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1  Discussions / General Discussions / Re: Java Game Edition on: 2012-07-16 03:13:59
But maybe it could be made "Next-Next-Finish" to get Eclipse up and a basic game running?

So...Why don't you do that?
If you want to decrease the amount of time it takes to set up a project and get into the GAMES stuff, why not take the time to build your own tools?
There are plenty of libraries out there you could build on top of once, and reuse over and over again...

You can't just expect to be spoon fed every tool in creation for nothing at all.
2  Game Development / Newbie & Debugging Questions / Re: Adding an object to an Arraylist before it's big enough on: 2012-07-09 03:22:26
Surely if you added your entrance and exit entities to the list before you generated the rest of the room you could solve that problem? Or not...

EDIT:
I didn't really understand your problem at first but here is what I see:
You generate the room, each entity gets generated randomly and added to the ArrayList and your entrance and exit are not necessarily generated at a time where there are added at index 0 and 1.
Is that right?
3  Discussions / Miscellaneous Topics / Re: TheAgentDĀ“s sob thread on: 2012-05-09 23:09:33
I recently bought a 60gb Intel ssd for families' PC. It was fine for a few weeks and then now there is this constant issue with it not being recognized by the bios. But it's also completely unreliable, sometimes you can just restart and others the only thing that works is power cycling.
From my point of view their more than they're cracked up to be.
I have an SSD and even if I had to replace it every two months, I'd still not go back to a HDD for OS and apps. persecutioncomplex
I wouldn't want to go back to HDD either, but after a while I think it would not be worth the hassle. Sometimes I would happily sacrifice performance for reliability.
4  Discussions / Miscellaneous Topics / Re: TheAgentDĀ“s sob thread on: 2012-05-09 23:04:28
I recently bought a 60gb Intel ssd for families' PC. It was fine for a few weeks and then now there is this constant issue with it not being recognized by the bios. But it's also completely unreliable, sometimes you can just restart and others the only thing that works is power cycling.
From my point of view their more than they're cracked up to be.
5  Discussions / General Discussions / Just noticed this. A very helpful idea. on: 2012-05-03 23:29:06
I just noticed this when as usual I took ages to write my post.



As soon as i saw it I immediately thought of every time I've gone to answer something and then post only to find that someone answered only a few seconds earlier.
Great! Now i can save myself the embarrassment.
6  Discussions / General Discussions / Re: Inquiry: JGO on android / iphone browsers on: 2012-05-03 23:23:26
It's not bad on my HTC Legend using Dolphin Browser Smiley, however it has a tiny screen so scrolling through posts is not the best. I have also noticed that when reading posts the text of the post scales nicely to the size of the screen, but any code tags (and i think there are others) don't which is a pain sometimes.
7  Game Development / Performance Tuning / Re: CPU usage on: 2012-05-02 03:07:22
Not that it'll definitely help, but have you tried stepping through your render method in a debugger?
Sometimes seeing each line of code run can help you see how everything is flowing a what may or may not be unnecessary.
8  Game Development / Game Mechanics / Re: Side Scrolling(Up and down) on: 2012-04-25 05:01:20
it just keeps adding and adding.

Are you sure it's not checking and adding an offset but the player's y is always less than 0?
9  Java Game APIs & Engines / Java 2D / Re: Tilemap question on: 2012-04-14 07:55:14
I was playing around with different map formats and the way data was loaded a few days ago. Here is basically how was doing it:
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public void loadMap(String mapName) {
      try {
         FileInputStream in = new FileInputStream(new File(mapName+".txt"));
         Scanner s = new Scanner(in);
         
         for (int i = 0; i < width; i++) {
            for (int j = 0; j < height; j++) {
               Tile newTile = new Tile(i, j);
               newTile.setTex(s.nextInt());
               newTile.setHeight(s.nextInt());
               tileData[i][j] = newTile;
            }  
         }
      } catch(IOException e) {
         e.printStackTrace();
      }
   }

In my map file i had the tile data set out one row per tile. Like this:
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1 0
1 0
1 0
1 1
etc...

The first number was the index of texture and the second for the height of the tile.
10  Java Game APIs & Engines / OpenGL Development / Re: Textures on: 2012-04-04 05:17:45
I'm not sure you really understand what LWJGL is and how it works.
It's a binding of OpenGL to Java, meaning that it is intended to mirror (in a way) OpenGL as it is in C/C++. Unfortunately, many of the best resources you can find are for C/C++, this in turn requires you to do a little more of your own research (e.g asking on here/reading the LWJGL javadoc) to find out how the same methods are implemented in LWJGL.

Have you even read through any of that book you were linked to?
I suggest you begin looking through the wiki and javadoc for LWJGL:
http://www.lwjgl.org/javadoc/
and also:
http://www.arcsynthesis.org/gltut/
which is a widely recommended resource.
11  Java Game APIs & Engines / OpenGL Development / Re: Textures on: 2012-04-04 05:01:52
The LWJGL Wiki is not a bad place to start.
http://lwjgl.org/wiki/index.php?title=Main_Page

You will probably want to look at the "Helper Libraries" tutorials and then look into Slick-Util.

Also check out the "Links and Resources" at the bottom of the LWJGL Wiki main page.

EDIT:
I see you were given a link to here:
http://www.glprogramming.com/red/
yesterday.

Chapter 9 there is on texture mapping...
12  Game Development / Game Mechanics / Re: Entities and entity managers on: 2012-04-04 01:05:49
Thanks, for the replies and advice. I've got more of an idea now.
13  Discussions / General Discussions / Re: Flash is a plague on: 2012-04-03 03:36:33
I've found youtube seems to work better for me without flash and just HTML5.

It'll be a good day when the world finally, completely moves away from flash.
14  Game Development / Game Mechanics / Entities and entity managers on: 2012-04-02 03:25:17
I'm trying to figure out a good way to manage entities in largely data-driven games where a large amount of objects need to be managed and i'd like peoples thoughts.

Is it worth building your own container classes for them?... or just using built in collections classes that Java has.

Where is efficiency lost?... in either homemade containers or Java collections.
   -> And how you increase efficiency?

and finally:
Your ideas or any other thoughts on efficient entity management?...
15  Game Development / Newbie & Debugging Questions / Re: Full screen troubles. on: 2012-04-02 03:15:32
Not that i've really ever used slick properly, but i'd encourage you to literally just type what you want to find out into google, I almost always find something useful and plus it saves you a heap of time asking people.
16  Game Development / Newbie & Debugging Questions / Re: Full screen troubles. on: 2012-04-01 07:41:07
A quick goolging lead me to this:
http://slick.javaunlimited.net/viewtopic.php?p=6057
Is that what you're looking for.
17  Game Development / Game Play & Game Design / Re: Canvas setting background Image for games/Other Canvas/graphic questions on: 2012-03-25 22:05:01
The way i've done it is multiplying movement by delta.
eg.
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xPos += (xVel * delta);
18  Game Development / Game Play & Game Design / Re: Canvas setting background Image for games/Other Canvas/graphic questions on: 2012-03-25 21:49:57
I would say that 60fps is an ample frame rate for any game. Most monitors have a refresh rate of 60Hz anyway and using more can just be overkill i think.
19  Game Development / Game Play & Game Design / Re: Canvas setting background Image for games/Other Canvas/graphic questions on: 2012-03-25 08:57:36
Do you multiply everything by delta time each time through the update process?
20  Game Development / Game Play & Game Design / Re: Canvas setting background Image for games/lvl design on: 2012-03-25 08:00:20
Btw, jammas615 about your message about lvl states. I mean for an average turn base 2d rpg like maybe Fireemblem etc would you consider those lvls? I mean what is the usual standard to switch between lvls/zones? Are lvl/states an efficent way of doing so?
Well, to be honest, i've never used levels and level switching like that, however i know it works well for game states. But for an average turn-based, 2D rpg i suspect that it will be more than adequate, and also from what i saw in your video. The trick i think is to do what you think best and what you want to do, then if you do run into probems, learn from them and properly fix things up (eg. redesign).
21  Game Development / Game Play & Game Design / Re: Canvas setting background Image for games on: 2012-03-24 22:23:38
That's pretty much it.
22  Game Development / Game Play & Game Design / Re: Canvas setting background Image for games on: 2012-03-24 22:07:28
If you wanted to implement levels you could use objects for each level and then have an object for "currentLevel". Your game could just control the drawing from the current level and then when you change level, just change the currentLevel to a new one and initialize it. Its kind of like having game states (eg. in-game, menu, etc.) but each state is a different level.

Heres a very simplistic idea of what i mean:
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public class Game {
   
   private Level lvlOne;
   private Level lvlTwo;
   private Level currLvl;
   
   //Change your level here and initialize it.
  public void changeLvl(int lvl) {
      switch (lvl) {
         case 1: currLvl = lvlOne;
               currLvl.init();
               break;
         case 2: currLvl = LvlTwo;
               currLvl.init();
               break;
      }
   }
   
   //Update the current level.
  public void update() {
      currLvl.update();
   }
   
   //Render the current level.
  public void render() {
      currLvl.render();
   }

   //The main loop just keeps looping through and updating then rendering the current level
  public void mainLoop() {
      while (running) {  
         update();
         render();
      }
   }
}
23  Game Development / Game Play & Game Design / Re: What makes a Good RPG? Your thoughts/opinion. on: 2012-03-24 21:44:32
A good RPG is one that essentially keeps you playing. I Don't mean a never-ending storyline but one that maybe keeps giving you more and more optional goals after the game is finished.
24  Games Center / WIP games, tools & toy projects / Re: Mr. Boots on: 2012-03-19 10:14:55
Yeah, I've been working through figuring out what's going on with that, when the player seems to jump around slightly. I think its because of the way i move the player and then the camera around the player, which is causing it to do what it does, not only when you press ctrl but at other times too.
Anyway, i just did a website for all my stuff this weekend and didn't get around to working at it, but i certainly want to fix this annoying buggy thing.
25  Games Center / WIP games, tools & toy projects / Re: Mr. Boots on: 2012-03-14 20:51:08
What actually happens when you press control and space together? I tried it and could not see a problem...
26  Games Center / Featured Games / Re: Pixel Towers - Android / Desktop Game on: 2012-03-13 01:27:10
Crashes on my htc legend... its a terrible phone.
27  Game Development / Game Play & Game Design / Re: Randomly generating maps like in minicraft on: 2012-03-12 10:07:00
he seemed to create maps by what resembles a "render clouds" filter in Photoshop. Pretty neat! Smiley

You're thinking of perlin noise and generating height maps i think.
28  Java Game APIs & Engines / OpenGL Development / Re: Ubuntu 11.10 hates fullscreen! on: 2012-03-11 09:41:13
I knew you'd like gnome better, when i installed ubuntu a few weeks ago i was like wtf is wrong with the desktop until i discovered that it had changed. Although i don't see why you ran into problems, i just installed and changed my desktop selection on the login screen...
29  Java Game APIs & Engines / OpenGL Development / Re: Ubuntu 11.10 hates fullscreen! on: 2012-03-11 08:41:57
This is a direct download link that's just the apt package and it should open with ubuntu software center:
http://apt.ubuntu.com/p/gnome

Then i suggest you get gnome tweak tool to change gnome themes and shortcuts and everything else.
Here:
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sudo add-apt-repository ppa:ricotz/testing
sudo apt-get update
sudo apt-get install gnome-tweak-tool


Google is your friend.... Smiley
30  Java Game APIs & Engines / OpenGL Development / Re: Ubuntu 11.10 hates fullscreen! on: 2012-03-11 02:27:19
I can't (couldn't) stand unity. It's hopeless.

I had ubuntu when it was at around 9.something when it still shipped with gnome and after i wiped my computer a while ago i never reinstalled but about a month ago a switched back to ubuntu and this stupid unity desktop, it really is bad, so bad i changed back to gnome 3 which is much better in so many ways.

Not sure if it will help, but switch to gnome 3... it may solve your problems.
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