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1  Games Center / Showcase / Re: Jumper! (Please check out my Game) ;D on: 2014-10-28 00:26:45
Srry, I have no idea what your talking about.  Huh

What I meant was that the controls were not what I expected. I expected Enter to select the menu items, and, after using the arrow keys to select the menu, I expected the arrow keys to also move the player. Instead, I was having to jump around they keyboard a lot.
2  Games Center / Showcase / Re: Jumper! (Please check out my Game) ;D on: 2014-10-28 00:06:49
Yep, I see it.

First of all, good work...it's definitely more than I accomplished at 13.

Some criticisms:
- The controls were not very uniform. Perhaps enter should also allow you to select menu items? Also, if you're using arrow keys to control the menu, you don't want to then just jump straight to WASD controls. Maybe allow both WASD and arrow keys?
- Within the first couple platforms on all the games I played, there was a platform that I couldn't jump to. Maybe you could do a range check to make sure all the platforms are close enough to the previous platform?
- Also, I sometimes hit my head on the bottom of some platforms, causing me to lose the game. I thought that you could pass through the bottom of them.

The music was good by the way.
3  Games Center / Showcase / Re: Jumper! (Please check out my Game) ;D on: 2014-10-27 23:55:09
Use Imgur for screenshots. They aren't showing up.
4  Games Center / Showcase / Re: Jumper! (Please check out my Game) ;D on: 2014-10-27 23:43:18
[Print Screen] then paste into an image-editing program.

Or Snipping Tool if you're on Windows.
5  Java Game APIs & Engines / OpenGL Development / Re: [LWJGL] Making The Camera Look At A Point on: 2014-10-27 22:03:34
Here is the source of gluLookAt. Hopefully you can convert it to Java, then use the resulting matrix to transform your camera.
6  Discussions / Miscellaneous Topics / Re: Calculating points in a circle on: 2014-10-26 15:17:05
You can just use the distance formula and check if the distance from the point to p is less than r.
7  Game Development / Newbie & Debugging Questions / Re: [LWJGL] I'm VBO'ing wrong... on: 2014-10-25 23:38:04
Do you make sure to bind the texture?
Yep, he is.

@OP: Does glGetError print out anything other than 0?
8  Discussions / Miscellaneous Topics / Re: Anyone Keen for CoD: Advanced Warfare? on: 2014-10-25 14:43:13
Not played a CoD game since number 2, I intend to keep it that way. Perfect example of a typical FPS ( that does nothing "ground breaking") that just gets reskinned every release.

Even though it isn't an FPS, this is exactly what happened in Civilization: Beyond Earth, much to my disappointment. People keep saying that it's "innovative" and "not just a reskin" but they're just grasping for straws. I thought that this was finally going to be the game that Firaxis went all out on, but no...they like their old civilization and their $60 DLC's.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-24 03:55:12
A* fun!

10  Game Development / Newbie & Debugging Questions / Re: Collision detection on a scrolling world on: 2014-10-24 02:19:09
So you can basically trade off accuracy and speed. Using trollwarrior's reply, the more you steps you have, the more accurate the collision detection is. The fewer steps you use, the faster it will run. You shouldn't notice any difference with fewer than a hundred colliders though, so you shouldn't worry about collision detection slowing the game down.
11  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!
12  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.
13  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.
14  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.
15  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.
16  Discussions / General Discussions / Re: Give me a topic.. on: 2014-10-22 23:50:21
Humble Bundle?
17  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.
18  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.
19  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?
20  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.
21  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?
22  Discussions / General Discussions / Re: How to make money off a free to play game. on: 2014-10-18 23:27:16
Donations and ads.
23  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.
24  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
25  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.
26  Discussions / General Discussions / Re: RSA direct bypass on: 2014-10-15 02:34:45
This is why they use one-time keys.
27  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
28  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.
29  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);
30  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?"
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Understanding relations between setOrigin, setScale and setPosition in libGdx
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2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
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List of Learning Resources
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