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1  Discussions / Miscellaneous Topics / Re: League of Legends ;D on: 2014-08-21 03:18:14
I haven't lost a single game. Tongue
Me neither. Spoiler: That's because I don't play the game.
Dota 2 all the way. Tongue No really, all the MOBAs have terrible communities, with infuriating gameplay (exactly because of the bad community), still whenever I feel like torturing myself I play a few games of Dota 2. Smiley

That's why I (used to) play Starcraft II. I never got above silver, and I was perfectly fine with that. Most of the people that I played with were pretty cool people, with the occasional troll to spice things up. Rarely did I get someone who was an actual jerk that made me quit early.

Edit: I know, not a true MOBA, but I think it can still fall into the category.
2  Game Development / Newbie & Debugging Questions / Re: Files wiped to null on: 2014-08-21 02:37:17
Unless you can restore from a previous version, there is no way to convert the null characters back into your code.
3  Game Development / Newbie & Debugging Questions / Re: [LibGDX]Trying to make Pong, weird ball behaviour, slides on wall? on: 2014-08-20 23:08:02
snip
This sounds like a good idea but I've never used vectors before Do you know any good tutorials or references that I can look into? Also thanks for the other replies everyone. I'll try to take into account what you all said.

I was just suggesting vectors for a container for the x & y values of the velocity. For aligned objects like your walls, simply reflecting the y (y = -y) will give you the reflection you need. Like danisaur said, your collision detection might be running more than once, which is causing it to "jitter" like you described. Read his post for more info.
4  Game Development / Newbie & Debugging Questions / Re: [LibGDX]Trying to make Pong, weird ball behaviour, slides on wall? on: 2014-08-20 22:18:45
You never change isGoingRight or isGoingLeft in bounce wall

That's because there's no right or left wall  Wink

@OP Using booleans to represent the direction of the ball, and then translating it to x & y seems really clunky. Instead (since you are using LibGDx), use a Vector2 to represents the ball direction. When a ball hits either the top or bottom wall, just invert the y component of the vector. Really, now that I think about it, just use an dx and dy value to represent the velocity if you don't want to use vectors.
5  Game Development / Newbie & Debugging Questions / Re: yet another could not find or load main class... on: 2014-08-20 18:50:23
I always click the option to package the libraries instead of extract them. Don't know if it makes a difference though.
6  Game Development / Newbie & Debugging Questions / Re: yet another could not find or load main class... on: 2014-08-20 02:22:11
Unfortunately most of them are unfinished.  Emo They're playable, but not entertaining for very long.
7  Game Development / Newbie & Debugging Questions / Re: yet another could not find or load main class... on: 2014-08-20 00:53:14
Are you choosing the right launch configuration to match with your main method?

8  Games Center / Contests / Re: Ludum Dare 30 (Theme Voting Open) on: 2014-08-19 22:06:00
The first LD warmup that I've ever completed. Get it while it's hot (Parallel Worlds flavor!)

https://www.dropbox.com/s/d32za02udt3oa0t/LD%2030%20Warmup%20Parallel%20Worlds.zip



Before any questions are asked: Yes, you are a carrot... Potato related items are for the actual LD.  Wink

Now, a quick storyline!
 - You are a carrot whose soul has been divided across universes.
 - You must unite with your other half so that you may fulfill your destiny!

Game Includes:
- Graphics!
- Bugs (6 Hours of work)!
- 4 Feature Filled Levels!

Edit: Here's the Ludum Dare link if you're interested: http://www.ludumdare.com/compo/ludum-dare-30-warmup/?action=preview&uid=12688
9  Discussions / General Discussions / Re: "No, You Can't Make Video Games" on: 2014-08-19 20:32:07
of course programming the text renderer.

I loved programming my text renderer! It took a lot of work, but for some reason, I loved every minute of it. Everything from kerning, to how the glyphs are accessed, to displaying everything with character wrapping... I have no idea why I loved it so much! I also learned so much from almost every step of the project, which has caused me to rewrite it about 5 or 6 times already as I figure out better methods.

It was really my first, easy to use utility that I had written that didn't require a whole lot to get up and running.
10  Games Center / Contests / Re: Ludum Dare 30 (Next Weekend) on: 2014-08-18 16:43:25
I'll be in (hopefully). I just realized that I haven't completed a Ludum Dare since LD #23! Shocked
11  Java Game APIs & Engines / OpenGL Development / Re: GLSL on: 2014-08-16 03:08:21
Matt's tutorials are a good place to start: https://github.com/mattdesl/lwjgl-basics/wiki/Shaders

Down towards the bottom, this is what he says:
Quote
The best way to learn GLSL is through experimentation and practice. Once you've finished the lessons, check out some online GLSL effects to see how they were achieved:

    http://glsl.heroku.com/
    http://www.shadertoy.com
12  Discussions / General Discussions / Re: Looking for a good and detailed lwjgl tutorial on: 2014-08-15 19:51:15
You should be looking for Opengl tutorials instead of LWJGL tutorials. They are more prevalent and will delve deeper into Opengl. Also, take a look at the Opengl docs to learn about specific functionality.
13  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > New shadows system < on: 2014-08-15 04:15:45
Then you should be able to scale your images so that they stay pixelated, unless Slick does something behind the scenes. (Or I just don't understand your problem completely Wink)

Either way, very good work!
14  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > New shadows system < on: 2014-08-15 03:39:31
Are you forcing your images to be GL_NEAREST?
15  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > New shadows system < on: 2014-08-14 17:26:13
Do the shadows move as the sun moves across the sky?
16  Game Development / Game Mechanics / Re: [Solved] Keypress window algorithm on: 2014-08-12 04:30:27
Aww, more libraries :/. (look at my profile Tongue)

But... Why? Sad
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-11 14:29:18
I read about the OpenGL Initiative. This will be very awesome if Khronos is able to pull this off as it will get rid of all the bloat that has accumulated in the API over the years and give us a modern way to access the CPU and GPU.

http://www.anandtech.com/show/8363/khronos-announces-next-generation-opengl-initiative

It will give DX12 and Mantle a run for their money if Khronos can finish this.
18  Java Game APIs & Engines / Java 2D / Re: my game i'm making is taking up all my RAM. on: 2014-08-04 03:58:23
Just put the code in the constructor of this class like opiop suggested.
19  Java Game APIs & Engines / Java 2D / Re: my game i'm making is taking up all my RAM. on: 2014-08-04 03:51:52
Oh whoops! Are you extending the screen class? You would then put the code in the init method in the same class as this render method.
20  Java Game APIs & Engines / Java 2D / Re: my game i'm making is taking up all my RAM. on: 2014-08-04 03:34:47
You have a lonely opening brace after
batch.setProjectionMatrix(camera.combined);
 Smiley

Edit: I'm not sure if this is causing the problem, but you should post the stack trace so we can make sure.
21  Java Game APIs & Engines / Java 2D / Re: my game i'm making is taking up all my RAM. on: 2014-08-04 03:29:20
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Texture texture_back;

@Override
public void create() {
     texture_back = new Texture(Gdx.files.internal("menu/back.png"));
}
22  Java Game APIs & Engines / Java 2D / Re: my game i'm making is taking up all my RAM. on: 2014-08-04 03:24:35
is this what your talking about?-
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@Override
   public void render(float delta) {
      Gdx.gl.glClearColor(1F,1F,1F,1F);  
      Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT);
     
      camera.update(true);

      batch.setProjectionMatrix(camera.combined);{
         
         Texture texture_back;
         
        texture_back = new Texture(Gdx.files.internal("menu/back.png"));
         
      batch.begin();
      batch.draw(texture_back, 0, 0);
      batch.end();


Yep. I've highlighted the problem line. To fix this, put the highlighted line in the
create()
method, and make the
texture_back
a global variable by putting it outside of any methods. (Right above the create method is a good place)

Edit: What opiop said
23  Java Game APIs & Engines / Java 2D / Re: my game i'm making is taking up all my RAM. on: 2014-08-04 03:16:35
Do you keep loading textures or creating new objects in the render method?
24  Game Development / Game Mechanics / Re: Improving Texture Loading on: 2014-08-02 15:48:29
It's too slow because it happens before anything is rendered but after the display is created.

Simple fix: Draw a loading screen BEFORE you load your images.
25  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Shader libs? on: 2014-07-30 05:43:53
You can create your own GLSL parser for the files, and then draw everything (through a "fragment shader") to a fullscreen BufferedImage. This isn't hardware accelerated though, which is why you would use shaders in the first place.

Also, it would be pointless to do something like this, when you have perfectly good, hardware accelerated shaders provided by Opengl that require minimal effort to get working.
26  Game Development / Newbie & Debugging Questions / Re: How to get if image is touched and not the background? LIBGDX on: 2014-07-29 04:24:26
You want to check if the mouse is within over the head?

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if(x >= headX && x <= headX + headWidth && y >= headY && y <= headY + headHeight)
     // The mouse is inside the head
else
     // The mouse is outside the head


This is just simple AABB to point collision detection. If the head will be rotated, then you will have to use a different approach.
27  Game Development / Newbie & Debugging Questions / Re: Voxel Destroy Item on: 2014-07-28 18:17:54
I think that you want to break blocks with a pickaxe correct? Well, you will need to raycast to find the block the player is pointing at, then you will need to see if the player is close enough to the block. If this is true then you will break the block by setting it to something like air.
28  Game Development / Newbie & Debugging Questions / Re: How do I make biomes in a 2d array game (tiles) on: 2014-07-28 15:51:30
LostWarrior has the right idea. You will need some sort of noise function. But FIRST: Learn Java.
29  Game Development / Newbie & Debugging Questions / Re: OpenGL Fragments on: 2014-07-27 23:17:00
Another way to do this is to switch your blending mode to additive blending.

Sorry, if I wasn't on my phone then I would provide some example code. To aid you in your googling, you change the blending mode to GL_ONE and GL_ONE.
30  Game Development / Game Mechanics / Re: Improving performance for a blood rendering on: 2014-07-27 23:11:46
One of the easiest ways to increase performance is to stop using immediate mode  Wink
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List of Learning Resources
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2014-08-01 16:20:17

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