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1  Discussions / General Discussions / Re: Worried, Scared. Life wasted? [YOU SAY!] on: 2014-10-31 15:47:20
Your 15.

You don't even know what fear is. Get on with it and enjoy the process.
He may not have as much experience as older people but his emotions are just as valid as anybody elses.
2  Discussions / General Discussions / Re: dart on: 2014-08-27 12:38:15
Dart has been around for a long time but it hasn't been very interesting from a game-dev perspective, well, ever.
3  Discussions / Miscellaneous Topics / Re: Is our Universe Simulatable? on: 2014-08-02 21:23:50
Short answer: no. You would need at least enough room to store the whole universe a second time to simulate it perfectly. Sorry for my lack of references, I don't remember who explained it the very first time in the history. Drenius and SimonH already explained that a bit better than me.
Now I don't know very much about this topic, but what about compression?
4  Game Development / Game Mechanics / Re: Improving Texture Loading on: 2014-08-02 16:07:59

Maybe you should display something (a message with a progress bar for example) that doesn't need any resource stored in a file while loading a few files when the end user launches your game. You can still improve texture loading but imagine that you have to load a lot more images, you'll need to indicate that you're loading something instead of just showing a black screen.

I fully agree. Even if he got texture loading down to a few ms, he'd eventually reach a point where loading all his textures takes noticeable time. Unless of course his game consisted of a dozen or so images total. So a loading screen is more or less inevitable no matter how fast you load your textures.
5  Game Development / Game Mechanics / Re: Character Stats on: 2014-08-01 19:22:04
This is interesting. Most games use the armor stat to absorb a percentage of physical damage, though some use it as an extra health bar. If it's the latter, armor can usually not be restored once broken. Both kinds of games can have an armor penetration stat, though it works differently. In the first case, it reduces the percentage absorbed, and to be worthwhile it has to reduce the percentage enough that it's not swapped for a Damage stat. In the second case, it increases the amount of damage done to armor. Here, too, it needs to be balanced so that it's not prioritized away.

There are also other interesting concepts such as avoidance (dodging or parrying an attack, or an attack missing outright). The hardest part is to balance all these things against each other so that fights take a reasonable amount of time, otherwise the player might get bored due to fights being too long, or fights being too short.

A third way to do it, that'd be somewhat harder to balance and that I personally haven't seen much in the wild, would be to subtract the armor value from the attack value and deal the difference in damage to the entity. This would strike against casters (assuming you have magic in the game), and other characters with weak damage stats, such as tanks (assuming you have tanks in the game), and might leave them unable to do damage against some foes - not fun for the player.
6  Games Center / Archived Projects / Re: AWTEngine2D WIP | A 2D Engine using only AWT Canvas on: 2014-07-04 23:46:10
Thank you for linking this, I had no idea it existed.
7  Games Center / Showcase / Re: Flappy Taco | My first game on: 2014-06-13 19:58:41
Your pixel art is cool. The game seems easier than the actual flappy bird, but congrats on your first game. What game library did you use to make this?
From the outline showed in the YouTube video, it looks like a custom game loop - suggesting Java2D.
8  Game Development / Newbie & Debugging Questions / Re: objects existing beyond their scope on: 2014-05-30 00:28:39
Note: Scope and lifetime are not the same thing.
Clarification: scope is the amount of time you can count on the object existing - AKA how long it exists theoretically. Lifetime is how long is practically exists before it's garbage collected.
9  Game Development / Newbie & Debugging Questions / Re: Uniform locations return -1 on: 2014-05-24 19:01:52
   texLoc = glGetUniformLocation(world.getLightingProgram().programID, "sampler01");
Shouldn't you use t_diffuse as that is the variable name in the shader, when you access it? I've only a few hours experience with GLSL, so correct me if I'm wrong.
10  Game Development / Newbie & Debugging Questions / Re: Recursive rendering on: 2014-05-23 16:43:25
Really? I would think it's the other way around: when every node renders itself first and then calls the sub-nodes, the nodes furthest down are rendered last and those are the ones that you see.

Anyway, to answer your question, switch the places of the draw(this) and children.render() calls will reverse the order of rendering.
11  Discussions / Miscellaneous Topics / Re: f.lux on: 2014-04-19 19:57:32
I've been using f.lux for several months now without noticing any problems, it turns on when the sun goes down - making me actually notice the sun going down nowadays. On my Mac, I've noticed that closing a LWJGL window disabled flux for a short time. I'm not sure if this is the case on Windows; I don't use my desktop computer at night.

Besides, Windows font rendering in Eclipse is terrible.
12  Games Center / Archived Projects / Re: MERCury - 2d Game Engine on: 2014-01-20 06:20:43
You should use a .gitignore file to remove the /bin folder from your repo.
13  Java Game APIs & Engines / OpenGL Development / Re: Do you need to dipose of stuff when exiting application? on: 2014-01-14 13:02:24
Er, opposite stance here. The OS releases everything when the process exits. Save yourself the hassle and just let it do it for you.

Cas Smiley
Yes - it makes the OS more robust. If it didn't, our computers would be at the mercy of C programmers and their memory management.
14  Games Center / WIP games, tools & toy projects / Re: 3D Randomly Generated World on: 2014-01-09 20:42:57
If you're using
you will get errors if you try to double-click launch on Mac/Linux.

   public static String jarDir()
         return new File(SomeClass.class.getProtectionDomain().getCodeSource().getLocation().toURI()).getParent();
      catch(URISyntaxException e)
         return null;

I thought
new File(SomeClass.class.getProtectionDomain().getCodeSource().getLocation().toURI()).getParent();
was a joke the first time I read it, but apparently it's legitimate. Java's such a complicated and bureaucratic platform - maybe that's why companies like it?
15  Discussions / General Discussions / Re: From super skinny to normal weight, anyone ? on: 2014-01-09 20:37:52
Try to be full at all times and have fat-rich foods in the house at all time. The more fat, the less you'll need to get the same number of calories. So you don't have to sit for excruciating amounts of time stuffing your face. You might want to put something edible next to your computer, at least for me, when I can sit and casually eat while doing something else it's much less boring.

Eat as much meat as you can.
Start working out your legs with your body weight some time before starting with weights - or you can be brutal and just take the soreness as it comes.
16  Game Development / Newbie & Debugging Questions / Re: lwjgl getTime and it's delta issue on: 2014-01-08 13:56:51
int delta = (int)(currentTime * lastFrame);

Here is your problem.  The delta should be the difference between the times, not the product.  In mathematics, the Greek letter delta is often used for differences because, well, it's like a D for difference  Wink
And the negatives are probably because (long * long) cast to int will often overflow.
17  Game Development / Newbie & Debugging Questions / Re: Static Reference to Self on: 2013-08-21 15:37:38
Uh, isn't the Java ClassLoader lazy? Shouldn't that mean that the instance variable is initialized when the class is first used - that is, the same behavior as writing the singleton accessor lazily? I'm fairly certain that the ClassLoader loads classes as they are needed by the program, so the dependencies of the singleton should be loaded when it's constructed - so at the same time that it is initialized.
18  Games Center / WIP games, tools & toy projects / Re: HeroesGrave's 7dRTS Game on: 2013-07-25 19:41:06
To chime in on everybody saying that it's hard to see the difference, I imagine that if you play the game long enough, you learn what to look for. Also, I suggest that you add a pop-up when you hover over a unit, with the type of unit in it.
19  Discussions / General Discussions / Re: Java on PS4! on: 2013-07-25 08:52:38
Couldn't you use something like RoboVM (at least when it's out of alpha) for consoles?
20  Discussions / General Discussions / Re: The ignorance of the android industry about good porting solutions like Libgdx on: 2013-07-25 08:46:48
The real question is why Unity is not more popular amongst AAA studios and other interactive fields (i.e. digital advertising, digital storytelling). It fixes pretty much all these issues and ports to more platforms...

I've had the pleasure of working with Unity for one project at university now. I went from dislike to curiosity and now finally, after using it, to loathing. It's dreadful.
I mean I am sure there are ways to use Unity more "sensibly" but from the start on its just a designers tool. Even things are threads are really hard to get working right. Often things happen and you simply dont know the cause / cannot debug.
I could write a whole paper on it now, but basically its a designers tool, kinda like Processing, and for that purpose its good: Getting a 3D prototype fast and test things out is fine. If you want to make something decent however, all that simplicity comes back to bite you, and someone who is even remotely skilled in games programming will be baffled at how things work in Unity(though not all things, Unity isn't the worst offender but its bad enough not to use it for big projects).

We might be the worst case of this, as we had little time, didn't read the Unity docs very much and expected to be able to make a game since we can make anything with opengl/libgdx. Well no such luck.

Thank you for writing this. I've never used Unity or wanted to use it, because it's not the tool for me, and it's not the right tool for many budding game developers. Now though, I've got hard arguments other than "it's not for you" to tell people to stay away from it.
21  Game Development / Newbie & Debugging Questions / Re: [LibGDX] How to add multiple actors/enemies? :) on: 2013-07-03 20:54:26
You sprinkle smileys like a teenage girl to her crush.
22  Discussions / Miscellaneous Topics / Re: My friend is being ruined by his religion. on: 2013-07-03 20:11:18
it's too easy to convert an atheist to be a religious person
This is just a prejudice. An atheist can have strong convictions and personally, you have absolutely no chance of converting me. There are more than 29% of atheists and about 63% of "non believers" in France (agnostics + atheists + anti-theists including people baptised when they were too young to complain but who don't believe in any god).
You definitely have it right. Most people who turn religious are people who weren't atheists, they were people who didn't care either way and got scared when some religious dude threatened them with an eternity in That Red Hot Place(tm).
23  Game Development / Newbie & Debugging Questions / Re: [S.O.L.V.E.D] MultiThreaded Server Freezes GUI upon bind() on: 2013-06-03 11:48:10
I saw the mess that was the title and immediately thought of GabrielBailey74, I was not disappointed.
24  Game Development / Newbie & Debugging Questions / Re: Why the & 0xFF? on: 2013-04-26 18:20:52
Ugh... found the answer in this thread...
25  Game Development / Newbie & Debugging Questions / Why the & 0xFF? on: 2013-04-26 18:16:21
Why are bytes in Java typically AND'ed with 0xFF? I've come across this thing multiple times when it comes to (primarily) graphics code, but also in file reading and things like it.
26  Games Center / Contests / Re: Ludum Dare 26 starting 26th April! on: 2013-04-26 16:32:08
I may participate, not sure at all though. Depends on whether the theme is simple enough for me to bother.
27  Discussions / General Discussions / Re: Wee, LWJGL 2.9.0 looks to be out soonish! on: 2013-04-16 17:53:27
Well, only a problem with OSX 10.8 and Java 7. So if you're using Java 6, then no problems Tongue
Well, disease is only a problem if you're alive, so if you're dead, no problems Tongue
28  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2013-04-16 16:59:52
Apart from the language choice (ugh, JavaScript), I think that you've made an excellent choice with the dynamic nature of the project.
29  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Translate a gun at a fixed position in the screen on: 2013-03-04 20:51:01
I am using another OpenGL versions, so my code probably will not tell you too much, but I can always help from the theoretical side. Wink

In short, you should:
-set your "standard" 3d rendering camera
-draw things like map, enemies etc.
-set contant 3d rendering camera
-draw 3d things which are always in the same place (gun)
-set constant 2d rendering camera
-draw 2d things which are always in the same place (interface)
You wrapping OpenGL in other methods is probably why the OP got confused.
30  Game Development / Newbie & Debugging Questions / Re: libGDX - It's so large? on: 2013-02-28 19:40:25
Furthermore I hate taxes anyway D:
Taxes take a chunk out of your monthly gain, but without them, your government couldn't afford to invest in health care, roads, pensions, and a whole lot of other services and infrastructure that you use. Without taxes, you would have to pay a lot of money for various insurances, even more than you already do. I consider taxes the least evil alternative there is.
I used to believe that, but more and more I think my wage is cut in half (France, I confirm) not for the good of the community, but to re-fill the banks so they can invest like crazy and make even bigger profits while we pay their debts.
Yes, that is true to some extent, and I think it is important that voters oppose this. Banks in general disgust me.
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