Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (539)
Games in Android Showcase (133)
games submitted by our members
Games in WIP (603)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1]
1  Game Development / Artificial Intelligence / Re: Calculating Strafe Angle Vector for Top Down Shooter? on: 2010-03-28 08:25:24
Got the old project up n' working with the strafe movement as well! Sweet stuff straight there! Now I got my behinds full with candy programming in the nearest future!
And as said I hope to be more active here on JG from now on!
2  Game Development / Artificial Intelligence / Re: Calculating Strafe Angle Vector for Top Down Shooter? on: 2010-03-28 07:18:20
Sweet! That did the bill DzzD!
I had my config pretty similar, but I didn't have one positive and one negative value but more like this:

1  
2  
posX+=moveY;
posY+=moveX;


But now I finally works! Maybe I'll dig up that old project as well and see how It is with the working strafe action! Smiley
Thanx for the help!
3  Game Development / Artificial Intelligence / Calculating Strafe Angle Vector for Top Down Shooter? on: 2010-03-27 22:25:38
Hey!

It was ages since I've posted anything here at JG, but I think I'll have to get active again!
Anyway, I have a problem that I've pondered on for quite some time (actually made me trash a project a couple of years ago) this being rooted in my bad knowledge in vector math really. But I'm pretty sure theres a lot of ppl here that can help me out with this little math bugger.

I'm working on a game where I control a character through a Top View layout. I got the UP and DOWN controls working smooth and fine calculating the angle vector between the player (thats in the center of the screen) and the mouse cursor, By doing this when I push the UP key the player moves towards the mouse cursor (a cross hair in the game). And when pressing DOWN the player moves away from the cursor.

What I want to do now is implement a Strafe like movement, wheres the Player moves sideways in a 90 degree angle by pressing RIGHT and LEFT buttons.
So how do I calculate the angle vector that is 90 degrees in both ways to make this work really?

And I have to warn you, I'm pretty bad at working with mathematical formulas, so It would be cool to see the solution in pseudo code really hehe. Anyway, heres a code snippet where I calculate the basic angle vector that I use to move my player:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
public float[] direction(float x1, float y1, float x2, float y2)
   {
      float length;
      boolean minusX = false, minusY = false;
      float[] direction = new float[2];
      a = 0;
      b = 0;
      c = 0;
     
      if(x1 < x2)
         a = x2 - x1;
      else
      {
         a = x1 - x2;
         minusX = true;
      }
      if(y1 < y2)
         b = y2 - y1;
      else
      {
         b = y1 - y2;
         minusY = true;
      }
         
      c = (b*b) + (a*a);
     
      length = (float) Math.sqrt(c);
           
      direction[0] = ((length + a)/length)-1;
      direction[1] = ((length + b)/length)-1;
     
      if(minusX)
      {
         direction[0] -= (direction[0]*2);
      }
      if(minusY)
      {
         direction[1] -= (direction[1]*2);
      }
     
      return direction;
   }


I would become a very happy man getting a solution to this problem, being in the back of my head for years really (I actually think I was pretty active on these forums when I first stumbled onto it a couple of years ago).
4  Game Development / Newbie & Debugging Questions / Re: Can Vector objects be instable? on: 2005-08-02 06:13:01
hehe ok, good to know, then i'll start deepsearching every line that has with the Vector objects to do, so that i can solve that problem.
I'll be taking a check at the list object solvation to, see if its something that fits better in the code design =)

Very well, thanx for the help!
5  Java Game APIs & Engines / Java 2D / Re: Does AffineTransform Cost much to use? on: 2005-08-01 07:56:10
Hey Dmitri!

I just figured out yestoday how to enable the opengl pipeline, before i thought that this were a general setting so that you just could write "java -Dsun...." but yestoday i reallised that this werent the case, so now i run the game with opengl enabled and the framerate is at a steady 50fps =)

It made all the differance!

Hjort <- The opengl pipeline fixed all my troubles =) will try to get better id tags on the tiles, the game is at a early stage så why i have first 1,2,3,4 and then i jumps to 101 and so on is because the collision function checks if a tile is larger than 100, if so then the tile is collideble (ie. a Wall or a door), i have the collide data embeded in the Tile class now, but i havent implemented it in the game yet, this will be done soon thohug giving space for better id tags...
6  Game Development / Newbie & Debugging Questions / Re: How to render this the fastest way? on: 2005-07-31 18:46:48
Wow!

Finally figured out how to enable the OpenGL pipeline, and i thought that this already were enabled, but it was'nt.

Now the game spins at 40-50 fps with the AffineTransform operations =))))
Soooooo sweet to finaly see it all work out like it should! damn thats sweet, now i can finally sitt down and start programing a game again hehe...

Anyway, tnx for the help. Is there a way to permenantly enable OpenGL pipeline or do i always have to run the game with the -Dsun stuff? And if so, is there a way to configure Eclipse to run the game with OpenGL enabled?Huh
7  Game Development / Newbie & Debugging Questions / Re: How to render this the fastest way? on: 2005-07-31 16:43:47
Yes, i think i will go with the "pre rendered" tiles, i really thought that i could work with transform now when i have accelerated graphics, but not hehe.
As a mather of fact, the game is much slower now than when i loaded my gfx with Toolkit/Image (now i use ImageIO/BufferedImage) so thats a little wierd, but i'll continuing working on optimisation hehe, when will i be able to accually work on the game? =P

Very well, thx for the tip, i'll start working on the init rotate stuff right away!
8  Game Development / Newbie & Debugging Questions / How to render this the fastest way? on: 2005-07-31 15:01:01
Hey all!

I have a little problem with rendering tiles for my map, it really slowes down the whole game very much, I noticed that using "rotate" really wasnt as cheap as i belived.

As it is now, i can run the game without rendering the tiles and get a nice fps at 50, but if i render the tiles it slowes down to about 20, with the rotation involved the game spins in on about 5-10 fps, well this just is'nt feasible so i really would need some rendering tips from some of you gurus on the forum =)

Here is the rendering function anyway, maybe you guys can spot something there and give me some pointers on how to make the whole thing faster..

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
44  
45  
46  
47  
48  
49  
50  
51  
52  
53  
54  
55  
56  
57  
58  
59  
60  
61  
62  
63  
64  
65  
66  
67  
68  
69  
70  
71  
72  
73  
74  
75  
76  
77  
78  
79  
80  
81  
82  
83  
   public void drawMap(Graphics2D g, Map m, int indexX, int indexY, short[] tileWidth, short[] tileHeight)
   {
      int tempIndexX = indexX;
      boolean trans = false;
      AffineTransform original = g.getTransform();
     
      for(int i = tileHeight[0]; i < tileHeight[1]; i++)
      {
         for(int j = tileWidth[0]; j < tileWidth[1]; j++)
         {
            if(i >= 0 && j >= 0 && i < m.sizeY && j < m.sizeX)
            {
               if(m.MapTile[j][i].id == 0)
               {
                 
               }
               else
               {
                  switch(m.MapTile[j][i].transform)
                  {
                  case 0:
                     break;
                  case 1:
                     g.rotate(1.5707963267949d, indexX+24, indexY+24);
                     trans = true;
                     break;
                  case 2:
                     g.rotate(3.1415926535898d, indexX+24, indexY+24);
                     trans = true;
                     break;
                  case 3:
                     g.rotate(4.71238898038469d, indexX+24, indexY+24);
                     trans = true;
                     break;
                  }
                 
                  switch(m.MapTile[j][i].id )
                  {
                  case 1:
                     image = concrete1;
                     break;
                  case 2:
                     image = concrete2;
                     break;
                  case 3:
                     image = concrete2_c;
                     break;
                  case 4:
                     image = concrete2_cc;
                     break;
                  case 101:
                     image = wall1;
                     break;
                  case 102:
                     image = wall1_c;
                     break;
                  case 103:
                     image = wall1_cc;
                  case 201:
                     if(frame == 0)
                        image = dorr1f1;
                     else if(frame == 1)
                        image = dorr1f2;
                     else
                        image = dorr1f3;
                     break;
                  default:
                     image = concrete1;
                  break;
                  }
                 
                  g.drawImage(image, indexX, indexY, 48, 48, null);
                 
                  if(trans)
                     g.setTransform(original);
               }
            }
            indexX += 48;
         }
         indexY += 48;
         indexX = tempIndexX;
      }
   }


tnx
9  Game Development / Newbie & Debugging Questions / Can Vector objects be instable? on: 2005-07-30 12:52:36
Hey!

I have a newbie q for ya'll =)

Im having some problems with a path route system that i have made for my editor, this system is used to make patrol routes for enemies in the game, to do this you have to get into the path route mode.
When youre here you click with left mb to add a path point and right mb to delete the last point in the route.

The thing now is that sometimes when i put a point ner another enemy, the active enemy just dissapears and the enemy thats closest to the new point gets to be the active enemy, this i think is pretty wierd and anoying.

So the question is: Can Vector objects be unstable and work in paculiar ways or is it my code that is funky?

here's some code:

Enemy path mode:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
         if(enemyPath)
         {
            if(me.getButton() == 1)
            {
               if(me.getX() > 40 && me.getX() < 140 && me.getY() > 30 && me.getY() < 50)
               {
                  enemyPath = false;
                  firstClick = false;
               }
               else if(me.getX() > 20 && me.getX() < 600 && me.getY() > 20 && me.getY() < 500 && firstClick)
               {
                  int i;
                  i = e.patrolCount;
                  if(i < 23)
                  {
                     e.patrolRoute[i][0] = (double)(me.getX()-indexX);
                     e.patrolRoute[i][1] = (double)(me.getY()-indexY);
                     e.patrolCount++;
                  }
               }
               else
                  firstClick = true;
            }
            else
            {
               if(e.patrolCount > 0)
                  e.patrolCount--;
            }
            m.e.set(activeEnemy, e);
         }


Activate Enemy Event:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
         else if(me.getButton() > 1 && !enemyPath && !enemyMode && !enemyPref)
         {
            if(me.getX() > 20 && me.getX() < 600 && me.getY() > 20 && me.getY() < 500)
            {
               int TileX = (int)(me.getX()-indexX);
               int TileY = (int)(me.getY()-indexY);
               
               for(int i = 0; i < m.e.size(); i++)
               {
                  e = m.e.get(i);
                 
                  if(TileX > e.pos[0] && TileX < e.pos[0] + 48 && TileY > e.pos[1] && TileY < e.pos[1] + 48)
                  {
                     activeEnemy = i;
                     enemyMode = true;
                  }
               }
            }
         }


Tnx
10  Java Game APIs & Engines / Java 2D / Does AffineTransform Cost much to use? on: 2005-07-30 12:39:52
Hey people!

I have just made a big structural change in my game and its graphic system, so now i have accelerated graphics instead of using Toolkit and Image.

By having this i thought that AffineTransform might be a nice thing to use instead of pre rendered graphics for rotation of tiles, so i implemeted this in the game, but i have also done quite more stuff to the system.
The thing now is that the game is very slow, and i dont really know whats slowing down the system, is it AffineTransform or is it the way i render things?

Heres a code snippet on the tile renderer, what do you think is wrong, and what can slow down the system?

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
   public void draw(Graphics2D g)
   {
      Graphics2D gTiles = (Graphics2D) g.create();
      if(transform != 0)
      {
         if(transform == 1)
            gTiles.rotate(1.5707963267949d, pos[0]+(size[0]/2), pos[1]+(size[1]/2));
         else if(transform == 2)
            gTiles.rotate(3.1415926535898d, pos[0]+(size[0]/2), pos[1]+(size[1]/2));
         else
            gTiles.rotate(4.71238898038469d, pos[0]+(size[0]/2), pos[1]+(size[1]/2));
      }
      if(id == 1)
         image = concrete1;
      else if(id == 2)
            image = concrete2;
      else if(id == 3)
            image = concrete2_c;
      else if(id == 4)
            image = concrete2_cc;
      else if(id == 101)
            image = wall1;
      else if(id == 102)
            image = wall1_c;
      else if(id == 103)
            image = wall1_cc;
      else if(id == 201)
      {
         if(frame == 0)
               image = dorr1f1;
         else if(frame == 1)
               image = dorr1f2;
         if(frame == 2)
               image = dorr1f3;
      }
      gTiles.drawImage(image, pos[0], pos[1], size[0], size[1], null);
      gTiles.dispose();
   }


Maybe its because i create a new Graphic2D object each time i render a tile or what can it be?
11  Game Development / Newbie & Debugging Questions / Re: Great Performance drop troubles on: 2005-07-27 23:45:40
Finally i cracked the problem!!!

The troubles lied in the tile, enemy and item renderers.
Before when i used Toolkit, the renderers called these methods by giving the class a id number that specified the graphical object.
when i converted from Toolkit to BufferedImage this crashed the whole system of the renderers, so now i have reconfigured the classes so that all the gfx elements are read and buffered when a renderer is created.

The id call method have been altered some to, instead of calling to load a ImageIO, the "image" variable just copies the active gfx object and renders this.

Very well, i have some more coding to do before the system is fully functionable, i'll probably will come with a new silly question soon hehe, tnx for all the helt anyway!
12  Game Development / Newbie & Debugging Questions / Re: Great Performance drop troubles on: 2005-07-27 21:10:00
Im using 1.5 so that might not be the problem, as i can see with some deeper inspectation i think that it is the Event listeners that is fooling around again, the rendering is being pretty fast but the listeners got a grave speed problem, should i put the events in a nested class or is there any other way to speed this up?

I have released the meny.java from its listeners before i enter editor.java now (I realised that the meny listeners still were in process whilst being in the editor class) but can it be that the events are called through the meny.java class in some way and thus making the process real slow cause the loop in that class is disabled? (= no sleep procedures).

hehe maybe you want the complete project soon kev? ;P

Well i've posted it on my ftp so that you can test it out, maybe you can feel it a bit more when you try it out? Fetch it here:

Project Europa Source: http://www.home.no/kutulunadir/Java/Project Europa.zip
13  Game Development / Newbie & Debugging Questions / Great Performance drop troubles on: 2005-07-27 20:28:18
Hey ppl!

I have posted pretty much lately regarding my game Project Europa, and now i have to burden you all with yet a new problem regarding graphics this time =)

The thing is, i have just started using BufferedImage with ImageIO as a loader, instead of Image with Toolkit.
I have also restructured the game some so that the Editor runs in a induvidual class and menu in one and game in one.

I've just got it all to work, but i reallised that the performance really did a total dive to the worst, the editor is just down straight useless in the state that it is in at the moment.
I dont know if it's the change to BufferedImage from Image or if it roots in the structual changes that i've done so it would be a real nice super thing if some guru would like to check my code, a fast check and see if there are some apperant stuffs there that can cause the perf. drop.

One thing that im thinking of is the Transperant images, can these be the cause, and do they really make the performance drop that much? its just down silly how slow things go right now.
I'm using PNG as the image format, and at the moment every image have a color depth of 8bit.

Very well here's some classes that are involved in the game editor.

PEJava.java - main class http://www.home.no/kutulunadir/Java/PEJava.java
Meny.java - menu class http://www.home.no/kutulunadir/Java/Meny.java
Editor.java - the Editor class where the performace drops http://www.home.no/kutulunadir/Java/Editor.java
14  Game Development / Newbie & Debugging Questions / Re: Event Listener troubles! on: 2005-07-27 10:57:15
I guess i can post the complete source when my cleaning session is done, by fixing this little thingie it mostly rough work to be done, refactoring and cleaning up in the code, so i'll post the project in the source code section in a couple of days! =)

ps. Now the event listeners in the Editor works to, what i had to do is to kill the active loop with eventlistener, then make a call for the Editor in the end of the active loop, to make sure that the menu loop does not conflict with the Editor loop like this:

1  
2  
3  
4  
5  
            
else if(e.getX() > 320 && e.getX() < 480 && e.getY() > 360 && e.getY() < 420)
{
   meny = false;
}


And the loop looks like this

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
      while(meny)
      {
         try
         {
            Thread.sleep(10);  // This should be replaced with proper frame rate limiting code
         }
         catch( InterruptedException e ) {}
         Graphics2D g = (Graphics2D)b.getDrawGraphics();
         
         this.renderMeny(g);
         
         g.dispose();
         b.show();
         if(!meny)
            new Editor(menuFrame, g, b);
      }


Thnx again for the help, it was good to hear that there were no faults in the code, but more logical errors, well, sometimes you just have to figure out wierd ideas to solve things hehe
15  Game Development / Newbie & Debugging Questions / Re: Event Listener troubles! on: 2005-07-27 10:41:30
Now i have completely removed all the listeners from the main class and added the ones that was needed in the menu system to the menu class, works like a clock, so i think this was a good thing to do, so now i just have to controll the Editor from the menu class and make the listeners work just like in the menu class.

Its great when stuff works out in the end =)
16  Game Development / Newbie & Debugging Questions / Re: Event Listener troubles! on: 2005-07-27 10:12:09
hehe i was afraid you'd say that, very well, i'll do it the hard way then, im going to completely remove all the eventlisteners from the main class and put them in thiere reletive classes (Menu, Editor and Game) so i'll start with something easy, like the Menu thingie, and go through the code like a weazel Tongue

Anyway, tnx for all the help, and i like your SpaceHulk project, looks promesing, hope you get all sorted up with the graphical stuffs!
17  Game Development / Newbie & Debugging Questions / Re: Event Listener troubles! on: 2005-07-27 09:42:37
Now i tryied to add a sleep in the while loop, still no reaction from the events =(
The Editor loop looks like this at the moment:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
      while(editor)
      {
         try
         {
            Thread.sleep(10);  // This should be replaced with proper frame rate limiting code
         }
         catch( InterruptedException e ) {}
         Graphics2D g = (Graphics2D)b.getDrawGraphics();
         
         this.renderEditor(g);
         
         g.dispose();
         b.show();
      }


I am aware of the structural problems at the moment, thats why i want to move the editor to a seperate class so that the main class wont be so chaotic hehe, im going to fix this asap, got alot of struction work to do from here before i can start programming the game again, irl im accually a gfx artist for our game company so this is a hobbie thing, programming games and stuff =)
18  Game Development / Newbie & Debugging Questions / Re: Event Listener troubles! on: 2005-07-27 08:59:05
Well, i belive that the best thing to do then is to post the 2 classes that are involved in this problem, It might be a bit hard to find the Editor call i all the event listeners in main class, i havent deleted them yet, but i will do so if i can solve this problem.

The call anyway is:

new Editor(mainFrame, g, bufferStrategy);

In this event call i also pause the main loop for the PEJava class so that the Editor loop takes over and the Graphics2D just calls trough the Editor class...

Well, check the code and see if you can find the problems, real nice of you =)

The files:

PEJava.java - Main class http://www.home.no/kutulunadir/Java/PEJava.java
Editor.java - Editor class http://www.home.no/kutulunadir/Java/Editor.java
19  Game Development / Newbie & Debugging Questions / Re: Event Listener troubles! on: 2005-07-27 07:41:46
Now i have tryed with a nested class that extends MouseAdapter, but it still wont work, im getting loco by this problem.
Feels like i have found the brick wall and cant get past hehe, so i really appriciate all the help i can get on this problem, pleeeeaase Smiley

Very well, all tips and suggestions are much appriciated.
20  Game Development / Newbie & Debugging Questions / Event Listener troubles! on: 2005-07-27 00:30:02
Hey!

I have some trouble getting to the event listeners in my little game, this is because of a refactoring renovation, i have managed to get the graphics part working and all, but the event listeners just dont want to talk to me.

So this is the case. I have made a main class for creating the window component, all the rendereing context and stuff is started here and everything is renderd on a Frame component.
The thing i have done is that i created a class for the editor, to this i send the Frame, Graphics2D and BufferStrategy that i have already made in the main class so that all can work as it should in the editor class.
In the Editor class i have a render class and event listeners (MouseListener and MouseMotionListener).
The things that works nice is the Graphics, all stuff renders as it should, but i just cant get them listeners to work, i have specified them as follows:

      editFrame.addMouseMotionListener(this);
      editFrame.addMouseListener(this);

Where editFrame is the Frame component that i've sent from the main class.

So the big Q is: How do i make my listeners work in the editor class, or can they work at all? or do i have to make a whole new Frame object and a separate Window component to make it all work?
21  Java Game APIs & Engines / Java 2D / Re: How to preload graphics? on: 2005-07-25 21:07:13
Wow!

Seams to work neater than toolkit hehe, im doing a complete makeover in the graphic system in the game so this is perfect for me, making the whole system a bit more stable and appropriate for gameing =)

Tnx for the help!
22  Java Game APIs & Engines / Java 2D / Re: How to preload graphics? on: 2005-07-25 01:06:32
hehe you got a point there, at this moment im using toolkit for image loading and so on, i should check into ImageIO more, does anyone know any nice tutorials for using ImageIO with awt?
23  Java Game APIs & Engines / Tools Discussion / Re: How the hell!? (Eclipse Newbie) on: 2005-07-24 23:43:37
I acctually resolved the fps problems quite fine, but i also installed netbeans, but i didnt like it to much, i really love the ui in Eclipse so i will try to fix the profiler troubles when i need to do so, but thanx for the tip =)
24  Java Game APIs & Engines / Java 2D / How to preload graphics? on: 2005-07-24 23:30:11
Hey!

I have a problem that i dont really know how i can get around, and at the moment i have a quite clumpsy way to solve it.

The thing i want to accomplish is to be sure that all the graphics that the screen is about to render really is "loaded", as it is now, sometimes all the gfx aint showing when i start the game, this is really painfull to see, and really not something that i want to have in the finished game.

So...
Is there a way to make a loading screen that can feel when all the gfx is loaded into memory, so that I can be sure that the screen will render all elements when i enter it?
Now i make the system sleep 1-3 secs, this works most of the time, but sometimes its just annoying, a neater way would be that the game knows when all the gfx is loaded and dont wait a sec longer that nececery.

As you might be able to see, im pretty new to game programing in general, so all your tips and trix will be most helpfull!

Thanx
25  Java Game APIs & Engines / Tools Discussion / How the hell!? (Eclipse Newbie) on: 2005-07-21 19:32:44
Hey all, my first post at Java games forum!

Very well, the reason that i post this one is because i just switched tools for developeing java games, before i used notepad all the time but as i saw this project get bigger and bigger a simple notepad app just didnt do it for me hehe...

So i downloaded Eclipse, mainly to harvest it's profileing tools, but also to get a more relaxed development enviroment, the thing now is that i just cant get the damn profiling stuff to work, I have downloaded the TPTP package and added it to features and plugin, and after trying to enable it in the configuration management, the app started crying about not finding hyades, so I downloaded the hyades package and added it in the appropriate folders, and the I kicked the config man. thingie again, this time the app cryed about that the hyades_test_3.3.0 wasnt installed, so i checked it out, and it turns out that this feature wasnt loaded due to errors, well i have tryed to reinstall the stuff by overwriting the old files, but the problem consists, and im totally new to the Eclipse platform, i've tried to get som info on the web but all the info on eclipse seams to be mostly for open source folks that want to help develop the app, and plugin developers, and i dont understand much about that stuff, hey! i just want to write cool games hehe.

So does anyone know how i can get the profiling tools to work out properly, if my description seams to be way of, can anyone tutor me from step one? (step one = the installation of Eclipse) so i can get the TPTP tools to work, really need to check for optimisation alternatives for my game =)

Very well, I hope someone of you guys have some neat answers, and they will be very much appriciated!

So Long!

//Gridur
Pages: [1]
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

rwatson462 (37 views)
2014-12-15 09:26:44

Mr.CodeIt (31 views)
2014-12-14 19:50:38

BurntPizza (62 views)
2014-12-09 22:41:13

BurntPizza (99 views)
2014-12-08 04:46:31

JscottyBieshaar (60 views)
2014-12-05 12:39:02

SHC (74 views)
2014-12-03 16:27:13

CopyableCougar4 (77 views)
2014-11-29 21:32:03

toopeicgaming1999 (138 views)
2014-11-26 15:22:04

toopeicgaming1999 (127 views)
2014-11-26 15:20:36

toopeicgaming1999 (38 views)
2014-11-26 15:20:08
Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50
java-gaming.org 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‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!