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1  Games Center / WIP games, tools & toy projects / Re: Preview of TT - Tile Tools on: 2013-04-11 13:38:04
Looks awesome and well thought out, would definitely give it a go if I ever get around to making a isometric project X)
2  Games Center / WIP games, tools & toy projects / Re: [LWJGL] Spritomatic - sprite creation tool (for programmers) on: 2013-04-06 17:28:13
Hehe C:
Thanks, would be super awesome! Can cut it down to 2 classes if need be, but expanded one to 3 so less memory would be used at runtime. I saw matheus23's xml loader that stored alot of the animation data in the xml file, which could be handy in just reducing it down to a resource loader class :3 Will have to think about it. It's not meant to be, just left over from when I was trying to fix an inputstream problem and ended up following a instruction that didn't work Tongue
Cheers!
3  Games Center / WIP games, tools & toy projects / Re: Resource Loader: Xml loading with filters n' stuff on: 2013-04-05 21:15:21
Hehe, had to write my own for last posted wip, had a weird deja vu when I saw this X)
I think the idea of adding filters and properties through the XML is really cool though; also the shadow is looking awesomes!
Considering porting it to Java as a library? :3 /glee
4  Games Center / WIP games, tools & toy projects / Re: [LWJGL] Spriter - Sprite creation tool on: 2013-04-05 18:17:54
Hehe, yeah I saw that Sad
Thought it might be good as non commercial until I can find a better name; better to be safe I guess, will change the title to something just as ingenious Wink
5  Games Center / WIP games, tools & toy projects / [LWJGL] Spritomatic - sprite creation tool (for programmers) on: 2013-04-05 17:03:54
With a twist!
The initial idea
So I basically have been using some of the standard sprite creation tools out there, and one of the things that annoyed me was their limited capacity for easing actual development, the most common use being the ability to create sprite sheets that could then be interpreted by code.
What annoyed me was the fact that I'd have to go from creating animations in a sprite editor, to exporting a sprite sheet png, to writing code to find it as a resource and then to putting things in, usually via a constructor, to let my program know the width/height of a specific animation, no of frames, duration etc.
I got to thinking that it would be great to be able to write all the animations inside the editor, and then merely click an export button and be rendering the sprite within 2 lines of code.
In essence, that's what I've achieved so far:
<a href="http://www.youtube.com/v/E5o3AOTlIzA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/E5o3AOTlIzA?version=3&amp;hl=en_US&amp;start=</a>
Technical aspect
Essentially all the animation/sprite data is serialized from the editor and put into the res folder; then a xml file with all the resource links in is generated; then a resource manager class + several others are unpacked from a internal zip into a package in the src folder and when the program is run the resource manager reads the xml and then the serialized data and generates some sprite objects that can be gotten through their names in the editor.
It simplifies rendering of an animation to Sprite.Render(x,y,width,height), and changing animation to Sprite.setAnimation("anim name in editor"). I still need to put in some controls for pausing/setting frames etc. Render also acts like a game tick to handle animation timing, so might make them seperate for more control.
Done so far
  • Exporting an animation as GIF
  • Exporting a sprite sheet as png
  • Exporting to a lwjgl project, sprite useable in 1-2 lines of code
  • Basic sprite editor with saving/loading, color chooser, project management etc etc
Still to do
  • Stop drawing to canvas when clicking on dropdowns that drop down over it XD (facepalm worthy bug)
  • Zooming is a little annoying on large images as centered to top left
  • interface changes
  • Property menus
  • Bug testing
  • Write custom color chooser as I feel using JColorChooser is not the way to go
  • evaluate export destinations
  • Many other things I am sure ^^
Hopefully will have a release out soon, once I feel it is user friendly, and then will be able to release source code if I manage to tidy it up alot C: Just feeling out to see if it would be helpful to anyone else now that the general idea is implemented.
6  Games Center / WIP games, tools & toy projects / Re: 2d RPG with no name... on: 2013-03-30 22:20:41
Looking great so far Cheesy Do you have any plans to procedurally generate content? (presuming so far you're using a fixed grid owtte).
I always find it hard in rpg projects to keep code as clean as possible X) Good luck!
7  Game Development / Newbie & Debugging Questions / Re: What have been/are your learning techniques? on: 2013-03-30 12:13:12
Interesting replies Cheesy
- Why did you want to start programming? (What was your motivation?)
In some ways it was because I had been playing Minecraft a lot and thought it was awesum that one guy could have made it. The other part had to do with depression/feeling like I wasn't good at anything and a childhood dream of being a coder(plus a long boring summer break).
- Why did you choose to begin with the language you begun with? And if applicable, why are you using the language you are using now?
Because of mc basically, plus the tutorials were there for Java. I've looked into C++, but certain features like forward declaration and header files just grind my gears, I use c# with unity and have no trouble (as it's practically Java), also picked up vb.net for college (but did not prefer it at all :/).
- How long ago did you get started? And where are you at now?
The summer before last summer I believe (going from secondary to college). Currently I have started developing: top down shooter x1(J2D), side scroller x1(J2D), tile based multiplayer games (J2D/vb.net) x2, Random unity games x5. And have finished: LD23 entry (Unity)http://youtu.be/W7EbrPMPbgk , Multiplayer RTS/FP? Thronewars http://youtu.be/LwrvPDVEG1k (Unity), OpenGL Heightmap renderer (semi old vid: http://youtu.be/20uNfLZs_zU ), OpenGL Roguelike (latest video is really old). I'm currently developing a 2D sprite creation tool that I plan to make a post about at some point (why I was browsing here hehe) ^^ You can see most of my old projects at my old YouTube channel: http://www.youtube.com/user/618Lonewolf?feature=mhee
- What learning methods did you employ personally to help you develop your skills in programming?
I'm not someone who can read books for knowledge easily as I get bored, prefer to use them as a reference; so having video tutorials (thenewboston) that I could follow along and were very well explained helped a mega ton. Google is your friend, and I found that most of my questions had been answered before; most of the poor programmers I know from college are that way because they refuse to look anything up/think and so have to have their hand held: I feel independent learning is a vital skill for programming.
- What advice could you give to other programmers who might be feeling a little lost in what direction to take?
Think of a mechanic that would be cool, and write a program that does it; it doesn't matter if it doesn't turn into anything (I never finished anything I started when I started out), because it will give you experience and confidence that will help you make bigger, better things in the future (plus maybe finish something). Also when starting a project that seems to complex, start small; e.g. when making a voxel engine, learn how to render a single cube first.
- Is there anything you believe should be a "Rite of Passage" for programmers (such as the need to create hello world, or a snake program, etc etc).
Top down/sidescroller -> raycasting 2.5d -> OpenGL/3d game engine maybe -> Building a custom gui library and state system because sick of hardcoding stuff ^^
Doesn't really matter to be honest.
8  Game Development / Networking & Multiplayer / Re: [FIXED][TCP] Movement delays on: 2012-02-04 18:37:45
That's pretty much what's happened for me Cheesy; thanks for the info, I guess when they created it they weren't thinking of games when they made it but things like big database files or something, the local map I'm sending only really changes a few string values per send.

I would say I wish they'd put stuff like this in with the networking trail, but at the same time I should probably have looked through all the documentation anyway ^^

Thank you so much, I don't think I could've found the method on my own Tongue
9  Game Development / Networking & Multiplayer / Re: [TCP] Movement delays on: 2012-02-04 18:10:07
It worked!
Thank you kind sir, you've just made my day Cheesy
*Shakes fist at minimum posts needed to "appreciate" someone

And after all that trouble I only needed two lines of code Tongue
10  Game Development / Networking & Multiplayer / [FIXED][TCP] Movement delays on: 2012-02-04 17:03:25
I've been trying to fix this annoying little headache for a while now; I've got a completely tile based, networked game (entities/player moves one tile at a time) which runs pretty much fine in Eclipse, however there are two problems that can occur.

1. Whilst running in Eclipse a client can sometimes see delays in hitting a key and his player moving if the client is running a while.
2. When running from a exported Jar file any client running for a while will generally notice the delay.

As far as I can tell this is not related to the speed at which the server is sending/receiving data to/from the client; essentially the process is like this:

1. Client KeyListener picks up input and sends it to the server using a PrintWriter
2. A server input thread picks this input up and looks up the world the player is in by using whatever key the player has stored in the player class to find the world in a hashlist (the server supports multiple worlds(maps) being run simultaneously).
3. A move method in the world class moves the player in the "world" depending on the key pressed.

As far as I can tell this can take between 20000 - 200000 nanoseconds averaging at about 50000 ( 0.00005 Seconds)

4. The serverOutput Thread for that client (which is continuously sending data at about 50fps) then sends a serialized object containing a string representation of a small chunk of the map around the player to the ClientInput thread (which gets the data at the same fps as the server output) and stores it.
5. The client Thread handling graphics is continuously rendering that store of information at 43(ish) fps to a JPanel.

As far as I can tell there shouldn't be any delay here, when the delay occurs it does not seem to be affected by multiple clients joining/disconnecting.

I apologise that this is not alot to go on, I'm probably doing something really stupid and blindingly obvious, but I can't seem to find it.
If you're willing to take a look at the source code it can be found here (the two jars in the top directory are the most recently compiled client/server, the server needs to be terminated in task manager afterwards.):

Source: (Removed due to fix)
(Hit 1 to get rid of the intro pic)
Video showing bug with terrible voice commentary ^^: http://www.youtube.com/watch?v=0qChX1uzQ6Y&feature=youtube_gdata

I've only been programming around 5 months now so pity me the rough design, I mostly made up how it was going to work as I went along; also the reason why the world loading is so awkward is because I'm going to implementing loading from object streams later with data already in the entities, I haven't got round to implementing spritesheets yet too ^^.

Any help of any sort/advice on architecture is appreciated Cheesy I don't expect anyone to look through my code for me, but a helpful pointer in how to solve it would be awesome, I've been banging my head against a wall for a while now.
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