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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-03-11 18:54:31
...And that's how NNGINE saved Christmas lol
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-03-06 08:30:41
I saw that video some time ago, it looks god damn sexy, i thought it just vanished but it's good to hear that it's still worked on!
Where does it stand with GUI and other usability stuff? It would be a shame if it's the inverse of LibGDX, great 3d API but no 2d magic.

Also I would be intrigued to see how a simple scene setup/update looks with that engine?
Somthing like a box, a light and a particle spawner in an empty scene with some default skybox/skylight.

It would be a great test on how good the engine actually is actually structured Wink


Oh gosh. This enthusiasm actually legitimately made me smile. Lol. And don't worry, no offense taken - I understand what you mean about the menus. I'm working on it now to try and make it clearer.

Robot Farm is actually running on the same engine as WSW. You can see its 2D features in just these screenshots I'm posted. We have Distance Field Fonts working for example, which means they'll scale to any resolution. We have support for making icons with the same tech, it's just that we added the functionality too late in so I won't be able to fit it into RF now.

Unfortunately, the GUI API I've written for NNGINE will likely be retired after RF. It hasn't held up over the test of time. But I may write a new one or see if someone from the community would be interested in writing a new UI system for it.

As for the rest, when Robot Farm is done and released, we'll make a thread on here and get some stuff going. It's really too early to talk about it. But if you guys would use it, we'll share it. It'll need a lot of work to make it clean enough for us to feel comfortable sharing it because it's really just a huge mess of tools we've made since like 2013 at the moment.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-03-06 07:44:02
The only engine/framework i would ever want was LibGDX but cleaned up and with a full 3d rendering API. I'm talking animations, light and smoke, but blazing fast and packed neatly into modules, with editors that are actually usable.

To summarize, that's pretty much what NNGINE is. It has 3D/2D rendering, along with a sound system, and various utilities and wrappers that speed up development. Everything is module based and you can easily pick and choose what parts of it you do and don't use. We're gonna clean it up a lot after RF and give it proper Vulkan support as well, but make it optional so that OpenGL and Vulkan can be interchanged (but I'm not gonna talk too much about it since that's theagentd's baby). It also has full Blender/Substance Painter integration - we wrote plugins/export settings for both of them so that you can pretty much send stuff straight from those programs into NNGINE. Just a lot of neat tools we've made over the years that might benefit others.

If you want to see what it can do, this is our best example we had like two years ago, although it's pretty old and not really indicative of what we can do with it now (this was the LWJGL2 version):

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Also I appreciate the detailed feedback on the Status menu. I'm gonna see if I can make who's selected clearer. The only thing I disagree with is the "too many words" part. It's a jRPG. That's an inevitability. Haha. The good news is that literally everything has a tooltip, so we're not leaving you in the dark and you can just mouse over stuff and see what it is.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-03-06 03:48:00

What do you guys think of our Status Menu? Edit: please don't mind the silly item names. They're just for testing.

Also, theagentd and I are thinking about making the We Shall Wake/Robot Farm game engine open source once RF is done. Would any of you guys be interested in using it if we did? It uses LWJGL3 and JOML. We think it'd be cool to maybe get some kind of free open source community game engine going in Java (besides jMonkey of course). I'm not really sure if anyone would actually want to help though haha.
5  Games Center / WIP games, tools & toy projects / Re: Katt - Run on The Tide on: 2018-03-03 05:07:44
You have some genuinely beautiful graphics you're working with here, but you need to work a lot on making the gameplay smoother. Keep up the good work and keep practicing. Make sure to play a lot of games that inspire you to get a real clear feel for how you'd want your game to feel, then keep iterating until it gets there. Best of luck!
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-02-14 23:59:59
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Happy Valentines guys! I made this video from salvaged parts of a paid project that never quite took off. The 3D aspect is running in our Java game engine, NNGINE. The music was done by our friend that's also doing the OST for Robot Farm.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-12-18 01:59:41
I've been rewriting bits of Robot Farm's framework to allow for faster and more robust testing. One of the benefits so far is that I've been able to virtually turn the game into a visual novel, which makes programming the dialogue in way faster. I can test all of the dialogue in the game within in a 100 line test program.

8  Discussions / General Discussions / Re: Gosh, it's quiet in here on: 2017-11-25 19:40:29
I'm not sure what's going on in this thread but the excitement of everyone in here makes me excited too lol
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-11-07 19:51:36
There's good to be found even in drippy penises being made with your editor, it means someone is using the editor lol

It's actually interesting, the editor still uses some of the generators systems. The world's foundation is made with the generator, then a human will overlay details that are more easily made with hands. So you don't have full control, but enough to change the experience of gameplay.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-11-07 18:35:39
Long time no see guys. How is everyone?

We decided to scrap the world generator for a world editor that the players can use too. This is speeding up development by a large margin and will hopefully set Robot Farm apart from other RPGs more. This thing only took like a week to make and can already produce more interesting results than the generator we hacked at for multiple months:

11  Games Center / WIP games, tools & toy projects / Re: Blue Box: A bored college student project... on: 2017-10-02 12:39:09
This is actually a really good concept. If you improve the UI and add some special effects like screen shake when you get hit, it could really be something even greater.
12  Discussions / General Discussions / Re: Neat code or a early finish product on: 2017-08-13 04:01:46
A general rule of thumb is that if the code is easily adaptable to new scenarios, it's well written.
13  Discussions / General Discussions / Re: Posting to not-so-old topics on: 2017-08-04 19:08:26
Anti-necroposting rules always seemed weird and arbitrary to me, because [...]

You can look at it from the other side too... One day this limitation was introduced as a solution to a problem.
That makes sense. I've never have messed with this stuff, so from an outside perspective I just didn't get it. Out of curiosity, what kind of problem/limitations lead to necroposting being banned?
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-08-01 13:16:42
I made my game real time instead of turn-based and I updated the art  Smiley

I like the music. Did you make it yourself?
15  Discussions / General Discussions / Re: Posting to not-so-old topics on: 2017-08-01 13:15:42
Anti-necroposting rules always seemed weird and arbitrary to me, because isn't it better to just contribute to an existing thread so that old topics and discussions aren't retreaded by making a new thread? Then again I've never really extensively managed a forum.
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-28 23:22:26
Everyone in this thread needs to chill out lol

Also if you're paying 4k for like two weeks of work on a small game then you're not budgeting well
17  Games Center / Android Showcase / Re: Pong97 (my very first game / libgdx) on: 2017-07-24 05:20:07
Great work!
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-22 06:18:15

All of this time spent animating, and I've only got about two minutes done! It takes a lot of work to animate interacting objects. Also, please ignore the low quality textures on the model in theagentd's videos - those are very old UVs and textures made for Terminus that were merely for testing. I promise it'll look even better in the final version!
19  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-07-15 18:43:33
RIP the dream of making games without selling your soul to Satan
20  Games Center / Showcase / Re: [LibGDX] Undercore on: 2017-07-12 16:58:04
It looks great! Good job!
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-11 05:08:39
Almost reached the end of my GUI building fun.

What are you making? Is this some kind of Dorf Fort-esque game?
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-10 08:54:14

More giant robot shenanigans today.
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-05 11:33:29

I've finally recovered enough from my surgery to get back to animating. In small bursts - but still, it's nice to be back at it a bit.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-01 01:54:16
Looks like something happened on Twitter with him:
I mean, he's not really wrong. There's nothing wrong with that concept. I think he's just unnecessarily aggressive and rude for some reason. But hey, maybe he's going through something. None of my business. Lol
25  Discussions / General Discussions / Re: You guys rule on: 2017-06-30 23:19:26
This community is fantastic! I haven't personally helped you, but I know this community has helped me, so I'm glad to hear it's helped you as well. Keep up the good work!
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-05-30 21:59:29
I'm having to learn a ton of filmography tricks for some 3D cutscenes I'm developing. There's so much stuff to learn! Not to mention learning how to work cameras and "dollys" in Blender. I'm having a lot of fun mixing all of this with my pre-existing animation experience, it's like making a movie almost. The best part is that the end product will be rendered in our custom game engine! It's super exciting.
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-05-25 14:00:58
That skybox is a rite of passage.

That said, if you're interested:
28  Games Center / WIP games, tools & toy projects / Re: Robot Farm on: 2017-05-23 14:14:40
Thanks for the kind words everyone!

Congratulations in being green lit. Wish you luck with the project!

Is the previous game on hold?
Yes, this one is to help fund the other one + give us the experience needed to do it justice. WSW will benefit from the upgrades to the engine too.
29  Discussions / General Discussions / Re: Best approach to an AI for controlling body? on: 2017-05-13 05:27:08
Maybe I can help a bit. I'm actually the 3D animator and AI/gameplay programmer for some projects.

This kind of AI isn't impossible, it's actually how the Euphoria physics system works if you've ever heard of that (employed in games like GTA4/5). The problem is that it's fairly advanced to get working and isn't worth the effort if you're working solo. You'd be much better off going a traditional route and just animating a variety of different animations that perform the same task if you want them to look different sometimes.

If you're really set on it, using neural networks is a decent approach (I'm fairly certain that's how Euphoria does it). You can also try doing it like the Overgrowth developers (look up their GDC animation presentation).

I wish you luck!
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-05-11 04:34:33
There's no harm in helper methods unless they reduce functionality. In mine and theagentd's game engine, he usually writes complex systems that I in turn abstract and make helper methods for (so that you have the option of taking both routes for maximum customization). We've ran into a trouble a few times when I over-abstracted, but in cases like yours, I think you only stand to gain from simplifying it into function calls if you're going to be doing it a lot.

TLDR; it's helpful and OK, as long as it doesn't hamper performance or functionality IMO
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Java Gaming Resources
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Java Gaming Resources
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List of Learning Resources
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SF/X Libraries
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