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1  Discussions / General Discussions / Re: Gosh, it's quiet in here on: 2017-11-11 16:34:27
It might be worth noting that a few months ago we moved away from the JGO IRC and now instead have a mildly active Discord server with ~40 people. If anyone wants to join, here's a link:

How am I just hearing about this!!!!! I have been quietly awaiting a Discord server for here for some time now!

Edit :: Is there a way to have a feed on the Forum, kinda like the shout boxes of old, linked to #general with Discord?
2  Discussions / General Discussions / Re: Gosh, it's quiet in here on: 2017-11-10 15:46:57
I don't think it is so much an issue of theme, SMF is kinda garbage.

At the end of the day a Forum is about the content. A good platform with a good theme are both desirable things, but a pretty looking ghost town is just that. Updating the site to be reasonable on mobile would help a lot I think. But looks are not going to encourage content creation. The 'Minecraft craze' is dying down or gone, so Java certainly has lost some appeal for game creation, there are a lot of JVM languages that are getting attention, like Kotlin. Maybe the Forum could draw more attention as  persecutioncomplex
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-11-10 15:32:47
Looks great ^

Do let us know when you have something playable!
4  Game Development / Newbie & Debugging Questions / Re: Loading, Screens, and General Trickery on: 2017-11-10 15:30:57
I don't really have much to say from my own experience on this topic, but take a look at libGDX's approach in their scene2d scene graph. Specifically the SequenceAction.
5  Game Development / Newbie & Debugging Questions / Re: Saving a "map" into a single file on: 2017-10-23 20:19:55
Why save all information about a level, even resources? If resources are static, you don't need to save images, or level structure, but only entities state (position, hp, etc...)

I'm afraid I don't quite understand what you mean. If I don't save these resources (images, level structure, etc.) then how...[snip]

This is not what Gornova meant. Your game should have resources shipped with the game itself. The images, sounds, and the like should come with the game, where as a save file like a map should only refer to those resources and keep information like positions, states, and other variables. The Game and all the resources needed are distributed as one package/zip/jar and saves are separate, and if you would like to share a save file the recipient would need a copy of the base game with all the resources first. I hope that makes sense.
6  Discussions / General Discussions / Re: Linux builds on: 2017-09-07 02:37:02
I hate to say this, because it's kind of a "well... thanks for nothing!" type of answer but.. Linux doesn't have a unified way of doing this. My experience is limited to Debian based distros and the way they do it is to have a .desktop file somewhere. And that somewhere is also up in the air depending on desktop environment. But here is a link to setting up a desktop file for modern versions of Ubuntu running the Unity environment:

Hope this helps a little.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-06 12:49:05

Mobile games are all about cool vector graphics nowadays, but I prefer working with text, and SVG is a pain. So I glued JRuby to Java2D and made an editor for it with Swing Cool

This is really cool! How feature complete is it? What format does it save / load from? Open Source? Plans for release?
I would love to try it out, I too prefer working in text for vector graphics.
8  Game Development / Game Mechanics / Re: Simulating orbital gravity with a prediction of trajectory (Multiple attractors) on: 2017-02-21 00:01:39
Maybe this will be of use:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
9  Game Development / Performance Tuning / Re: JNI passing data from Native to Java on: 2014-10-28 18:02:55
you're too used to a JVM!
10  Discussions / Miscellaneous Topics / Re: Getting back in touch with reality on: 2014-05-29 15:11:02
I think it is inevitable. Any time you are doing one thing long enough, no matter how fun/engaging/rewarding/challenging it is, you will need to take a step back and do something else. Otherwise you burn out, and then you hate it for a long time. I routinely take breaks from programming, so much so that my breaks are more or less scheduled. Typically I will program for about 2 weeks straight, then take a week to do something else. One of the reasons I love programming games so much is that there is so much more to do than programming! There is art, music, sound effects, character building, etc. Keeps me from getting burnt out, and I find that if I was stuck when I took a break and came back I was able to solve the problem with fresh eyes!
11  Discussions / General Discussions / Re: New feature: topic labels [solved] on: 2014-05-07 02:37:28
This is a really great feature!

Could we add an [unsolved] label? Maybe make it yellow?

That way if I am in a question-answering-mood I know at a glance which threads to pop into, or if I can't be bothered which ones to avoid  persecutioncomplex
12  Discussions / Miscellaneous Topics / Re: Can anyone give me 10 words all related to one thing in common? on: 2014-04-01 15:11:21
one, two, three, four, five, six, seven, eight, nine, ten. All these words are related to numbers!  Grin

had to do it, sorry.
13  Discussions / Miscellaneous Topics / Re: new computer purchase advice on: 2014-04-01 15:07:32
Off topic just a little bit,


If you are looking for a good Linux system, I recommend Ubuntu-Gnome. They do away with the god-awful Unity Shell, and replace it with the Gnome 3 desktop environment. You still get all the benefits of vanilla Ubuntu (updates, applications, and upstream bug fixes) but with a usable workflow instead. If you are looking for Linux, then IMHO Ubuntu-Gnome is the way to go right now.

14  Discussions / Miscellaneous Topics / Re: new computer purchase advice on: 2014-04-01 05:19:45
I always recommend building your own, and if you're going to build your own, then I always recommend this site:
15  Discussions / General Discussions / Re: Programmer jokes on: 2014-03-17 21:18:24
Software is a lot like sex, make one mistake and you have to support it for the rest of your life.
16  Game Development / Newbie & Debugging Questions / Re: Compile and Debug Java on: 2014-03-09 19:40:24
Eclipse > Intellij > Netbeans. IMO


but what about BlueJ?
17  Games Center / WIP games, tools & toy projects / Re: Platformer - SAGL 1.0 on: 2014-03-08 05:08:46
the topic is empty...   Undecided ... what is this?
18  Games Center / WIP games, tools & toy projects / Re: eXo - snappy space strategy on: 2014-02-17 23:06:14
I played your 4k entry for hours! It is really nice to see a full game come out of it. Good work.
19  Games Center / WIP games, tools & toy projects / Re: Pixel Battle Arena //prototyp on: 2014-02-04 17:46:09
This looks amazing! Nice job man, I love the pixely graphic style. Looking forward to future development.
20  Games Center / WIP games, tools & toy projects / Re: Galactic Progress on: 2014-02-02 07:20:47
So how is this project going? Any recent updates?
21  Game Development / Artificial Intelligence / Re: Active Time Battle AI :: Am I doing it right? on: 2014-01-10 17:49:12
This looks pretty good to me. I would be interested to see the final version.
22  Games Center / WIP games, tools & toy projects / Re: Headline Benchmark on: 2013-12-19 05:46:38
Well, that was fun. Watching my computer transform into a jet turbine and fly around the room, barely held down by its power cord!  Grin

I don't think that the results were submitted though, I got a 'not supported error' in the terminal when I hit submit... still fun.
23  Discussions / Suggestions / Re: OP Marks/Tags? on: 2013-11-05 23:21:04
I think highlighting the op's posts would be a good idea. Similar to how post highlighting works currently. Though I think this is more of a suggestion to take up with the SMF guys, not here.
24  Games Center / Contests / Re: One Game A Month - November Edition on: 2013-11-05 23:18:35
+1 for a Google+ sign in. [see what I did there  persecutioncomplex ]
25  Java Game APIs & Engines / OpenGL Development / Re: Why Can't I Find Bitmap Fonts? on: 2013-10-26 22:02:17
I made a pretty good Font Loader that creates bitmap fonts from True Type Font files, and the built in Java Fonts. It is part of my home-brew game engine, GenesisEngine, and you can find the related files here, and here. If you are interested.
26  Game Development / Newbie & Debugging Questions / Re: What's the best way to go about game states? on: 2013-10-24 00:35:28
@Znnga thats a really nice set of classes you have there, I hope you don't mind if I steal your ideas Wink

Absolutely! Glad to be useful.
27  Game Development / Newbie & Debugging Questions / Re: How to check if v-sync is actually enabled on: 2013-10-21 05:38:06
@Grimmov: My friend, welcome to frame clamp loops! (it is what I call them anyway)

I assume that your run loop functions similar to this:
  • Gather input
  • Update the scene
  • Render the scene
  • repeat

What you want to do is remove the frame rates dependence on how fast the game can update. So instead of the above do something similar to this:

target frame rate = 60 frames
time between frames = 1 second / target frame rate

render time = 0;
delta time

start loop

while render time < time between frames,
  record the current time
  gather user input
  update the scene(using delta)
  subtract the recorded time from the current time and set delta equal to it
  then add delta to render time
  As soon as render time becomes equal to, or greater than, time between frames this loop ends and you move on to rendering

set render time = 0


Now your loop keeps updating the scene (doing calculations, gathering user input, and running all your math) until you need to render. Then you render, reset some variables and repeat the process.

obviously the above is not code, but when you implement this right, you get rock solid frame rates, and a loop that preforms the same on most computers (I only say most because there are some dinosaurs out there)

This is a fairly common approach to your problem (not the vsync part, but the reason you think you HAVE to have vsync)
If I wasn't so lazy I would link you to a good post from this forum on game loops, but for now I hope this is helpful.
28  Game Development / Newbie & Debugging Questions / Re: How to check if v-sync is actually enabled on: 2013-10-21 01:59:00
You could always adjust your scrolling code. The math behind your scroll code should have nothing to do with frame rate what-so-ever. Common technique is delta timing, making movement independent of frame rate by multiplying your math by the time between frames. If you still get issues after that, try flooring your values to Integers when you draw, making them line up with individual pixels nicely.

my two cents.
29  Games Center / WIP games, tools & toy projects / Re: Genesis Engine on: 2013-10-19 21:53:59
CRAP That post came up the SECOND I finished updating my engine...  Shocked
What bugs did you fix specifically?

I try to include a general overview of the fixes, additions, and removals in the commit message but specifically:

+progress actor
+vsync option to engine creation
+get selection index and text for scroll boxes and radio buttons
+flag to set scroll box elements to behave as checkboxes (stay selected) or buttons (clicked)
+set value method to slides
+remove scene method to theaters
*positioning of scroll box elements (y position was overlapping)
key: (+) added, (-) removed, (*) fixed
30  Games Center / WIP games, tools & toy projects / Re: Genesis Engine on: 2013-10-19 20:11:03
New versions have been added to the repo.

A batching update is coming soon, but for now I committed a bunch of bug fixes and code improvements.
Get version 0.0.3 here
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2017-03-02 06:37:51 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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