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1  Games Center / Featured Games / Re: Daedalus on: 2013-05-17 02:20:56
Voted on Steam Smiley
Everybody, get this man a greenlight
2  Games Center / Featured Games / Re: State of Fortune on: 2013-03-25 19:13:08
Very awesome!

One thought. Could I please have an option to invert the mouse y-axis?
3  Games Center / WIP games, tools & toy projects / Re: Unnamed SRPG on: 2013-03-07 04:03:29
Going well, then Smiley

Any chance we can see some running application?
4  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-02-28 02:09:03
Sad
5  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-02-21 10:03:21
Why is everyone voting Cheap Shot? I don't get it. Who would want to walk into people on the subway, instead of playing, well, ANYthing else?

I'm all about gameplay, and I still think Eli's looks like the most fun, and it has a broad audience. Kids would love it!
6  Java Game APIs & Engines / Java 2D / Re: Sprite Creator (Finished) on: 2013-02-11 09:01:37
This is really cool! Good job! I loved the Famitsu characters. My only problem was, I wanted my sprites to be able to walk in 8 directions and not just 4.
7  Games Center / WIP games, tools & toy projects / Re: Space on: 2013-02-08 15:36:44
This is beautiful! I was just about to write about the atmosphere thing, but you've fixed it beautifully!
8  Games Center / WIP games, tools & toy projects / Re: TowerGame on: 2013-02-06 22:53:58
I promise you, there will be whale-like ships in the final version ^^
9  Games Center / WIP games, tools & toy projects / Re: TowerGame on: 2013-02-06 22:51:14
All just a big framework running with the bare minimum to test it. That's why there's Tyrian music on the menu Cheesy
It's very loosely based on a tutorial to make a menu with libgdx.

I've done a lot to conserve resources, using pools of entities, and a very good assetmanager. It's been tested a lot already, so now I need graphics to continue with most of it. My Samsung Galaxy S2 plays it better than my crappy laptop (which filmed that laggy youtube video)
10  Games Center / WIP games, tools & toy projects / TowerGame on: 2013-02-06 22:43:08


TowerGame is an android game in alpha stage, with mostly placeholder graphics. It's a basic tower defense game, with enemies trying to harm your structures. You're gonna have a base to protect later, more projectiles, barrels and towers and upgrades. For now only debris harms towers, since the enemies haven't got their weapons yet. Debris damage is based on the mass of the debris hitting the tower. It only counts damage once per debris. Large debris yields more scrap.

How long can you last before your towers are all destroyed?

Youtube link to a gameplay video.

Desktop Jar file
11  Games Center / WIP games, tools & toy projects / Re: Space on: 2013-02-05 19:47:51
It was awesome! I drew maps and everything. So many notes! I harvested the universe Cheesy
12  Discussions / Miscellaneous Topics / Re: How to fetch an AJAX call on a LAN machine? on: 2013-02-05 19:15:22
Hmm...I'll keep that in mind, thanks. It seems to be working fine for my small project here at the moment, though. It'll only ever communicate with 2 computers anyway. 1 LAN and 1 server.
13  Discussions / General Discussions / Re: FINALLY! Exams are done! Almost AP in Computer Science :D on: 2013-02-05 19:12:34
Scandinavian schools don't let you through just because you've memorized the material. There are many phases of exams per course here, and they provide a collective score. For this final semester, we had 3 weeks of school, 5 weeks to do a "software development" project, in which we had to deliver a fully running application, able to handle all aspects of voting for, choosing and administering the university's optional subjects using a database. It had to help administrators and students to choose subjects, and show them how many students fit a 2x2 set of subjects (primary and secondary choices), and grade them in 6 categories of happiness. Huge algorithms! And of course we had to write a 20 page report on the program we made simultaneously.

Then 6 weeks to write a 30 page assignment about all the different subjects discussed during the semester. These 2 reports and the final program and code is all evaluated, and you're given one score.

In the last 3 weeks of that project, we also had 3-week final-projects in both our optional subjects (mine were Android and C#), both with individual reports and running applications. It was a terrible 3 weeks. I barely had any sleep. I was like Neo, seeing code everywhere. God, I'm glad it's over! NOT easy...
14  Games Center / WIP games, tools & toy projects / Re: Unnamed SRPG on: 2013-02-05 18:36:09
Just check the immediate area around each entity against collisions. Don't check each tile on the map.
15  Games Center / WIP games, tools & toy projects / Re: Space on: 2013-02-05 18:26:02
Looking very nice!

*hoping for a Star Control 2 clone with these graphics* Cheesy
16  Discussions / General Discussions / Re: Regarding modern game music, why... on: 2013-01-31 23:51:45
*hint* install "ASIO4all" and use that as your driver in Cubase. Should be faster than anything else.
17  Discussions / General Discussions / Re: Regarding modern game music, why... on: 2013-01-31 23:50:27
Cubase is rather elaborate, and will sometimes "break" for no reason...except that thing you did, and now you don't know what's wrong, and it won't tell you. But when it works, it reeeaally good. Kinda forces you to be more precise in your work.
18  Discussions / Miscellaneous Topics / Re: How to fetch an AJAX call on a LAN machine? on: 2013-01-31 17:17:41
So the applet-thing is a tried and true, but sort of old-school solution, then?
19  Game Development / Newbie & Debugging Questions / Re: Where to start? 2D isometric game. on: 2013-01-31 15:00:24
For each hour I spend using libgdx, it seems to do less for me...in a good way. Let me explain. To begin with, I had no idea what was going on, and I felt like I wasn't working on my own game. After doing a bunch of tutorials, I realized that I was basically working on the same things I did before (while creating my Java2D RPG framework), only many of the intricate, error-prone parts were left out. They're already done tremendously well, just waiting for you to utilize them!

It's not even as if by choosing libgdx you limit yourself to using their gameloop strategies and such. You can loosely implement some parts of the framework. If you don't like Scene2D, you can just make your own UI implementation. You could even fairly easily port a Java2D menu-system to libgdx without much hassle. Not that I'd recommend it, because scene2D is AWESOME once you get the hang of it!

I wholeheartedly recommend going for libgdx, but starting extremely slow is a good idea. PingPong is harder than it looks, and Tetris is a nightmare when you're a beginner!

Good luck on your ventures!
20  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-01-31 14:43:22
Screw the stretch-goals! Someone feed Nate instead!!
21  Discussions / Miscellaneous Topics / Re: How to fetch an AJAX call on a LAN machine? on: 2013-01-31 14:41:03
Hi guys.

Thanks for the inspiring thoughts. I ended up doing something...alternative.

Seeing as this project is terribly limited (I have to choose 1 browser to work with, it has to be under Windows, and all information, connections and code must be available directly through the browser, with little to no load-time on any Internet connection), I ended up creating and embedding a small Java applet, which simply holds a ServerSocket running, and whenever we send it a message via LAN, it requests the remote server for the queue-number, and sends it to the JavaScript, which can then use it to draw the new number. Using a bit of concurrency trickery on the server, I should never be without the right number on the screen for more than a few ms.

I realize there are ways to get around the spiderweb of "origin policy", but this seemed the most unintrusive way to me. At least I'm not going to violate any security protocols in any browsers anymore, and applets are already fully allowed on the client-PCs.
22  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-01-29 22:00:13
Voted. And congratulations Smiley

I mean obviously Eli's is the better choice. The innovation is inspiring. I loved "Blinx: The Time Sweeper", and this is somewhat like it, only with that crazy twist that you don't control the player. I can't wait to see the time reversal function.
23  Games Center / Featured Games / Re: State of Landscape on: 2013-01-29 20:22:43
@wreed12345: Put a lot of time into it, and you can! I've been programming since I started college 2 years ago, and I only recently felt confident enough, that I could implement the Box2D (physics) part of libgdx into a game. While I have been very busy at college, I've spent most of my spare time experimenting with Java2D (and some Swing), because the guys at this forum suggested that I get the basics right first, and I wanted to know what goes on behind the scenes of libraries like libgdx, before I dove into them. I've gained so much experience just testing stuff out, and reading source code (mainly Nate's and Mario's, and Ra4king's gameloop) on the web. I can highly recommend this approach. You'll come out right in the end, heheh.

Keep at it. Once you get 2 dimensions right, the steep learning curve of the third dimension will be easier to climb...I hope Cheesy

Back on topic, this project is getting more awesome by the minute!
24  Discussions / Miscellaneous Topics / Re: Simple JAVA / JavaScript parameter problem. getParameter returns null?! on: 2013-01-28 17:52:59
Well, when you put it that way Smiley

*puts on stupid-hat*

I guess 8 hours of staring at one thing CAN make you oblivious to the obvious Wink
25  Discussions / Miscellaneous Topics / Re: Simple JAVA / JavaScript parameter problem. getParameter returns null?! on: 2013-01-28 17:31:00
Well, it has something to do with applets, since the knowledge of start() being called after the constructor, would've saved me a lot of time. It was a rookie mistake. Thanks for helping, though
26  Games Center / 4K Game Competition - 2013 / Re: Rainbow Road on: 2013-01-28 17:28:43
I believe the flickering is to tell you that one of your items has hit an opponent, which makes sense with the use of bananas you mentioned. There was something similar in the original (at the very least, your player would yell in triumph).

And indeed the flickering also happens when someone uses the Start item, which makes all opponents smaller, slower and more vulnerable.
27  Discussions / Miscellaneous Topics / Re: Simple JAVA / JavaScript parameter problem. getParameter returns null?! on: 2013-01-28 17:23:39
Obviously...well, it's my first time looking at JavaScript, and definitely the first time I've heard of the JSObject, and I think I've made 2 applets in total ^^

I made it all work, though. It's a right pain in the arse to have serversockets in applets. I have to sign the JAR every time I want to test it. Gotta love batch-files...
28  Discussions / Miscellaneous Topics / Simple JAVA / JavaScript parameter problem. getParameter returns null?! on: 2013-01-28 13:44:13
EDIT: Nevermind...one typo and the discovery of a retard-moment fixed everything. Thanks to anyone who spent their time reading this.

Hi.

I'm trying to do something very simple. I want to have an applet running a server, and whenever I receive communications on this server, I want the applet to run a JavaScript method, with a number I get from another server, and show this new number in the browser.

It has been simplified severely, by leaving out all server-code, and for now I just run my update method in the applet constructor. Furthermore I've set a fixed number for the update method, instead of the call to the remote server.

The problem I'm having, is that no matter what I do, getParameter cannot find my defined parameter "myparam", and JSObject is always null. I've looked at tonnes of examples and threads with the same problem, but to no avail. Can anyone tell me what I'm doing wrong?

HTML
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<!DOCTYPE html>
<html>
<head>
<script type="text/javascript">
function jsUpdateFunction(number){
   alert("Received number: " + number);
}
</script>
</head>
<body>
<applet id="CounterApplet" code="dk/cbit/counterApplet/CounterApplet.class" archive="CounterApplet.jar" MAYSCRIPT>
   <param name="myparam" value="jsUpdateFunction"/>
</applet>
</body>
</html>


Applet:
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import java.applet.Applet;
import java.io.IOException;
import java.net.ServerSocket;
import java.net.Socket;
import netscape.javascript.JSObject;

public class CounterApplet extends Applet {
private JSObject jsObject;

@Override
public void start() {
   if(jsObject == null)jsObject = JSObject.getWindow(this);
   super.start();
}
public CounterApplet(){
   updateJS();
}
private void updateJS() {
   System.out.println("Entering updateJS()");
   String jsCallbackName = getParameter("myParam");
   System.out.println("jsCallbackName: "+jsCallbackName);
   /*
   * Here, the applet will try to connect to a server, to find out
   * which number we've reached. For now, it is replaced by a simple String.
   */

   String number = "42";
   jsObject.eval(jsCallbackName + "(" + number +  ")");
   }
}
29  Discussions / General Discussions / Re: Regarding modern game music, why... on: 2013-01-28 13:20:39
You're welcome, and I have put a check in the "Was awesome today" checkbox Smiley

One thing I forgot to mention. When using VOPM, try turning off 2 of the 4 oscillators. Since the OPL-2 only had 2 oscillators, this will help you tune in on the sounds of the old SoundBlaster cards.

So you're using OpenMPT now? Couldn't you just as well use FL Studio, considering you're using VSTi's? I mean, the GUI must be easier in FL Studio than OpenMPT. I only ever used Cubase and Reason, and EVERYTHING is easier than those Smiley
30  Discussions / General Discussions / Re: Regarding modern game music, why... on: 2013-01-27 17:10:14
I do see your point. So why not find or make a MIDI soundbank with Adlib sounds, and use that to play your MIDI-tracks with? It's fairly easy to implement and package with your game.

Sadly its fairly easy to make chiptunes nowadays, since there are so many VSTs available for that. I do have 2 that aren't completely "chiptuned". ProtoPSG VSTi is a (free) emulator of the Sega Genesis sound chip and there's a GameBoy VSTi named PooBoy 2.0 VSTi. They do make other sounds than chipsounds.

The best you can do is probably VOPM VSTi (as you've mentioned), which is an emulation of the Yamaha YM2151 (OPM) 4 operator FM sound chip, which is basically the same as the OPL-2, except it has 4 oscillators. It should enable you to tune yourself in on the kinds of sounds they used back then. There's also UNO FM which is along the lines of the old DX-9. I've also been recommended the Nostaljia VSTi, but I haven't tried it yet.

For software specifically for creating this sort of music, there's always Open MODPlug Tracker for Windows which also supports VSTs, but if you already know FL Studio, you should probably stick to that.

It's VERY hard to get exactly the sounds they used in the good old days. Partly because they spent a lot of time making them, but especially because you don't have the real chip. None of the SID emulators sound exactly like the C64, but they're very close. If I ever get into VSTi programming, which I plan to when I get some free time, I'll see if I can make something for this kind of niche-sounds.
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