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1  Discussions / Miscellaneous Topics / Re: [Giveaway] Steam keys for Biodrone Battle on: 2015-07-17 16:37:24
Thanks, all keys were given.
2  Discussions / Miscellaneous Topics / Re: [Giveaway] Steam keys for Biodrone Battle on: 2015-07-17 12:09:04
Hmm... seems things will be delayed a bit:
"You have exceeded the limit of 5 personal messages per hour. "
3  Discussions / Miscellaneous Topics / Re: [Giveaway] Steam keys for Biodrone Battle on: 2015-07-17 12:02:09
I don't mind checking it out, can even give you a key in return for any of my games Wink
Very nice, key has been sent, I'd like to be a hero of loot Wink
4  Discussions / Miscellaneous Topics / [Giveaway] Steam keys for Biodrone Battle on: 2015-07-17 11:13:25
After my game Biodrone Battle has been released on Steam, I feel like giving a few keys to my fellow Java hackers.
Just send a private message or reply here. 10 keys to go. Must have been recently active on JGO and been registered before this posting.

http://store.steampowered.com/app/377290

Made with Java, Libgdx, LWJGL, Box2dLights and other stuff.

5  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-29 10:18:37
After 3,5 years finished my first game ever.

Biodrone Battle



6  Game Development / Game Mechanics / Re: [LibGDX] Start Game with Spring Framework on: 2015-03-29 10:01:09
I would look out for more lightweight DI frameworks.
7  Game Development / Newbie & Debugging Questions / Re: OSX 10.10 seems to have broken my games on: 2015-03-26 14:33:48
My Mac Mini got OSX 10.10.2 and happily runs my own game which uses LWJGL 2.9.3
8  Discussions / Miscellaneous Topics / Re: Crash - Corrupt File, Months of Work Lost on: 2015-03-21 11:07:35
It does take some effort to learn, respectively to master a tool like Git. As Linux originated tool it is a Geek tool. But you can start small with the basics and still benefit. Especially light weight branches are very nice, as my current use case shows:
One game character needs some AI tweaking, but I do not know if it can be achieved satisfactory. So, I created a new branch just for tweaking the Assassin character of Biodrone Battle. Still, I can work towards the game release uninfluenced by that. If I get it done, the AI changes will be merged into the main branch easily, if not, the branch gets deleted.
9  Discussions / Miscellaneous Topics / Re: Crash - Corrupt File, Months of Work Lost on: 2015-03-20 14:50:33
Even as single developer, version control is invaluable.
- for tracking down bugs
- for developing features in separate branches
- for freezing published software and applying fixes independent of the ongoing work
- for just throwing away recent work that has gone into the wrong direction
- for looking up older implementations
- for freezing milestones
10  Game Development / Newbie & Debugging Questions / Re: Really strange bug with collision on: 2015-03-13 17:04:01
As you can see my code is not wrong and the prove for that is it works at least 10-20 seconds
That does not prove anything. Threading and timing issues can show up only spontaneously and rarely, but still the code is wrong.
Try the same code on another machine, OS, runtime, switch to debug mode, run without IDE, add logging, do whatever and it could fail immediately.
Who knows.
11  Game Development / Newbie & Debugging Questions / Re: Fill in 2d array on: 2015-03-13 11:39:12
Any reason for the (empty ) exception handler ?
12  Games Center / WIP games, tools & toy projects / Re: JUMG - Java Utilities for Making Games on: 2015-03-12 17:23:33
Nothing in JUMG has a private modifier - although it's bad practice - but as far as this library is concerned, there is no need to privatize anything.
A good way to incur users hate on you...
... as soon as you change implementation details - what will happen sooner or later.
Exposing each and every member means extending the public interface that a library offers its user base.
And changing internal details will break people's code quite probably.

A special problem occurs when on the one hand synchronizing stuff for thread safety but at the same time making locked members public.
13  Game Development / Networking & Multiplayer / Re: Structuring code between client/server on: 2015-03-05 20:52:12
Maybe my game architecture gives some ideas: http://voodoobits.blogspot.de/2013_08_01_archive.html
14  Discussions / Jobs and Resumes / Re: need senior lwjgl dev to polish up some my project (~5 classes) on: 2015-02-17 21:32:11
but I feel like I could learn more by not using full blown libraries.
You do not learn more. You learn different things.
It's either low level graphics stuff or the complete stack required to make a game. So actually, you could say you learn more using full blown libraries.
15  Discussions / General Discussions / Re: Do you sometimes skip braces? on: 2015-02-08 06:35:04
I just want to know if you personally do it,
Never.
16  Discussions / Miscellaneous Topics / Re: Unit Testing: Waste Of Time? Discuss on: 2015-02-07 11:46:03
For anything related to finances, health or security, thorough unit tests should be a matter of course.

For development, they can be a big time saver while developing pure logic unrelated to frontend or realtime stuff. Instead of relaunching the application after each change and getting to the desired place. Also removes side effects from other application parts youre currently not interested.

And when exaggerated, they fit perfectly into the bloated development process of many J2EE business application projects...
17  Game Development / Newbie & Debugging Questions / Re: Null pointer where there should not be one...at all on: 2015-02-05 17:23:49
but i wrapped the whole statement in a try catch looking for null pointers and that also fixed it xD ...it never throws a error once i did that
You mean silently catching and ignoring nullpointer exceptions ? That is... a really bad practice.

To debug exceptions, just set an exception break point in the IDE and wait until it gets triggered.
18  Games Center / WIP games, tools & toy projects / Re: Biodrone Battle on: 2015-01-14 17:39:11
Update:
- Most floors will always be opened for non-linear gameplay
- switched from tile based to free positionable (Box2d) objects
- Release on IndieGameStand in Q1
- lots of balance tweaks

Get in contact for test playing.
19  Game Development / Newbie & Debugging Questions / Re: Optimize Enemy Generator + BOX2D Bodies on: 2015-01-08 17:35:40
Use a profiler like VisualVM to find hot spots.  Pointing
20  Game Development / Newbie & Debugging Questions / Re: Which is the "better" practice on: 2014-12-26 08:10:35
I want to access them in every class
This is the real problem. So, first take a step back and decide what stuff is really needed at which place. Always try to limit dependencies.
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-25 20:21:53
Tried to set up Git and SSH on my server.
What a freaking bunch of crap Linux configuration still is...  Angry
22  Games Center / Archived Projects / Re: Red Game 2D Engine (redone!) on: 2014-12-22 06:35:34
* Why does Entity inherit Point ? It might have a point for its position but is not one.
* Keep the Point class lean: time based follow stuff does not belong there.
* To reuse objects you need a proper object pool. Using a single static member instead is a good source for hard to track bugs.
* a Numbers class from a math package should not mess with camera stuff. Limiting dependencies is very important
* update should rather be in Timer instead Time
* Whats the benefit from your Iterator class compared to the built-in ?
23  Game Development / Newbie & Debugging Questions / Re: Libgdx + Box2D design problem on: 2014-12-15 13:48:25
Actually is box2d controlling the entities.
 the real question seems to be whether entities need to talk to box2d by them self. Or if they just need to define forces and let another subsystem (box2d) handle it.
24  Game Development / Newbie & Debugging Questions / Re: Libgdx + Box2D design problem on: 2014-12-15 13:24:48
Why do your entities update bodies and not vice versa?
25  Game Development / Newbie & Debugging Questions / Re: Libgdx + Box2D design problem on: 2014-12-15 12:29:35
Keep box2d completely out of your game entities and models.
Notify the box2d creator about model updates but don't intervene from model classes.
Very simple and powerful.
26  Game Development / Newbie & Debugging Questions / Re: Libgdx + Box2D design problem on: 2014-12-15 11:34:14
Have a scene model which holds all entities.
Have scene model listeners, one is a box2d creator.
Listeners care about added and removed models.
When you update, add and remove entities you only operate on the scene model.
The box2d creator takes directions, velocities etc
27  Game Development / Game Mechanics / Re: Should I make a physics engine? on: 2014-12-14 09:56:34
Developing a physics engine is a huge HUGE undertaking.
28  Games Center / Archived Projects / Re: SilenceEngine - A 2D/3D Game Engine on: 2014-12-13 10:42:39
A debug window would need its own scene, for instance.
And if you do not need multiple scenes, static lifecycle methods prevent your users from easy modifications and takes away flexibility for no benefit.
29  Game Development / Newbie & Debugging Questions / Re: Best way to iterate through ArrayList? on: 2014-12-12 06:40:43
In what way? I have tested it myself and there where no problems... Please explain where you are seeing possible bugs
Weird remove method.
30  Discussions / General Discussions / Re: Developing a multi-player game - How should I approach this? on: 2014-12-10 18:48:40
Like jacobgood1 said, you have to plan multiplayer from the very beginning and can't simply add it someday.
But the best advice is this: don't do it at all. Keep on improving skills with single player games a few years.
(Realtime) multiplayer is a completely different ugly beast.
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List of Learning Resources
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2015-07-09 11:29:36

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2015-06-14 11:34:43

List of Learning Resources
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How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

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