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1  Games Center / Showcase / Re: Halo 3 Remake on: 2016-10-23 20:29:16
This is a big project. Please tell me, what's next in your master plan?
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-20 04:20:04

Thumbs up!

Rigged the robot last night. We still have some tweaking to make it perfect, but I'm getting excited about animating it for some really fun shenanigans.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-18 08:29:13

I taught myself how to rig last night. Fully functional base rig + IK rig. Now, time to rig our giant robots.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-14 22:53:07

The last of the art we need is rolling in and the game is starting to look "real." It's pretty exciting.

I think the especially cool thing about this game is that it runs on the same engine that We Shall Wake does, and performs exceedingly well at both styles of development.
5  Discussions / General Discussions / Re: Power law and game sales on: 2016-10-13 21:49:07
That's why you have to work hard to make sure your software stands out in the market. Do something new that isn't done anywhere else.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-11 16:47:09
Lost a friend -> Success in being a dev, total failure in life...

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-17 10:27:40
Here, I took a screenshot of what it said for me. I'm using a Wii U Pro controller set up with xbawks drivers.

Thanks a lot! Will reach you out soon via PM. I'm now sure that there are different button codes in HTML5 and GLFW versions, even for the same controller.

Sure! hmu whenever and I'll get back with you when I can.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-17 06:33:20

I present Sir Lancelot of the East. Robot Farm is programmatically done for the most part, so while we wait on the artists to finish their work I've began amassing assets for our next big WSW thang.

I quickly made a GWT port using HTML5 GamePad API. Can you please test it with your controllers and report me the details? Make sure you attach a screenshot as well, or note down the name that the test gives you.

You can have multiple controllers connected at the same time, use the + and - keys to change the controller number. If the controller is not active, focus on the canvas (click on it) and press any button on your controller.

Thanks in advance! About to export the standalone JAR for desktop systems now.

Here, I took a screenshot of what it said for me. I'm using a Wii U Pro controller set up with xbawks drivers.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-16 22:03:17
I saw a guy at uni who had a We Shall Wake desktop background. @theagentd


Specifically, it was this background

This just made my day.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-06 14:46:03

We got Orsus rendering in NNGINE at 100%. I made us a cool Substance Painter export preset that exports maps specially for NNGINE, so it's pretty much just plug and play at this point, considering his nifty Blender plugins on top of all this.

We also got this model viewer working so you can see a preview of how your model will work in NNGINE. Thanks to painters naming scheme system, we made the viewer capable of reading the names that the NNGINE preset creates and load them autonomously.

Really cool stuff! It feels like we have a "real" modeling pipeline for the first time ever.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-25 21:36:01

Are we allowed to talk about modeling shenanigans? I learned to model about three weeks ago, here's my third model for me and theagentd's secret project we'll be unveiling soon (it's almost finished!). I think it came out cool.

I actually made his aforementioned patented TESTCUBEâ„¢ for his normal tests too. Since I learned to model, we've been a lot more robust and faster with our developments.
12  Games Center / WIP games, tools & toy projects / Re: Farm Nightmare - A pixel rpg horror on: 2016-08-17 01:13:15

I most certainly concur about polish and sound. I've messed around with a free sound generator called Psycle but am convinced it won't do. Thinking I'll need to team up with someone too since looking for the sounds i want as royalty free is rather difficult.

^ I'm working on a different scene (prison) gimme about a week and I should have something with sound

Hey! I just noticed your reply.

If you need some free sounds, here's where I always get mine if I need them ASAP:

Keep in mind they'll likely need balanced, but all of these are free and you can use them for your projects.
13  Games Center / WIP games, tools & toy projects / Re: Farm Nightmare - A pixel rpg horror on: 2016-08-02 00:32:32
It's certainly not awful, but I think you could polish it up a bit.

One thing that I personally think can make a 2D horror game work is the sound design. You should find a sound-bro to maybe get some good ambience and creepy sound cues going on.

For example, this game essentially immediately turns off your fear reflexes because of the simple graphics. That's the perfect opportunity to make weird stuff happen with the sound design and maybe even the computer itself (of course, don't make it virus-tier though).

Just food for thought. It looks very nice so far!
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-30 17:01:24
I made this cool hotbar just now after testers requested it.

It turned out pretty cool, I think.
15  Discussions / General Discussions / Re: Robot Farm Game: Looking for testers on: 2016-06-29 05:19:12
You can see some screenshots here.

Graphics are still very much a work in progress, so please reserve your judgement until we're done! Lol
16  Discussions / General Discussions / Robot Farm Game: Looking for testers on: 2016-06-28 14:00:37
Hey, I hope I'm making this thread in an OK spot.

Me and theagentd are working on a small game. It's been done for a bit (we're just waiting on art still) and we started testing about a week ago.

I'm looking for a few fellow java programmers maybe interested in violently slamming my game against the ground and beating it with a sledgehammer and reporting the results. I.E. playing the game and testing it.

Anyone can do it, I just figured I'd come on here and ask! If you're interested you can PM me on here and I can set you up.

Also, just to give a bit of information about the game so you know what you're getting into, you can read a bit about it on this site (though we haven't filled it out yet because we're still waiting on certain assets):

Preferably we want people who enjoy this genre of games (RPG/Simulation). That said, if you just enjoy hitting games with blunt objects, that's fine too.

Thanks everyone!
17  Discussions / Miscellaneous Topics / Re: Is it possible to get sued by Donald Trump if..... on: 2016-06-18 23:24:36
Ah, Reagan... If this is accurate, Trump following in his footsteps might be... Well, completely unsurprising.  Roll Eyes

Interestingly enough, there's an article like this with equally valid points for almost every president to ever run America. Lol
18  Games Center / Featured Games / Re: Seven Sages - Decipher secret messages and solve riddles on: 2016-05-11 19:34:29
Very nice! Especially on the graphics for that book. It looks very interesting.

Do what the other guy said! Get it on Steam! We believe in you! Lol
19  Games Center / Showcase / Re: Falling Stars: War of Empires - Now on Steam! on: 2016-05-04 23:56:48
Looks super cool! Broke college student here, but I'll check it out when I have the money.

Also I noticed how good your skybox looked. Did you use a generator for it? If so, I'm pretty sure we used the same one for We Shall Wake. Lol
20  Java Game APIs & Engines / Java Sound & OpenAL / Re: Java OGG API with concurrent playback on: 2016-04-19 03:46:02
As it happens my sound "engine" is open sourced and can be found in the Revenge of the Titans source code ( although that code is maybe a little old and not as nifty as my newer code... anyway, it's based on LWJGL2 OpenALSoft and JOrbis, and an OggInputStream from here: (@tombr on these forums)

The basic gist of it is there is a background stream thread that handles all stream reads and decodes (running at priority+3). The data is read in in 64kilobyte chunks; I keep up to 6 chunks in RAM at a time for any stream, as a circular buffer, which I keep as full as possible in case anything comes along that might somehow interrupt sound processing for more than the length of a couple of chunks.

Cas Smiley

Oh wow, thanks a lot!

Yeah, you guys have given me a lot of content to work with here. I'm off to my batcave now to see what kind of coding concoctions I can come up with lol

Thanks again everyone
21  Java Game APIs & Engines / Java Sound & OpenAL / Re: Java OGG API with concurrent playback on: 2016-04-18 05:22:12
LWJGL 3 comes with bindings to stb, which includes stb_vorbis for Ogg Vorbis decoding. You can read the documentation here and explore a simple music player here (demonstrates streaming and seeking).

An stb_vorbis decoder cannot be used from multiple threads, but you can have multiple decoders decoding independently in multiple threads (which is what you need afaict).

Oh wow, thanks. I'll definitely look into it. We actually just ported our engine to LWJGL3 so that could probably do the trick.

Er, I've never had any problem playing back two streams with Jorbis...

Cas Smiley

And this was streaming data from the disk (Not loading it all once)? That's super interesting. How did you do it? You wouldn't happen to have it open source somewhere, would you? I was using this OggInputStream object I found on here:

Do you mean 2 vorbis containers in a single ogg file?

I have my own ogg / vorbis loader and it works with multiple containers in the same stream (Because the is how Theora works which I have another side project ot get working). Depending on what you want to do I can potentially help you fix things as I have a pretty good understanding of the format.

I was using two different OggInputStreams as seen above to play two different files at once by streaming them into OpenAL. It causes a crackling noise when you do this. That said, when I used the same method with two WAV files, the sounds streamed fine.

So it seems to be something related to streaming the Ogg files specifically? I'm not sure. Unlike you, I'm definitely not an expert! Lol

Thanks for all the feedback guys. I really do appreciate it.
22  Java Game APIs & Engines / Java Sound & OpenAL / Java OGG API with concurrent playback on: 2016-04-17 08:48:02

I have my own sound system library I use for developing games. We usually use OGG-type sound files, but as I've posted on here before, it has issues with playing back two tracks at once in a stream. I shelved the problem back then because we had more important things to do, but I recently came back to it and found that philfrei was right about JOrbis's concurrency issues. It seems to be an inherent problem with the library itself when it comes to streaming in two files at once.

Anyway, I ended up making my own basic format for handling sound files which works fine enough. That said, I'm still interested in having OGG support in my sound system.

I've browsed the internet and haven't had any luck finding a new OGG API (JOrbis seems to essentially be it, and it hasn't been updated in years).

Does anyone know of any OGG-supporting APIs out there that is new and won't have any trouble concurrently reading files? Thanks a lot.

TLDR; I need a JOrbis alternative library that can handle concurrent playback (two tracks at once), preferably with an InputStream tool already built in.

If there's a thread anywhere on this that I may have missed, please feel free to direct me to it and I'll be on my way. Hope this isn't any trouble! Thanks.
23  Discussions / General Discussions / Re: Game research - 4x and card games on: 2016-04-17 07:30:03
I filled it out. Hope it helps!
24  Games Center / Showcase / Re: Fantasy Tales Online (& Editor) on: 2016-04-15 04:11:20
This is actually super cool! Nice work guys. If I ever get some free time I'll try it out.
25  Discussions / General Discussions / Re: Programmer jokes on: 2016-04-12 22:18:14
Braydens my name and necropostings my game!

A computer science student was writing a note to his crush before the lecture. The student next to him grabbed the note. The first student tried to grab it back. "You can't see that, it's private!" The second student protested, "But we're in the same class!"
26  Game Development / Newbie & Debugging Questions / Re: OpenAL - AL_MAX_DISTANCE on: 2015-09-11 03:23:09
I can't find an example online and it just won't work for me. It doesn't seem have any effect.

Anyone have a clue?

alSourcef(sourceId, AL_MAX_DISTANCE, range);

Riven's point is good, but make sure your distance model is set up too.

The best distance model (that just werkz) is AL_LINEAR_DISTANCE_CLAMPED, set it like this:

IRC this is supposed to be the default according to the specification, but when I was working with AL, it didn't work until I set it manually.

If it still doesn't work, check the following things:
  • reference distance makes sense (the minimum distance you can be away before the sound starts fading/needs to be smaller than max distance)
  • rolloff is 1f
  • listener gain is between 0f and 1f (1f seems to cancel out attenuation, and 0f is obvious)

I'm a novice with OpenAL, but I wanted to help out since I have a bit of experience with it and there's not a lot of resources online for getting it going. If I got something wrong I'm more than interested in being corrected.
27  Discussions / Miscellaneous Topics / Re: Social Stigma of Game Dev and Peer Pressure on: 2015-09-11 03:16:10
Hey everyone,

As many of you would know, we have some friends who think that programming computer games are cool, awesome and impressive, but there are also some people who think that this is boring, useless and "sad". That is what they think when I tell them what I do, and it makes it hard to justify staying in on a Friday night for a good programming session. In the end, I always end up being "peer pressured" to do other activities instead, like watching a movie, having a LAN party or going clubbing. Sure these are fun and enjoyable too, and we all need our fair share of going out with friends, but sometimes I'd rather stay in and work on my projects.

I was wondering what you guys think and how you handle these situations.

Make a good game that gets you a lot of money. You won't need to justify anything anymore.

That said, who cares what other people think about what you do in your freetime? There's absolutely nothing wrong with being productive.

Just do you, bro.
28  Discussions / Business and Project Management Discussions / B-Team needed for NOKORIWARE on: 2015-09-07 05:26:46
Hello everyone,

I'm part of a team with theagentd that we call NOKORIWARE. We have a website here:

We've been developing We Shall Wake and an engine alongside it, but about a three weeks or so ago I made a small little 2D game while I was sick. It took around a week and a half to make all of the features the game will need. That said, I'm so busy with our other projects that I won't have time to complete it with content and a story.

I'd like to request one to two novice to amateur programmers to join the team and complete this game. It's a blend of Pokemon/Harvest Moon/Dwarf Fortress.

The only experience you'll really need is atleast a years worth of Java, and knowing your way around the language somewhat. You'll need to know what APIs are and how to use them.

This could be a good opportunity for some of you to work in a team environment, along with the fact you'll get a cut of whatever we make off of this game. We have a full team of artists/marketers/writers that you'll have at your disposal too that you can learn from.

All of this said, please note we can't pay you a regular check or anything like that at the moment. This is definitely directed at hobbyists who usually like to work alone, but anyone can join up with us if you're willing to put in a bit of time.

I hope to hear from some of you, you can contact me at:
29  Games Center / Showcase / Re: We Shall Wake Demo 7 is out! on: 2015-08-09 12:29:40
Please check out this new video showcasing our new "Compression Field" gameplay mechanic!

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
30  Games Center / WIP games, tools & toy projects / Re: We Shall Wake Demo 7 Preview on: 2015-07-24 02:44:21
Check out this new video showing off our fancy lighting systems:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
Pages: [1] 2 3 ... 10
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2016-10-24 17:51:53

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2016-10-15 19:51:22

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List of Learning Resources
by elect
2016-09-09 09:47:55

List of Learning Resources
by elect
2016-09-08 09:47:20

List of Learning Resources
by elect
2016-09-08 09:46:51

List of Learning Resources
by elect
2016-09-08 09:46:27

List of Learning Resources
by elect
2016-09-08 09:45:41

List of Learning Resources
by elect
2016-09-08 08:39:20

List of Learning Resources
by elect
2016-09-08 08:38:19

Rendering resources
by Roquen
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