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Discussions / General Discussions / Re: Why I'm coming back to java and sticking with it: Ouya
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on: 2012-11-08 22:48:59
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I'm quite sure Ouya is dead. It will fail on so many levels commercially (unfortunately).
Another thing to consider is... the market is quite saturated... you dont need another console in your living room which isn powerful and offers nothing special... the market will simply reject it.
Yes, it isn't as powerful as the others, but they're pushing the whole indie thing. I think people will buy it simply because of that (even though you can make games for Xbox already.) And the market put in 8.5 million for this project before it was even released. It's hard for me to believe that they'll completely reject it after that.
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Discussions / General Discussions / Why I'm coming back to java and sticking with it: Ouya
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on: 2012-11-08 06:41:06
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I'm always switching and trying out new languages and platforms. Sometimes, I'll switch the programming language I'm using for a project two times in one week (I don't finish projects very often.) I know the Ouya is kind of old news and that there is already a couple threads about it, but I suddenly got really excited for it. They got me by appealing to the fact that all my best gaming memories were on consoles. I know there's some things they could of done better, but I'm not excited about it because the technology is amazing or something. I'm excited because it has 45,000 backers, raised 8.5 million dollars, and is selling it at a very low price compared to most consoles. So it actually has a chance at getting big. Maybe not mainstream, but big enough that I'd have a nice audience for any Ouya games I made. So anyways, I'm going to try to stick with java for the Ouya. Glad to be back! http://www.kickstarter.com/projects/ouya/ouya-a-new-kind-of-video-game-console
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12
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Games Center / Archived Projects / Re: Animal Forest
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on: 2012-09-11 02:47:44
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Everything sounds really awesome to me, except for the strict roll playing, and the fact that you are animals. That doesn't mean that your game isn't good, it just means that I have a different taste in games. Great work!
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15
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Discussions / General Discussions / Android games by members of our community
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on: 2012-09-03 21:14:31
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So, last night, I got pretty frustrated with something I was programming. Decided to relax for a while, and play a game on my phone. I ended up getting just as frustrated looking for a good game for android as I got while I was programming. After playing a bunch of games from big companies, I realized that I enjoy a game more if I can relate to the developers. I searched JGO, and only found a few games that didn't seem very serious (Tetris clones and the like.) So I was wondering if there are any particularly nice games by the JGO community that I'm overlooking. I don't even really care if it's a complete game. Demos are very welcome! Not sure if this is the right section for this post. I saw the android section, but that seemed more focused on engines and development. Feel free to move this post to a more suitable place. 
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Game Development / Game Mechanics / Roguelike turns
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on: 2012-03-12 23:51:58
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So, I've been making a roguelike for a while, and I've just recently started thinking about the turn system. Right now, I have a very simple system. Every entity has a step() method. Every time a key is pressed, first the player's step method is called, then I loop through the enemies and npc's and call their step methods. This has worked fine so far, but it's a bit limited.
For example: Let's say we want the player to fire an arrow, and then every other entity waits until the arrow has hit something. This would not work with my system, because the enemies step right after the player steps. The other entities would step right as the arrow is fired, instead of waiting for it to hit something.
So, does anyone know of a method for timing a roguelike that is better than mine, but not too complex? Thanks!
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20
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Game Development / Game Mechanics / Entity Component System VS OOP
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on: 2012-03-12 21:03:28
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So, I've always used object oriented programming. I only recently found out what an entity component system is. It sounded like a good idea, so I implemented one based on this tutorial. After asking a question about it, I found out that sproingie wasn't too impressed with the whole idea: (...) I'd go so far as to say Entity Systems are highly overrated things that no one should be using unless they have specific knowledge of the exact benefits they gain from using them over a traditional OO approach.
It's a really great post if you read the whole thing. It helped me out a lot. I took sproingie's word on it, and decided not to use the entity component system. However, I'm starting to question why so many people here feel this way about this type of system. While I was using it, I found it to be very helpful, and made certain things more simple. Anyone want to discuss what they like/dislike about entity component systems over OOP? Is it simply a matter of "If it aint' broke, don't fix it?"
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Game Development / Newbie & Debugging Questions / Loading files into an applet
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on: 2012-03-10 22:28:39
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So, I need to load some text files into my applet. This is the function I have to read a file into a string: 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
| File file = new File(location); StringBuffer contents = new StringBuffer(); BufferedReader reader = null;
try { reader = new BufferedReader(new FileReader(file)); String text = null;
while ((text = reader.readLine()) != null) { contents.append(text+"\n"); } } catch (FileNotFoundException e) { e.printStackTrace(); } catch (IOException e) { e.printStackTrace(); } finally { try { if (reader != null) { reader.close(); } } catch (IOException e) { e.printStackTrace(); } } |
This worked fine in eclipse, but I just switched to Intellij IDEA, and now I get this: 1
| java.io.FileNotFoundException: oryx.vcol (The system cannot find the file specified) |
I think it might be because it's an applet. How should I read a file into a string with an applet?
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26
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Java Game APIs & Engines / OpenGL Development / Re: How to display a color picker
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on: 2012-03-10 00:30:52
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I've looked at TWL. Would you mind if I just stole some of your code for the color picker (It's open source, right?) I'd rather just use the color picker, and not include a bunch of tools for a full gui. Also, should I choose to use TWL in another project, will I just have to add some TWL stuff, and everything I've already programmed will work as-is? Or will I have to completely restructure my game?
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Games Center / Showcase / Re: Apocalypse Run
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on: 2012-03-09 20:13:25
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I also really like the art. Reminds me of an NES RPG which I can't remember the name of...  Anyways, are you using a tutorial set for Slick2D? I wanted to try it myself, but couldn't find any good ones. If so, could you link them for me? -Nathan You didn't think the coke and code ones were good? I thought they were ok, but if you need any more help than that, I could help you out. Do you use IRC or skype or anything?  EDIT: I like the art a lot too.
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Java Game APIs & Engines / OpenGL Development / How to display a color picker
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on: 2012-03-09 20:10:59
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So, I need a color picker for my voxel editor. I know how to get the mouse position, and after some research, I know how to get the color of a pixel on the screen. The only thing I need help with is how to display the color picker. What I thought of is a for loop that iterates 255 times for the red values, 255 times for the green values, and 255 times for the blue values. Then it creates a 1 pixel quad for each pixel. Probably not very efficient, right? How should I do this? Thanks!
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Discussions / General Discussions / Anyone want to help test my Voxel Editor?
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on: 2012-03-09 06:54:29
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I made a voxel editor so that my friend could create models for a game I'm making. It works fine on my Windows 7 64 bit machine, and my Ubuntu 32 bit, but it doesn't work on my friends computer. It just shows a blank applet, and he doesn't know how to get a stack trace. Could someone see if they get the same screen, and if so, give me a stack trace? Thanks! http://gamejolt.com/online/games/other/voxel-editor/7327/You can't save yet, and there's only 9 colors (It's just a test version.) Controls: W,A,S,D - Move cursor around horizontally. Q - Move cursor down. E - Move cursor up. R - Place voxel at cursor F - Delete voxel at cursor 1 through 9 - Change cursor color
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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