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1  Game Development / Game Mechanics / Re: LibGDX Trying to get my head around box2d lights on: 2017-09-19 16:41:18
It's not perfect.

If you want smoother lights without jitter, try: https://github.com/piotr-j/box2dlights
If you want smoother lights without jitter and crashes, try: https://github.com/voodoosoft/box2dlights
2  Game Development / Game Mechanics / Re: LibGDX Trying to get my head around box2d lights on: 2017-09-19 14:16:59
Does calling PointLight#setSoftnessLength(0) help ?
3  Game Development / Newbie & Debugging Questions / Re: 2 questions, coding MMORPG in Java on: 2017-08-20 10:18:39
We should be encouraging other devs to work on anything they want to.
I think you should only encourage on achievable projects. Because that is the deeper sense of giving advices and encouragement to me. Otherwise it leads to even more frustration.
4  Game Development / Newbie & Debugging Questions / Re: Using bytes to save space. Does that really optimise perfomance or not? on: 2017-08-18 13:10:29
An interesting question would also be whether a Java byte variable only consumes 1 byte or is aligned on 4- or 8 byte border, meaning you wouldnt save nothing.
5  Game Development / Newbie & Debugging Questions / Re: 2 questions, coding MMORPG in Java on: 2017-08-15 17:58:23
Do not try to create a MMORPG.
Really.

If you want to build skills for finding development jobs, look into web application development, databases, J2EE, SQL and all that stuff
6  Discussions / General Discussions / Re: Neat code or a early finish product on: 2017-08-13 06:43:56
There is a wide range between a having a neat academic code base and an unreadable horrible mess.
Finding the balance is an art to master as software developer. Smiley
7  Discussions / General Discussions / Re: Getting ready to release...any suggestions? on: 2017-08-04 19:31:17
Is the trailer music also the game music ?
If yes, change it.
8  Discussions / General Discussions / Re: JGO Twitter List on: 2017-07-27 19:23:44
@lethalrunning
9  Game Development / Newbie & Debugging Questions / Re: Is there an OOP way of doing this? on: 2017-07-21 05:20:35
Ok, let's say it like this: in opposite to your first solutions you now have one that is neither simple nor does it solve the original underlying design problems but adds a new (having to loop all characters to match a collision instead of a direct access).
10  Game Development / Newbie & Debugging Questions / Re: Is there an OOP way of doing this? on: 2017-07-20 20:52:50
Lots of looping now when always checking each character instead of only processing actual collisions.
11  Game Development / Newbie & Debugging Questions / Re: Is there an OOP way of doing this? on: 2017-07-20 16:01:33
A modified #2 looks like a viable and - very good - simple solution.
Except using enhanced loops maybe.

2. Keep a list of all characters ---

1  
2  
3  
4  
5  
6  
for (Collision collision : rigidBody.getCollisions()) {
   Character character = scene.getCharacters().get(collision.collider)
   if (character != null) {
      character.getEffects().applyAll(effects);
   }
}

12  Game Development / Game Play & Game Design / Re: Using default methods in interfaces effectively on: 2017-07-12 14:50:56
Interfaces are a useful concept, not least because it is simple. Simple is good. Which is no longer true for interface default methods.
The reason they were added was to be able to add the streaming stuff to collections classes. Alright, what we got is the ugly little brother of abstract classes.
There is another issue with your design: the probably unnecessary dependency from Collidable to the game and level classes. Minimizing dependencies is very important for developing maintainable software.
13  Discussions / Miscellaneous Topics / Re: Passion Projects and Life: Spreading Yourself Too Thin? on: 2017-06-30 15:07:05
Already been working on Lethal Running for more than a year and its far from being finished.
I work full day as freelancing developer for business software, so in a week I have only about ~15 hours for game programming. It is highly annoying to constantly having to interrupt your work. I try to keep a regular working schedule and add any additional time I get. That also means that there is no time left for other things like guitar playing or reading.
Outsourcing work is a must, for game design conceptual work, for graphics, sound, shader programming and testing later on.
14  Discussions / Miscellaneous Topics / Re: Gotta make a new Shading Language for College Project - Opinions? on: 2017-06-29 17:01:34
Because I read the link I asked the question...

What I get is
+ a more complicated development process
+ another leaky abstraction
15  Discussions / Miscellaneous Topics / Re: Gotta make a new Shading Language for College Project - Opinions? on: 2017-06-29 15:22:47
This is an interesting project to be done for a final year project. I'd like to know your opinions guys.
No... you should first sell us your idea and list the benefits...
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-24 09:44:21
It will either be us or them.



www.lethalrunning.com
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-05-26 05:40:31
Oh, thanks​. I was checking while being logged in. Twitter works: Lethal Running
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-05-25 19:55:01
Got Lethal Running greenlit.
 ;
19  Game Development / Game Mechanics / Re: Backwards-Forewords Compatible Save Game Data on: 2017-05-16 05:10:51
My thoughts:

When finding a solution for versionising data, these are two different things:
The concept itself and the way to store data. Using text, binary, json or xml is not part of the design at first place.

One main part of a data version concept is about processing the data.

Your approach is actually not using zip files, but a file system (thats what you get with zip files). Nothing fundamentelly wrong with that of course.

Always favor simple solutions. Not clearly separating versioned data lets complexity explode.
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-05-13 12:57:12
Put up Lethal Running on Steam Greenlight:

<a href="http://www.youtube.com/v/qUTHgiq4e68?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/qUTHgiq4e68?version=3&amp;hl=en_US&amp;start=</a>

Please vote  Smiley
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-05-06 15:12:25
Tried to wire the electrical supplies...

Click to Play
22  Game Development / Newbie & Debugging Questions / Re: Curious about loopy loops on: 2017-04-25 15:23:09
Steps 2-5 can easily be combined into one which iterates, filters for players and finds the closest.
23  Discussions / Miscellaneous Topics / Re: Annoying Interview Q on: 2017-04-24 17:48:59
Sure. What I understand here is that it was annoying because there was only one and only super smart accepted answer.
24  Discussions / Miscellaneous Topics / Re: Annoying Interview Q on: 2017-04-24 17:29:01
You wouldn't want to work anywhere anyway where employees are selected by guessing games...
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-22 12:16:23
Added cactuses for the wasteland of Lethal Running.

26  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-19 17:16:27
A good game with a run-down industrial area needs burning trashcans  Cool

Click to Play
27  Game Development / Game Play & Game Design / Re: Choosing between linear and open levels on: 2017-04-14 13:04:36
The story does not enforce a linear design.
An argument against free levels is usally to avoid grinding.
28  Game Development / Game Play & Game Design / Choosing between linear and open levels on: 2017-04-14 11:09:41
Lethal Running is a 2D action rogue lite about a deadly game show held in a futuristic dysoptian society.
The main gameplay consists of exploring, looting, fighting hunters in the battle areas as well as surving the outer wastelands.

A level is one procedurally generated battle ground.
Now, how should the player proceed from level to level ?

1. Only linear. He must play through level n to reach n+1 where the enemies are stronger and meaner, where better loot can be found, etc. In the context of the game one level is one game show.

2. Free access. Any time he can jump from level n to level n+x where enemies can either be stronger or weaker. Fighting stronger opponents results in better rewards - fighting weaklings in less to nothing. The wasteland will stay the same and be the return point from each battle area. In the context of the game there is only one game show with various battle areas.

I kinda favor #2 but am still not sure if its a good idea.
What do you think ?




29  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-10 15:25:00
Implemented a flashing shield effect for Lethal Running:

Click to Play
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-05 17:30:24
Bred some rats Grin

Click to Play
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