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1  Game Development / Performance Tuning / Re: Tips for reducing frame rate spikes due to JIT early in a game? on: 2016-08-12 15:09:16
isn't it a good idea in Java to have many smaller methods both for code maintenance and performance?
For performance, no. For maintenance, yes, as long as methods aren't cut into such small pieces that you get the opposite effect: less readability

Do you think the spikes are caused by the JIT compiler or something else?
Nobody can tell without examining your running game.
2  Games Center / Showcase / Re: Super Mario Bros - World 1 remake - Libgdx on: 2016-08-12 15:05:13
I wouldnt change the sprites unless Nintendo asks you to.
You can be happy if people just "ask" you to stop violating their copyright...
3  Game Development / Performance Tuning / Re: Tips for reducing frame rate spikes due to JIT early in a game? on: 2016-08-12 14:55:02
Do not bother counting byte code instructions and by no means "optimize" code by reducing method sizes based on guesses what the compiler might do.
Use an ordinary profiler to search for suspicious behaviour, bad performance, memory leaks, etc.
4  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-11 16:12:12
Coding well...
... does not mean to require much more time
... does explicitly include simple solutions
... does not mean to predict the future
... does not mean to love or hate oop, functional programming or whatever methods there are
... is quite difficult to achieve
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Is it a good idea to make your own library to write less code in the future? on: 2016-07-22 17:15:43
Writing good libraries and frameworks is very, very hard to do and requires lots of experience. Even then, all of them suck, more or less. Mine too.
You can still divide your sources into two parts, one for game specific stuff and another for more generic functions which you could maybe reuse for another game. That won't add much additional effort but gives a result of more maintainable sources.
6  Game Development / Newbie & Debugging Questions / Re: getters and setters vs public vars on: 2016-07-09 12:09:26
Encapsulation and proper dependency management are crucial for writing maintainable software.
What may look today like a valid and convenient shortcut will evolve into an uncontrollable monster over the time. Starting with a bad practice is like injecting a virus into a software system. The next time you will remember it and say, alright, wasn't that bad, it works, I know how things work, only once again. Not to speak of programming with several people.
Even only developing one year on a game is more than enough to leave a mess behind.
Bad, bad practice.
7  Game Development / Shared Code / Re: XM File Formats on: 2016-07-03 10:00:10
The reason to use my file format is just that - speed of loading. It is DEFINITELY better than using PNG files.
Then why don't just prove it with proper benchmarks ?
Without benchmarking such discussions are pointless.
8  Game Development / Shared Code / Re: XM File Formats on: 2016-07-02 12:33:21
So, the big question is, why would anyone want to use a new file format ?
From looking at your Wiki, I don't get it. Are you saying its better to download uncompressed files to save decompression time ? Then, you do seem to have compressed file formats as well ?
Adding your own benchmark results would help as starting point.
9  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 ?
10  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.
11  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.
12  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.
13  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 ?
14  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
15  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.
16  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.
17  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.
18  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
19  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
20  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
21  Discussions / Miscellaneous Topics / Re: [Giveaway] Steam keys for Biodrone Battle on: 2015-07-17 16:37:24
Thanks, all keys were given.
22  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. "
23  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
24  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.

25  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



26  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.
27  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
28  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.
29  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
30  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.
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