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1  Discussions / General Discussions / Re: How Long Have You Been Coding? on: 2012-02-27 18:29:40
Since 1983.
And earning my (and my family's) living with it since '86...

Still detecting coding miracles nearly every day  Grin
2  Discussions / General Discussions / Re: Programming language decisions on: 2012-01-12 13:19:02
Could it really be the case they've made C++.... good?
As long as source code is separated in header and source files it simply can't be good  Grin
3  Games Center / Archived Projects / Re: Beyond the Core (Work in progress) on: 2011-12-16 09:13:36
Love the lighting. Did you use OpenGL or Slick's graphics to achieve that?

Looks pretty much like the Slick lighting that rose from this thread:
http://slick.javaunlimited.net/viewtopic.php?f=3&t=2769

The basic algorithm came (of course) from Kevin Glass.
I used a variation of the algorithm (added day and night behavior) in my game StarCleaner (see signature). Source code of the game is available as part of MarteEngine if you're interested.

@Nicke: your game looks cool. Is the level procedurally generated?
4  Games Center / 4K Game Competition - 2012 / Re: Pitfall 4K on: 2011-12-13 09:51:28
But as a 4k game with source code available it's also really really cool and fun to play sir!
5  Games Center / Showcase / Re: Arcane Tactics: applet loader on: 2011-12-10 16:09:39
Looks great and worked fine for me (Windows 7 32-bit, Firefox 8.0.1)!

The glowing progress bar is cool and so is the title screen. And tweening menu dialogs are also cool!

A nice tool to wrap up my game jars with all required LWJGL stuff to deploy as an "applet to go" would indeed be a great thing to have!

I think all the deployment trouble we have with Java (Webstart JNLP files, Applet signing/packing, Applications without .exe on Windows and included JRE) is one of the biggest reasons Java isn't used as much for game development as it could  Sad

So whatever tool can help here (for example like Kappa's fat jar tool JarSplice or LWJGL's AppletLoader) is one step forward!
6  Game Development / Newbie & Debugging Questions / Re: NullPointerException at Slick2D Image constructor on: 2011-12-05 08:41:53
But you only need to scale once. As soon as you know the target resolution load the images and do the scaling and store the scaled images.

From then on you're fine using the scaled images.
7  Games Center / LWJGL16k - 2011 / Re: SharpShooter16k on: 2011-11-28 22:04:48
Fun game! I finished the first two levels but was more than half dead. It became much more fun when the troopers ran away and turned around in between to shoot at me  Grin

Webstart under Windows 7 worked like a charm!
8  Games Center / LWJGL16k - 2011 / Re: 3 entries so far! on: 2011-11-28 21:58:13
All code will be shared but only when I see some more stuff from other people Smiley
You might see some more stuff as soon as your promising base code is shared  Roll Eyes
9  Game Development / Game Mechanics / Re: OO Games - General theory on: 2011-11-25 10:48:22
I'm going to repeat myself: it's already done in Slick.

See here: https://bob.newdawnsoftware.com/repos/slick/trunk/Slick/src/org/newdawn/slick/state/transition/

10 transitions are already implemented and should be helpful enough to create your own ones.

Keep in mind when you use them that it might occur that your GameState.render() method is called before(!) an update() happened! Some transitions already call render() of your "target" state to create some nice transition effect. So you'll have to take care that your target GameState is able to be rendered without being updated.
Normal FadeIn/FadeOutTransitions won't require this.

Hope that helps,
Tommy
10  Games Center / 4K Game Competition - 2012 / Re: Snake on a Plane on: 2011-11-23 13:25:20
Great idea!

Don't forget Android and IPhone versions later on  Wink

Maybe add some mechanism to receive user created levels that can be added to the game later (after human filtering happened to avoid "disturbing" level design)...
11  Game Development / Game Mechanics / Re: OO Games - General theory on: 2011-11-22 08:23:40
To the OP: You mention you want to use Slick. Slick already supports GameStates, where each GameState can be in fact a separate screen.
So you have one GameState subclass for the title screen, one for the game itself, one for options and so on.
Look up the GameState test case inside Slick. It's all there.
12  Game Development / Newbie & Debugging Questions / Re: Deploying madness w/ applets on: 2011-11-21 15:14:41
I agree with pitbuller. Signing your own jars is not required. The LWJGL jars are signed and that's sufficient.
It must be a different problem.
My "StarCleaner" game runs as an applet and I didn't sign a single jar file. All resources (images, sheets, etc.) are inside my starcleaner.jar and it is a Slick game. And I also followed Kappa's tutorial on ninjacave to create Slick2D applets.

How did you access the resources?

Thanks for the replies guys. I will try to use the forward slash, and we will see where that goes.
StarCleaner relies on some ResourceManager we built as part of MarteEngine. But inside it uses the standard Slick constructors like new Image("relativeResourcepath").
No magic at all except what's happening inside Slick.
All resources are part of the jar of course.

If that's the case for you, something like this should work:
1  
Image background = new Image("res/background.png");


Feel free to browse our MarteEngine source code, the StarCleaner source code is also part of Marte (test/it/marteEngine/game/StarCleaner).

Hope that helps a bit and cheers,
Tommy

13  Game Development / Newbie & Debugging Questions / Re: Deploying madness w/ applets on: 2011-11-21 11:18:31
I agree with pitbuller. Signing your own jars is not required. The LWJGL jars are signed and that's sufficient.
It must be a different problem.
My "StarCleaner" game runs as an applet and I didn't sign a single jar file. All resources (images, sheets, etc.) are inside my starcleaner.jar and it is a Slick game. And I also followed Kappa's tutorial on ninjacave to create Slick2D applets.
14  Games Center / LWJGL16k - 2011 / Re: Ogg Vorbis is a red herring on: 2011-11-20 15:59:31
In other news, just to show you how completely rubbish I am at all this, so far I've got a black screen up in about 6800 bytes. Admittedly it's a very nice black screen which resizes, remembers its position between runs, can be toggled between fullscreen and windowed, paused, fades volume out when inactive and back in again, is perfectly rate locked at 60Hz, and automatically adjusts its aspect ratio correctly for any size of display. But, er, you get the idea. Hm...
Sounds like a perfect powerful black screen to me  Grin

Would you mind to release the source? I mean - that sounds like it's basically one of the best startup codes you could get for any LWJGL game, right? A commented version would be a jewel in the LWJGL wiki for example  Cool
15  Game Development / Newbie & Debugging Questions / Re: 2d lighting without openGL on: 2011-11-17 08:59:11
Then you might also want to look at this alphamap lighting example for Slick from pitbuller:

http://slick.javaunlimited.net/viewtopic.php?f=11&t=3250
16  Game Development / Newbie & Debugging Questions / Re: 2d lighting without openGL on: 2011-11-16 10:28:21
Have a look at my StarCleaner game (signature). It's all done with Slick and MarteEngine (again: see signature) and not too much of OpenGL.
Complete source code is available as part of MarteEngine in the test directory tree.

Feel free to rip what you like  Wink

Cheers,
Tommy
17  Discussions / General Discussions / Re: Getting to other Platforms (iOS/HTML5 etc) - TouchAPi on: 2011-11-04 15:23:48
I have a question regarding different screen/device resolutions. What is the best approach to deal with them for TouchAPi?
I assume you have some scaling mechanism builtin. But is it smarter to code and create graphics for a higher resolution (say IPad) and scale down on Android or old IPhone OR is it better to create the game for a low resolution and let TouchAPi scale up?

Can an app using TouchAPi have different resolutions on different devices (like 1024 x 768 on desktop app and something like 480 x 320 on Android or IPhone 3)?
18  Discussions / General Discussions / Re: Getting to other Platforms (iOS/HTML5 etc) - TouchAPi on: 2011-11-04 14:09:12
Confirmed. Firefox is much slower than Chrome, at least on my machine here.

Chrome can be considered "nearly playable"  Grin
19  Discussions / General Discussions / Re: Getting to other Platforms (iOS/HTML5 etc) - TouchAPi on: 2011-11-04 13:41:57
Cool progress! Definitely too slow right now (even on Windows) but I'll bet you'll work that out  Wink

20  Game Development / Newbie & Debugging Questions / Re: Solving Stuttering With Fixed Timesteps, Once and For All on: 2011-11-02 10:18:05
Saucer, I even wrote a tutorial (!) about a gameloop using fixed timesteps for updates and required tweening for rendering.
Unfortunately it's for BlitzMax but of course the principle works the same regardless of the programming language (and BlitzMax has most OO features you'd require).

The tutorial can be found here: http://www.rightanglegames.com/topdownshootertu/index.html. The game loop is based on stuff you'll find at Gaffer's blog.

The code can easily be converted to Java and Slick. I would suggest you create your own AppGameContainer subclass where you implement your own game loop using the mechanisms above.
I guess this would be the cleanest way to introduce a different update/render behavior into Slick.

Hope that helps,
Tommy
21  Game Development / Newbie & Debugging Questions / Re: Solving Stuttering With Fixed Timesteps, Once and For All on: 2011-11-01 17:20:33
Saucer, your Slick2D example doesn't make much sense for the idea of Slick IMHO. Way too complicated.

Slick basically works by calling update() and render() in a loop. The time spent between the previous and the current update call is passed in milliseconds as delta. That's it. Update your positions by multiplying with a factor and the delta and you're done.

You can finetune Slick by switching on vsync, setting a target frame rate, delta smoothing, minimal and maximal update time and so on.

But basically I would start simple.

Give the games in my signature a try: they are all done with Slick, the source code to all those games is available on my website or part of MarteEngine. See if they stutter that much that you consider them unplayable or annoying (stuttering wise, not gameplay  Tongue).
SpiderTrap is completely based on calculations using the delta value. Back to the past and StarCleaner use a target frame rate of 60.

Don't overcomplify things - try to get some games done  Grin

Cheers,
Tommy
22  Discussions / General Discussions / Re: Getting to other Platforms (iOS/HTML5 etc) - TouchAPi on: 2011-11-01 16:22:38
Where does the server stuff reside? Or at least the communication with the server? All via HTTP?

Things like login, saving games/highscores and such? I guess basically all the Google App Engine stuff  Wink

And what about the payment interface PurchaseListener()? Is that implemented for Android and iOS only? Using their APIs? How does this work for the applet?

This IS interesting stuff, my brain's running in circles and I'm still at work  Roll Eyes
23  Discussions / General Discussions / Re: Getting to other Platforms (iOS/HTML5 etc) - TouchAPi on: 2011-11-01 12:24:14
Java is the win for development Smiley
Agreed! Still my favorite dev environment.

Quote
So I'd be happy to sell the integration scripts and framework on, but more as an example of how to do everything rather than some generic ongoing tool chain.
I would be fine with that.

Quote
In addition you really need to consider whether this sort of things works for you. Limitations for certain platforms limit your types of games you can build successfully. That said, any one of the platforms is quite cool - being to code in Java and deploy for flash is pretty great from a making money point of view straight away Smiley
I'm aware of the limitations of some platforms. But creating and monetizing flash games with Java is pretty tempting  Grin
And having one code base for several platforms (I know that Java promises that for a long time now but we all know it's not quite true for some of the platforms you already seem to support with TouchAPI) is even more tempting!

Quote
I'll be building some other same games as I go along (once I've got the next legends update out) so time will tell I guess.
Does that mean we have to wait longer? Starting this thread about TouchAPI is just to make us envy you? How cruel!  Wink
24  Discussions / General Discussions / Re: Getting to other Platforms (iOS/HTML5 etc) - TouchAPi on: 2011-11-01 11:11:31
This is quite cool. Is your toolchain available for others to use?

What Eli says  Cheesy

Have you ever thought about monetizing your tool chain? I think you could sell this to quite a bunch of developers. At least I would pay for it  Grin

Cheers,
Tommy

PS: Legends of Yore is great and works fine on my cheap Android!
25  Game Development / Newbie & Debugging Questions / Re: Solving Stuttering With Fixed Timesteps, Once and For All on: 2011-11-01 11:01:49
Slick does not use Display.sync() by default. You can switch it on by setting a target frame rate but it's off by default.

See method updateAndRender() in class GameContainer and method gameLoop() in class AppGameContainer.

Just be careful what example code you copy to start with  Wink

Cheers,
Tommy
26  Discussions / General Discussions / Re: Go on, ask me anything. on: 2011-03-17 09:01:14
One more question because it's nagging me for years now:

The sound that plays when the player ship appears in Alien Flux always reminds me of the beginning of the extended version of The Cure's "A walk". Is that just me or was the sound borrowed/inspired by it?

Given your avatar I'd bet you have some good ol' The Cure records in your shelves  Wink

Oh and btw: I would love to buy Alien Flux and Super Dudester nowadays cause I loved both games when I played the demos years ago (but couldn't afford them)...
27  Discussions / General Discussions / Re: Go on, ask me anything. on: 2011-03-16 12:57:20
- How does your "main game loop" work?
- Do you use delta timing or fixed time step (frame based)?
- Do you have different mechanisms for game logic updates and render loop?
- Do you use multithreading? If so, why? If not, why not?
- Do your games use a fixed resolution?
- How do you deal with different desktop screen resolutions, especially wide screen support or tiny screens on netbooks?


Thanks for this great thread, enjoying every post  Smiley
Tommy
28  Games Center / Showcase / Re: SpiderTrap on: 2007-07-16 16:08:12
Maybe the ability to be able to just point to a particular position and have the player move towards that. That way you could better control multiple players with ease!!!

That would, similar to Cas' suggestions, clearly move the game from "hardcore" or "difficult" to casual. And it would imply to add pathfinding, mouse handling, maybe even map scrolling via mouse (to point to positions that are currently not visible on the screen).

I think for a freeware version I keep it the way it is now. But who knows, maybe I can't resist and add it in a few weeks  Roll Eyes

But I will surely add the options stuff to save settings and skip the tutorial levels. And I think I will also save last level, score and energy so that you can resume a game if you 'ESC'aped out of it.

Thanks again for playing,
Tommy
29  Games Center / Showcase / Re: SpiderTrap on: 2007-07-16 08:52:00
Thanks for the feedback!

Seems like I will create another version with some improved option handling (saving/loading settings and skipping tutorial levels)...I'll need such a OptionHandler class anyway - for the next game  Grin

To nva225: Do you just want to skip tutorial levels or did you think of saving the game (current level, score, energy) and restart from last started level?

Cheers,
Tommy
30  Games Center / Showcase / SpiderTrap 1.1 is released! on: 2007-07-15 21:38:11
Due to the feedback I received I created a version 1.1 of SpiderTrap  Smiley

What did I change?

- I added 4 tutorial levels with explaining messages what to do,
- now it is configurable for each laboratory if spiders can drop eggs and if active spiders can wake up stunned spiders,
- the time until a spider drops an egg is increased (random between 30-40 seconds),
- some levels were simplified,
- a special Webstart file for certain MacOS configurations was added,
- adding the icon on your desktop was fixed.

You might need to refresh your webstart cache to get the newest version ("javaws -uninstall SpiderTrap" or "javaws -uninstall").

Webstart
Webstart for Macs if above one does not work
SpiderTrap Development blog

Have fun,
Tommy
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