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1  Game Development / Newbie & Debugging Questions / Re: Application Permissions (read/write) on: 2017-02-17 16:15:14
Try the user's home folder.
2  Game Development / Newbie & Debugging Questions / Re: Sprite render order using libgx tiled maps on: 2017-02-17 11:27:58
I use a custom made batch renderer for z-ordering:
https://github.com/voodoosoft/gameroots

It does not work with libgdx tiled maps now, but maybe it can give inspiration.
3  Game Development / Game Play & Game Design / Re: Too much abstraction? on: 2017-02-07 17:04:06
Sounds like typical over-engineering to me.
Same for entity-component systems.

When a spell is activated, I want to see one place of code where it's done. There might be other actors involved in the game's ecosystem and they might be notified by events for the benefit of loose coupling, but for the main part there should be one place.
4  Discussions / Miscellaneous Topics / Re: Saving, loading—oh no! Semi-tutorial discussion holy piñata thing on: 2017-02-05 11:01:59
Spent my working life with database applications. So I am using the integrated JavaDB (a "real" SQL database) together with MyBatis (a lean ORM mapper like it should be).
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-03 13:24:37
Turned 60. Shocked
Happy Birthday!
So I am not the oldest here.
6  Discussions / General Discussions / Re: How do you Guys manage it? on: 2017-01-25 17:12:30
The quality of the assets you get rises with the amount of money you are willing and/or are able to pay. Simple as that. You don't get amazing graphics for cheap.
Except you get to know someone (in person !) to build up an ongoing team.

But for starting and learning, there should be enough free stuff on the internet.
7  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Advantages of Ant? on: 2017-01-25 17:04:24
Surprised nobody has mentioned Maven; from my limited experience with it, it's Ant done right.
Cause it sucks even more than Ant Grin
Seriously, these days it makes much more sense to start with Gradle.
8  Discussions / Miscellaneous Topics / Re: What's in your gamedev software rig ? on: 2017-01-24 16:36:51
@princec
Affinity Designer - never heard of. What's your impression, can it be a replacement for Gimp ?
9  Discussions / Miscellaneous Topics / What's in your gamedev software rig ? on: 2017-01-24 13:39:43
I use

Java 8
LibGdx, Box2dLights
JavaDb, MyBatis
Ant, Gradle
IntelliJ
Git
JProfiler
TexturePacker
Gimp
ProMotion
Tiled
TotalCommander (vital)
Notepad ++
OpenOffice
Reaper

What do you use ?
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-23 18:25:27
Uploaded an example done by shader expert Cypherdare showing how color grading can be done in Libgdx:color grading
11  Game Development / Game Play & Game Design / Re: Best place and time for character progression in RPG on: 2017-01-16 08:07:03
Is it better to upgrade between levels so that the player gets a clear reward and goal, or to integrate it into the game world as place to go for better immersion ?
12  Game Development / Game Play & Game Design / Best place and time for character progression in RPG on: 2017-01-14 17:44:59
Lethal Running is an action RPG about a deadly game show held in a futuristic dysoptian society.
Kill or get killed. Entertain the crowd. Explore, loot, fight, survive in the wastelands, develop your character.

What we've got so far:

9 skills for developing your character.

You need to collect XP to trade in for higher skills. You get XP for various actions like beating the mad machine gun with your bare fists (just an imaginary example Wink ) or surving a cold night under attack of wild animals and the like.

The game is level based (a more or less open world is probably out of discussion). The higher the level the tougher the enemies.

So when and where is the best way for upgrading your skills, what are the possibilites, the pros and cons ?

Any idea appreciated.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-13 15:16:01
Click to Play

Resting at the warm fire after fighting a group of mean hunters.
14  Game Development / Newbie & Debugging Questions / Re: getting rid of "instanceof" on: 2017-01-13 07:28:34
Thing with design patterns is that everybody uses them, knowingly or not. Patterns aren't even restricted to software development. Humans love patterns.
Nobody ever recommended to build software with a pattern cheat sheet on your desk.
15  Game Development / Game Mechanics / Re: GameState code organisation and class design. on: 2017-01-13 07:18:55
While the performance loss is negligible, your approach is alright.
I have View classes, because the wording is clearer for me.
16  Game Development / Newbie & Debugging Questions / Re: getting rid of "instanceof" on: 2017-01-12 13:49:39

I like the simple
That's an example why the Java universe is famous for its love for over engineering.
Keep it simple, readable and maintainable.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-06 16:15:58
Set up new basic game and twitter pages:
www.lethalrunning.com
twitter.com/lethalrunning

Follow me Smiley

18  Game Development / Newbie & Debugging Questions / Re: Making fields public that use both setters and getters on: 2016-12-27 16:39:04
So is there really any harm in making Mob fields public, since setters/getters make them essentially public in practice anyways?
Yes, because it introduces a bad way of thinking about designing code. Once you start with it, you will do it eventually all over your code base and end up in mess.
19  Game Development / Newbie & Debugging Questions / Re: Type checking an init method on: 2016-12-27 16:26:43
public abstract class MobState<T extends Mob> implements State<T> {
}
20  Game Development / Newbie & Debugging Questions / Re: Recommended architecture to allow entities to access each other's data. on: 2016-12-26 09:25:00
The basic architecture is (and should be) very simple, for example:
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public class EntityModel {
   List<Entity> getEntities();
   List<Entity> getPlanets();
   List<Entity> getProjectiles();
}

public class PhysicsSimulator {
   public void update(long time) {
      // place to tear your hair by simulating gravity effects...
      for (Entity entity : entities) {
         ...
         entity.getMass()
         ...
         entity.setVelocity(...)
         ...
      }
   }
   
   private EntityModel entityModel;
}


Think of having controllers and models. Controllers do the action and know the model. Not vice versa.
This will massively help in keeping code dependencies and data flow under control.
21  Game Development / Newbie & Debugging Questions / Re: Recommended architecture to allow entities to access each other's data. on: 2016-12-26 07:35:31
When you need to look at the whole picture or need all objects of a kind for a task, it is a good approach to create new separate classes that perform such tasks. But don't call any class "Manager". It the most abused and meaningless name you can think of. What you want is a physics simulation and collision detection. It might make sense to integrate both into one PhysicsSimluator or have two classes. Depends on your approach on physics simulation.
22  Game Development / Newbie & Debugging Questions / Re: Object Oriented Game Programming on: 2016-09-23 05:37:01
Keep it simple.
Write understandable, maintainable and readable code.
Minimize dependencies.
Stay open minded and self-critical.

All unrelated to any programming paradigm.
23  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.
24  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...
25  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.
26  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
27  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.
28  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.
29  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.
30  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.
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List of Learning Resources
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