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1  Game Development / Newbie & Debugging Questions / Re: LibGDX - Drop down menu? on: 2015-05-20 15:18:13
One of the neat things about programming is that you can extend existing components to change their behavior.

The first option that occurs to me is that the drop-down menu's title might be the default value of the SelectBox.

I recommend trying something out and putting together a small example program if you can't get it working.
2  Game Development / Newbie & Debugging Questions / Re: LibGDX - Drop down menu? on: 2015-05-20 13:50:06
Why don't you use Scene2D? Specifically, you might try using a SelectBox.

You might also try googling "libGDX drop down menu", which returns results like this.
3  Discussions / Miscellaneous Topics / Re: I'm baaaaack... on: 2015-05-20 01:34:11
I haven't been on a lot lately (mainly because no-one really liked my game engine).

Harsh reality: nobody cares about your personal projects except you. I run a little website in my spare time. Nobody cares. And that's fine! They've got their own personal projects, and they probably feel like nobody cares about them either- and they're probably right. So try not to take things so personally.

I'm still working on my game engine but just not as much anymore...  Also, just to set a few things straight about my game engine

You felt like nobody cared about your game engine, so you left, and now you're back talking about your game engine...

Click to Play

- I don't actually want to be a full on games developer. I just like programming and this is a program.

I get that, and that's cool. Keep on doing what you're doing. But I think the "backlash" you got was because we see so many people trying to hype up their own personal game engines, so there was a general ban on game engine posts. It wasn't personal against you.

- Also, it's different from others because it's designed to be a beginners engine. In the end I am hoping to use JavaScript/Lua as a scripting language and also make a drag and drop scene editor.

I'm not saying you should stop, but I'll warn you that the things you're talking about are not trivial to implement, and they're especially not trivial to implement for beginners.

Either way, keep doing what makes you happy, and try not to take things so personally. We're all doing the same thing. Welcome back.
4  Game Development / Game Play & Game Design / Re: How to make a good fight system? on: 2015-05-19 13:21:19
I'm really not sure what kind of advice you're hoping to receive. This question is a bit too broad, as it depends entirely on the type of game you're going for. Compare Super Smash Brothers to Mortal Kombat, or even old Mortal Kombat games to new Mortal Kombat games. There isn't just a single correct way to do this, and it really depends on you more than anything. It's a bit like an artist asking "how can I make my art prettier?" That's really up to the artist.
5  Discussions / General Discussions / Re: Jpct or Jmonkey on: 2015-05-19 13:17:04
I have just finished my 1st year in college for computer science. Over the course of the summer I would like to make a prototype for either a fps/tps Now I am wondering which Engine/Library is easier for a novice like myself to get a prototype up and running.

Honestly, putting together an FPS is not trivial. Putting together a 3D scene at all is not trivial. It's not impossible, but it's not the type of project I'd recommend to somebody with a year of experience.

You should really consider starting much smaller: can you create Pong? How about a 2D platformer? Work your way up from there.

We also can't tell you which library would work best for you. It all comes down to personal preference. I personally prefer libGDX, but the best way for you to answer that question is to try them all out and see which one you like best. Why not create a simple game in each library?
6  Game Development / Newbie & Debugging Questions / Re: Will the second code be faster than the first ? on: 2015-05-16 13:26:52
We can't really tell you just by looking at the code you've provided. It's going to depend on other stuff: how the contains method is implemented, how common it is for the rectangles to overlap vertically, etc. It might even depend on what you're doing in other threads or what system you're on.

The only way to answer this question is by profiling and measuring yourself.
7  Discussions / General Discussions / Re: Is there a term for this? on: 2015-05-15 18:12:18
True story: listening to a talk radio topic on science of evolution (teaching Darwin or not, debated for CA schools back in the 1980's, a ballot proposition), and an astrophysicist/astronomer called said that he thought we knew a lot now about how stars form, etc., but that the whole issue of how life started was kind of miraculous. Then I swear within half an hour a biologist came on and said he could see how life could have come about from complex protein chains, etc. (or something along those lines), but the creation of the universe was just too amazing. Each was both ready to ascribe divine intervention in the part that they hadn't studied. I wish they could have heard each other or that I had recorded this.

AKA argument from incredulity/ignorance or god of the gaps.
8  Game Development / Newbie & Debugging Questions / Re: What type of 2d game should I make ? on: 2015-05-15 13:02:42
This isn't really something we can answer. It's a bit like an artist saying "what type of art should I make?" or a chef asking "what type of food should I cook?"

It depends entirely on YOU, your personal preferences, your experience, what you think is interesting to program and play.

Start small. Explore a mechanic you think is interesting. Go from there.

If you can't think of a mechanic that you think is interesting, then start with a smaller game- make Pong. Then make it more interesting. Can you make Pong a 4 player game? Can you make a turn-based Pong game? Can you add lots of explosions to Pong? Those are just examples, choose whatever game you want and then spruce it up.
9  Discussions / General Discussions / Re: Is there a term for this? on: 2015-05-13 13:46:52
A general term would be "misattribution", but if you want to give it a more specific name, we can start calling it "the philfrei fallacy", haha.

We've all been there. Just the other day I spent hours debugging a bunch of OpenCV logic just to realize that I was setting one of my variables wrong. Doh.

But at least with the phillfrei fallacy, the person is still actively searching for the cause of the problem. I've also seen people go the other way and say, "my code isn't working, so it must be a bug with Java/the compiler/this library!" This can be pretty frustrating to deal with, since people don't want to hear that their "bug" is caused by their own misunderstanding of how things work!

"Ugh this code isn't working, there must be a bug with how floating point values are stored."

"Either you're the first person in history to discover a major bug with how floating point values are stored in every language... or your understanding of how floating point values are supposed to work is slightly off. Which is more likely?"
10  Discussions / Miscellaneous Topics / Re: Most unusual/weird syntax features in non-joke languages on: 2015-05-12 17:29:22
This isn't exactly strange syntax, but you can use reflection so that 2+2 equals 5:

import java.lang.reflect.Field;

public class Main {
    public static void main(String[] args) throws Exception {
        Class cache = Integer.class.getDeclaredClasses()[0];
        Field c = cache.getDeclaredField("cache");
        Integer[] array = (Integer[]) c.get(cache);
        array[132] = array[133];

        System.out.printf("%d",2 + 2);

The above code outputs 5!

(Taken from here.)
11  Discussions / General Discussions / Re: Contacted by a publisher to be a technical reviewer on: 2015-05-12 13:30:50
KevinWorkman seems to have misunderstood what a technical reviewer is Smiley

Please consult the google search I mentioned. I understand what a technical reviewer is, but it seems this publisher misrepresents what they're looking for. They say they're looking for a technical reviewer, when really all they want is some nice-sounding blurbs to put on Amazon.

No offense to OP, but if they were really looking for technical reviewers, why would they be recruiting a 14 year old to do the job? I'm not saying that 14 year olds can't be technical, but why would a publisher consult them instead of somebody with a little more recognizable expertise?

The answer, of course, is that this is at best a spam email sent out to every email that shows up while scraping the topics of the book, and at worst a scam meant to misrepresent technical books to falsely advertise.
12  Discussions / General Discussions / Re: Contacted by a publisher to be a technical reviewer on: 2015-05-11 15:29:09
I just googled "packt publishing scam" and apparently this publisher sends out these kinds of "invitations to review" to a bunch of people, and then they only use the positive reviews.

I don't want to insult you, but it sounds like you're not the only person who received this email. They send out spam emails to anybody they can find, then pick and choose from the reviews to put on their website and places like Amazon. A couple free books is nothing to them.

So I wouldn't take the "offer" very seriously if I were you. It might seem cool that somebody is contacting you, but they're just trying to get a positive review they can put up on Amazon, and they probably didn't even seek you out specifically- they probably just used an email scraper.

Just wait until you start putting games and apps out there. You'll get several emails a day from people who want to "promote" your stuff, or offer "translation services". It's all a scam.
13  Discussions / General Discussions / Re: Contacted by a publisher to be a technical reviewer on: 2015-05-11 14:43:26
I guess the question is: why not?

But I'm usually suspicious of this kind of offer. What's in it for you? Are they paying you? Are they paying you enough?

Do you feel like you know enough about the topic to do this? Does it sound fun to you? Are they paying you enough to do it?

It sounds like they're asking you to do a lot of work for not a lot of pay, so I probably wouldn't do it- unless it sounds really fun to you.

See also:
14  Discussions / Miscellaneous Topics / Re: Most unusual/weird syntax features in non-joke languages on: 2015-05-11 13:20:31
Its not a syntax feature but an anonymous class using the anonymous class constructor thats weird...

That's called an initializer block. It's covered in the basic tutorials here, but most people seem to skip over that part.
15  Discussions / Miscellaneous Topics / Re: Most unusual/weird syntax features in non-joke languages on: 2015-05-10 18:05:36
I always thought the syntax for instantiating a non-static inner class from outside an instance of the outer class was weird:

public class Main {
   public static void main(String... args){
      new Main().new Inner().printMe();
   private class Inner{
      public void printMe(){
         System.out.println("Inner class!");

For that matter, people tend to tilt their heads a bit sideways at using
main(String... args)
instead of
main(String[] args)
as well. I just think it looks cooler, and is arguably semantically closer to what's happening under the hood!
16  Game Development / Game Mechanics / Re: Weird erratic pathing movement? on: 2015-05-10 00:30:28
Why do you think it doesn't have anything to do with the collision?

When you detect a collision, you're moving the sprite up 3 pixels. This is causing the jumpiness.

Instead of moving the sprite up, you should "snap" the bottom of the sprite to the top of the block.

You also might want to make sure that your code doesn't treat collisions with a wall like a collision with the ground.
17  Discussions / Miscellaneous Topics / Re: I've been here one year. on: 2015-05-08 20:03:07
We're doing cat pictures now? Why didn't you say so!

Here is a picture of my cat wearing a birthday party hat in honor of your first year here.

To many more!
18  Discussions / General Discussions / Re: What's your day job? on: 2015-05-07 14:35:43
just got a job for the summer teaching at a tech summer camp

I'm jealous. This is exactly the type of work I'd like to start doing. Not sure what it looks like or how to make a living off of it, but the goal is there!
19  Games Center / Android Showcase / Re: RunAR on: 2015-05-06 13:32:08
I don't own any android device. But this game is my backseat childhood!

That was exactly my inspiration!
20  Games Center / Android Showcase / RunAR on: 2015-05-06 13:22:08

Get it on Google Play here!


RunAR is an augmented reality endless running game. You play by pointing your device through the window of a moving vehicle (or any moving scene really.. try pointing it at a tv, or even another video game!)

This was for a final project in my Intelligent Human Computer Interaction class. I still have to do a presentation on it, so I'd appreciate any screenshots or videos (just press the in-game video button)!
21  Game Development / Newbie & Debugging Questions / Re: Setting pixels make blur around pixel!!! on: 2015-05-05 15:27:45
I'm still not sure what you're asking. How do you fix it so it doesn't do what? What are you expecting this code to do? What does it do instead?

When does the program's execution differ from your expectations? Try to narrow it down to a single line, either by debugging your program or at least adding print statements to get a better understanding of what's going on.
22  Game Development / Newbie & Debugging Questions / Re: Setting pixels make blur around pixel!!! on: 2015-05-05 15:11:15
You forgot to ask a question!
23  Game Development / Newbie & Debugging Questions / Re: Make a camera with changeable size on: 2015-05-04 17:29:13
Why not just use JOGL/LWJGL/libGDX?
24  Game Development / Newbie & Debugging Questions / Re: How Do i Random Generate Something like this on: 2015-05-03 13:18:54
Short answer: yes, this is very possible.

Longer answer: you have to break this down into smaller steps, then tackle the steps one at a time. Which exact step are you stuck on?

For the actual generation, just google something like "java dungeon generator" or "java maze generator". I've personally used Prim's algorithm, but there are a bunch of others.

For working with images, that's going to depend on your exact setup, any frameworks you're using, etc. Try googling "java read image" or "java modify image" or "java output image" for individual steps.

Good luck!
25  Discussions / Miscellaneous Topics / Re: What do you define as a programming language? on: 2015-05-02 02:32:38
This is another askyahoo situation isn't it? where no one have an opinion or thought on their own, instead they just go to sources to give the absolute definition.

You've asked a question which is at best debatable, and at worst simply trivial. I'm not sure what you were expecting, but you got a great starting point to a discussion- what is Turing complete? What are some interesting nooks and crannies of that definition? How do the languages you mentioned fit into that definition?

But instead of reacting with genuine curiosity or even stating your own thoughts, you came back with petulance and misplaced irritation, which you expressed by being rude to the people trying to provide you with an actual conversation.

You either came here for the sole purpose of trolling, or English isn't your first language and you've massively misunderstood the tone of the replies you've received.

Either way, the answer is to calm down, re-read the replies until you fully understand them, research what's being said, and then come back with an apology.

I'm not sure what purpose this entire thread is supposed to serve, but if you post on a technical forum, expect technical responses. We don't really have time to entertain your misplaced temper tantrums.
26  Game Development / Newbie & Debugging Questions / Re: Pong power ups on: 2015-04-30 13:31:14
This does not sound like a reason to use threads.

Threads are *basically* a way to make the computer do two things at once- in reality, the computer is simply switching between two different things. An example would be loading a file while updating a progress bar- one thread would load the file, another thread would draw the progress bar.

Most games use a single game loop thread, that way they don't have to worry about a bunch of synchronization.

One approach to your problem would be to simply store the "start" time of and temporary objects, then remove them when the elapsed time exceeds the time limit. No need for threads there.
27  Game Development / Newbie & Debugging Questions / Re: 1D Perlin Noise on: 2015-04-29 18:42:59
Do you really need Perlin noise? Why not just add and subtract random values from a start value? Something like this:

public class Main  {

   public static void main(String... args) {

      float value = 1000f;
      for(int i = 0; i < 100; i++){
         value += -10 + Math.random()*20;
28  Game Development / Newbie & Debugging Questions / Re: 1D Perlin Noise on: 2015-04-29 18:37:14
Well, this is the downside of trying to hamfist code you find on the internet. That noise1() function looks like it always returns 0.

You can try to debug it to figure out why, but why not just write your own instead, that way you know what you're dealing with?
29  Game Development / Newbie & Debugging Questions / Re: 1D Perlin Noise on: 2015-04-29 18:27:34
Where are you getting the PerlinNoiseGenerator class?
30  Game Development / Newbie & Debugging Questions / Re: Getting started with game programming on: 2015-04-28 13:55:34
You're going to get a lot of two cents from people, and this is one of those things that 10 different people will have 15 different opinions about. There isn't any single correct path, so part of it is trying different things out and figuring out what you like the best.

Like others have said, libGDX is pretty much the go-to Java game development library. One of its major perks is that you can deploy as a Java jar (which can be converted to a platform-specific executable), or to Android (or even iOS through RoboVM), or even as JavaScript/html5. The awesomeness of this cannot be overstated.

Some people prefer to work at a slightly lower level, which means more "work" but more control over what's going on under the hood. Those people would recommend LWJGL (which libGDX is built on top of) or JOGL (which is pretty much just a Java wrapper of OpenGL).

However, all of the above require an intermediate Java knowledge: you need to understand the basic syntax like if statements, loops, etc. But you also need to understand things like OOP, different data structures, etc. For that reason, I personally don't recommend that you start out with LWJGL or libGDX.

Instead, I highly recommend you check out Processing. Processing is built on top of Java, so you're learning all the right syntax, but it's also designed to be very easy to get something visual and interactive (like, say, a game) up and running without worrying about a lot of setup.

Like SauronWatchesYou said, I run a little website called Static Void Games that has a bunch of tutorials designed to take somebody like you from Processing and into Java, with the goal of "graduating" to something like libGDX. You can check out the tutorials here if that sounds like something that might help you.
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