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1  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-11-17 13:22:34
But I like the medals system, and the outdated feel to the forum is charming Cry
Also, if you upgrade the forum, you'll probably loose allot of the classic posts (Minecraft, WIDT, Game Jams being some of them...)

I don't have a horse in this race, and I'm not really arguing for anything in particular. Just pointing out the option.

But Discourse already has a built-in medal system (which would replace our social rankings), for which you can add custom queries (so we wouldn't lose our social rankings). You can also like posts, which is pretty much what our medal system is (so we wouldn't lose the medals). (And some simple css could probably change the heart to a medal if people really hate the "like" system.)

And those classic posts would be saved if the forum was imported into Discourse.

Like I said, I don't really have a horse in this race. And maybe this thread isn't really the place to talk about Discourse (chit chat monster, here we come!). Just mentioning an option.
2  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-11-17 13:02:31
Another option is to switch over to Discourse. It's an open-source forum software developed ("for the next 10 years of the internet") by some of the same people who created Stack Overflow. I really like it, and it's very actively developed.

They include methods for importing existing forums into a Discourse site. That would probably be a lot of work up front, but then you could sit back and enjoy new features as they roll them out.

I would guess that Riven won't feel like going this route, but it's an option.
3  Discussions / General Discussions / Re: libGDX Jam on: 2015-11-04 15:15:31
I don't have an account- is there a way for me to participate without creating one? Can I host my game elsewhere?

I assume that all of the code should be written during the jam- is there any way to enforce that?

When you say 3rd party assets, does that include art and music created before the jam?

Anyway, this sounds fun! I'm in!
4  Discussions / General Discussions / Re: JGO IDE Survey on: 2015-10-30 12:42:49
This has already been discussed at great length here.

IDEs are like tools. You use different tools for different jobs. Asking which IDE is best is like asking whether a hammer or a saw is best. It depends on the job.

Novices, imho, should start out with something simple like JEdit and the command prompt. Then move on to something like JCreator. Advanced users can probably use eclipse or netbeans or intellij or Android studio just fine, just like an advanced carpenter can probably use both a hammer and a saw just fine. That doesn't mean any one of those is better or worse than the others- just that they're different tools for different jobs. The rest comes down to personal preference.

Also, you forgot "no IDE" and JCreator as options.
5  Game Development / Performance Tuning / Re: Storing entity state in Map<String,Object> on: 2015-10-30 12:34:54
No need to guess. Why don't you just look at the source for String.hashCode()?

    public int hashCode() {
        int h = hash;
        if (h == 0 && value.length > 0) {
            char val[] = value;

            for (int i = 0; i < value.length; i++) {
                h = 31 * h + val[i];
            hash = h;
        return h;

So yes, it does appear that String stores its hash after the first time it's calculated.

But the best way to answer this question is by doing some benchmarking with your actual use case. What are the exact Strings? How many are there? What are the Objects? What's the load factor of your HashMap? How many entries does it have?

I would guess that this is a non-issue and you're suffering from premature optimization. Don't sweat the small stuff.
6  Discussions / Miscellaneous Topics / Re: pack multiple files into one in java on: 2015-10-29 20:40:23
...why don't you just recreate the zip file then?

Here is code that does it for you. It was the first result for googling "java add file to zip".
7  Game Development / Newbie & Debugging Questions / Re: Superclass to subclass (I think) on: 2015-10-29 12:56:08
Why are the different player types subclasses of Player?

I would just make that an attribute of the Player class. Something like this:

public class Player{
   enum PlayerClass{

   PlayerClass myClass;

   public void setPlayerClass(PlayerClass pc){
      myClass = pc;
      //maybe set other attributes that depend on class?

In other words, favor composition over inheritance.
8  Games Center / Showcase / Re: Random Big Rich Man on: 2015-10-23 22:10:34
you might not want to publicly post toy projects like this one

I absolutely disagree with this. I think people should post as much as they feel like. We should encourage that, not tell people not to post.

movep: Good work man, this looks good. I'd be curious to see more screenshots of the game being played. Now you just have to make the pieces into avatars that people can buy hats for, and you'll be a millionaire! :p
9  Game Development / Game Play & Game Design / Re: Anti Aimbot?? on: 2015-10-23 21:09:49
You also might want to take a step back and really decide whether this is really a problem that's worth your time.

Are people actually using aimbots in your game? Are people playing your game? Is your game finished?

Every hour you spend on this is an hour you don't spend on actually finishing your game, or polishing your game, or making your game fun to play.

It doesn't matter if you build Fort Knox, if you don't have any gold worth protecting.
10  Discussions / General Discussions / Re: Making Games for Nobody on: 2015-10-20 13:37:56
I ain't hijacking

I wasn't talking about you.  Tongue

The point was it's about knowing your own relevant market share, not blindly following estimates.

I don't disagree with that. But I think Windows has a much larger market share than anecdotal "every developer I know uses linux" claims.
11  Discussions / General Discussions / Re: Making Games for Nobody on: 2015-10-20 13:06:14
The moment counts!

See also: The Tao of Programming
12  Discussions / General Discussions / Re: Making Games for Nobody on: 2015-10-20 12:44:02
And I thought I was the only one who hijacked threads to go off on my own tangential rants...  Tongue

However, overall market share is irrelevant.  Developer market share is important.  Of all the software developers I know personally, I can't think of a single Windows user.

Bwah? Have you ever seen a big development office? I don't know a single corporate help desk that would choose linux over Windows...
13  Discussions / General Discussions / Re: Making Games for Nobody on: 2015-10-20 12:40:12
I feel you on this one, @unlight. Why do we do it?

I have a day job programming for "the man", and for the most part I like my job. But then most nights I come home and program something for myself. (This past weekend I made this little toy that graphs the emotional content of words.) Almost nobody sees the stuff I do.

On top of that, I maintain a free game hosting site, write tutorials, try to answer questions on Stack Overflow and my own forum... but why? It's easy to go down an existential crisis path: what if instead of doing stuff that nobody will ever look at, I spent all that time working on my own portfolio, or writing a blog, or doing freelance work, or... going outside?

I think, for me, it's the feeling that I'm on a path. Maybe nobody will see the latest little thing I did. Maybe only 5 people will read the latest tutorial I wrote. But 5 years down the road, I'll have a hundred little toys that people can play with, and a hundred tutorials that people can look at. I'm not exactly sure where that path is leading, but if you keep doing little things that you enjoy... it has to go somewhere, right?

Any maybe the answer is no. Maybe 5 years down the road I'll still be thinking: why did I do all this? But under that, there's a creative itch that drives the next project: wouldn't it be cool if XYZ were a game? What would I learn if I wrote a tutorial about ABC? How would I implement this mechanic in an interesting way? Part of being a programmer is that you have to constantly learn- if nothing else, maybe whatever little projects you do are your way of keeping up with the learning curve. So even if it doesn't go anywhere, just being on the path is fun, and I guess that makes it all worth it.

Unless it's all a horrible mistake and a pathetic waste of time. Great, now I'm in an existential crisis too. Thanks!
14  Game Development / Newbie & Debugging Questions / Re: Encode a sequence of images into video on: 2015-10-19 15:57:51
I've used FFMpeg to do pretty much exactly what you're describing. It wasn't very hard. Here is an explanation of what I did. You'd just need to get rid of all my OpenCV stuff and substitute your own screenshots in.
15  Discussions / General Discussions / Re: Thought most of you would like this! on: 2015-10-17 14:52:26
Well, do you want NO 500$ worth of tacos? Or 500$ worth of tacos? Even if It's not cold hard cash, I really enjoy free stuff.

I'm not putting on my tinfoil hat just yet, and maybe this is just a fun little publicity thing that some advertising guy who happens to enjoy indie game development managed to convince Taco Bell to do... but I think it's important to note that this isn't free.

If we value a programmer's time at 50,000 US dollars per year (which is going to depend on skill level and where you live), then that's, what, 25 dollars per hour? So $500 is about 2-3 days worth of work. Now the "grand prize" of a $500 Taco Bell gift certificate doesn't seem like such a freebie, considering how much time most of these games will already have invested in them- plus, the time you spend submitting to this Taco Bell thing is time you don't spend actually developing your game.

All of that being said, this could still be a fun thing to do, especially if you already have a game worth submitting. But the value of these games (measured in developer time) is much more than a $500 gift certificate. So it ain't free.

So.... a taco company, with little to no experience in the game market, is basically farming games from devs, with no guarantee they won't use them for whatever evil purposes they can dream up...? Seems a bit suspicious, but I'm kind of a suspicious person  Tongue

My guess is that some young guy (or gal) in the advertising department is into indie game development and wanted to do something fun. They probably showed the higher-ups some numbers on esports ("look at how many young people are into video games, we should totes tap that market") and said "give me a month and a $1000 budget for prizes, and we'll have a contest that gets Taco Bell trending in this demographic".

Game developers get some "free press" (see above rant) for their game, Taco Bell gets some "relevancy" in the indie gaming world, everybody wins. I would guess that the most evil thing Taco Bell would do is use clips from the games entered in a commercial advertising that this contest happened.

My only major complaint is that their blog looks interesting, but the 6 links (like "put a dragon in there") at the bottom don't actually go anywhere.
16  Discussions / General Discussions / Re: Thought most of you would like this! on: 2015-10-15 16:30:01
Interesting. The prize seems a little fuzzy (taco bell gift cards and access to industry experts), but it might be fun for somebody who was already making a game.

I wonder what Taco Bell's "angle" is here.
17  Game Development / Game Play & Game Design / Re: The background and the tiles are indistinguishable on: 2015-10-15 15:14:06
I tried that, it doesn't look that good especially combined with the motion blur, do you have any other ideas?

Instead of just saying that it doesn't look good, why not post a picture of what it looks like?

I think you have a broader problem in that the image you posted is very noisy. You've got a lot of stuff going on: what are those brown blocks? What are those blue rocky looking blocks? What are the trees? What is that yellow thing? What are those skulls and red thing?

So it's hard to tell what's what: what can I walk on? What hurts me? What's just background?

Another thing that adds noise is that you've got a bunch of different art styles going on: it looks like one person drew the background, one person drew the character, one person drew the tiles, one person drew the trees, etc. If I had to guess, I'd say that you probably just downloaded these from different sites. (Hopefully you're planning on giving credit and/or money where appropriate.) Having a more uniform art style might help you out quite a bit.

My advice would be to try to simplify: use a simpler background, have fewer things on the screen at one time, try to use the same art style (and within that art style, you could then use different types of art to help categorize game items).

Keep it simple.
18  Game Development / Game Mechanics / Re: [Libgdx]Looking to make a 3D effect with 2D sprites. (Example in thread) on: 2015-10-09 12:59:52
There are a couple effects going on here. Which exact thing are you talking about?

Assuming you're talking about the parralax-y background and ground making it look like you're in a cube, I made a similar effect in this game. It's in Processing, but you can check out the source if you feel like it.

But basically: get out a piece of paper and a pencil and draw a cube where you're looking into the front side, the back side is your background, and the bottom side is your ground. Draw a few different view angles and the corresponding x,y positions on each side of the cube.
19  Game Development / Newbie & Debugging Questions / Re: New to the Java scene and looking to begin developing games on: 2015-10-09 00:24:39
It's hard to answer this type of question, since there are about a million different ways to get started. There is no one single correct way to go about it.

I'd recommend starting out in Processing, which is built on top of Java but uses a simplified syntax that makes it easy to get something visual and interactive up and running. Learn the basic syntax, learn about objects, etc.

From there you can "graduate" to Java, and there are several libraries worth checking out: LWJGL, libGDX, JMonkeyEngine, and JOGL are probably the most popular. Google is your friend.

Be patient. Start small. Make Pong. Go from there.

Shameless self-promotion: I've written a series of tutorials geared towards walking a novice through the process of learning how to program, available here.
20  Game Development / Newbie & Debugging Questions / Re: Best way to move actor along a path on: 2015-10-07 16:58:10
You can absolutely use interpolation to create movement. OP said they already have the path, they just have to move along that path. That sounds like a perfect job for interpolation.

But now we're just repeating our arguments about a question that's too vague to answer anyway.
21  Game Development / Newbie & Debugging Questions / Re: Best way to move actor along a path on: 2015-10-07 13:50:08
Interpolation doesn't move anything - it's just a function to smooth out a transition from points A to B.

You say that interpolation doesn't move anything (it just transitions it from point A to B), but then you agree that transitioning from point A to B is the definition of moving something. I'm not sure what your argument is.

However, this question is pretty vague, so it's not a very good foundation on which to argue anyway. I mentioned interpolation as something the OP can start googling. I'm not sure how you can disagree with that, but I'll blame it on the vagueness of the question.
22  Game Development / Newbie & Debugging Questions / Re: Menu's , how not to brute force it? on: 2015-10-07 13:42:09
Have no idea how that will help me create menu's

Well, google is your first stop then. Try googling "libGDX gui" or "scene2d" or "overlap2d" for a ton of resources. Go through their tutorials and see how they work.

These libraries exist so you don't have to "brute force" all of the UI logic yourself. The answer to your original question is: use one of these libraries.
23  Games Center / Contests / Re: js4kgames - Potential successor to Java4K? on: 2015-10-07 13:39:15
I wish you the best of luck, but I'm very skeptical about this "fully automated" bit. I think this is a harder problem than you're expecting, with a lot more "human in the loop" interference required.

Also, you might want to check out all of the other existing game jams that are already going on. Ludum Dare is one of the bigger jams, but smaller game jams are happening all the time: try or for a start.
24  Game Development / Shared Code / Re: (another) Simple QuadTree implementation that doesn't use any rectangle classes on: 2015-10-07 13:33:38
Thanks, your approach does seem to work much better.

I didn't even see that silly "doesn't use any rectangle class" of the original post- I'm not sure why that's a bonus, plus it does use a Sizeable interface, so I'm not sure why OP mentioned it.
25  Game Development / Newbie & Debugging Questions / Re: Menu's , how not to brute force it? on: 2015-10-06 23:31:33
You still haven't told us what you're using or how you're planning on deploying.

But rolling your own GUI sounds like a pain in the neck, especially when there is probably a library that handles all of that for you. That's why I'm asking about what you're using and how you're deploying.
26  Discussions / General Discussions / Re: Why are voxels everywhere!? on: 2015-10-06 23:15:11
Why are voxels everywhere!?

I think you just answered your own question.

and it doesn't look realistic at all

Not every game developer's goal is to make the most realistic-looking game out there.

Can someone explain?

Voxels are an easy way to get into 3D, so they're the focus of a lot of novice "engines".

I personally find their aesthetic boring (probably because everybody is doing it), but to each their own.
27  Game Development / Newbie & Debugging Questions / Re: Best way to move actor along a path on: 2015-10-06 19:09:27
Interpolation doesn't move anything - it's just a function to smooth out a transition from points A to B.

This statement contradicts itself. Once you've created a path (which OP has), you can use interpolation to generate points on that path over time. Transitioning from point A to B is the definition of moving something.
28  Game Development / Shared Code / Re: (another) Simple QuadTree implementation that doesn't use any rectangle classes on: 2015-10-06 18:51:50
I am trying to use this in a little Processing sketch, but it seems that the retrieve() function only ever returns the border objects. Here is an example where I'm polling the green area and receiving the red objects.

ArrayList<Ball> balls = new ArrayList<Ball>();

void setup() {
  size(500, 500);

  for (int i = 0; i < 10000; i++) {
    balls.add(new Ball());

void draw() {

  QuadTree qt = new QuadTree(500, 500);
  for (Ball b : balls) {
  ArrayList<Ball> near = new ArrayList<Ball>();
  qt.retrieve(near, new Ball(mouseX, mouseY, 50, 50));

  for (Ball b : balls) {
  fill(0, 255, 0);
  ellipse(mouseX, mouseY, 50, 50);

class Ball {
  float x;
  float y;
  float width;
  float height;

  public Ball(float x, float y, float width, float height){
   this.x = x;
   this.y = y;
   this.width = width;
   this.height = height;

  public Ball() {
    x = random(500);
    y = random(500);
    width = 10;
    height = 10;

  public float getX() {
    return x;

  public float getY() {
    return y;

  public float getWidth() {
    return width;

  public float getHeight() {
    return height;

  void draw(boolean near) {
      fill(255, 0, 0);
    ellipse(x, y, width, height);

29  Games Center / Contests / Re: js4kgames - Potential successor to Java4K? on: 2015-10-06 16:57:16
Interesting. You can also use libGDX to deploy as JavaScript, so you don't necessarily have to directly port everything to JavaScript.
30  Game Development / Newbie & Debugging Questions / Re: What is the best 'simple light' effect for 2D Android Games? on: 2015-10-06 16:46:44
How games can have glow/light effect on tons of bullets or on each enemy without losing performance. =S

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