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1  Game Development / Game Mechanics / Re: LibGDX Rotate Image Continually with Keyboard Input on: 2013-05-22 01:05:05
You can use
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yVelocity = sin(angle) * thrustPower
and
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xVelocity = cos(angle) * thrustPower
provided that you are measuring the angle from the horizontal.

(I think this is what you were asking, please tell me if not)
2  Game Development / Game Mechanics / Re: LibGDX Rotate Image Continually with Keyboard Input on: 2013-05-22 00:29:54
I would have it set a Boolean to true when you press down a key. In your ship update loop, check if this Boolean is yes, then move in increments. Sorry, I'm not at my computer right now. Otherwise I would have elaborated and posted code.
3  Games Center / WIP games, tools & toy projects / Re: Color Game on: 2013-05-21 02:28:55
V: 0.0.5 is up!

In this update:
  • Background changes colors based on mouse position in menus
  • In game hints to show what color is up next
  • Enemy splitting apart animation
4  Games Center / WIP games, tools & toy projects / Re: DHANY - game for android on: 2013-05-21 01:48:53
It looks good so far! It will be really interesting to see what kind of variety of levels you can come up with.
5  Games Center / WIP games, tools & toy projects / Re: Color Game on: 2013-05-19 02:22:15
V: 0.0.4 is here!

In this update:
  • Menus
  • Options screen with volume control
  • Lots of minor changes and optimizations
6  Game Development / Newbie & Debugging Questions / Re: {lwjgl} help on understanding openGl initialization on: 2013-05-18 05:30:03
The only thing you needed to do I think is enable blending on your original initialization. The text was rendering, it just had a non-transparent background.
7  Games Center / WIP games, tools & toy projects / Re: Color Game on: 2013-05-18 04:28:54
V:0.0.3 is out!

In this update:
  • Better graphics (background, buttons, and overlay)
  • Optimized Code
  • Temporary Shooting Effects
  • Lots of Minor Changes

Also, I put up a small video.
8  Game Development / Newbie & Debugging Questions / Re: Editing images on: 2013-05-16 05:12:17
I think he's asking about java...
Look into rasters
Some code examples of image manipulation with/without rasters here

Ah, duh! Cheesy I don't know why I was thinking of images in posts.
9  Game Development / Newbie & Debugging Questions / Re: 2d voxel terrain on: 2013-05-16 04:49:14
Try this.
10  Game Development / Newbie & Debugging Questions / Re: 2d voxel terrain on: 2013-05-16 04:42:50
You can use something like simplex noise to generate the height.
11  Game Development / Newbie & Debugging Questions / Re: Sprite Animation Help Needed on: 2013-05-16 03:41:07
Please use [.code][/code.] braces.
12  Game Development / Newbie & Debugging Questions / Re: Editing images on: 2013-05-16 01:43:23
You can use the tag .[img width=whatever height=whatever]http://url of your image[/img]
13  Games Center / WIP games, tools & toy projects / Color Game on: 2013-05-16 01:00:22
Hello! This is my first project to post on the forum. It is the first game that I feel is complete enough that other people will be able to play it. All of my other projects have been for learning experiences, but this project has branched off and developed into a playable game. This idea was taken from the game for android, Color Sheep. Please know that I do not take any credit for the idea, as this project was originally a learning experience. Do know, however, that I intend to add my own ideas to this project.

The purpose of this game is to not die. You need to change the color of your character based on the primary colors and shade to match the enemy's' color.


Controls:
  • A = Red
  • S = Green
  • D = Blue
  • J = Dark
  • K = Light
  • R = Reset color
  • P = Reset game
  • ESC = Back to Title

Currently, the color combinations are:
  • Red: Red
  • Green: Green
  • Blue: Blue
  • Magenta: Red, Blue
  • Yellow: Red, Green
  • Cyan: Green, Blue
  • White: Red, Green, Blue
* note that all of these colors can be tinted either light or dark based on the shade that you choose.
** also note that you must choose a shade. The color will not select without it.

-------------------------------------
Download current jar here.
-------------------------------------

I will also be providing source code. If anyone wishes to critique me, please feel free to do so.
* note that the source will update whenever any change is committed. The jar will be updated with minor releases.

-------------------------------------
Source: here
-------------------------------------


To Do List:
  • Add levels
  • Add endless mode
  • Improve color selection
  • Add new colors
  • Better animation
  • Music
  • In game tutorial/hints
  • Add more things to this list

Finally, pictures!





Also, a video! (0.0.3)

<a href="http://www.youtube.com/v/4t9noLrdCaE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/4t9noLrdCaE?version=3&amp;hl=en_US&amp;start=</a>

Showcasing the menu system (0.0.4)

<a href="http://www.youtube.com/v/aD7qTHGIw24?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/aD7qTHGIw24?version=3&amp;hl=en_US&amp;start=</a>

Past Downloads:
0.0.1
0.0.2
0.0.3
0.0.4
14  Game Development / Newbie & Debugging Questions / Re: {lwjgl} drawing font cause very low FPS and remove all the other graphics on: 2013-05-15 04:35:45
Have you tried to just render the font without any of your other game rendering and logic?
15  Games Center / WIP games, tools & toy projects / Re: [1st learning project] LoGaP --- a 2D platformer on: 2013-05-14 05:54:11
Looks good so far.  Smiley I'm really interested in what "style" you decide to take as you continue progress!
16  Games Center / WIP games, tools & toy projects / Re: Looking At Grass on: 2013-05-12 23:16:46
That last picture with the sun setting looks very nice.  Smiley I like the changing sky color.
17  Java Game APIs & Engines / OpenGL Development / Re: Shader Program Fatal Error on: 2013-05-12 20:05:35
Shouldn't you be assigning your shader id's when you load the shaders?
18  Game Development / Newbie & Debugging Questions / Re: {lwjgl} drawing font cause very low FPS and remove all the other graphics on: 2013-05-12 04:48:07
First off, you are initializing and loading the font very frame. Load it once and render it every frame.
19  Game Development / Game Play & Game Design / Re: RPG Object Variables on: 2013-05-08 05:51:04
I think that you should start developing your game with these variables. As you go through creating the game, some things might come to you. You can also mess around with other RPGs. Think about what traits you would like to have in an entity and add it to your own game. Coding is a continual process. You may finish a section of your game, but your never done.  Wink
20  Game Development / Newbie & Debugging Questions / Re: New and were to start? on: 2013-04-20 22:15:44
I think that this article makes some good points and may answer a lot of questions you have.

http://www.java-gaming.org/topics/how-do-i-start-java-game-development/27156/view.html
21  Game Development / Newbie & Debugging Questions / Re: Simple Math Problem on: 2013-04-09 03:57:00
I don't understand why it isn't rendering. On line 606 of your pastebin console, the X location of the enemy is within range and the renderMe is set to true. On line 4812, it is set to false again. Just like it should.
22  Game Development / Newbie & Debugging Questions / Re: Only one image is drawn? on: 2013-03-11 01:05:32


One of the images is named c3.png, not c2.png  Smiley
23  Java Game APIs & Engines / OpenGL Development / Re: [LWJGL] Color problem when I load a Texture ... on: 2013-03-07 04:16:08
Try this:
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texture.bind();

GL11.glBegin(GL11.GL_QUADS);

GL11.glTextureCoord2f(0f, 0f);
GL11.glVertex2f(x, y);

GL11.glTextureCoord2f(texture.getWidth(), 0f);
GL11.glVertex2f(x + width, y));

GL11.glTextureCoord2f(texture.getWidth(), texture.getHeight());
GL11.glVertex2f(x + width, y + height);

GL11.glTextureCoord2f(0f, texture.getHeight());
Gl11.glVertex2f(x, y + height));

GL11.glEnd();
24  Games Center / WIP games, tools & toy projects / Re: [WIP] Daedalus on: 2013-02-22 23:34:59
Wow! This is looking really nice!
25  Game Development / Newbie & Debugging Questions / Re: Texture with VBOs and Slick library on: 2013-02-12 14:16:35
48L is correct because you have 12 floats of vertices. Each float is made up of 4 bytes. 12*4=48.
26  Discussions / Suggestions / Re: How about a mobile site? on: 2013-02-08 00:13:34
I always just zoom in a little so that the link is bigger.
27  Java Game APIs & Engines / OpenGL Development / Re: VBO Not Rendering on: 2013-02-06 14:11:39
I think that the LWJGL wiki should be revised.
28  Java Game APIs & Engines / OpenGL Development / Re: VBO Not Rendering on: 2013-02-06 04:11:59
I have changed the code to how you showed me and I hard-coded a color but nothing is rendering. Is there any other code that is critical to VBO rendering?
29  Java Game APIs & Engines / OpenGL Development / Re: VBO Not Rendering on: 2013-02-06 02:30:28
I have spent about a week trying to get this code to work. I have gone to about 10 different websites and watched multiple videos on VBOs and VAOs.

Already have. I have copied down the exact code from LWJGL's wiki to see if VBOs in general weren't working, but they work perfectly. I think that it might be a combination of 3d space with the VBO that is causing the error.
30  Java Game APIs & Engines / OpenGL Development / Re: VBO Not Rendering on: 2013-02-06 01:35:27
I am using a program around the rendering. Does this affect the VBO at all?

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public void create(Shader vertShader, Shader fragShader) {
      if(vertShader.getID() == 0 || fragShader.getID() == 0)   return;
      this.vertShader = vertShader;
      this.fragShader = fragShader;
     
      id = ARBShaderObjects.glCreateProgramObjectARB();
     
      if(id == 0) return;
     
      ARBShaderObjects.glAttachObjectARB(id, vertShader.getID());
      ARBShaderObjects.glAttachObjectARB(id, fragShader.getID());
     
      ARBShaderObjects.glLinkProgramARB(id);
      if(ARBShaderObjects.glGetObjectParameteriARB(id, ARBShaderObjects.GL_OBJECT_LINK_STATUS_ARB) == GL11.GL_FALSE){
         System.err.println(Util.getLogInfo(id));
         return;
      }
     
      GL20.glBindAttribLocation(id, 0, "in_Position");
      GL20.glBindAttribLocation(id, 1, "in_Color");
     
      ARBShaderObjects.glValidateProgramARB(id);
      if(ARBShaderObjects.glGetObjectParameteriARB(id, ARBShaderObjects.GL_OBJECT_LINK_STATUS_ARB) == GL11.GL_FALSE){
         System.err.println(Util.getLogInfo(id));
         return;
      }
   }
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