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1  Games Center / WIP games, tools & toy projects / Re: Battle Tank 3 --- an old school style RTS WIP on: 2015-03-27 03:00:36
This game has a TON of potential. The animations give me that old school RTS game feel, which I love. The AI (especially the refinery truck) is really cool and it's just fun to watch it go around and dig and deposit it back.

There wasn't a control tutorial (that I know of) so it took me some time to figure it out.

It looks really good so far! Keep working on it!   Wink
2  Game Development / Game Play & Game Design / Re: Opinions on movement on: 2015-03-25 14:40:21
As the others have said before me, we need more detail about the game before we can appropriately help you decide.

That being said, a lot of my old games were tile-locked at first (because the collision was easier to implement) then were eventually given free movement because it felt more... free.
3  Game Development / Newbie & Debugging Questions / Re: OSX 10.10 seems to have broken my games on: 2015-03-25 14:32:41
Could you post more detail into what you mean by "broken"? We don't know if it won't start, throws some exception, etc.
4  Games Center / Showcase / Re: SunnyDay on: 2015-03-25 14:31:39
I cannot run it...throwing exception.I am using JAVA 7.Please fix it Sad

It would be infinitely more helpful if you could copy/paste the entire error, preferably in [code ][/code ] (without the spaces!) tags.
5  Games Center / Showcase / Re: SunnyDay on: 2015-03-25 03:56:32
It's good that you're having others play your game. As the developer, you're bound to test the game millions and millions (okay maybe not that many) times and you eventually get extremely used to it, and you don't have a feel of how people who have never played your game feel.

Also I'm now getting weird slowdowns every 2-3 seconds or so where it feels like the entire game world is running slower. Maybe you're using framerate for update ticks instead of delta time?
6  Games Center / Showcase / Re: SunnyDay on: 2015-03-25 02:14:00
Another thing I've noticed is that jumping while holding the jump key isn't very uniform. If you hold the jump key while falling you do a slow fall that's erratic.
7  Games Center / Showcase / Re: SunnyDay on: 2015-03-25 01:33:58
From the WIP board rules post:
Quote
To request a migration to the Showcase board, it's usually enough to send a PM to one of the League of Dukes or explicitly make the request in the game topic.

I guess you could request a migration to the WIP board instead of the Showcase board.
8  Games Center / Showcase / Re: SunnyDay on: 2015-03-24 23:29:38
The first thing I noticed when I opened the folder were sprites. I nearly thought I downloaded the wrong thing because I was immediately presented with images galore. I think you should bundle your resources in a separate folder away from the jar file. After finding the jar, I ran it by right clicking it and opening it with Java. A window opened up and it was just blue. I tried opening it with command prompt (java -jar SunnyDay.jar and it worked. I don't know why it didn't start properly without command prompt.

The levels are fairly simple and pretty enjoyable. The portals aren't exactly obvious that one is "in" and the other is "out" just based on colour. Symbols on the portals would definitely help. I like the tutorial scheme where it's displayed on the left-hand side with a little table (although I noticed it's "hardcoded" into the level background). The controls are probably okay for a lot of people, but for me, I absolutely can't play a platformer with WASD. It's just so much easier if I play with the arrow keys and spacebar (I blame BattleBlock Theatre for making me play like that  Tongue). The way the character bounces off the sides of the blocks is pretty interesting and makes for gameplay I'm not used to, which is good. The enemies are oddly adorable. Death isn't that obvious for touching enemies (it's good enough for water death) because all it does is reset the level if you touch an enemy.

This is pretty good for a game you've only been working on for a few weeks! The last few levels were definitely a good challenge. If you're going to be actively working on this, I think you should ask the mods to move it to WIP Games because I wouldn't say it's ready enough for Showcase if it's still a WIP.
9  Game Development / Newbie & Debugging Questions / Re: [libgdx] Orthographic camera and world units on: 2015-03-24 02:52:02
Thank you for clarifying a bit @syszee! I'll probably use a separate camera for world rendering and a main one for everything else.
10  Game Development / Newbie & Debugging Questions / [libgdx] Orthographic camera and world units on: 2015-03-24 00:41:36
I wrote a small game in libGDX without using the orthographic camera.

I made my own camera which didn't actually handle transformations at all (each entity visually offsets by the camera position). I look back at this and I realize how stupid it was. So I began to read the wiki's documentation on the orthographic camera. I have a question.

The wiki uses a method in Sprite called setSize. The example set the size to 100x100 world units for a 1024x1024 texture. If I had a world made of blocks, and each block, for example, would be 64x64 pixels, if I set the size of a block's sprite to 1x1, then set my camera viewport size to be 30x30, would this still render 30x30 blocks or 30x30 pixels?

Thank you!
11  Game Development / Performance Tuning / Re: [LibGDX] Least costly way to render lines? on: 2015-03-24 00:24:32
If they're only up-down and left-right (right angles only), you could make a Texture out of a 1x1 Pixmap and render the texture with x, y, width, and height. Change width and height to create a line in some direction.
12  Game Development / Game Play & Game Design / Re: Best Approach at HUD and Fonts on: 2015-03-23 04:00:15
What do you mean by not reinvent the wheel?
I meant this in context with making your own sprites (0, 1, 2, 3, ..., 9, etc.) for the floating text effect.
13  Game Development / Game Play & Game Design / Re: Best Approach at HUD and Fonts on: 2015-03-23 03:52:23
WARNING: what I'm about to say could be horribly horribly wrong because I suck with using the camera

I looked at the documentation for the orthographic camera (here) and it appears that Sprites have a setSize method that's supplied in camera world units. Therefore if you have a sprite that has a size of 100x100, and your camera has a viewport size of 50x50, you would only be able to see 50x50 of the sprite at one time. Or so I think.
I tested changing my camera's unit size from pixels to some random small number and it didn't affect anything because everything I draw is with a Texture and not a Sprite.

Please, please please correct me if I'm wrong because I'd love to learn about how to use the camera properly.
14  Game Development / Game Play & Game Design / Re: Best Approach at HUD and Fonts on: 2015-03-23 03:34:32
I'm a bit bleh with libGDX cameras (I made my own camera and translated all my blocks and entities by the camera position in my game Undecided) so I can't really help with that.

Regarding your effects, don't re-invent the wheel. Render a string as your effect, colour it, apply alpha, do whatever fancy thing you want. Unless you want a specific "font" for the effect, I highly advise using the default font service that comes with libGDX.

Good luck!
15  Java Game APIs & Engines / OpenGL Development / Re: LWJGL/Slick Spawning objects/overlapping on: 2015-03-22 18:30:55
Since you're using Slick, you could put that loop in the init method of your game state so it'll only run once (as bigbass1997 said). I haven't used Slick in a while, but I'm mildly confused and intrigued on why your cube object has a set of 3D coordinates when Slick is a 2D graphics engine.
16  Game Development / Shared Code / Re: Super Simple Name Generator! on: 2015-03-22 03:26:35
That's really neat! You're doing fine, continue your programming endeavours!

An optimization:
You could store a static Random instance instead of recreating one every time you call generateName().
A suggestion:
It is also common code practice to also make variables camelCase.

17  Game Development / Newbie & Debugging Questions / Re: Basic enemy movement where A* isn't really needed? on: 2015-03-21 19:25:01
When your enemy is "aligned" to a block (not in-between blocks), you could check the block left or right of it (depending on its direction) and check if there's a dropoff. If so, turn around.

For your ranged attacking, you'll have to be a bit more descriptive. We can't really help you with "attack at certain distance".
18  Java Game APIs & Engines / Engines, Libraries and Tools / Re: EGit and libGDX on: 2015-03-21 18:00:15
Thank you!
19  Java Game APIs & Engines / Engines, Libraries and Tools / Re: EGit and libGDX on: 2015-03-21 13:00:44
I solved the problem by ensuring all three (the core, desktop, and the other that contains the two) are under another folder, then selecting all three in the Project Explorer, and doing the normal EGit setup.
More info here: http://wiki.eclipse.org/EGit/User_Guide#Creating_a_Git_Repository_for_multiple_Projects
You only need to commit (and push) the project that encapsulates all the others.

Thank you for helping!

Now how do I mark this as solved...?
20  Java Game APIs & Engines / Engines, Libraries and Tools / Re: EGit and libGDX on: 2015-03-21 07:23:31
I should've clarified that EGit is a plugin that lets you use git from Eclipse. It's super helpful for a person like me who needs some form of visual to know what they're doing. Thanks for trying though ii8.
21  Game Development / Game Play & Game Design / Re: Tile Textures on: 2015-03-21 03:43:23
If you're going to have a lot of tiles, having a tile instance for each position will be memory heavy. You can use LiquidNitrogen's texture set implementation, but you can get the "frame" based on the X and Y position.

Small example:
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   public static int variantNum(long magic, int x, int y) {
      return ((int) ((magic + (x + 17) * (y + 53) * 214013L + 2531011L) >> 16) & 0x7fff);
   }


That returns a "variant number" based on the X and Y. The magic long number should be generated once on world-load.
In order to use it, you bitwise-AND it by the number of different textures you have minus one. One exception is the number of types MUST BE a power of 2 number.

Example:
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world.batch.draw(world.main.manager.get(sprites.get("defaulttex"
                  + ((variantNum(world, x, y)) & (varianttypes - 1))), Texture.class), x
                  * world.tilesizex - world.camera.camerax + offx, Main.convertY((y
                  * world.tilesizey - world.camera.cameray)
                  + World.tilesizey + offy));


Examples were stolen from my other game's code: modify as you need fit.
22  Game Development / Game Mechanics / Re: [LibGDX] Cinematic text rendering on: 2015-03-21 03:23:09
You could pass in a "time started" parameter for your timing mechanism. It would be the millisecond time when you first started drawing the text.

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public void renderCinematicString(String string, BitmapFont font, Vector2 pos, Color color, long timeStarted, long timeToTake){
   
   float percentageToRender = MathUtils.clamp(Math.round((System.currentTimeMillis() - timeStarted) * 1f / timeToTake));
   int charsToRender = MathUtils.clamp(percentageToRender * string.length(), 0, string.length());
   
   for(int i = 0; i < charsToRender; i++){
      font.draw(spriteBatch, string.charAt(i)+"", pos.x + (i * spacing * font.getBounds(" ").width), pos.y);
   }
     
}


I get the percentage of text to render using (elapsed time) / (total time). The rest should be obvious from there.
23  Java Game APIs & Engines / Engines, Libraries and Tools / [solved]EGit and libGDX on: 2015-03-21 01:38:25
I set up libGDX with their project set up tool that splits your project into 2 or more little eclipse projects (desktop, core, android, etc.). I'm fairly new to git, so the first thing I did was give each sub-project its own repository. Obviously this got a bit out of hand and was very inconvenient, so my question is: How can bundle my libGDX project into one git repository (using EGit) instead of many little ones?

Thanks
24  Game Development / Shared Code / Grab a float from 0 to 1 based on millisecond time on: 2015-03-19 01:02:56
It's pretty hard to describe this. This code can get a number between 0 and 1 at a fixed second rate without having to use a counter to actually find the number, you can "pluck" it.

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   public static float getNumberFromTime() {
      return getNumberFromTime(System.currentTimeMillis(), 1);
   }

   public static float getNumberFromTime(float seconds) {
      return getNumberFromTime(System.currentTimeMillis(), seconds);
   }
   
   public static float getNumberFromTime(long time, float seconds) {
      if (seconds == 0f) throw new IllegalArgumentException("seconds cannot be zero!");
      return ((time % Math.round((seconds * 1000))) / (seconds * 1000f));
   }


If you specify seconds to be 1f, that means if you had continuously called the method for one second, the output would be something like 0, 0.001, 0.002, ..., 0.999, 1.0, and it'll reset back to 0. A good use of this if you want a colour's hue to constantly change, giving a rainbow effect. You could, at any time pluck the saturation using this method and get the colour. This is good if you don't care when it STARTS, as long as it loops nicely. Also, because it doesn't actually count from 0-1, you can call this method with other second parameters and get a different number.

This was quite hard to describe. This method was meant to be called per render update.

25  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-18 12:09:04
I am only asking for someone to help me with Graphics design as you have noticed.
You just noted in the title that you're also requesting a music composer, a "developer", and a writer.

So i'm not asking anyone to "build me a building" I am asking someone to lay the final layers of paint
You're essentially calling your engine a finished game (the building) and all it needs are some bugfixes (the final layers of paint). However, what you've presented to us is a building foundation waiting for a frame, walls, windows, etc.

It appears you either don't have a plan, or you're not showing it to us. You've built an engine, good for you but you're thinking as if it's a game when in reality it's essentially a tech demo.

I am done replying to these stupid comments.
You are either trying to blind yourself so you can leave a meaningless comment, Or are just stupid and cannot read and understand basic English.
We asked for some more details about your software but apparently we all are stupid and can't read your mind to find out about your software therefore INSULTS.

You're asking for a team, but you aren't even cooperative in the first place.
26  Game Development / Newbie & Debugging Questions / Re: Dungeon game on: 2015-03-18 08:20:25
My understanding is each "room" occupies an empty area in your tile array. I would recommend a room object structure like you specified, and store the rooms in a List (or gdx Array). You could have a Room abstract class with a render() method and other methods if need be, and for each room type you could have a child class of Room. When you are going to render the scene, just iterate through the room list and call its render method. You shouldn't need to modify your tile rendering code too much because tiles and rooms are independant of each other.

This isn't related to your room problem, but more of a suggestion for your tile structure:
If you're going to have tiles that have no real extra data stored inside them (ex: a wall, a brick, a torch, etc.), you could have a singleton class with a list of all the "normal" tiles in the game. Then rather than having to create a new Tile object for every single tilespace in your world, you could share one instance of a tile. Dungeons have a lot of floors, so a new object for every single tile becomes very memory-heavy.

Sorry if that is confusing, if you need me to clarify I can.
27  Games Center / WIP games, tools & toy projects / Re: Mind the Gap [0.18] on: 2014-06-09 13:03:59
The level editor shrinks/zooms the camera to fit the screen. Guards have no AI right now because there's no way to fight them. Thanks for the review! Cheesy
28  Games Center / WIP games, tools & toy projects / Mind the Gap [0.18] on: 2014-06-09 03:40:43
Hey, just wanted to show a game I've been working on over the past few weeks. It's kind of BattleBlock Theater art-styled and it's based around subways. Uses Slick2D by Kevin Glass, and the wonderful music of Kevin MacLeod! (thanks to both Kevins!)
Download is here: http://dl.dropboxusercontent.com/u/32129384/MTG/MTG-pre-alpha-0.18.zip

WARNING: There are no levels past 1-1. Attempting to access an invalid level may crash the game! I've been more concerned about actual technical details of the game at the moment rather than level design. Try out the level editor! Framerate is locked at 125 if you're wondering.


Level 1-1 (subject to change)


Level editor

Some details:
Controls: arrow keys, space to jump
Level editor: lclick to place, rclick to remove, middleclick to copy, lctrl for menu, hold tab for colours
The levels are block ids (not the greatest) stored with 3 more bytes of colour data. Potentially you could modify the level files to contain custom colours (RGB)
29  Game Development / Newbie & Debugging Questions / Re: Tiled Based Lighting not working up and left on: 2013-04-07 01:33:29
I have solved the issue. it might be a temporary one, but it works! I just put my original code after the recursive code, and it seems to work. I'll work out a better solution later.
30  Game Development / Newbie & Debugging Questions / Re: Tiled Based Lighting not working up and left on: 2013-04-07 00:39:49
This is just an optional question, but is there a way to make the framerate not so pathetic (used to be about 80 fps, now with lighting is 11 fps avg.)?
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