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1  Games Center / Showcase / Re: Titanis (Desktop) on: 2015-04-15 19:34:33
Hey! Thanks for the kind words, we worked very hard on this game so its nice to hear some feedback. Sorry about the mac support, we will tackle that some day.

As for your questions:

- there are 16 levels

- there is a boss at the end of each of the three zones, there are also some mini-bosses along the way

- As for the upgrade system, you have 16 different skills you can choose from, but you can only have 4 skills equipped at once. There is also a talent system with 20 different talents that you can put points into. Overall we feel that there is a good amount of build diversity. In our play testing we were able to come up with some pretty crazy builds.

-we started working on the game in October of 2010. You can actually find some of our old posts on this forum while we were trying to figure out how to render things in opengl. We worked on it pretty consistently over the years, including me working on it full time for about 8 months. That having been said, if we were to start the project over right now we could probably do it in about 2 years. None of us had ever developed a game before so we had lots of missteps and wasted effort along the way.

-i do plan on making a mac port, im not sure when I will get around to it.

As for Phys2D, I wouldn't recommend it. Its an old library that is no longer supported. If you are looking for java2d physics I would recommend Jbox2d or Fizzy.

Having programmed our game from scratch I would say my biggest take away from this project is the following. If you want to learn about game programming than go ahead and program everything from scratch. However, If your goal is to develop and market a game for profit, use a professional engine, I would recommend unity. The time spent during the development of Titanis was probably about 85% programming, and 15% game/level design. We were also plagued by countless low level bugs/problems that you would never have problems with in a professional engine.

Thanks for the interest in our game!
2  Java Game APIs & Engines / Java Sound & OpenAL / Re: 3D Sound Engine on: 2013-03-06 16:23:43
I'm back with the same problem I was having before.

I have an .ogg file which is about 3k in size and 3 minutes in length. When I load this file with 'soundSystem.loadSound(filename)' It takes up a huge amount of memory ( 800mb) in my application. Whats weird is that if I don't load it and just play it with soundSystem.backgroundMusic(), it takes up a normal amount of memory. This activity only seems to happen with certain .ogg files, some other ones I have work fine. It seems like there is something weird in the loadSound() method. Or perhaps my file has some funny attribute that isn't playing nice. Let me know if you want a copy of the .ogg file and I will send it to you. I cant put a link here because the sound is proprietary.

Thanks Paul,
3  Java Game APIs & Engines / Java Sound & OpenAL / Re: 3D Sound Engine on: 2012-07-29 06:34:24
My .ogg sounds are only a few second long each. When i load comparable .wav files they load instantly and take up a small amount of memory. I'm not really a sound guy so i may be oblivious to something obvious. Tomorrow i'm going to take a closer look at my situation and try to provide more details.
4  Java Game APIs & Engines / Java Sound & OpenAL / Re: 3D Sound Engine on: 2012-07-28 20:45:52
I pre cache all the sounds in my game using SoundSystem.loadSound(String). I find that when loading .ogg files it takes several seconds to load each file, and the memory usage is huge (something like 100mb for each file). Is this some kindof bug in the JOrbis codec? Or can it be attributed to something else?
5  Java Game APIs & Engines / OpenGL Development / Re: VBOs and Textures on: 2012-07-13 16:14:12
Gjallar, I am in a similar situation to you. I am about to switch away from the fixed pipeline to try and find better performance. However the only thing i render in my game is textured quads. Did you see a performance increase by using VBO's for just textured quads?
6  Game Development / Networking & Multiplayer / Re: Simulation of packet transmitting delay for game benchmarking/stressing on: 2012-04-03 05:26:35
I use a program called Network Emulator Toolkit x64 to do these types of things. It is pretty good and has lots of options for delay, packet loss, out of order packets, you name it.
7  Java Game APIs & Engines / OpenGL Development / Re: A problem I meet when using JOGL on: 2012-03-14 05:33:29
It looks like you forgot to attach an animator to your canvas. Try adding this code to your Main method.

Animator animator = new FPSAnimator(canvas, 60);

An animator will call your GlEventListener.display() method in a loop so it can render each frame of your scene.

8  Game Development / Networking & Multiplayer / Re: Prediction? on: 2012-03-14 02:57:42
We just finished networking and client side prediction in our game. Here is the set of articles we based our framework on.

If you have any questions with a particular part of the implementation feel free to ask. I just spent a month implementing this and could definitely help you out.
9  Game Development / Networking & Multiplayer / Re: Starting point for multiplayer development needed! on: 2012-03-14 02:48:01
We just finished networking for our game. I strongly recommend using Kryo to make your life easier, unless you want to challenge yourself and write your own Socket code. Here are a few articles that we based our multiplayer framework on.
10  Java Game APIs & Engines / OpenGL Development / problem with Gamma.setDisplayGamma() in JOGL on: 2012-03-13 18:56:57
I am trying to use the Gamma class to adjust the brightness of my application. The documentation says the changes should persist until the application exits, however all I get is one flash of the new brightness when my application is starting, then it returns to normal. I make a call to the setDisplayGamma() method once in my GLEventListener.init(). Am I using this class incorrectly?

11  Game Development / Newbie & Debugging Questions / Re: need LWJGL/JOGL/WinApi guru's help: Display.update() (nSwapBuffers) slows down on: 2012-01-11 18:27:44
I get the same exact jittering using JOGL 2.0 and NEWT. Is this an unsolvable side effect of running in windowed mode? I also see the same jitters in Minecraft while running in windowed mode.
12  Java Game APIs & Engines / Java Sound & OpenAL / Re: 3D Sound Engine on: 2011-11-25 18:59:00
Hi Paul,

I seem to be experiencing a bug with the SoundSystem.libraryCompatible() method.

If I call 'SoundSystem.libraryCompatible( LibraryJavaSound.class );' it always returns false.
But 'sound = new SoundSystem( LibraryJavaSound.class );' instantiates without errors, and sound will play just fine.

Im using Windows 7 64-bit, with JRE 7 64-bit.
13  Java Game APIs & Engines / OpenGL Development / Re: Aliasing on textured quads on: 2011-10-17 18:12:16
Wow that works nicely! You are our savior theagentD! The only problem now is that if you shrink the texture smaller than its native size the aliasing returns. You can see this in the image below. Is there any work around to this or do we just have to not modify the size of our angled terrain?
14  Java Game APIs & Engines / OpenGL Development / Aliasing on textured quads on: 2011-10-17 16:53:16
Hey guys. We use JOGL to render our game and we are currently getting really bad aliasing when we have angled terrain. See image below. Everything in our game is drawn using a textured quad. It seems like implementing some type of anti-aliasing would be overkill for our simple 2d game. What types of techniques could we use to eliminate this aliasing, perhaps some type of texture filtering? I have heard that bilinear filtering can reduce aliasing.

15  Java Game APIs & Engines / OpenGL Development / Re: 2D Lighting Tribulations with Shaders on: 2011-09-07 05:45:22
Hey guys, I am the other developer working on this project with rejechted.

Here is the pic of the two blocks touching that you asked for theagentd. The penumbra doesn't get bugged, but the shadow from one block does overlap the other block a bit. This isnt realistic but im not really sure how we would avoid it.

You can also see that we implemented a flashlight on our character. We used the same shader that we used for the shadow penumbra to give the edge of the light a nice fade.

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