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1  Game Development / Shared Code / Re: [Help] Unlimited terrain on: 2012-05-03 19:59:48
Related topic: (just one reply, not too much to read Smiley)
2  Games Center / Archived Projects / Re: Build & Defend -- A Tale of Survival on: 2012-04-14 09:51:36
How big the "fortress" will be? The one on the screen is very tiny, is it the final size? Or maybe the fortress can reach like 10 floors with roofs and everything? In such case making the outline won't work because you won't be able to find stairs inside the building.

Comparing with Age of Empires is not the best one, because AOE was 2D, while you have to deal with 3 dimensions. Plus there you moved hundreds of units so the exact position of a single one was of insignificant importance (the outline there was used to quickly count how many units you have in the area, you never had to care how many pixels away from the fire breathing monster your only character that absolutely can't die is).

Of course the feedback would be much easier and more accurate if we had a demo Smiley
3  Games Center / Archived Projects / Re: Build & Defend -- A Tale of Survival on: 2012-04-13 08:12:11
FPP - First Person Perspective (in the old times I would say "like Doom" but now I guess I should say "like Minecraft" Cheesy)

You don't need shaders to make transparency/hidden walls, it was done ages before shaders were invented. The simplest solution would be to make half transparent several blocks that are in front of the character.
4  Games Center / Archived Projects / Re: Build & Defend -- A Tale of Survival on: 2012-04-12 09:59:12
You have basicly 3 options. FPP, crazy camera that follows the character or hide/transparent walls. None of the options you posted will work because you need not only to see the character but also enemies and these coins you gather.
5  Game Development / Game Mechanics / Re: Using code generation in your game. on: 2012-04-01 22:02:12
Point 1 is not even relevant, as the code is compiled, just like everything else - hence this argument doesn't hold in any language. Even if it was runtime generated, it would perform like any other class in Java, because the JVM does nothing but loading classes just in time (not to be confused with HotSpot/JIT). In short, why are you even bringing this up as a counter point?
Missed cache in assembly language. At first it was fine and a valid technique, but after introduction of L1/L2 cache it was becoming very bad (since you can't cache self rewritten machine code, cache has to be invalidated and the code read again).

Sure, you might say it is not relevant in this case NOW. But hey, back then it was not considered bad at first as well, it is later they invented the cache and it was all messed up. The same story is PHP eval() function and the Zend Optimizer, which again was invented later (you can't tokenize a code that is dynamic generated). It happened at least twice so far, so it is only fair if I post about history of this kind of techniques. That's relevant enough to justify a post IMHO Smiley

And please don't say that you told us that it might not necessarily be relevant in this context, because the provided use case is trivial and could be taken into consideration before posting.
You are not very friendly you know Smiley And being angry all the time is bad for skin Smiley
6  Game Development / Game Mechanics / Re: Using code generation in your game. on: 2012-04-01 21:15:57
The self rewriting code was in various languages for ages and after a longer/shorter while it was always announced as obsolete/unrecommended/bad/lame (regardless of what language it was, which is a curious thing Smiley). There were always 2 points raised:

1) Inferior performance (missed cache in case of machine code/assembler language, unable to utilize the most advanced compilers in case of interpreted languages).
2) It's a bad coding practice (the end conclusion was always that the people who used it could have done it another way which would be better, in short people who used it were doing something wrong with their coding style or simply didn't knew how to do it properly).

Again, this is a historical thing, not necessarily related to your concept. Still, so far all self rewriting/coding generation was always marked as a bad thing by a huge majority of programmers which means you should think twice if this does apply to your situation or not.
7  Game Development / Game Play & Game Design / Re: language for platform games on: 2012-04-01 20:34:09
I was coding in a young age and that could would be absolutely and completely enigma to me back then. Actually... even now I can't understand the code you posted without thinking about it hard Cheesy

Generally, once you understand loops and variables you don't need any "special" language, you can as well use existing ones. The problem for a kid, unless I was a weirdo when I was young, is not the syntax but the overall concept.

Not to mention that you might simply need math knowledge to make games (like jumping in a platformer is a cosinus). A kid might not know what cosinus/sinus is, and even if he knows I highly doubt the kid would want to do the things he does in school (calculating lame cosinuses) in his hobby time (on the other hand it might be a nice trick to teach the kid the importance of education in a real life Cheesy).
8  Game Development / Performance Tuning / Re: What kind of performance should I expect? on: 2012-03-27 20:34:30
Are you doing LOS every frame by any chance? I think once per 2-3 seconds (not frames, seconds) should be enough.

With 1000 units the worst case scenario would mean 1,000,000 rays... You could probably halve it by sharing the ray between 2 units (if I see them they see me - at leasyt for units with equal vsion range).

Maybe: If they are near (distance) they are always visible?

Does your units share vision (a unit see what all other units of the same team see)? Maybe you could find optimization here.
9  Games Center / Cube World Projects / Minecraft/voxel - performance on: 2012-03-27 20:18:45
This question as about modern hardware capabilities and voxel algorithms.

I neved did voxels, also I was doing 3D almost 10 years ago. I look at Minecraft and I wonder. How it is done? I read a tiny bit about voxels and they say you should somehow exclude the interior and leave only the outer layer, but when I see these interesting errors in Minecraft (like seeing all caves below me) I get an impression they simply render all cubes that are within the "cone of view" of the player, without any exclusion of what is behind what... But that would mean at least 100x100x100 cubes (which is 1 million, and there is minimum 7 vertices per cube). Can you really push 7 million vertices on modern hardware (with texture coords and colour)? Or have they reduced it first via algorithms?
10  Game Development / Game Mechanics / Re: Very simple liquids simulation on: 2012-03-25 09:44:06
Water increases pressure by 1 atmosphere every 10 meters (that's why spaceships have muche more flagile hulls than submarines since the peressure difference in space is 1 atmosphere while there is 10 atmospheres difference at the 100m depth).

Also, an interesting observation, the pressure of air almost no change with depth (if you enter 100m building you don't start suffocating also if you fall into a deep hole you don't feel being crushed by all the additional air above you), completely unlike water (100m depth is around the max you can enter without tricky equipment).

For anything remotely practical though, you can treat liquid as incompressible.  And for a game where you're talking about propagating it into tiles, I say forget fluid dynamics entirely and fake it til it looks good.
Pressure of liquids adds soooo many fancy stuff (vulcanos, fountains) that it is a completely different quality. Without pressure liquids could be merely aestetic things, not gameplay things.
11  Discussions / General Discussions / Re: Where to get sounds (samples)? on: 2012-03-21 21:57:07
"Price viagra. from Viagra. Viagra. Free viagra. How does viagra work..." I clicked "Free samples" Cheesy No, it is not the thing I'm looking for Smiley
LoL it's without 's'. Try it. They have huge sounds and most of them can be used for commercial.
One small tiny letter and such a huge difference Smiley

BTW, I have not receive confirmation email from their website. Is it because of my crappy email provider or they have some trouble with this? Anyone registered recently on that site maybe?

ehh I have this thing called 1001 sound effects. their not bad at all but I don't remember where I got it from. I could upload it but I don't know if they are royalty free or not. :/

Try googling 1001 sound effects. As long as you are not trying to make a profit, you should be ok when using other peoples assets.

I also can make you some sound effects if you would like. Royalty free.  Grin
It's royality free, one can get it for $10 Smiley (at the very bottom)

Overall, I look for royality free sounds that are usable for commercial work. It is not much point using other sounds even for freeware games since it will only cause you trouble sorting out what sound is on what licence when you will intend to release Deluxe version or a similar game but commercial (and you will intend sooner or later since it is the only viable route if you want to make games in a long run).

EXTREMELY useful tool to create your own sounds.
I have to code games, design them, to some extend make graphics, market them, sell them, reply to fan mails. There is absolutely no way I would touch sounds & music, one should put some limits if one wants to preserve at least a tiny bit of sanity Cheesy

Thanks for all the links, I'm digesting these right now Smiley
(feel free to drop more of course)
12  Game Development / Game Mechanics / Re: Very simple liquids simulation on: 2012-03-21 19:26:45
What's the difference between pressure and density? Right now I have volume (pressure) of each liquid/gas per cell (except plain air).

Renderer is not a problem at all, only part of the map (10000 cells) is displayed. I meant the algorithm that run all the cells regardless of visibility.
As for "blockiness" it's the opposite, I want that effect Smiley It is not to be 3D realistic thing but kind or pixelated/retro/voxel thing. Also, I want the cells to affect the gameplay (like redirecting the fluids via some pipes, getting burn if exposed to steam), not as merely visual effects.

13  Games Center / 4K Game Competition - 2012 / Re: Judging panel results! on: 2012-03-21 10:44:43
Awesome... I got community rating, judges rating, 4 different reviews... It is dreamland of game's feedback Smiley Thanks.

But as they say, offer a finger and they will take a whole arm, so, I would like to propose an addition of community vote points breakthrough (how many people voted 5, how many voted 1). This would be benefitial in order to determine if your game was mediocre (a lot of people giving 1-3) or niche (a few people but giving 4-5). It could be added as a link when clicking the currently existing score number.

14  Game Development / Game Mechanics / Re: Very simple liquids simulation on: 2012-03-20 21:20:44
Just do it as it is in reality. Calculate a pressure/density value based on the fluids/gases occupying the current and neighboring cells, move fluids depending on the pressure and fluid characteristics.
I doubt I have a processing power that would allow it (for gases I need 30-50 cycles per second minimum to make it look cool, liquids are less restrictive maybe 3-5 per second would be enough) and even if I had it I would probably do better for gameplay purpose to enlarge the map (20,000 cells make an absolute minimum map) than introduce perfect physics.

But well, maybe this would give some ideas, so, how the real one liquids behave exactly?
15  Game Development / Game Play & Game Design / Re: game balance, costs & benefits on: 2012-03-20 21:15:08
No brainer then, you should not make them like humans (because if they were like humans whenever you face 2 of them you should surely lose which is very unplayable for a game where you are supposed to kills dozens or hundreds of these).
16  Game Development / Game Play & Game Design / Re: game balance, costs & benefits on: 2012-03-20 13:51:48
It would be easier if you would say what kind of game you are making. Because if it is multiplayer focused FPS the of course making bots behaving as humans is highly desired (becasue you need to use these bots only when there are no real players), but if you are making a platformer or RPG it would be a kiss of death (because the monsters are the source of loot and not playing partners).
17  Game Development / Game Mechanics / Re: Very simple liquids simulation on: 2012-03-20 13:35:57
I added several liquids/gases per cell, it looks OK.

Now, how do I make oil? On one hand it is a liquid so it should go down (the bottom parts with higher pressure), on the other it should float on top of water.
I was thinking that it should occupy the same cell as water, but if there is another cell of water above it should try to go up until it is on top. It should also rather fast move sideways (spread on top of the water table). This all would work well if there was no pressure, but with the current pressure based physics there might be required to have more than one row of oil cells on top of water (so not all oil can occupy the very top of water table). Not sure how to make an algorithm for this.
18  Discussions / General Discussions / Re: Where to get sounds (samples)? on: 2012-03-19 12:01:24
"Price viagra. from Viagra. Viagra. Free viagra. How does viagra work..." I clicked "Free samples" Cheesy No, it is not the thing I'm looking for Smiley
19  Discussions / General Discussions / Where to get sounds (samples)? on: 2012-03-19 10:03:06
Many, many years ago there were these offers on the internet, you buy a CD full of various samples for a very modest price and you can use these in you commercial games. I'm not sure wher to find these nowadays (all I see are some sites that sell sound samples separate for like $2.00 per piece).

Generally, where can I get not too expensive sound effects I could use in my games without any strings attached?
20  Game Development / Game Play & Game Design / Re: game balance, costs & benefits on: 2012-03-18 11:48:31
You can't make weaker monsters flee from the player, this will make the game unplayable Smiley I have seen this "reasonable" monsters idea numerous times on the roguelike dev usenet group, still, it was never implemented in roguelikes. This concept simply is always dropped after you test it. It is no fun to chase a goblin.

The Diablo 2 little guys is a special case, since it is just one monster type that behave like this, so it more like adds to the mood. The majority of monsters are still coming and wait till the player kills them, which is their true purpose and hidden desire Smiley
21  Game Development / Game Play & Game Design / Re: game balance, costs & benefits on: 2012-03-18 11:32:00
Team Fortress 2 does not have character upgrade but character customization. It is fine, since arcade games basicly do not need character progression because there is player's skill progression. The same mentality won't work with RPG through.

Currently, AI characters are less inclined to attack stronger players
Do not make the mistake of trying to make AI behaving like a human player. Players do not desire this and it will break the game. Google for Sid Mayer's game design videos (I don't remember where exactly I saw this, so I can't drop the link) he explained this topic more.
22  Game Development / Game Play & Game Design / Re: game balance, costs & benefits on: 2012-03-15 21:22:01
What's the point of evolving if you never improve overall? There has to be a net gain, otherwise there is no point.

There could be some drawback for evolving, like if you are low level vampire you are just merely a stronger human, when you evolve you start to fear sun and things like that but your power becomes enormous (so the drawback is minor compared to the gain).
23  Games Center / WIP games, tools & toy projects / Re: Unnamed 4k game on: 2012-03-15 16:42:38
You have Ship battle engine but no Ship building?! That's weird Smiley Just make a shipyard building with 3 predefined ships to choose from.

The overall premise sounds OK. But don't try to bite more you can chew. The opponents and various planets might be too much (or maybe not). Take a look at the ancient Utopia ( ), just one planet and dumb aliens appearing from th edge of the map, the gameplay was cool enough. Since you have one planet mostly implemented maybe go that route instead of a full blown space empire?
24  Games Center / Archived Projects / Re: SpaceGen: A rather silly open source pulp scifi world generator on: 2012-03-14 15:48:42
Cute! Cheesy

- full screen mode option, it is hard to use if you have higher resolution on the desktop
- the text file is more fun to read that the simulation, add buttons at the top that will list "civilizations", "planets", "history" and just display there the text.
- the text next to planet is hard to grasp, maybe start each sentence with * or -? And maybe make the titles (like Lifeform and notes:) a different colour and/old bold.
- when there is more than one event per turn only last is displayed. I don't know how it could be improved.
- make important events, like emergence of a new species, flashy. Maybe show a picture of these? Anyway, make sure that this even is always displayed, because I lost track of one civilzation and got confused (until I read the text file).
- there should be an info when you hover your mouse over a certain icon on a planet.
- the icons at the top of the planet (coins, ships, science bulbs) are completely mysterious.
- each civilization should have a flag, it should be displayed over their planets (right now it is a mystery who owns what unless you read all the texts carefully.
- when a planet has a lot of events not all fit on the screen (need some "scroll" feature, or even better, make "details" button next to a planer which will open a page with all the information.

- there should be more "biological" events. More than one spiece existing at the same time. More lifeforms at once.
- there should be slower development of races. Like, there should exist a primitive race without flight capabilities for many turns. Right now a race suddenly appear and they start with spaceflight, which is a bit weird.
- there should be more "cities" events. These civilizations always build laboratories and military bass immediately after colonization, without any notion of making the houses of the new planet Smiley

Overall, as a player I enjoyed it and was glad someone coded it Smiley The premise and mood is generally OK, the most desired is the improvement of the interface. I hope you improve it and release next version soon Smiley
25  Game Development / Game Mechanics / Re: Roguelike turns on: 2012-03-13 19:39:42
You don't put missiles in the same system as player/monster turns in roguelikes (althrough it would be logical if you were making RPG). Missiles are instant things, these are part of display system, not game logic system. Players/monsters do their things. When one of the actions is fire a missile, you stop the execution of player turns (actually you don't have to stop anything since roguelikes are turn based) and display animation of missile moving around. When all animations are finished the player is allowed to press next button.

Also note that things will get hairy if you have various speed of monsters. In such case the typical solution is to move the entity (monster/player) with the highest remaining speed, when none of the entites have enough speed to move the speed is replenished by the base speed.
26  Game Development / Game Play & Game Design / Re: Randomly generating maps like in minicraft on: 2012-03-12 11:11:57
Can you drop the link to the video?
27  Discussions / General Discussions / Re: Eclipse vs. Netbeans on: 2012-03-09 12:13:51
From a noob's point of view, Eclipse is much better. It simply does the things you want the first time you click the button you think that would do that thing. With NetBeans you need experience and detailed understanding how Java works and why something might not work. NetBeans loads faster, and has a certail old school appeal, so if you are an experienced Java programmer and do only specific things that do not require plugins you might like that one better.

Opinion based on a few days of use Smiley
28  Discussions / Business and Project Management Discussions / Re: Finally, an Experience poll! [UPDATED] Now with Statistics! on: 2012-03-09 12:00:21
Time with JavaGames MadeDeveloped IdeasNot so developed ideasLearningEducationAgeIn collaborationNeed collaborationLocation
A few daysaround 100 total, 3 of them profitable2-5UnlimitedYes Smiley1x Master and 1x BA34Sort of, volunteers that manage my online gamesIt's complicated SmileyPoland
29  Discussions / General Discussions / Re: The Game Developers' Society on: 2012-03-09 11:53:34
-The first picture shows us that a very nice trend. People usually start programming on Java at the age between 10 and 20. The derivative of the trend is less than one, that means that new generations start with Java earlier. Who knows? We may see 5 year children in this chart soon.
That's obvious. It's hard to start programming on Java as the first language when your first computer was ZX Spectrum or C64 Cheesy

-As there's not so much correlation between made games and the age I can state that the idea that one man (not the huge commercial company) can make a notwothy game has been widely spread not so long ago.
Yes and  no. It was exactly like that back then in the era od 80s, now the same trend returned.
30  Game Development / Newbie & Debugging Questions / Re: Precomputed tile paths for pathfinding? on: 2012-03-06 14:09:23
If it's 20x20 then forget about optimizing and just select the pathfinding you like the best (unless you are doing something really unusual with these 20x20 map like 100 units that do pathfinding per tile).

As for nodes, I never did these but it is for rather big maps. For something that small most likely it will have an opposte effect and hinder the overall performance (I think).
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