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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-22 03:02:12
How's the trackball? I always thought those were neat, but have never used one.

I used one for about 3 years as well (I don't anymore), and they're great except that I think it's a little harder to be as precise. Also, I noticed that performing dragging gestures were sometimes a little hard, even after using one for that long.
2  Game Development / Game Mechanics / Re: Player cannot look straight up or down on: 2015-01-12 12:40:27
Switching over to quaternions would be the most permanent fix.
3  Game Development / Newbie & Debugging Questions / Re: Random tile generation - 2D - LibGDX on: 2015-01-11 03:52:42
I actually made a Flappy bird clone a while ago one Saturday in about 4 hours. I just did random height generation (within limits of course). Here's a project of the game + src for you to look over if you feel like it: Link (r to reset)
4  Discussions / General Discussions / Re: 3D model search engine on: 2015-01-10 03:32:51
This is pretty awesome! Added to my bookmarks.

It would be nice if you could refine the search based on number of vertices/polygons. I often find myself in need of a lower resolution model if it is going to be rendered repeatedly or far away.
5  Game Development / Networking & Multiplayer / Re: More Kryonet issues Buffer overflow on: 2015-01-08 02:57:36
Not really related to the question, but FYI, the server has "keep alive" functionality built in. All you have to do is increase the Client timeout to around 10 seconds or so (I forgot the exact time). You will see in the debug that the server sends a message every 7.5 seconds or so.
6  Java Game APIs & Engines / OpenGL Development / Re: [LWJGL] Cant Figure Out How To Do Frustum Culling on: 2015-01-07 03:25:46
Whoops! I read Libgdx for some reason  Wink
7  Java Game APIs & Engines / OpenGL Development / Re: [LWJGL] Cant Figure Out How To Do Frustum Culling on: 2015-01-07 01:01:05
Libgdx has already implemented this for you. Just call camera.sphereInFrustum() (also works with points and other things) This will return your Boolean value.
8  Java Game APIs & Engines / OpenGL Development / Re: lwjgl 2d transparency not working on: 2015-01-05 03:25:25
It also doesn't appear like you are setting the blending mode, which may or may not cause problems down the road. Add this to your initialization:
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-03 01:06:37
So now i have a guy that creates the sounds for Ninjas vs Zombie Pirates and i create a forum:
Follow the development and join the forum  Wink

Chrome just warned me of a phishing attack...
10  Games Center / WIP games, tools & toy projects / Re: ScorpionHunter - A SilenceEngine Demo game on: 2015-01-03 00:33:14
Since I'm not a very good artist, I modeled these sprites in Blender. The spot on the player head was the light in the Blender scene. If I took out the light, then blender was rendering complete black, so I kept it there.

You can turn down specular in the materials tab if you're using Blender Render
11  Game Development / Newbie & Debugging Questions / Re: Multiple Threads and their interaction on: 2015-01-02 23:53:00
You really shouldn't be doing any multithreading at all. It will just cause problems for you, so don't use it until you really need it.
12  Game Development / Game Mechanics / Re: Swing along the tangent. on: 2015-01-02 21:53:53
You can find the slope of that tangent line by using the derivative of a circle: dy/dx = -x/y. You plug in (ballX - circleCenterX) for x, and (ballY - circleCenterY) for y to find the slope(m). You then set the deltaX and deltaY values for the ball using some trig: deltaX = speed/sqrt(m^2 + 1), and deltaY = deltaX * m  (You will sometimes have to negate the direction based on whether you are above or below the center of the circle, and for clockwise/counter-clockwise rotation).
13  Game Development / Newbie & Debugging Questions / Re: Creating a map like in banished on: 2015-01-02 21:14:29
You choose the tile type by checking a range of values in the noise. For example, a water tile could be a noise value of <-0.5f, grass tile could be noise value between -0.5f and .25f, and a dirt tile >0.25f. You can play around with number of octaves and different parameters to create different types of terrain, and mess with these numbers to get terrain you're looking for.

You can also experiment with using multiple noise values to generate a more varied terrain, but that gets much more complicated.
14  Game Development / Newbie & Debugging Questions / Re: Tile Map Thingy on: 2015-01-01 01:42:17

Oh yeah, forgot about those.  Smiley @OP: Still just use the boolean primitive, unless you really need to use features from the Boolean class (like .valueOf(String)), or need to use it as a type parameter in a Collection.
15  Game Development / Newbie & Debugging Questions / Re: Tile Map Thingy on: 2015-01-01 01:32:26
1) The problem is that you're only saving one position. Every time the panel is clicked, you should really be adding the point to a list of tiles to draw, like this:
private ArrayList<Point> points = new ArrayList<Point>();

public void paintComponent(Graphics g)
      Image image = new ImageIcon("GridTile.png").getImage();
      Image image2 = new ImageIcon("TestTile.gif").getImage();
         for(int y = 0; y < 15; y++)
            for(int x = 0; x < 15; x++)
               g.drawImage(image, x * image.getWidth(this), y * image.getHeight(this), this);

         for(Point point : points) {
             g.drawImage(image2, point.getX(), point.getY(), this);
            points.add(new Point(mouseX, mouseY));
            // make sure only one point is added
            isClicked = false;

2) This is something that you will have to fix every time you work with some sort of tile map. Here is one way to solve the problem:

// this will replace part of the code above
if(isClicked) {
    // get the index of the tile that was clicked
    int fX = (int)Math.floor(mouseX / image.getWidth(this));
    int fY = (int)Math.floor(mouseY / image.getHeight(this));

    // multiply the index by the tile size to get the actual world coordinates
    points.add(new Point(fX * image.getWidth(this), fY * image.getHeight(this));

Ex) These are just some of my thoughts about how your implementation is setup:

- Instead of having to remember to set isClicked, mouseX, and mouseY every time the screen is clicked, you can just pass them into a function:

// In your DrawPanel class
public void mouseClicked(int mouseX, int mouseY) {
     // Add all the code that was originally in the if statement: isClicked

// Then in your main class
   class MouseClick extends MouseAdapter
      public void mouseClicked(MouseEvent event)
         panel1.mouseClicked(event.getX(), event.getY());

- I'm not really sure how this compiled, but all your Boolean should be lowercased.

- Don't load images more than once! Load them in the constructor instead.
16  Game Development / Newbie & Debugging Questions / Re: How should rendering be done? on: 2014-12-31 07:58:36
One of the main reasons you would render "externally" is for batching. Basically, you group together similar objects and render them in one draw call.
17  Discussions / General Discussions / Re: Most graphically polished (HD)3D games developed in Java? on: 2014-12-31 07:52:31
Ehhhh... In my opinion, it boils down to having aesthetic assets created, and being able to put together a digital world which is suitable and relevant in style.

Agreed. What the op is probably referring to is a game which just has high quality, detailed assets with some beautiful shaders running. The language doesn't really matter if it can: a) use hardware rendering either through opengl or directx, and b) is decently fast. Also, having a team of programmers doesn't hurt either.  Smiley
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-26 01:00:27
Today, my art abilities increased tenfold.  Cheesy

19  Discussions / Business and Project Management Discussions / Re: Recruitment for Team Technic on: 2014-12-24 23:13:28
So, you can render some textures. Do you have anything else to show us? Maybe a prototype of some sort?
20  Discussions / General Discussions / Re: I no longer use Google Play and I block ads on: 2014-12-23 14:03:34
I don't want to jack your topic, but can I quickly ask (not developed for android and dont use a smartphone) what happens to in-app adds if you disable internet?

They just don't show up.
21  Game Development / Shared Code / Re: Found Really Good Example Off How To Create Vector2! on: 2014-12-21 19:51:58
It doesn't show how to do any math with them though, which just basically makes them containers.  Sad
22  Discussions / Miscellaneous Topics / Re: JGO's Most Questionable Member Speaking. :P on: 2014-12-18 01:19:04
Hmmm... let me check...

Ah yes, 15 topics in 2.5 years! Sounds like a pretty good number to me.
23  Discussions / General Discussions / Re: Simple 3D modeling software suitable for games? on: 2014-12-17 02:58:24
Well, you're not going to get very far with most programs if all you do is open it up, look at the buttons, then uninstall it  Wink I've found Maya relatively easy for me to use for my purposes (same as you, mostly simple shapes with some textures) with just a couple tutorials. I would suggest that you look at some as well before you give up on something.
24  Game Development / Shared Code / Re: Load all files from resource folder on: 2014-12-14 05:52:43
This page should answer your question:
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-01 05:34:50
Haha, of course I will in a more permanent model. The actual house model took about 5 minutes, and the texture was just copying and pasting images from the internet.  Smiley
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-01 04:53:56
Fixed all texturing problems, created a (very rough) house texture, and a (again, very rough) person model.

Also got ray casting selection and player movement working. Next up is person -> environment interaction!
27  Games Center / WIP games, tools & toy projects / Re: Hexara -- work in progress on: 2014-12-01 02:18:25
I can confirm that it now works!
28  Java Game APIs & Engines / OpenGL Development / Re: OpenGL Shaders not working on: 2014-11-30 19:49:08
You are missing a glUseProgram  Pointing

        public void use()

Already in the Shader class.
29  Game Development / Game Mechanics / Re: Loading from a sprite sheet on: 2014-11-29 21:11:55
What I'm saying is, "is it based on Java2d or Opengl?"
30  Game Development / Game Mechanics / Re: Loading from a sprite sheet on: 2014-11-29 21:04:33
First, some basics: What framework are you even using?
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