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1  Game Development / Newbie & Debugging Questions / Re: (Individual Tile Classes vs Method Stacking) and Storing Tile Data on: 2016-03-16 16:46:49
Isn't it rather obvious, you.
Alright, and what is the relation to my posting ?
2  Game Development / Newbie & Debugging Questions / Re: (Individual Tile Classes vs Method Stacking) and Storing Tile Data on: 2016-03-16 16:28:29
Texture Coordinates and parameters such as width and height of image, index of the tile, and any offset data. Though, I might be digressing here for the intention you're trying to incur.
Don't know what and/or whom you addressed.
3  Game Development / Newbie & Debugging Questions / Re: (Individual Tile Classes vs Method Stacking) and Storing Tile Data on: 2016-03-16 16:16:20
I suggest you take a break, reset and then start again. Wink
A tile ain't no camera, and a camera ain't no rectangle.
You do not have to move tiles.

Take a piece of paper, draw a sketch of your tile map, then cut a paper window as camera, put it on the map, move it, and think what you need to do to draw a portion of the whole map.

Forget about fluent interfaces for a while.

Think if and where tile coordinates need to be stored and passed as parameter.
4  Game Development / Newbie & Debugging Questions / Re: Storing tile data on: 2016-03-08 16:38:29
Premature optimization is the root of all evil!
Properly designing data structures is essential for software development and has nothing to to with the infamous premature optimization.
5  Game Development / Newbie & Debugging Questions / Re: Level movement with Tile array? on: 2015-12-30 17:39:10
To me the code is readable, each to their own I guess.
Correct me if I am wrong, but didn't you just expect other people to read it and help ?
6  Game Development / Newbie & Debugging Questions / Re: Level movement with Tile array? on: 2015-12-30 16:36:14
First thing to do is refactor the loops into readable code.
I love to quote myself. Wink
7  Game Development / Newbie & Debugging Questions / Re: Level movement with Tile array? on: 2015-12-30 15:45:53
First thing to do is refactor the loops into readable code.

Then print out indices to see if they are correct when you move along. Start with the upper left corner.
8  Game Development / Newbie & Debugging Questions / Re: Superclass to subclass (I think) on: 2015-10-29 06:20:57
Differantiate between the player and the game character the player chooses.
Create a player object and assign the chosen character later.
Neither inherits player the character nor the character the player.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-22 16:17:38
@wessless
Looks like the monitors are standing rather high. For the eyes it's better to look a bit down.
10  Discussions / General Discussions / Re: Transitioning from Windows to Linux on: 2015-09-29 10:45:41
Mint is the first and only Linux I find tolerable on the client side since I tried out Linux in 1992...
Even installing the graphics driver worked out of the box with a button click.
However, Windows, Linux, OSX... each sucks on its own way
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-09-08 15:56:00
Put Biodrone Battle with 50% off into the Steam weeklong sale: http://store.steampowered.com/app/377290
12  Game Development / Newbie & Debugging Questions / Re: Better way to store a massive amount of variables on: 2015-09-04 15:25:40
Clutter and messy code are perfectly normal characteristics of Java business applications any large grown application.
So nothing to worry about. Grin
13  Discussions / Miscellaneous Topics / Re: [Giveaway] Steam keys for Biodrone Battle on: 2015-07-17 16:37:24
Thanks, all keys were given.
14  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. "
15  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
16  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.

17  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



18  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.
19  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
20  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.
21  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
22  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.
23  Game Development / Newbie & Debugging Questions / Re: Fill in 2d array on: 2015-03-13 11:39:12
Any reason for the (empty ) exception handler ?
24  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.
25  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
26  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.
27  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.
28  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...
29  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.
30  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
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Website offering 3D Models specifically for games for free
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