It means you're improving. But it also means that you shouldn't waste too much time worrying about getting everything right. Just get it working, then move on to the next step.

and what is the theory behind it all? By this I mean, what is the process of level systems, artificial intelligence, how to implement sfx, proper cut-scenes and animations -

This is a complicated question. There isn't one theory behind everything. In fact, one of the things that makes programming so fun (and frustrating) is that there are usually a million ways to do any single thing. What's right for one programmer probably won't be right for you. You have to try stuff out and see what fits into your brain the best, then go with that. You're going to end up writing about a million Hello World applications to test out different languages, frameworks, algorithms, approaches, etc. Get comfortable with that. The answer to "which way is better, X or Y" is to try both X and Y and see which you like best.

all the things that one would be expected to know before diving right in and making games?

You don't have to know anything, as long as you start small. Think Pong instead of Mario. This might seem smaller than you think is interesting, but you aren't going to get anywhere if you try to dive in and be at Notch's level right away (again, this process will take months or years, not days or weeks). You learn most of this stuff by experience, and the only way to get that experience is by working on smaller projects until you're more comfortable with larger ones.

We're all on this exact same journey. Good luck.
17  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Starting game development, need guidance? on: 2016-09-15 13:44:43
The only way to find out which library you should use is to try out a few different libraries and see what you like best.

LibGDX is great, but you have to be pretty comfortable with programming, OOP, IDE setup, and looking up documentation and tutorials.

I also really like Processing, especially if you're just starting out.

Just try a few things out and see what you like. Put together a little Hello World application, and feel free to ask specific questions if you get stuck. Good luck.
18  Discussions / Miscellaneous Topics / Re: Back to JGO =D on: 2016-09-14 16:44:44
If you had waited two weeks it would have been exactly a year.

(I just looked at your post history, I am not a creeper!)
19  Game Development / Networking & Multiplayer / Re: Why Threads for the Client on the Server? on: 2016-09-13 12:50:22
When I am checking some Online Game Sources I nearly always see that the Server is listening for CLients and for each(sic!) one it makes an own Thread.... Why

Let's say you and I are both users. I've taken an action that takes a long time (maybe I'm uploading a video). You want to do something that doesn't take a long time (like refresh the homepage). Should you really have to wait for my video to finish uploading to see the homepage refreshed?

What would you now suggest how to implement it on the Serverside? Assuming <100 Clients.
Just one Thread per Client or something else? Better use a CachedThreadpool for that?

There isn't one single answer. It's going to depend on exactly your context and requirements.

But most frameworks handle threading themselves, so the smartest thing to do is probably just let somebody else do the work for you.
20  Game Development / Newbie & Debugging Questions / Re: Dark and lighter areas on: 2016-09-06 16:54:33
Would you use a lightmap texture and put this into a framebuffer and use some form of shader on the light map?

What happened when you put together a little example program to test that out?

Simplest way: just create an image with a circle that starts out as transparent and fades to fully opaque. Overlay that wherever you have a light, that way stuff further away from the light is darker.

Less simple: Implement a (or better yet, use an existing) light system. Google something like "2d game light system" for a ton of results. I personally like Box2DLights.
21  Game Development / Newbie & Debugging Questions / Re: Level Design And "Level Data" file formats on: 2016-09-06 14:17:03
This is going to depend on so many things, and it's going to be more up to what fits into your brain instead of what other people think you should do.

Some common approaches are:

Use a grid. Think of Pac-Man (where the level and the player are both on a grid) , or Mario (where the level is on a grid and the player is "on top" of the grid). This also works for top-down games like Pokemon.

Use level objects. Think of how 2D physics-based games work, where the level is composed of different shapes put together. The player itself is just another shape that interacts with those other shapes. This is pretty easy if you're using a physics engine.

Use pixel-perfect terrain. Think of how a game like Worms works, where you can blow holes into the terrain. A lot of novices go this route because it seems simple: you "just" make a grid where each cell is a pixel, and then you "just" use boolean values to represent whether that pixel has terrain there or not. This might sound simple, but it's very processor-intensive and is overkill for a lot of games.

Use vectors. If you can translate your game into a series of lines, then you just need to do collision against those lines. You could go simpler and just use the height of a single line at a time. A lot of infinite runners go this route.

These are just off the top of my head, and there are probably a ton of other options. There isn't a single best approach, especially for something as broad as translating physical art into game data. I suppose you could write a program that takes a scan of the art and outputs a data file, but again, that's going to depend on so many things: What does the art look like? Is it black and white, or colored? What do those colors mean? What type of level design are you going for (grid, pixel-perfect, something else)? How are you rendering all of this? (You don't actually have to answer any of these questions, but they are what you should be asking yourself.)
22  Game Development / Newbie & Debugging Questions / Re: libgdx - UI scrollPane issue on: 2016-09-01 18:11:41
Can you post some example code that we can run, preferably as an MCVE?

Otherwise it's going to be pretty hard to help you debug code we can't run ourselves.
23  Discussions / General Discussions / Re: Bug - Search pages not working on: 2016-09-01 17:03:08
Yep, I just noticed the same thing!
24  Discussions / General Discussions / Re: JGO App on: 2016-08-31 15:15:26
This comes up pretty often, so you might want to use the search to find similar topics.

I can't seem to navigate to page 2 of the search (re: @Riven), so here are two just from the first page:
25  Discussions / General Discussions / Re: Power law and game sales on: 2016-08-31 14:49:57
I have been looking into selling my games on steam but the idea of selling 100 copies would be a bit depressing.

If you sell 100 copies, you're in the most successful 1%.

As you alluded to in your post, this is not specific to game development or software. The "bottom" 99% of artists never make a dime. The bottom 99% of musicians never sell a single song. Most business go out of business, and most actors never get a single role. This is true of everything.

Whether you let the discourage you or not is completely up to you. I will say that if you're only in it to make money, you're setting yourself up for disappointment.

See also:
26  Game Development / Newbie & Debugging Questions / Re: Fluidity Of The Simple Pong game on: 2016-02-13 23:57:09
Can you post your code, preferably as an MCVE?
27  Game Development / Newbie & Debugging Questions / Re: Box2dlights on: 2016-02-12 14:18:10
I don't think you need box2d bodies to use box2dlights. Why don't you just try something out and see what happens?
28  Discussions / General Discussions / Re: Oracle kills webstart on: 2016-01-30 00:05:52
Yes, the reply by your overlord.

Haha fair enough.

I just wanted to make sure, because killing applets isn't really a big deal, since existing applications can pretty easily just move to Web Start. If Web Start is being killed, that's a whole different story.

Just wanted to know how much of a panic I should incite at my day job on Monday morning...
29  Discussions / General Discussions / Re: Oracle kills webstart on: 2016-01-29 20:51:22
I don't understand how this is "Oracle kills webstart" at all. From the "article":

With modern browser vendors working to restrict and reduce plugin support in their products, developers of applications that rely on the Java browser plugin need to consider alternative options such as migrating from Java Applets (which rely on a browser plugin) to the plugin-free Java Web Start technology.

It sounds like Oracle is simply saying that people should migrate from Applets to Web Start, which isn't news to anybody. The news is that applets will be deprecated in Java 9.

Am I missing something?
30  Game Development / Game Play & Game Design / Re: Is a Binaural Sound Engine in Java possible? on: 2015-12-26 20:01:37
Is a Binaural Sound Engine in Java possible?

Short answer: Yup, and google is your friend. Have you looked into any Java sound libraries at all yet?

I know that the minim sound library supports this. I'm pretty sure libGDX does as well.
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List of Learning Resources
by elect
2016-09-09 09:47:55

List of Learning Resources
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2016-09-08 09:47:20

List of Learning Resources
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2016-09-08 09:46:51

List of Learning Resources
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List of Learning Resources
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2016-09-08 09:45:41

List of Learning Resources
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2016-09-08 08:39:20

List of Learning Resources
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2016-09-08 08:38:19

Rendering resources
by Roquen
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