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1  Discussions / Miscellaneous Topics / Re: Should i try to get remote work as game developer? on: 2014-07-19 08:10:38
I have no idea, only that it's less than for the average business dev job is for sure.
Which is no suprise in a time where people think more than 1$ per game is a rip off...
2  Discussions / Miscellaneous Topics / Re: Should i try to get remote work as game developer? on: 2014-07-19 07:50:47
Without family I would propose to come to Hamburg and give it a try (work a lot for little money Grin ).
There are lots of game companies here.
3  Discussions / Miscellaneous Topics / Re: Should i try to get remote work as game developer? on: 2014-07-19 07:36:04
For simple / casual games the competition is very high. App stores are crowded with thousands of games.
So, how to stand out ?
4  Discussions / Miscellaneous Topics / Re: Should i try to get remote work as game developer? on: 2014-07-19 07:26:31
I've been writing business apps for 19 years now Wink
I have a game under development as side project for a long time.
And my conclusion is, that I would never ever do it again this way.
It takes such a huge amount of time to finish a polished game. Even if you finish it is very questionable to get an appropriate payback.
5  Game Development / Newbie & Debugging Questions / Re: LibGDX box2dlights disable lighting for specific body defs? on: 2014-07-10 10:03:32
Any specific reason why you create grass bodies at all ?
6  Game Development / Performance Tuning / Re: Write log files on: 2014-06-27 15:53:06
Use a logging library which allows to enable logging as needed.
7  Discussions / Miscellaneous Topics / Re: Any way to improve my logo? on: 2014-06-06 15:43:49
A logo should be clear and simple, this one has too much clutter (lines, shadows, fonts, colors).
8  Game Development / Game Play & Game Design / Re: Light and questions on: 2014-05-27 17:46:20
Now another question. As i say, i'm currently developping under Libgdx, but as far as i see, the only good point Libgdx offer me is cross platform possibility and for this project i clearly don't need it !
Take a deeper look and discover that there is whole lot more.

Do i need to keep working on LIbgdx or can i switch back and redevelop entierly my stuff on LWJGL ?
Keep working with Libgdx: Yes.
Redevelop: Hell, no.

And last question, is there anyway to use the 1.0.0 of LIbgdx without using their Gradle system ... ?
Good point, dependency build systems suck.
Download the sources and work with them.

My top down game uses Libgdx with Box2dLights as well:
9  Game Development / Newbie & Debugging Questions / Re: How to have multiple tiles a player can't go through? on: 2014-05-18 13:18:04
If I understand your question correctly, you want something like this:

Set<String> blockingTiles = new HashMap<String>();
Tile tile = m.getMap(p.getTileX(), p.getTileY() - 1);
if (!blockingTiles.contains(tile)) {
   p.move(0, -1);
10  Game Development / Networking & Multiplayer / Re: How the structure of a multiplayer game should look like? on: 2014-05-15 20:36:51
Its simple, if the server will send every player's input, the client will easily interpolate every player's action.
In an ideal world with zero latency it might be simple, but if your game is supposed to run on the internet and is 2D as Cero remarked and you need to take multiple latency values into account and need to prevent ugly position snapping, then it is very ambigous.
11  Discussions / Community & Volunteer Projects / beta testers wanted on: 2014-05-10 22:41:54
Beta testers are wanted for Diabolus Ex Machina.

Q: What's it about ?
A: Basically about fighting mad robots, the Bionics.
    Fighting means either killing or taking them over (morphing).
    There are seven types of Bionics like soldier, tank and assassin with individual abilities, weapons, AI behaviour and gadgets.

Q: How does it look like ?
A: Like this for example:

Q: How is testing conducted ?
A: Like explained here:

Q: That reminds me of ... what was the name of that C64 game in the last century ?
A: Right, it was inspired by Paradroid.

Q: What is under the hood ?
A: Java, LibGdx with Box2d, a custom framework with goal based AI and various additional libraries
12  Discussions / General Discussions / Re: Size of games written in Java. on: 2014-05-07 17:20:11
The size depends on the number of people you can get to participate and their experience and knowledge.
13  Game Development / Newbie & Debugging Questions / Re: The life of a developer on: 2014-05-04 13:08:57
Don't know what your exact concern is.
Is neverending learning normal ? Yes it is, particularly as software developer.
The trick is to know what to skip. My time is very limited and I do game programming without almost any OpenGL knowledge.
You want to actually create games ? Then just do that as recommended here many times. Use a higher level framework and go.
Besides that, learning programming from scratch by trying to create realtime games is basically a bad idea. Learn the basics first, write small applications and round based games maybe.
14  Game Development / Newbie & Debugging Questions / Re: How to control the game time-line. on: 2014-04-25 09:18:23
What do you mean by lagging ?
That the spell could last a few ms longer than expected ?
15  Game Development / Game Play & Game Design / Re: Opinions on static ArrayLists for objects (where to store them) on: 2014-04-25 08:04:51
There is another culprit with the presented approach: you can't use the class (safely) without looking at the implementation details, which should usually not be the case.
16  Game Development / Game Play & Game Design / Re: Opinions on static ArrayLists for objects (where to store them) on: 2014-04-25 07:49:56
If you make something static, you leave the main path, so the question should be why instead of why not ?
For reading up on problems with statics, just do some research.
Why pull it out ? Because of the mentioned one-task-per-class rule for instance.

In a separate resource loader, it shouldn't be static either. Otherwise you could have multiple loaders operating on the same animations list. To prevent that, you could make a singleton of the loader - only to introduce another bad practice.
Besides that, it is perfectly valid to have several loaders keeping their own private animations. You don't have to do that, but to restrict class usage with no benefit by (bad) design makes no sense. And you never know what might be needed some day.
17  Game Development / Game Play & Game Design / Re: Opinions on static ArrayLists for objects (where to store them) on: 2014-04-25 07:07:55
It feels awkward ? Alright, let be guided by your feelings...

- As a rule of thumb, let classes do one thing, means have one for rendering animations, one for loading.
- The first animation is implicitly loaded, all others must be specified externally. Why ? Do not store resource paths and names inside, rather pass them in.
- Upper case names are usually seen only for constant fields.
- Let the number of animation frames be flexible.
- Put all members in private scope. MAP_ANIMATION_ARRAY is an implemention detail that should not be exposed.
- As a beginner, do not use static. Ever.

18  Game Development / Performance Tuning / Re: Taming Java GC to prevent stutter, an in-depth post on memory management on: 2014-04-24 11:43:55
Hm... I agree. theagentd had 7ms pauses with a GB of garbage... so 30 ms would mean even more garbage. I honestly don't believe the author anymore ...  persecutioncomplex
Do both of them have the same system specs ?
19  Game Development / Newbie & Debugging Questions / Re: Almost Completely Static Class Design on: 2014-04-09 22:29:56
It makes no sense to have multiple EventManagers for input events for backend logic for communicating between clients and server
...different implementations with uniqe characteristics, whatever

Static design puts unnecessary restriction on the usability on your classes.
Btw. dont call it Manager. That is the most misused and meaningless name pattern.
20  Discussions / General Discussions / Re: What do you do to cut development time? on: 2014-04-02 17:54:00
Do not reinvent wheels.
21  Discussions / General Discussions / Re: Combatting Programmer A.D.D. in large projects. on: 2014-03-31 18:47:57
So, do you guys get programmer A.D.D.? How do you combat it? Do you even bother or just let the programming flow? Wink
Divide your work packages into smaller calculable tasks, finish them, commit, go on.
A chaotic unfocused approach is the ideal hatchery for bugs and introducing side effects.
22  Game Development / Newbie & Debugging Questions / Re: Beginner Design Questions on: 2014-03-31 18:36:57
  • Should I make all member variables of the Player class private and use these with setters and getters? If there are maybe 20-30 variables that would be a huge amount of code or not?
No, only ever expose as much as needed and keep your classes as closed as possible.
23  Game Development / Newbie & Debugging Questions / Re: Beginner Design Questions on: 2014-03-31 18:34:58
Good code design requires a lot of time to lay out.
No, not necessarily.
Good code design does not imply complexity.
Bad code design often requires a lot of time to get by with - after a certain delay.
24  Games Center / WIP games, tools & toy projects / Re: Caelum Engine on: 2014-03-29 09:59:14
Engine without game/s that drives it development and test it functionality/usability/flexibility never hit the goal.
That was the intention of my question.
You don't build no (good) frameworks, libraries or game engines without actual use cases. Plural is important here. It does not hinder progress, but does the opposite.
Anyway, have fun.
25  Games Center / WIP games, tools & toy projects / Re: Caelum Engine on: 2014-03-25 20:56:33
Do you develop a game side by side with the engine ?
26  Discussions / Miscellaneous Topics / Re: C++ standard library is really lacking - good or bad? on: 2014-03-03 07:34:58
I imagine Java is used for much of the front end code in a company. C++ for the powerful back end.
No. Banking, insurance, automotive, logistics, etc., rely on Java based backends.
Doing such projects with C++ would be an utter nightmare...
27  Discussions / Miscellaneous Topics / Re: C++ standard library is really lacking - good or bad? on: 2014-03-02 21:46:56
There is lot more to programming software development than knowing many programming languages. It is about algorithms, data structures, system and class design, performance, databases, testing, reliability, maintainable (!) software, taking objective decisions, team work, enduarance, etc. etc.
Those things are important for getting a job.
For the average business developer job you can easily get by without C++ or any low level language. Java, JavaScript, C#, SQL, PHP.

However, if you are masochistic enough and spent those long years that it takes to master C++, you surely have a valuable skill.
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL character collision on: 2014-03-02 11:39:43
Add an exception breakpoint for NullpointerException to your IDE, start the debugger and happily stop on the line of code which causes the problem.
29  Discussions / Miscellaneous Topics / Banished on: 2014-03-02 10:25:22
Not related to Java, but check out "Banished" and its Steam ranking.
Nice success for a one man show Smiley
30  Discussions / Business and Project Management Discussions / Re: (PAID) testers wanted on: 2014-02-27 20:20:12
Closed while working on an updated version.
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2014-04-28 13:24:22 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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