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1  Game Development / Newbie & Debugging Questions / Re: KeyListener, MouseListener and repaint problem [solved] on: 2018-02-23 02:30:42
It sounds like you were drawing from two different threads. This is generally a bad idea.

Anyway you should probably just use a library that handles all of this stuff for you, like Processing (for beginners) or libGDX (for more advanced users).
2  Game Development / Newbie & Debugging Questions / Re: KeyListener, MouseListener and repaint problem on: 2018-02-18 17:55:23
I've heard using repaint is quite resource demanding and not recommended.
The way I've always made my game loops is to render to a BufferedImage and the render this image to the JFrame/JPanel. This prevents tearing and other problems too.

Where did you hear this?

That solution doesn't make a ton of sense to me. Swing is already double-buffered so you shouldn't have to do that yourself.
3  Discussions / General Discussions / Re: Level format and Collision on: 2018-02-17 19:30:43
I wanted to create Levels with my game Engine and load level files with it, but I don't know where to get started and what structure should I use for level loading or is there even a good level format to load into my Engine ?

Like most things with programming, there isn't a single best way to do this. You can use any format your want: json, xml, simple text, properties, some custom format, serialization, whatever. The best thing you can do is try out a few different approaches and see which one you like best.

And another question is how can I implement collision to my Engine because a simple AABB-Collision isn't enough Smiley

Again, there are a million different ways to do this. Start with something simple. Google something like "collision detection" for a ton of results. Put together some simple example programs that test things out.
4  Discussions / Miscellaneous Topics / Re: Is My Portfolio Frighteningly Underwhelming? on: 2018-02-17 18:53:14
Yeah... I thought that was a bit far fetched. BUT I still included them on the off chance they had Java installed (many of the positions to which I applied were Java positions so for those it was probably more likely) or they were just really interested. However, even if they didn't want to do that, they still had the option of watching the videos of my work in the link I provided.

Also the zip file was only if they wanted to test the demos. Otherwise, they could simply use DropBox's web file viewer (unless on mobile).

A couple things to consider: the recruiter is probably not a Java programmer, so they probably aren't going to install Java, download a jar, figure out how to run the jar, and then run it. Their job is to get people who might be a good fit through the door. So it's a numbers game: they can spend a half hour working through your portfolio, or they can spend that half hour copy-pasting the message to 15 other people. And the Java programmers who would eventually interview you want to spend as little time as possible on the interview, so they can get back to work. So they aren't going to download and run a jar file either.

Make it easy for people. If your portfolio is what you want to highlight, then put together a website. Showcase screenshots (just a few, not an album of hundreds of images) and videos of your work. People won't download a jar, but they might watch a .gif file.

But also keep in mind that even that is probably more work than most recruiters and interviewers are going to do. Most people are going to glance at your resume and make a snap decision based on that. So you can't just rely on a portfolio. Putting together a portfolio can be a great way to help organize a resume, but the resume is what gets you through the door.

I'm gonna take my grumpy arse and work on one of my projects right now!

That's some pretty solid advice.
5  Discussions / Miscellaneous Topics / Re: Is My Portfolio Frighteningly Underwhelming? on: 2018-02-17 08:14:00
Everybody else, especially Damocles and princec, have already covered it. But I'll try to offer my two cents.

First off: how old are you? It sounds like you're relatively young (new grad? still in school? hoping to turn a hobby into a career?) and haven't had a lot of interactions like this.

Get used to it. As you get your name out there (GitHub, LinkedIn, forums, Stack Overflow, whatever), you are going to get more and more of these messages. You can't take them too seriously. The honest truth is that there probably wasn't anything too special about you that stood out to the recruiter. They probably emailed a hundred people the same message. You have a public profile on the internet. You're going to get random messages from recruiters. Trying to gleen some kind of hidden meaning behind them is a path to madness.

I've offered my portfolio in the hopes of securing any of several general software engineer positions, and one game engine programmer position. My portfolio DropBox link is at the bottom if you'd like to skip right to that. The runnable demos are jars so you'll need a JRE (the demos were written using Java 8!). The file Main.zip contains the whole portfolio and you can download it if you'd like to test.

There are a lot of red flags here. Don't use dropbox. Get a personal website. But even then, a website with a bunch of personal projects will only get you so far. What is your experience? What classes have you taken? Nobody is going to download a jar file, let alone install Java and then run a jar file. Using Java 8 isn't going to get you a job. Nobody is going to download a zip file. You have to make it as easy as possible for people to get this information. If I have to install Microsoft Word just to read your resume, I'm going to move on to the next resume.

I don't say any of that to frustrate you or to criticize you. But you definitely can't expect to put your personal projects up on dropbox and expect that to go very far.

SUCH AS? EXAMPLES? What in my portfolio jumped out at you and the hiring manager and said "red flag"? I asked for specific feedback!

Quote
you still have a lot to learn.

I know. Who doesn't? Even John Carmack has a lot to learn, otherwise we'd have reliable wireless VR headsets on the market by now.

Am I overreacting? Is there ACTUALLY something in there that could be considered useful feedback? Or did he just feed me a crap souffle?

You are overreacting. It is not a recruiter's job to give you feedback, and in most cases they legally (or at least according to company policy) aren't even allowed to give you more specific feedback. It sounds like this recruiter went out of their way to try to give you whatever feedback they could. Saying anything other than "thanks for your time, keep me in mind if you see a more junior position" is just burning bridges.
6  Java Game APIs & Engines / Java 2D / Re: Java2D game loop stuttering on: 2018-02-10 19:12:29
You'll have better luck if you post a MCVE that demonstrates the problem.

One thing that sticks out to me is that it looks like you're updating your game state on a different thread than the one that's drawing your game.

Quote
What alternatives can you recommend if I want a game loop that can ensure a relatively smooth gameplay without dealing with anything that is way too advanced?

Use a library. I really like Processing.
7  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Spell class on: 2018-01-27 04:29:50
Some friendly advice: you're overthinking things.

One of the most amazing, and frustrating, things about programming is that there is never just one way to do something. There are a million ways to do it.

That also makes it hard to answer general "how do I do this" type questions. The best thing you can do is just try something and see what you like best.

Then if you get stuck, you can post a small example class that demonstrates exactly what you're working on, along with a more specific "I tried X, expected Y, but got Z instead" type question.

Good luck!
8  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Spell class on: 2018-01-23 03:10:19
There is no best way. Do whatever makes sense to you.

What have you tried? Which approaches did you like the best? Which didn't you like? Why did you like or dislike them?
9  Discussions / General Discussions / Re: Gluon Mobile: Java 9 JRE that works across Desktop, Android, and ios on: 2018-01-23 03:05:25
Possibly related: http://www.java-gaming.org/topics/cheerpj-convert-any-java-application-and-library-to-a-browser-based-web-app/38335/msg/366085/view.html
10  Java Game APIs & Engines / Java 2D / Re: First time pixel artist on: 2018-01-20 17:35:46
Overall nice work. You might consider adding some texture or animation to the water, like you did with the ground.

I'd also be curious to see how the characters move in the world. Movement is hard to get right, but a general rule is that it should be fun to just move around in your game. If moving around isn't fun and interesting, then people won't enjoy playing it.
11  Discussions / General Discussions / Re: Jail time for cheat programmers in China on: 2018-01-17 03:56:02
This is really interesting. I wonder what they were actually charged with?

Now if we could only crack down on fake review bots, people who steal other people's art, and advertisement spammers...
12  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Huge world with alot of entities fps drop on: 2018-01-17 03:50:59
Why would you want to store the map in a quadtree? Why would you need to test for collision between map tiles?

Yes it's possible to have a huge map. But it might not be possible to have the whole thing in memory at one time.

Again, the answer is to try it out and see what works for you.
13  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Huge world with alot of entities fps drop on: 2018-01-14 17:13:01
i doubt it would help you if i say "use this!" or "use that!".

Exactly. The only right answer to these types of questions is to try it out yourself and see which one works best for you and your game. There isn't a one-size-fits-all solution. It all depends on your preferences and your exact context, which only you know.

Don't be afraid to test stuff out. Write a bunch of smaller example programs that try out different approaches. Do some profiling if that's what you're worried about. Otherwise just do whatever fits in your head the best.
14  Java Game APIs & Engines / OpenGL Development / Re: Admins, delete this on: 2018-01-03 18:04:08
Recommended reading: https://rubberduckdebugging.com/

Also, instead of deleting your post and removing all your code, you should generally reply with the solution so it can help other people with similar problems in the future.
15  Discussions / General Discussions / Re: HappyNewYear! on: 2018-01-03 17:58:07
It turns out 2D->3D is more like a quadrupling of work, especially for inexperienced developers. Alli has struggled with Unity pretty significantly - though he is maybe one of the most intelligent people I've ever met, it turns out that being smart is not enough, you need education, wisdom, and experience too.

I agree with this a million percent.

2D: I know how to use cos and sin, I am a math god.
3D: Quaternions are magic, I am a toddler in a vast unexplainable universe, woe is me.

This restricts how fancy we can make things - in a good way. The more restrictions we have the easier it is to fill the creative space that it encloses. When you've got a totally open remit to do Anything You Want, which is more or less Unity's selling point, you're inexorably sucked into competing with AAA titles and failing on one or more fronts

This is a really interesting point. Creativity is shaped by limitations, not freedoms.

I'm probably the only one taking NetBeans editor into nightclubs, so it's a good niche!

Woah what? That sounds really interesting. Can you talk more about exactly what you do?
16  Java Game APIs & Engines / OpenGL Development / Re: UI-Overlay on 3D scene on: 2018-01-02 00:11:55
The best thing you can do is try all 3 approaches (in a little test program) and see which approach you like the best.
17  Discussions / General Discussions / Re: HappyNewYear! on: 2018-01-01 21:46:12
During the last couple of weeks I've been assisting him in integrating JOML into his book, which went flawlessly according to him.
So in addition to 3D Game Development with LWJGL 3 we will soon be having an actual hardcover book about JOML together with JOGL, which is pretty neat! Smiley

That sounds really awesome. Congratulations!
18  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Huge world with alot of entities fps drop on: 2018-01-01 19:37:02
The issue is that if i add to many enemies to the array it seems to decrease the fps.

Yes, probably because you're still iterating over all of the enemies and checking whether they're on screen? Again, you need to profile to see what's taking up the most time.
19  Discussions / General Discussions / Re: HappyNewYear! on: 2017-12-31 21:39:51
Happy new year.

What are everybody's favorite accomplishments of 2017? What are you looking forward to in 2018?

For me, I managed to add a bunch of tutorials to my little tutorial site, and in 2018 I'm looking to get back into Android and libGDX programming, with the goal of making a "real" game. (Click here if you want to read more detail.)
20  Game Development / Newbie & Debugging Questions / Re: KeyListener, MouseListener and repaint problem on: 2017-12-31 18:35:42
You need to call repaint() on your JPanel whenever you want to redraw stuff.
21  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Huge world with alot of entities fps drop on: 2017-12-30 18:18:43
I'm not sure what you want us to tell you. You're handling too many enemies at once. Decrease the number of enemies.

Do some profiling to figure out exactly where the bottleneck is. What do you spend the most time doing? Decrease the number of times you do that.

There are a number of approaches to this: for example you could split your world up into sections, and only handle enemies that are in that section.

But until you do some profiling, then everything we could tell you is just a guess. Profile first, and then think about optimizations.
22  Game Development / Newbie & Debugging Questions / Re: Panel - Redrawing panel didn't seem to be working! on: 2017-12-28 02:00:21
I recommend to the OP trying to make a more simplified example that illustrates the problem, as a way of increasing the odds of getting a good solution (or finding one in the process).

Yeah, exactly. Please try to put together a MCVE that demonstrates your problem in as few lines as possible. Half the time you'll figure out your problem when coming up with a minimal example.

But just a guess: after you add a component to a container, you have to revalidate and repaint that container.
23  Game Development / Newbie & Debugging Questions / Re: Class design on: 2017-12-26 23:10:04
However , in my very humble opinion , the code is stacked in a too huge messy Board class.

Eh, the whole class is just under 300 lines of code. That's not insanely large.

But if it feels too large for you, then by all means split it up into multiple classes. Code is a bit of an art: there isn't just one way to do things. So if it makes sense for you to do things a different way, then do that.

I also recommend taking a step back and breaking the problem down into smaller steps. Instead of going off a tutorial that does it all for you, maybe try working through it on your own. Start by creating a smaller example program that just shows the tetris pieces without any interaction. Then make them fall down. Then make them rotate. Then think about how you'd stack them. Work forward in small steps like that, and if you get stuck on a specific step, it'll be easier to get help. Good luck.
24  Game Development / Newbie & Debugging Questions / Re: Newbie to Game Development on: 2017-12-19 02:10:44
I say again... Pico-8. It's as close as you'll ever get to turning on a C64 and just typing in code that Does Stuff On The Screen. I can't recommend it highly enough.

That's why I really love Processing. Pico-8 does look fun too though.
25  Game Development / Newbie & Debugging Questions / Re: Newbie to Game Development on: 2017-12-18 03:46:18
Then again, I knew c++, so there's a lot that transfers. 

Exactly. It's easy for people who have been programming for a while to underestimate how hard it is to learn the basics.

If you already know the basics, then by all means check out libGDX. It's truly great.

But if you're still learning the basics, you should probably start with something simpler.
26  Game Development / Newbie & Debugging Questions / Re: Newbie to Game Development on: 2017-12-16 08:08:36
Unless you are talking about someone needing to understand how a render loop works, then sure, get a ball bouncing around the screen.

That is what I'm talking about.

I went with libgdx because it meant not needing to know how to configure things for various platforms, there's all sorts of functionality where it comes down to "provide these inputs and you get what you need." 

LibGDX is great. I love libGDX. I'm looking forward to creating my own libGDX game in 2018.

But libGDX is great for people who already know Java, how rendering works, OOP, events, etc. It's not great for people who are just learning how to code.

I don't know how far along OP is in their career. But if the general question is "how do I get started learning how to program games?" then the answer is not to dive head first into libGDX. The answer is to learn the fundamentals first, and then graduate to libGDX after you know what you're doing.
27  Game Development / Game Play & Game Design / Re: Opinion on the game style on: 2017-12-06 03:04:44
You should really go with whatever you prefer. It's pretty hard for us to give you any meaningful feedback without seeing it in action, in a video or something.

But it's your game. We're all just going to have random opinions. What do you think?
28  Discussions / General Discussions / Re: would any of you guys be offended if on: 2017-12-06 03:01:16
You should do whatever you want. But if you have to ask whether people are going to be offended, and if you're really seriously worried about repercussions, then you shouldn't be making this kind of game.

If you're asking these kinds of questions before writing any code, then my guess is that the game won't be made anyway. Get a general fighting game proof of concept working first.

FWIW this game has been made before: https://en.wikipedia.org/wiki/Faith_Fighter

<a href="http://www.youtube.com/v/SBPZGoGZ320?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/SBPZGoGZ320?version=3&amp;hl=en_US&amp;start=</a>

This also showed up when googling "religious fighting game": http://store.steampowered.com/app/612930/Fight_of_Gods/

Doesn't mean you shouldn't make your game. But stop worrying about what other people will think, and put the work in. Good luck.

29  Game Development / Newbie & Debugging Questions / Re: Newbie to Game Development on: 2017-12-06 02:51:06
If you ask 10 programmers a question, you'll get 11 different answers. Do whatever seems right to you.

I respectfully disagree with 65K's advice to use a library. You should stick with the absolute basics. Use Swing to get a simple GUI up and running. Think rock-paper-scissors or tic-tac-toe, or a higher/lower guessing game.

That will help you learn the basics of Java, OOP, events, user input, etc. You need to know all of that before you use a library like libGDX.

In my humble opinion, you should actually start with something simpler than Java. I really like Processing, and I've written a series of tutorials that go from Processing to Java (and soon libGDX) available at HappyCoding.io.
30  Discussions / Business and Project Management Discussions / Re: Hiring an artist (the struggle) on: 2017-11-20 23:40:35
I've only worked with a couple of artists for small one-off jobs, but my advice is to stop waiting for artists to come to you. Instead, go out and find an artist you like, and then approach them with your offer. Artists are all over the place: Twitter, Instagram, Deviant Art, Tumblr, etc. Find one you like, peruse their portfolio, and then ask if they take commissions or are available for a job.

This also means that you should know up front exactly what you want: how many images? What sizes? What specific poses, backgrounds, etc?

Other than that, remember that artists are people whose time has value. Don't ask artists to do stuff for free (and doing stuff for exposure is doing stuff for free). Have a budget and be honest about that up front.
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Archive (1349 views)
2017-04-27 17:45:51
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
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2017-03-02 08:44:05
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