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1  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.
2  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:
http://alexcpeterson.com/spacescape/
3  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.
4  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!
5  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
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-27 09:57:48
I'm starting to consider getting myself a second monitor. Anyone here coding with two monitors? Does it increase productivity? Smiley
Two monitor person here. Best decision ever. Code on one monitor, talk about anime girls with your best friend on the other.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-25 04:11:36


I feel like you shouldn't be allowed to work on media involving giant robots if you're not going to put them into cheesy power poses like this.
8  Games Center / Showcase / Re: Nintaco -- NES / Famicom emulator on: 2017-04-23 05:01:45
This is cool! Emulators have always been beyond me, so major props on making this.
9  Games Center / Showcase / Re: Howard Phillips Lovecar - fight otherworld monsters from your car! on: 2017-04-23 05:01:04
Hey, I really love the style here! Great job!
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-20 13:17:46
Finally got access to internet with my laptop. For the last five months I've been in and out of jails and institutions. I am now a recovering addict and life is really looking up - I hate to drop such a bombshell on the community, but I'm accepting who I am and what I've done and now I need to move on. I'll probably contribute on JGO a little bit but not nearly as much as in the past. I love you guys.
I'm proud of you! I've had people with similar problems in my own family, and it gets better. Just hang in there!
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-16 04:36:09
I made a new sleep transition for Robot Farm today.

It looks super simple but it took me like all day to get the scrolling right lol. I had to get a lot of help from theagentd.

12  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-03-27 16:54:37
What I'm about to do today: heading to downtown SF where I will meet the project lead of a recently formed game-making team and get set up with a workstation.

You can do it! We believe in you!
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-03-04 13:19:03
watched ducks, but they made me think about .. what happens if you change your engine to Z-up and forget the model importer ...[/url]
+1 for personal relevance hahah
14  Game Development / Newbie & Debugging Questions / Re: 2d Image Rotation lwjgl on: 2017-03-01 05:00:40
Also, you may already know this, but you won't have to type GL11 every time if you use

1  
import static org.lwjgl.opengl.GL11.*


Or whatever binding you're using. Then you can just write glTranslatef() instead of GL11.glTranslatef().
15  Discussions / Miscellaneous Topics / Re: Programming in schools - opinions? on: 2017-02-23 14:47:18
Schools tend to take the fun out of everything when they teach it. I think all they'd accomplish is raising a bunch of kids who hate programming.
16  Games Center / WIP games, tools & toy projects / Re: Robot Farm on: 2017-02-16 17:44:06
GUYS WE GOT GREENLIT! THANK YOU SO MUCH EVERYONE!

17  Games Center / Android Showcase / Re: Color Gate on: 2017-02-14 05:45:10
Great work! I don't have an Android phone anymore, but the screenshots look good!
18  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-02-11 23:40:53
I'm kind of worried this will mess up quality control for games. Part of the reason Steam is so attractive to begin with is because there's not an overly massive pool of games on there, so everyone who makes it on there has a chance to be seen. Otherwise, you may as well just sell the game via your own means and keep the extra revenue percentage.

I hope they still keep indie devs in mind when they set that fee. I know we had to stop using AutoDesk anything because they changed their prices to be insanely expensive.
19  Java Game APIs & Engines / Java 2D / Re: Blu-Play: An introduction to developers on: 2017-02-11 20:45:19
This is limited to Java2D? Any OpenGL/OpenAL?

This

If you can use OpenGL/AL with this, it'd be a godsend
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-10 05:42:08
Today was my birthday! The big 20. It's crazy to think I started coming here when I was still in middle school. You guys are awesome and so is this community.

We set up a plan of attack for Robot Farm today with the artists in terms of improving the environments (the main criticism we got for the game). I think we're going to vastly improve it and make it super cool. I'm pretty excited to get at it.
21  Games Center / WIP games, tools & toy projects / Re: Hexxon *On Greenlight* on: 2017-02-09 04:27:15
I voted! Good luck!
22  Discussions / Miscellaneous Topics / Re: Saving, loading—oh no! Semi-tutorial discussion holy piñata thing on: 2017-02-04 20:45:35
Robot Farm actually uses both serialization and more traditional saving systems. We use the traditional saving for the world, but the player profile uses a serializer. We had problems at first, but if you learn about how serialization works, and use the tools Java offers for it, there's a lot of ways to fix problems that you may run into. I personally won't be using serialization for game saving anymore after Robot Farm, though.
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-03 22:56:38


He's learning Kung-Fu today. Yesterday it was Muay Thai.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-02 13:21:04


This is what I've been up to. Getting the poses right is pretty difficult because the robot isn't entirely anatomically human. That said, it's super satisfying to animate what's intended to be a 300 foot tall, 1500 ton robot to perform boxing moves.
25  Games Center / WIP games, tools & toy projects / Re: Robot Farm on: 2017-01-26 00:39:03
Awesome! What happened to We Shall Wake? Just being put on the back burner for now I presume.

WSW is not off the table, it's just we needed more time to improve our skills and the game engine itself, so we thought that spending that time on something productive like this might be fun. We'll get right back to it after this.
26  Games Center / WIP games, tools & toy projects / Re: Robot Farm on: 2017-01-25 18:47:48
I'm glad you're interested! We've put a lot of love into this. Please tell your friends about it so we can get as many Greenlight votes as possible.

27  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-25 17:51:10
Our Robot Farm trailer is finally out!!
28  Games Center / WIP games, tools & toy projects / Robot Farm on: 2017-01-25 17:50:17
Hey guys, I'm excited to finally show you all the project me and theagentd have been working on for the last year.


Greenlight Page:
http://steamcommunity.com/sharedfiles/filedetails/?id=849583333

Please vote for us on Greenlight!

Website:
www.robotfarm.org


"In a world where everyone has amnesia, the player and his team of “Aokobots” must prepare to fight a dangerous threat that will arrive in one ingame year. To achieve this goal, the player must build a “Robot Farm,” a farm run by Aokobots that are guided by the player's hand. Once the farm is stable and bringing in a recurring income, the player must travel the world - meeting the seven remaining “Engineers” and reawakening their true potential as an Aokobot Operator.

Robot Farm is a traditional turn-based adventure RPG with Harvest Moon-like elements sprinkled on top, and features hours of story content to discover. A world is generated for the player at the beginning of the game, and throughout their adventure they will meet various fauna, monsters, chests, robots, and people that will help them grow stronger. At the end of the in-game year, they will face the threat head-on in a climactic final battle."

We've been working hard on it! It still needs a lot of polish, but we're hoping to release it sometime this year. Thanks for reading guys.

Here is the YouTube trailer:
<a href="http://www.youtube.com/v/7uHU4kYMLXs?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/7uHU4kYMLXs?version=3&amp;hl=en_US&amp;start=</a>

29  Discussions / Miscellaneous Topics / Re: What's in your gamedev software rig ? on: 2017-01-24 18:06:45
The software I use:

  • Eclipse
  • Blender
  • Substance Painter
  • Audacity
  • Paint.NET
  • Java Visual VM
  • Git

Basically everything you need to make VIDYA GAEMZ
30  Game Development / Newbie & Debugging Questions / Re: Attack action on: 2017-01-23 15:26:06
I haven't made a 2D platform game, but our 3D game uses similar ideas.

Generally, I program the player/AI to use the same "body" class, so they're both just inserting the same control commands into the same object type. The AI generally spots the player and tries to get close, and will dodge/maneuver in response to player attacks (but doesn't input read! That's cheating).

If it gets the job done and it looks and acts the way you want it to, then it's fine. You don't have to implement something overly fancy just because it's "correct," unless it's harming performance in some way.
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