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1  Discussions / Miscellaneous Topics / Re: Source code for Doom 3 on: 2011-12-08 16:48:25
Doom3 was the first game that genuinely scared me. I remember what people did to the id tech 1 - 3 after it was open sourced

would be intersting what happens to doom 3, although i don't think i will come to java anytime soon ^^
2  Java Game APIs & Engines / Java 2D / Re: What API to use or is Slick2D outdated? on: 2011-12-06 16:06:34
Just a superficial and quick look, especially the package com.badlogic.gdx.scenes
But as I said, it was just on a quick look, so the chance of my first impression being wrong is quite high.
3  Java Game APIs & Engines / Java 2D / Re: What API to use or is Slick2D outdated? on: 2011-12-06 14:41:22
I took a look at the libgdx, but it seemed to me that it was more optimised for jump and run + rpg stuff [ scene2d and all that stuff ]. i write an 4x game, so handling grafical entities with physics is no priority. if i want to write a simple 2d game,  is it still as simple to use as slick?
4  Java Game APIs & Engines / Java 2D / Re: What API to use or is Slick2D outdated? on: 2011-12-06 14:20:57
Ok, I agree on the not outdated part, but i'm still bugged with the android support. I am trying to learn OpenGL on the side, but its a large step from calling Image.draw to handling everything in low level opengl. Also when it comes to OpenGL, i have no idea what version to use. on the one hand OpenGL1.1 is supported by almost everything which might even include my toaster, but it changes as well and if i am in the position of having to learn it from scratch, why not learn the latest api with no supported hardware at all Cheesy.
Too many questions, but i think i will stick to Slick2D and  hope for better android support coming soon.
5  Java Game APIs & Engines / Java 2D / What API to use or is Slick2D outdated? on: 2011-12-05 21:54:15
I am working on a game i share in another thread and I am thinking to put more focus on it. I am using Slick2D and I am quite satisfied with the API when it comes to simplicity. But I noticed that it hasn't been updated for quite a while and the project Slick2D-AE that tries to put it on Android  still has some issues and is not in active developement either. Then I stumbled upon libGDX, an API with nice features, active developement, better support for shaders [ although there is some code that make shaders work in slick ] and TWL.

Switching would mean a lot of effort, but putting all effort into an api that might die would mean a lot of work later on.

I would really appreciate some input, maybe alternatives or statements from kevin on the slick developement.

6  Discussions / Miscellaneous Topics / Re: JGO Keyboards on: 2011-11-30 08:50:55
Had those Dell Keyboards at work, they look fancy but i don't like them.

I have a Lenovo Keyboard i am very happy with. Also very easy to take apart and clean [ for keyboards this should be mandatory Cheesy ]
Mouse is a Raptor Gaming M3, which represents the lower end of gaming mice, but works nice Smiley
7  Games Center / 4K Game Competition - 2012 / Re: Snake on a Plane on: 2011-11-29 15:24:27
this game is fun ^^
8  Games Center / WIP games, tools & toy projects / Re: Building a 4X game (WIP with pictures) on: 2011-11-29 15:09:30
Hey, while on a train ride i invested some time tweaking the generation of path between solarsystems.
Generating the 4000 Solarsystems with on avg. 9 planets only takes 1000ms at maximum. but the algorithm to produce nice ways between the solarsystems clocked in at 80seconds, after some tweaking at 5seconds.

it still looks like crap, so i will check some algorithms and ideas before i try again. another method might be generating all vias, then checking for intersecting lines and delete those, then check if all planets are connected [ if this is what you want ] generate new vias, try again. this would be quite unressourceful, so i need a better aproach. you can email me at: callmesascha [ ät ] gmail [ dot ] com and you are always welcome to place comments in my blog, its hard to get a blog rolling, especially with such a generic topic.

9  Games Center / WIP games, tools & toy projects / Re: Building a 4X game (WIP with pictures) on: 2011-11-28 23:09:32
Hi  Gornova,

as of now the generation code is quite messy, but i can break the steps down for you some time this week.
i have problems generating the vias [ this is what i call the lines between solarsystems or in your case planets ]
as of now, i dont use any sort of algorith, i just calculate a distance and if the distance is small énought roll a dice to generate a via. i want to use an algorith that creates small subsystems without to many unnecessary vias

as for the galaxy generation code:
i took an image from wikipedia containing galaxytypes
then i used the images like a heightmap to calculate a chance that a solarsystem is created at that point in the galaxy. i am pretty sure using an algorithm would work too, and i would prefer such a solution, but as of know this is all the "magic"

the solarsystems are generated random as well, as an array with stars that have an image that is generated with an algorithm and an angle to the sun as well as a distance.

i am not sure where i want to go with this game, so no source code yet.

you seem to go in the same direction, i really want to know how you did the user interface because i have no experience in doing this.

10  Games Center / WIP games, tools & toy projects / Re: Building a 4X game (WIP with pictures) on: 2011-11-27 21:10:52

still working on that game ^^.

I could really need some help or a hint how to create a user interface i can render on the screen as an overlay. i imagine i would need something layered, so that i have my view in the background, but the ui as an overlay on top, and then check if a user interaction like a click was meant for the overlay, or the the underlying game part [ although this is still part of the user interface ].

i also used a technique which is probably VERY VERY bad, maybe you guys can help me out with this.

the minimap on the top right of the galaxyview is a Image that gets generated every time i move in the galaxyview. so everytime this happens i take the positions of all the stars, paint them in an imageBuffer, turn the imagebuffer into an image, then render the image onscreen. some help on this would be greatly appreciated.

now for some screenshots again Smiley, the game looks a little nicer now, i generate a background with stars that looks better then just black void. this background would still need some improvement, like nebulas etc, but i didn't figure out a way to create one, but it will probably involve noise and fractals Cheesy

please comment, i need some feedback on what to do and how to do it Smiley

11  Game Development / Newbie & Debugging Questions / Re: Lines in Slick2D on: 2011-11-17 18:33:34
Hey, this works perfectly, even got it to render in color.
But i hate that i have to set it to Graphics and not to the drawLine itself.
is there any more advanced way, like  rendering a line with gradient for example?

12  Game Development / Newbie & Debugging Questions / Slick2D add glow and effects to 2D sprite. on: 2011-11-17 17:54:13
How do i do that? also, how to scale an image in order to get a pixel effect, like scaling without smoothing the produced image?

13  Game Development / Shared Code / Re: Revenge of the Titans Source Code on: 2011-11-17 12:03:01
This is awesome Smiley Thank you!
14  Discussions / Miscellaneous Topics / Re: Java to Flash (or ActionScript ?) on: 2011-11-10 12:55:03 this should work Smiley
15  Games Center / WIP games, tools & toy projects / Re: Building a 4X game (WIP with pictures) on: 2011-11-08 20:00:22
As promised, some pictures. Finally something that looks like a game is emerging.
Building something finally works, although it completely ignores levels Cheesy

The ugly lines  in the second picture are the vias that will at some point enhance transportation between solarsystems.

I am off for now, updates will follow ^^

16  Games Center / WIP games, tools & toy projects / Re: Building a 4X game (WIP with pictures) on: 2011-11-05 14:19:53
So i finally managed to care for my pet project again.
I first had to take a good look at the data structure and decided that it needed some modifications.
Currently the data structure consists of a single galaxy that contains a hashmap with solarsystems and its identifiers(keys). Every solarsystem consists of Astronomical Objects with completely incorrect distances to each other. After a post from "philfrei" who pointed me at "Bode's Law" i will probably do some research on this but for kow i want to extend the data structure.
What I did first was to instroduce the Universe, a data structure that contains galaxies. For this i had to rewrite the cascading data structure and i found that i could manage the data much better if i would have every planet, solarsystem and so on in the universe and just use the identifiers(keys) for reference in solarsystems and galaxies.

After this, i will start introducing some actual gameplay, currently placing structures on planets.

Will further update, but no nice screenshots for now.
17  Games Center / WIP games, tools & toy projects / Re: Building a 4X game (WIP with pictures) on: 2011-09-28 10:01:10
Ok, i got some time to do some updating, i am putting everything on my blog.
I will also upload a current "playable" [ its not really playable, but you can explore the galaxy ]
currently a lot of stuff is borrowed or influenced by other peoples work, mostly the procedural ressources.

take a look at my blog and please post what you think of the current state and if oyu have any ideas Smiley

also pic Smiley

also the game
18  Games Center / Archived Projects / DELETE! on: 2011-09-19 15:36:15
19  Games Center / WIP games, tools & toy projects / Re: Building a 4X game (WIP with pictures) on: 2011-09-19 15:35:35
maybe your right, didn't know if it is in the right state for showcase
20  Game Development / Newbie & Debugging Questions / Lines in Slick2D on: 2011-09-19 15:18:08
I am using Slick2D.

Not i want to draw a line, but a simple sine, i want it to be broad and eventually be animated.
is there an easy way to render something like this?

21  Game Development / Newbie & Debugging Questions / Re: How to decide...short, long, int, byte, etc. on: 2011-09-19 14:54:00
using this code

public static int unsignedByteToInt(byte b) {
   return (int) b & 0xFF;

you can use unsigned bytes, but unfortunatly we use casting -.-
22  Games Center / WIP games, tools & toy projects / Building a 4X game (WIP with pictures) on: 2011-09-19 14:35:50
I am currently working on a 4x-ish game, and find this forum extremly helpful.
i just wanted to post a few pictures and maybe get some feedback.

i am currently working on a base data structure together with a friend of mine, so the pictures might not reflect the actual game state, mostly because large parts of the code are just research and different planet types.
the pictures show a galaxy, which is generated randomly. the galaxy consists of sunsystems, those consist of planets.

let me know what you think, and maybe even visit my wip blog
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