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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Tinting a tile in LibGDX on: 2013-08-27 01:04:59
When drawing a sprite, you should use the sprite.draw() method instead of the batch. I guess that this might be the reason why it is not getting tinted correctly.
You could set the color for the batch too if you want.
2  Game Development / Newbie & Debugging Questions / Re: My sprite animation goes faster if the FPS is higher on: 2013-08-06 20:38:10
Do you use any engine? It could be because you use a constant delta value or you smooth the delta value.
3  Discussions / Miscellaneous Topics / Re: What video games have you been playing lately? on: 2013-06-20 03:13:07
Haven't had a console since PS1, I'm watching a hilarious (still ongoing) LP of it instead. The attention to detail in the game is incredible.

The game basically shows HOW you can do Game Design the right way. I mean, the setting is total serious and everything is pretty sad in this game, yet it manages to introduce some humor into the game (And I think this is very important. A good Story without humor can be very boring). Naughty Dog really tries to make something like a movie to play (but with good gameplay that makes you feel good if you master it).
For everyone that wishes to make games in big companies (and wants to be a game designer), Uncharted and The Last of Us are Game you need to play, or at least (like you) watch them via a LP.
4  Discussions / Miscellaneous Topics / Re: What video games have you been playing lately? on: 2013-06-19 14:37:03
The Last of Us. Obviously.
5  Discussions / Miscellaneous Topics / Re: Obsoscating classes on: 2013-06-15 14:15:43
It can make a big difference trying to decompile code obfuscated vs unobfuscated. It is still possible, just harder. It also makes the JARs smaller. There is nothing wrong with obfuscation.

Yepp that's the good thing (Although the most size from your game will be the assets not the code). Tools like ProGuard also optimize stuff afair.
6  Discussions / Miscellaneous Topics / Re: Obsoscating classes on: 2013-06-14 00:26:59
No, it just makes it harder to read. I good reverse engineering guy does not stop because of the classes and types named with just a letter Cheesy Just look at Minecraft. it is obfuscated yet there are mods.
7  Discussions / Miscellaneous Topics / Re: if you are not a programmer, what would you be ? on: 2013-06-04 11:55:16
That should be still related. And there is not phrase such as "Programming Html". I accept "scripting" though.

Wait...! You mean to tell me that Software Engineering has something to do with programming? D:
8  Discussions / Miscellaneous Topics / Re: if you are not a programmer, what would you be ? on: 2013-06-03 20:37:17
Software Engineer.
9  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).
10  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.
11  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
12  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?
13  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
14  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
15  Discussions / Miscellaneous Topics / Re: What music do you listen to while you code? on: 2012-11-18 00:05:00
Video Game Music.
16  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?
17  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.
18  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.
19  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
20  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).
21  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)
22  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
23  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?
24  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.
25  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).
26  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...
27  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?
28  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.
29  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?
30  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)
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