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1  Games Center / Featured Games / Re: Prophour23 - a fast-paced, randomized RTS on: 2014-10-23 02:24:49
Hey, your game just showed up on NeweggTV Yolk'd!



Congrats on the release!
2  Game Development / Newbie & Debugging Questions / Re: LibGDX + Tiled, Slants and curves... on: 2014-10-23 02:00:03
I think that you will just have to use special tiles with custom collision. You can try using a line-intersection to represent a rough estimate of the stairs.
3  Game Development / Newbie & Debugging Questions / Re: Last y axis of tiles stretch infinitly? on: 2014-10-23 01:46:29
Is your tile generation just messed up and repeating the bottom row of tiles over and over again? Use a texture that is not completely solid (ie. add borders) to see if this is happening.
4  Game Development / Game Mechanics / Re: Voxel collision detection on: 2014-10-23 01:37:41
Shouldn't the second set of parameters be something like
position.x + width, position.y + height, position.z + depth
. This will create a box that will be detected. With the way you have the collision detection setup right now, it won't detect an single point.
5  Discussions / General Discussions / Re: Give me a topic.. on: 2014-10-23 01:34:25
You can always look through the past LD themes. They will probably provide you with the most accurate representation of a theme that the next Ludum Dare will offer.
6  Discussions / General Discussions / Re: Give me a topic.. on: 2014-10-22 23:50:21
Humble Bundle?
7  Discussions / Miscellaneous Topics / Re: Lazyness - How do I code on: 2014-10-22 22:49:33
You would need to sell a lot more than 1,000,000  Pointing

If you are bored making the game, then what makes it fun for others? Implement a fun idea or something to get you back developing.
8  Discussions / Miscellaneous Topics / Re: Should the player control the head or torso on: 2014-10-22 22:06:50
Or you could just have an abstract player class that the body parts are added to. That way, the player always has control of the character regardless of body part composition.
9  Game Development / Newbie & Debugging Questions / Re: [LibGDX]Render portion of a Texture/Sprite on: 2014-10-22 17:26:18
Glad you got it working. Which method do you use?
10  Game Development / Newbie & Debugging Questions / Re: [LibGDX]Render portion of a Texture/Sprite on: 2014-10-22 14:50:40
Create a TextureRegion like Gibbo said. Then, you just adjust the TextureRegion to only draw what the screen is showing. I believe that there may also be some parameters in one of the SpriteBatch#draw methods that allows you to adjust the uv coordinates. I can provide more info if you need once I get access to a computer.
11  Discussions / Miscellaneous Topics / Re: Should the player control the head or torso on: 2014-10-22 03:09:10
What's wrong with just not drawing the head?
12  Discussions / General Discussions / Re: How to make money off a free to play game. on: 2014-10-18 23:27:16
Donations and ads.
13  Game Development / Newbie & Debugging Questions / Re: Do I need to use shaders for this loading bar? on: 2014-10-18 23:22:51
That is pretty good, however I am using LibGDX and I tried Ninepatch with no success, still looks weird.

Perhaps you should look at Dermetfan's video on this. He will show you how to create and use a nine-patch in libgdx.
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-17 04:01:25
I've given up on wavefront OBJ model loading, my head actually hurts...

Here's some code that I wrote a while ago that loads positions, texture coords, and normals. Hopefully you can try to dissect it and learn something.

http://www.java-gaming.org/?action=pastebin&id=1114
15  Discussions / General Discussions / Re: RSA direct bypass on: 2014-10-15 22:36:13
I don't know too much about RSA myself, but I will give it a shot.

The thing that makes any encryption strong is that you encrypt the entire message at once. What you're doing here is encrypting each letter separately, into uniform blocks of numbers. This makes it very easy to decrypt each letter separately using a rainbow table. When you encrypt the entire message at once though, you can't just decrypt each letter separately. That's what makes it so strong.

A good example of this I think is hashing. If one bit changes, then the entire hash is different. This is what makes it so hard to reverse the process.
16  Discussions / General Discussions / Re: RSA direct bypass on: 2014-10-15 02:34:45
This is why they use one-time keys.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-12 04:20:15
Just having a little fun with python...you know, by calculating 1000000 digits of pi:



151 pages, single spaced, 12 pt, Times New Roman. (This picture shows almost all of the pages)

It makes you appreciate how big one million really is  Smiley
18  Game Development / Newbie & Debugging Questions / Re: LWJGL Quaternion camera on: 2014-10-11 16:47:11
Take a look at this topic if you haven't already. Perhaps it can provide some insight into your problem.

Sorry I can't be of more help, I barely understand Quaternions as it is.
19  Game Development / Newbie & Debugging Questions / Re: (LibGdx) Moving the camera on: 2014-10-11 16:38:52
Move
camera.update();
before
batch.setProjectionMatrix(camera.combined);
. You need to call
mapRenderer.setView(camera);
right after
camera.update()
.

So that it looks like this:
1  
2  
3  
4  
update(delta);
camera.update();
mapRenderer.setView(camera);
batch.setProjectionMatrix(camera.combined);
20  Discussions / Business and Project Management Discussions / Re: Looking for pixel artists and level designers on: 2014-10-10 22:49:46
Quote
The “boss” level is entirely copy paste from someone else, please understand that I’ve never coded anything before so these placeholders are necessary so I can learn java as I go.

This sentence scares me. How do people know that you will be able to create a working game with their assets if you're "learning java as you go?"
21  Game Development / Newbie & Debugging Questions / Re: I'm desperate on: 2014-10-10 04:25:10
I don't think it's been mentioned yet, but you can try ForeignGuyMike. He takes you through the process of creating games along-side him instead of just teaching concepts.
22  Game Development / Newbie & Debugging Questions / Re: (LWJGL) A new aproach on: 2014-10-08 02:10:23
In college and universities, do they teach you LWJGL or any OpenGL? Before internet tutorials that help people (Not so much me  Emo) learn LWJGL, did people just base it off of OpenGL they know?

I'm almost certain you won't find any LWJGL in a college course. You may see opengl if you took some sort of niche game design course, but even then it's still unlikely. People learn Opengl from tutorials and practice. Practice will help you understand concepts the best.

I'm having trouble figuring out what topic to cover next, so can I have some of your 2¢?

Try shaders. Or, you can make a game with the concepts that you already know (VBOs, textures, etc).
23  Game Development / Newbie & Debugging Questions / Re: Best gl for beginners in 3d? on: 2014-10-07 01:21:16
Unless somebody has not had reasonable amounts of experience making 2d games in opengl, then I would never recommend them to 3d. You should instead start by making multiple 2d games with Java2D. 2 months of experience is not nearly enough.  Pointing
24  Game Development / Newbie & Debugging Questions / Re: Best gl for beginners in 3d? on: 2014-10-06 23:04:02
Edit: I noticed that you only have 1 month of experience. Please don't consider trying 3d yet, as you will most likely just have everything blow over your head. Instead, make some 2d games with opengl first. You might think that you can handle 3d when you first think about it, but there are so many more concepts that have just not been considered. Those concepts are the ones that make 3d hard.

Here's a good textual tutorial: http://www.opengl-tutorial.org/
And here's a good video tutorial series: https://www.youtube.com/playlist?list=PLEETnX-uPtBXP_B2yupUKlflXBznWIlL5
25  Game Development / Newbie & Debugging Questions / Re: TexUVData dissort on: 2014-10-06 22:54:03
Learnt something new, but that still didn't solve my problem. The image still looks odd as the OP (Original Post(er)?). Maybe it has to do with index buffering (Something I haven't read into much) needing to connect the triangles.

Your texture coordinates are mixed up, specifically the top left and bottom right vertices on the bottom triangle. Switch these two texture coordinates around.
26  Game Development / Newbie & Debugging Questions / Re: TexUVData dissort on: 2014-10-06 21:54:59
Whoops sorry. Those last two parameters should be -1, and 1. I was thinking of perspective projection  Cheesy
27  Game Development / Newbie & Debugging Questions / Re: LWJGL - 3D Tiled Terrain on: 2014-10-06 21:48:56
If you're going to be generating a very large map, then chunks are the way to go.
28  Game Development / Newbie & Debugging Questions / Re: TexUVData dissort on: 2014-10-06 21:35:23
Yeah. Now you can use pixels as your units, instead of having everything being normalized.
29  Game Development / Newbie & Debugging Questions / Re: TexUVData dissort on: 2014-10-06 21:27:03
Your glOrtho should be glOrtho(0, Display.getWidth(), 0, Display.getHeight(), 0.001f, 1000f);
glOrtho(0, Display.getWidth(), 0, Display.getHeight(), -1, 1);


These are the: left, right, bottom, top, near, and far planes of your projection matrix. This will set everything up where your units are pixels, and the origin is in the bottom left corner.
30  Game Development / Newbie & Debugging Questions / Re: TexUVData dissort on: 2014-10-06 20:34:38
It's because your window isn't square. You will need to setup an orthographic projection if you want to remove that distortion.
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Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
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