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1  Game Development / Shared Code / Re: libGDX: Draw a wavy background on: 2013-04-18 00:45:39
This could be done with a small shader. Something like this:

vert:
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// Simple vertex shader
// only maps the verticies to the correct position in the matrix

void main() {
   gl_TexCoord[0] = gl_MultiTexCoord0;
   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;  
}


frag:
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uniform float time;       
uniform float speed;      
uniform vec2 amplitude;      
uniform vec2 frequence;      
uniform sampler2D texture;    

const float pi = 3.14159;

void main()
   vec2 uv = gl_TexCoord[0].xy;
   vec2 temp = vec2(uv.x, uv.y);
   
   float angularFre = 2.0 * pi * frequence.x;
   uv.x += sin(temp.y * angularFre  + (time * (speed * 10.0))) * ((amplitude.x) / texsize.x) * 10.0;
   
   vec4 color = texture2D(texture, uv);

    gl_FragColor = color;
}


Noooot tested. You need to change for libgdx a bit (and changed the magic numbers maybe).
2  Discussions / General Discussions / Re: I Switched to IDEA! on: 2013-03-14 17:11:33
Since I'm already using WebStorm I would like to use IDEA, but I don't like the community version for some reason. I also miss the working sets and workspace feature. Especially with libgdx you have up to 4 projects for you game (base, desktop, android, html) and I would like to switch between them fast (Maybe I'm just did not see this feature?).
I would also love to test out the Scala feature. I started to like scripting languages for some reason.

WebStorm misses this too which is a downer but for JavaScript, WebStorm or PhpStorm are so slick.
3  Discussions / General Discussions / Re: Windows 8 thoughts and suggestions on: 2012-11-26 21:23:37
I have one question for those you have Win8. Can I switch off the "start screen" so it will always go to the desktop? I hate the touch driven UI so much Sad
Also there are no side bar widgets anymore?

I still wonder Huh
4  Discussions / General Discussions / Re: Windows 8 thoughts and suggestions on: 2012-11-24 22:27:02
I have one question for those you have Win8. Can I switch off the "start screen" so it will always go to the desktop? I hate the touch driven UI so much Sad
Also there are no side bar widgets anymore?
5  Game Development / Newbie & Debugging Questions / Re: Slick2D --> moving onto --> LibGDX on: 2012-11-19 13:05:07
Yes but you need to do it in the Screen class. Since moving from one screen to another might occur often it makes sense to extract the Transition in some way Smiley If you don't need it then it's okay but let me have my cool StateBasedGame Sad
6  Game Development / Newbie & Debugging Questions / Re: Slick2D --> moving onto --> LibGDX on: 2012-11-19 12:57:53
The problem with screen is that it directly sets a new screen. I liked the way Slick2D did it and that is the reason why I copied it in my own engine Cheesy
7  Discussions / Miscellaneous Topics / Re: What music do you listen to while you code? on: 2012-11-18 00:05:00
Video Game Music.
8  Java Game APIs & Engines / OpenGL Development / Re: lwjgl on osx/java7 on: 2012-11-14 17:14:23
Im not sure where people find an Galaxy S3 for 899 bucks. I paid 498 € back then...

Anyway, why don't you want to go with Java6? Do you even use any Java7 specific feature? Consider that a lot people still have Java6. So all your ne technology is nothing if you don't have people who are able to play your game Smiley Performance-wise there will be probably no difference.

And don't say: "Just upgrade the system". That sounds like you think the end user has to be up to date with you. I can assure you that this will never be the case. Or do you think every computer player has OpenGL 4.0? Right. No. So YOU as developer have to make it work for all Cheesy

Edit:
Oh on Amazon I pay 800 € for an Iphone, maybe you mixed that?
9  Discussions / Miscellaneous Topics / Re: Obama won on: 2012-11-08 01:43:06
In Germany we have the GEMA so yeah Sad Also we have a chancellor that tries to get the money from the people and shove up the 1% top-earner.
10  Game Development / Newbie & Debugging Questions / Re: Mac VS. PC on: 2012-10-18 11:49:42
I usally smooth out my deltas too by just calclulating the average delta. This gives constant deltas and thus deterministic results.
11  Game Development / Newbie & Debugging Questions / Re: Sprite from Sprite Sheet LWJGL on: 2012-09-13 10:36:27
In LibGDX it's super simple, goes something like this. 

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TextureRegion[][] tiles = TextureRegion.split(new Texture(Gdx.files.internal("tiles/sheet.png")), tileWidth, tileHeight);
...
TextureRegion foo = tiles[row][col]; // notice it's row/col: y first, from upper left!
foo.draw(batch, x,y);




I made a wrapper class for that (mostly because I wanted to access tilesize, tilesacross and tilesdown without using the length parameter. also I can access it via
12  Discussions / General Discussions / Re: RFC: featured, showcase, wip on: 2012-09-12 10:37:38
That said, I think a WIP showcase might be interesting. I wouldn't feel showing off screenshots of unfinished or unreleased games if that were the case. On the other hand, I think a new WIP section is a non solution to the topic order problem and should be considered separately.

You would not, but think og TigSource where the games of tomorrorw do exactly that (Which is a good way to get people to love your game, see Secrets of Grindea). On TigSource finished games have there own sub-forum. If a game is in development it's in WIP and when it's done it will be moved to the new forum (but also attached as sticky for a week or so in WIP).
13  Discussions / Suggestions / Re: Question: Image uploads + Showcase Order on: 2012-09-09 02:11:18
Riven changed that to give much exposure to new games and to avoid chatty threads to become too much visible. I'm not convinced by the efficiency of his choice, almost nobody really sees that I post some updates, my game appears in the 8th or 9th pages, someone spending a very little time on several games will get a bigger exposure than someone spending a lot of time on a single project. There is no perfect solution anyway.

Wah...? Riven you can't be serious right? If new projects should get Attention then I would make a sub forum for new projects which will be there for a week or a month and moved to the normal show case after this. I always wondered WHY there are noe updates to the games I follow here :/ (I don't often write something for games I like)
14  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Making a custom game engine vs libGDX on: 2012-08-29 13:34:54
The only thing I miss in scene2d is an editor for themes. Anything else if simple as apple pie imho. scene2d does exactly what it tell and offers even more. I mean you have a comple action system (you can extend this for an event system so you can script some events and lets them run your story scenes). I love this Cheesy
15  Game Development / Newbie & Debugging Questions / Re: Editing images in libGDX on: 2012-08-21 22:22:52
Couldn't this be done with some blending mode?
16  Game Development / Shared Code / Re: YUNPM - a Java Media Player on: 2012-08-21 17:35:24
Cutscenes in real time are always better. I hate these prerendered excuses for making an event system work. I never liked this about Final Fantasy. I was so amazed when I played Devil May Cry and they had these awesome cutscenes (was my fist PS2 game back then Cheesy) and then FF 10... stupid videos  Cranky
Look at Uncharted how awesome in can be to actually PLAY a cutscene...

I don't have something against such things as Comic Cutscenes as long as they don't pop up every time a cutscene is triggered. It just feels lame when I play this awesome game and then a cutscenes comes and you always see the difference in quality.
17  Discussions / General Discussions / Re: Java GUI programming tutorial part 2 on: 2012-08-21 10:36:57
Eclipse has it's own Gui Builder now. Works for SWT or Swing (And some GWT magic too afair).
Imho the NetBeans's one is faster, the one in Eclipse is kinda slow on a lot of GUI-Elements (could be my laptop tho).
18  Discussions / General Discussions / Re: Memory, Then and Now on: 2012-08-11 21:48:18
Try PS3 or Wii. Even less RAM. Play Uncharted 2 or 3. On consoles memory is still important, imho. I worry about it too. And I think a lot of libGDX users too.

Quote
Memory is important and I think because programmers have such an abundance of it, we are wasting it. If you look back to gaming, games did not need loading screens and load times were nil. As time progressed, we got more memory and instead of making games more efficient with the technology, we just made everything a lot more bulky. We have to sit down and wait for almost everything we do now. I think about 30% of our time in front of the screen now is wasted on waiting for applications to start or switch phases.

It takes time to load textures/sounds etc o.o Of course this allocates more memory but as you can see on console there is a limit to it. Most texture seem blurry on console and clear on PC Smiley So technology moves on and better graphics/sounds mostly need more memory -> loading time. I guess at least...
19  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Confused: why is libgdx 12x faster than slick2d? on: 2012-08-11 16:47:29
Why is nobody abusing the new try-with syntax yet? Clueless

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try (image.with()) {
   for (int i = 0; i < n; i++) {
      image.useEmbedded(...);
   }
}


Oh this is the first time I see this Cheesy What exactly does this?
20  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Confused: why is libgdx 12x faster than slick2d? on: 2012-08-09 19:36:40
Recent versions of slick have a spritebatch class, but I'm not sure it's used by default.


What? No this not true. At least I can't find one Wink I think davedes posted once such a SpriteBatch which was really cool and worked a lot like the one in libGDX.
21  Java Game APIs & Engines / Java 2D / Re: Detecting Screen Orientation and Angle on: 2012-08-08 11:20:05
@Cero
Those are all vertical shooters... Do you have any other examples? If not then you still have 98% of people playing games without rotating there monitors and without games that expect that. Or does... uhm... Deus Ex check if you flip you monitor and react to it?

Oskuro
If you use libGDX you won't havem uch problems porting it to android anyway. And even there... I don't remember much games doing that. Most games a portrait or landscape and if I flip my device nothing happens :/
Do you create are game where it is really necessary?
22  Java Game APIs & Engines / Java 2D / Re: Detecting Screen Orientation and Angle on: 2012-08-07 23:25:50
You could also do this on android:
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getResources().getConfiguration().orientation


for rotation:
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int rot =((WindowManager) context.getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay().getRotation();

there might be a shorter way xD

For Desktop you should never think that someone flips his monitor xD How should the monitor check this? You only need the code for Android and even there... just cap the view to portrait and landscape like so:
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android:screenOrientation="portrait"/"landscape"

(In the  AndroidMenifest.xml file)
23  Discussions / General Discussions / Re: Nerves of steel or just plain lazy? on: 2012-08-06 10:32:20
I always start with something like this: "I wanna mae a 2D plattformer". I jus start coding and see where it gets me. Mostly I end up with a lot of cool stuff. Design was always something that never worked out for me without doing something with code Cheesy I use a lot of other games as Inspiration too, altough I try to add something unique. This is how Mr. Hat started.

For Stories... mh... I ignore them mostly because I hate these ultra deep stories or Twitter stories (like Final Fantasy XIII). I end up using the mot simple idea of a story and at a Prof. Layton like Twist (If I would be better I probalty try to make something like Phoenix Wright).
24  Discussions / General Discussions / Re: Interview with princec on: 2012-07-25 15:39:04
Talent also enhances the speed you learn stuff in. I play Guitar with all my love for about 1 and a half year. I think I'm not that good to start a band (well main reson to learn guitar is to play covers of game music xD). A friend of mine just HAS talent. He plays like a Pro and only plays like a half year.

Of course you can learn a lot by brute forcing it, but that makes not sense to me. Why would I but myself to work for something I'm just not good at. I'm good at programming and a like it. I think the "like it" part is the most important part. If you do something and you do it all day long without even noticing what time it is you probatly should go with that.

Drawing is a good example. You can tell yourself all day long that you learned by hard. But go on DeviantArt and all your self-esteem is gone for good xD (Altough I get pushed by better work then mine...). Like Riven said. There is a certain max level your can achievement if you don't have that much talent. I assume I never get to the point where I play like Jimi Hendrix but that's okay xD
25  Discussions / Business and Project Discussions / Re: Getting on PSN on: 2012-07-25 11:46:57
Well duh, but you do wanna sell them of course =P

WELL, if you want to sell them, then don't complain about paying for the devKit :p I would buy the devKit if I planned to release my games to a console, but imho consoles are even more restricted then anything else...
26  Discussions / Business and Project Discussions / Re: Getting on PSN on: 2012-07-24 21:40:30
In Developer Suite in C# ist free afair and intended to be used for PSN games. Here is the link to the website. It's also for mobile stuff:
http://www.playstation.com/psm/index_e.html

And yay your right, the DevKits are expensive... But I guess there are libs to bypass that problem. Just look and the homebrew scene.
27  Discussions / Business and Project Discussions / Re: Getting on PSN on: 2012-07-24 19:59:36
There is a Developer Suite in C# afair. apart from that you need a SDK from Sony like you need a SDK from Nintendo Cheesy I once had the chance to work with the DS-SDK. All in C++ and it was really fun Cheesy They have awesome tooling for animations!
28  Discussions / General Discussions / Re: TWL - Free Themes on: 2012-07-21 12:53:10
I'm not good in graphics too (at least I tell that to myself Cheesy), but for simple rectangles with some border you have the skills trust me. Also making guis in TWL is a lot of using the Theme Editor to do some theming for your own widgets you WILL have. I would start with some easy rectangles like in my theme and look how it works. The Eforen Theme MatthiasM provides with TWLExamples shows how powerful you can work with TWL (glowing outside of widget bounds etc.).

It all comes down to one question, for what do you intend to use it? A real game? Or just debugging?
29  Discussions / General Discussions / Re: TWL - Free Themes on: 2012-07-21 12:43:55
Do you want to do your own theme? And just use a free one as a base? check out my engine gui theme: RadicalFishEngine

I will not explain it, but you can try it out and see if it's gets you somewhere Smiley
30  Game Development / Shared Code / Re: UIs in libgdx via scene2d.ui on: 2012-07-11 22:11:13
I'm blind as hell  Undecided
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