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1  Discussions / Miscellaneous Topics / Re: Ouya: So ... what happened? on: 2013-08-01 17:58:13
A little late to the convo but...

Towerfall is amazingly fun, and did a great job on their demo, I couldn't resist purchasing it.... BombSquad is equally entertaining... of course both require multiple people/controllers for epic fun!

The controller does suck! shoulder buttons will occasionally stick, there is noticeable lag in input at times..The controller is such an intricate part of the console, I dont understand how they managed to mess that up, such an epic fail!

All in all, for $100 I am happy with the purchase, I can deploy to a console, even if its for my own enjoyment for now...

Who has games released on it? I noticed/purchased Gunslugs.. would be interested in playing more local JGO devs games...
2  Games Center / WIP games, tools & toy projects / Re: Pink Point on: 2013-07-17 18:06:21
Downloading 70% Smiley
3  Games Center / Featured Games / Re: The Intergalactic Trashman on: 2013-07-09 19:36:21
this looks incredible.... the characters have so much character and the animations are so fluid.... love the look of all the artwork... cant wait to play it!!!! what platforms are you launching on? and when can i play?
4  Games Center / WIP games, tools & toy projects / Re: Wizards of Yore (second try) on: 2013-02-28 02:31:26
Just downloaded and played a few games, Very Fun!
Will be glad to put it on my android devices when finished...

Was a little confusing figuring out the range of attacking units, found myself falling back with an archer only to figure out I had fallen out of attacking range as well..

Also, is there no winning condition currently? I defeated all my enemy's and it just looped on my turn....
5  Java Game APIs & Engines / OpenGL Development / Re: Open gl es descending frame rate on: 2013-01-16 19:27:22
its all relative Smiley
6  Java Game APIs & Engines / OpenGL Development / Re: libgdx sprites show up as white blocks on: 2013-01-14 23:35:06
1. are your textures in a base 2 dimention? with some devices if you texture is not 128x128 or 256x256 etc... then they will be rendered in all white....
2. make sure you have blending enabled.... and set the correct blending func
3. make sure you enabled texture 2d
7  Java Game APIs & Engines / OpenGL Development / Re: Open gl es descending frame rate on: 2013-01-14 23:28:35
ok so this is kind of embarrassing....
part of my issue was insufficient profiling... it all goes kind of like this...

I made these hoops, they are activated when you jump through them, and when activated they shrink down to nothing...
hoops are always moving towards the camera (at the speed of the user moving in the z axis) until they move past it and are deleted from memory.
the hoops didnt look quite right just shrinking down so I made them also translate to the users position on activation, where they would stay, scaled to 0, not ever making it into the "kill zone"... I was rendering more and more hoops at scale 0 as the level progressed... and when I was checking the sizes of the lists for the issue i just left the game running, not actively playing and thusly not activating the hoops and causing the issue...

Thanks for your replys, in the end this one was programmer error...

note: the engine I use is the one in the book "beginning android games" by mario zechner, released just before libgdx i believe
8  Java Game APIs & Engines / OpenGL Development / Open gl es descending frame rate on: 2013-01-09 18:28:19
Hi Everyone,
I am developing a 3d endless runner for the android os and I am having some very strange performance issues...
my game will initially run at 30fps on a low end device, 60fps on my higher end devices... as you continue to play the game the frame rate descends, after  only a few minutes on the low end device the game will slow to an unplayable 8-14 fps on low end devices(totaly unacceptable) and aboout 25fps on the high end device...

I am pooling all my objects and have monitored for the garbage collector, he is nowhere to be found...
The issue is in my rendering, the update cycle is using a maximum of 3-5milliseconds...
I have sampled the number of milliseconds it takes to render the scene, and each subset of objects... any list of objects is always between 0-10 objects in  length the time taken to render that list is ever increasing...

Has anyone ever experienced something like this / know of anything stupid I must be doing? it doesn't make sense to me that rendering the same scene would take ever increasing time!

Thanks for your help

here is a snippet of rendering code, it looks about the same for every object type
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if(hoops.size() > 0){
         Assets.hoopMod.bind();
         Assets.hoopTex.bind();
         for(Hoop h: hoops){
            gl.glPushMatrix();
            gl.glTranslatef(h.pos.x, h.pos.y, h.pos.z);
            gl.glPushMatrix();
           
            gl.glScalef(.5f * h.scale,.5f *  h.scale,.5f *  h.scale);
            gl.glRotatef(h.orien.x, 1, 0, 0);
            gl.glRotatef(h.orien.y, 0, 1, 0);
            gl.glRotatef(h.orien.z, 0, 0, 1);
           
            Assets.hoopMod.draw(gl.GL_TRIANGLES, 0, Assets.hoopMod.getNumVertices());
            gl.glPopMatrix();
            gl.glPopMatrix();
         }
         Assets.hoopMod.unbind();
      }
9  Games Center / Featured Games / Re: Clash of the Olympians on: 2013-01-05 16:55:16
I like the paused game state on resume, nice feature... did you do this to eliminate the chances of a false onResume call?
10  Discussions / Miscellaneous Topics / Good Programming Monitors? on: 2012-11-04 23:51:54
Hi All,
I have been programming on a 15" dell inspiron laptop for 4 years now, and I feel that I could greatly increase my productivity if I had a better setup... For now the computer I have will work fine, but I would like to upgrade my display...  I have been looking at monitors and to be honest,  I am a bit lost... I believe I would like a pivotal display, as I like the idea of seeing many lines of code at once..... I would like to ask you all if you have any suggestions for displays, my budget is kind of tight, but I do not want to skimp on this only to get what I pay for.....
Thanks for your time...
11  Games Center / Showcase / Re: Astro Frontier (Android Game) on: 2012-10-20 18:11:51
Note: playing on motorola electrify, runs smooth, sounds great.... I am only on day 6!

the game play is not my cup of tea (or coffee)... But the game looks great, a very high level of polish... I love the artwork, I'm playing the lite version, kind of wish that orca ship would animate, move a bit more like a mechanical whale...  though that is probably a minor detail in the grand scheme of things...
I feel like battles could be more exciting if the ships shot something at each other...

The back button will always close the application, which can be a bummer if accidentally pressed.... you might want to capture the back button and move to a pause screen when it is pressed within game play...

Overall Great Job!!!
12  Games Center / Showcase / Re: Flygames - An Android game for cats! on: 2012-10-11 23:12:39
uploading an app to Amazon is about as complicated as uploading an application to Google Play... However Amazon does do a bit of screening (You shouldn't have to worry, they look for invasive stuff)... they also take a little longer to go live, it took me like 4 days after I uploaded before my app was visible(its been almost a year since doing it, maybe they have improved?)....
13  Games Center / Showcase / Re: Flygames - An Android game for cats! on: 2012-10-10 18:22:36
Tried it on my motorola photon, got my cat interested, but he is very lazy, I think if it where on a bigger screen he might get more into it....
Any chance I could get a copy of the apk so I can put it on my kindle fire?
14  Java Game APIs & Engines / OpenGL Development / Re: rendering a red object white on: 2012-10-05 22:30:27
Thanks for all the info, I ended up using davedes's approach, and it works great... I can make the crab blink any color now!
15  Java Game APIs & Engines / OpenGL Development / rendering a red object white on: 2012-10-03 19:43:49
Hi Guys,
I want to make a cool invincibility power up effect for a game I am working on, It is all 2d, rendered with opengl, using sprite sheets....
the main character for the game is a bright red crab, and I would like to make him blink white when the user is using the invincibility power up... the sprite sheet is quite large already so having a secondary sprite sheet with the crab white is not really an option.... I have played a bit with setting the color in opengl via gl.glColor4f(1,1,1,1); and was wondering is there a color combination that would allow me to render the crab white(perhaps if the rgb value of the crab was already known?)? or is there another way I should go about implementing this?
Thanks


16  Games Center / Showcase / Re: Falling Pots on: 2012-09-18 19:40:15
I have a game engine built on top of the predecessor to libgdx... In my experience, an index out of bounds error while batching items to the screen can usually be fixed with one of the following:

1. Making sure there are items to be drawn before starting a batch
for example
if(enemys.size() > 0){
beginbatch(enemyTex);
//loop and draw
endbatch()
}

or

2. The batchers buffer is too small and there are too many sprites to draw within the buffer, so increase the buffer size
for my sprite batcher the buffer size is denoted in the constructor
SpriteBatcher batcher = new SpriteBatcher(gl instance, bufferSize);

Hope this helps....
17  Discussions / General Discussions / Re: Android games by members of our community on: 2012-09-07 05:40:19
Scream LOUDER!
18  Discussions / General Discussions / Re: Android games by members of our community on: 2012-09-07 02:57:18
You might find it worth your time to look into the game "Guuulp"...

ps. if you turn off your data connection while playing...... no adverts...... SHhhhhhhhh.....
19  Games Center / Showcase / Re: Rope the Frog [100% Free] on: 2012-08-31 18:40:29
Runs smooth on motorola photon..... I like the rag doll physics of the frog....

there seams to be a lack of sound during gameplay, apart from some occasional clapping/cheering, and a fart here and there, I have no music during gameplay, only in the menu.... also you might want to look into acquiring a wake lock on android devices, when I start a game and dont touch it for a bit, my phone will go to sleep and then when I unlock the screen, the game loads back to the main menu....

the game also seams very easy, to be honest I didnt spend a ton of time playing, maybe five minutes, but it seamed I could just let the frog freefall and do just as well as if I had tried to control his movements....
20  Games Center / Showcase / Re: Black Nebula on: 2012-08-31 03:49:32
Fun, I like how big of an area I have to fly in, and the plentiful particle effects....
But I am experiencing a bit of lag... I am running a motorola photon with a one gig dual core processor, and at around 90,000 points the game starts stopping for almost half a second every few seconds...
21  Java Game APIs & Engines / OpenGL Development / Re: Animated 3d objects on: 2012-08-24 23:49:49
its called Skeletal or Bone Animation
http://content.gpwiki.org/index.php/OpenGL:Tutorials:Basic_Bones_System
this is some good stuff Smiley
22  Java Game APIs & Engines / OpenGL Development / Animated 3d objects on: 2012-08-16 23:31:52
So I have been working with opengl for a bit now and I can now load in a large collection of objects and create some pretty cool scenes. but as always, it is not enough... the objects I currently load in have no moving parts, which makes them kind of boring... I would like to try and make something similiar to temple run, with a main character that runs... how would I go about doing this, animating a human model that is?
I suppose I could load every body part in as a different model and have predefined positions to place the parts... then I could rotate the parts and create a sort of animation, but looking at temple run, or any of its copycat remakes the models seem to have a very fluid movement, and it seems like there is probably an easier way...
Any thoughts?

Thanks in advance for any help/resources....
23  Games Center / Showcase / Re: Android - Magneto Retreat on: 2012-07-12 04:01:03
Just downloaded and played for a bit, ran great on my motorola electrify, I like that you have multiple control options, but I would like to use a virtual joystick. perhaps one that was created on touch down, that way it would not obstruct your view....

Anyway its a cool little game....
24  Game Development / Newbie & Debugging Questions / Re: Analyzing sound data on: 2012-06-01 23:06:36
Thanks for all the responses
I would like to try and use the FFT which will require that I convert my audio file into a float[], any pointers as to how I should go about doing this?
25  Game Development / Newbie & Debugging Questions / Analyzing sound data on: 2012-05-27 00:18:09
I am working on android devices, but I do not think this questions needs to be android specific so i am posting it here...
I would like to detect a user blowing into the microphone of my phone so I can create something similar to the candle apps that let you blow them out.
currently I have captured the audio and get the max amplitude for a given sample, if the amplitude is high enough I consider it a blow. but this works the same for any loud noise. how would I go about filtering out everything but a blowing noise on the mic? Thanks.
26  Discussions / General Discussions / Re: How Long Have You Been Coding? on: 2012-04-27 17:06:47
2 years ,  with many more to come, always hungry for more!
27  Game Development / Game Mechanics / Re: Opengl fog and glupersepective on: 2012-03-21 15:40:40
ok so everything is being drawn in their respected places again and glulookat is being called on the modelview matrix, but my fog is still kind of random... for all my characters, user and npc's it works, but the floor and skybox seem to randomly partially or completely disappear or come into full view with no fog as I rotate the viewing angle of the camera.... I have the fog set up as follows, right now this is being called before every frame:
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gl.glEnable(GL10.GL_FOG);
gl.glHint(GL10.GL_FOG, GL10.GL_NICEST);
gl.glFogf(GL10.GL_FOG_MODE, GL10.GL_LINEAR);
gl.glFogf(GL10.GL_FOG_START, 8);
gl.glFogf(GL10.GL_FOG_END, 15);


Then I render the floor currently represented by a single large plane composed of  4 vertices rendered with six indices, followed by the skybox , then the characters and effects(which the fog is working on)... I thought the issue may have to do with per vertex fog calculations but it is my understanding that setting the fog mode to nicest results in per pixel calculations... any ideas?
28  Game Development / Game Mechanics / Re: Opengl fog and glupersepective on: 2012-03-20 00:00:52
I am still having issues figuring this all out, so I am going to post up a bunch of code and hopefully, with a little luck, and a wee bit of magic, somone can figure this out.

ok so I changed the project setup and now the camera seems to be fixed at a point in space instead of following the user.
just to recap, previously I had the glulook at on the projectionmatrix and that rendered everything correctly but did not allow me to incorporate fog which I desperately want to incorporate...

Thanks for your time, this is pretty ugly!

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//gl.glEnable(GL10.GL_FOG); I wish!
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
     
gl.glViewport(0, 0, glGraphics.getWidth(), glGraphics.getHeight());
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluPerspective(gl, 67, glGraphics.getWidth()/(float)glGraphics.getHeight(),
            1, 100f);
     
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
GLU.gluLookAt(gl, world.user.cam.pos.x,world.user.cam.pos.y, world.user.cam.pos.z,
                 world.user.cam.lookat.x, world.user.cam.lookat.y, world.user.cam.lookat.z, 0, 1, 0);
   //the cameras position is determined by rotating the user look vector 180 degrees, scaling it a bit and then moving it up in the y
       //the lookat is just a copy of the users position
       // the idea is to create a third person view looking from above and behind the user

gl.glPushMatrix();
gl.glLoadIdentity();
gl.glTranslatef(world.user.pos.x, world.user.pos.y, world.user.pos.z); // translate to the users position which is the same as the cameras lookat
//gl.glRotatef(world.user.look2.angle() + 90, 0, 1, 0); // rotate the 2d plane 90 from the angle of the look so it appears perpendicular to camera
//The batcher.begin binds the texture
//batcher.drawsprite(x,y,width,height,textureRegion) draws a 2d plane at soecified x,y and width height and applies specified texture region  
 
batcher.beginBatch(ffcharacters);
   switch(world.user.direction){
      case Zombie.DOWN:
         batcher.drawSprite(0, 0, 1, 1, userAnimations[0].getKeyFrame(world.user.time, world.user.moving?      Animation.ANIMATION_LOOPING:Animation.ANIMATION_NONLOOPING));
         break;
      case Zombie.LEFT:
         batcher.drawSprite(0, 0, 1, 1, userAnimations[1].getKeyFrame(world.user.time, world.user.moving?Animation.ANIMATION_LOOPING:Animation.ANIMATION_NONLOOPING));
         break;
      case Zombie.RIGHT:
         batcher.drawSprite(0, 0, 1, 1, userAnimations[2].getKeyFrame(world.user.time, world.user.moving?Animation.ANIMATION_LOOPING:Animation.ANIMATION_NONLOOPING));
         break;
      case Zombie.UP:
         batcher.drawSprite(0, 0, 1, 1, userAnimations[3].getKeyFrame(world.user.time, world.user.moving?Animation.ANIMATION_LOOPING:Animation.ANIMATION_NONLOOPING));
         break;
      }
//end batch renders the plane
     batcher.endBatch();
      gl.glPopMatrix();




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//METHODS WITHIN BATCHER CLASS
  public void beginBatch(Texture texture){
      texture.bind();
      numSprites = 0;
      bufferIndex = 0;
   }

   public void endBatch(){
      vertices.setVertices(verticesBuffer, 0, bufferIndex);
      vertices.bind();
      vertices.draw(GL10.GL_TRIANGLES, 0, numSprites * 6);
      vertices.unbind();
   }

public void drawSprite(float x, float y, float width, float height, TextureRegion region){
      float halfWidth = width / 2;
      float halfHeight = height /2;
      float x1 = x - halfWidth;
      float y1 = y - halfHeight;
      float x2 = x + halfWidth;
      float y2 = y + halfHeight;
     
      verticesBuffer[bufferIndex++] = x1;
      verticesBuffer[bufferIndex++] = y1;
      verticesBuffer[bufferIndex++] = region.u1;
      verticesBuffer[bufferIndex++] = region.v2;
     
      verticesBuffer[bufferIndex++] = x2;
      verticesBuffer[bufferIndex++] = y1;
      verticesBuffer[bufferIndex++] = region.u2;
      verticesBuffer[bufferIndex++] = region.v2;
     
      verticesBuffer[bufferIndex++] = x2;
      verticesBuffer[bufferIndex++] = y2;
      verticesBuffer[bufferIndex++] = region.u2;
      verticesBuffer[bufferIndex++] = region.v1;
     
      verticesBuffer[bufferIndex++] = x1;
      verticesBuffer[bufferIndex++] = y2;
      verticesBuffer[bufferIndex++] = region.u1;
      verticesBuffer[bufferIndex++] = region.v1;
     
      numSprites++;
   }
   

29  Game Development / Game Mechanics / Re: Opengl fog and glupersepective on: 2012-03-19 20:34:52
Thanks for the speedy respone... I changed it around a bit and my user is now rendered correctly on the floor, but all the other game objects are gone. just so I know I'm understanding this correctly could you confirm the following?

gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluPerspective(gl, 67, glGraphics.getWidth()/(float)glGraphics.getHeight(),
            1, 100f);
      
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
GLU.gluLookAt(gl, world.user.cam.pos.x,world.user.cam.pos.y, world.user.cam.pos.z,
                 world.user.cam.lookat.x, world.user.cam.lookat.y, world.user.cam.lookat.z, 0, 1, 0);

then for every game object
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glTranslatef(world.user.pos.x, world.user.pos.y, world.user.pos.z);
//any other necesary transforms/rotations etc
gl.glPopMatrix();
renderObject();

thanks again
30  Game Development / Game Mechanics / Opengl fog and glupersepective on: 2012-03-19 16:41:23
I have been having some trouble incorporating fog into a game I am developing... the games graphics are similar to old school doom in that all the graphics are 2 dimensional sprites drawn onto 2 dimensional planes... as the user you have a third person view of your character which is set up as follows..

      gl.glMatrixMode(GL10.GL_PROJECTION);
      gl.glLoadIdentity();
      GLU.gluPerspective(gl, 67, glGraphics.getWidth()/(float)glGraphics.getHeight(),
            1, 100f);
      GLU.gluLookAt(gl, world.user.cam.pos.x,world.user.cam.pos.y, world.user.cam.pos.z,
              world.user.cam.lookat.x, world.user.cam.lookat.y, world.user.cam.lookat.z, 0, 1, 0);
      gl.glMatrixMode(GL10.GL_MODELVIEW);

for all objects that get rendered to the scene I use the modelview matrix and translate to the objects absolute position and then render it...
currently when I enable fog the fog seems to be kind of random in where it appears, I have read that part of the issue may have to do with calling glulookat on the projection matrix stack instead of the modelview, but when I call gluperspective on the modelview stack it throws off all my translations for the game objects(user, npc's, etc). could anyone offer any insight on how I should change my setup so I can enable fog? Thanks
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