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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-19 09:02:59

Is that Midas or does it just look very much like it? I've played and it's a great story and good controls too.

You are right. Its Midas with some new features (golden statue to get golden, other harder level etc)
Cool, looking forward to trying it out!
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-18 21:50:26

Is that Midas or does it just look very much like it? I've played and it's a great story and good controls too.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-15 21:25:06
Today I forked LibGDX to add an alternative to the setup app for generating a Kotlin project instead of Java. No more manually configuring a project to use Kotlin for me! That felt good - to have enough programming chops to be able to go into someone elses codebase to add a feature I wanted.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-10 10:33:56
Released first alpha version of Pico, see, for anyone who might be interested. Here are some icons I made for my game with it yesterday:

5  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-07 21:33:29
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.
Thanks! The images are saved in text files, I use .pico to show their meaning, but they're really just Ruby source files. They can be exported to PNG currently and I can easily add any other formats supported by AWT's ImageIO.

It's not feature complete, but it's usable. New features can easily be added just by writing a function in an image, since the source files are Ruby code operating on a Graphics2D object. Ruby errors are caught and reported in the bottom bar and the display on the right is updated each time the source changes, allowing quick iteration on source code. JRuby and Java2D are fast enough to make this viable.

No actual Ruby knowledge is necessary to use the tool though, as the DSL is as detailed as SVG and much less cluttered.

I'll add the source to my GitHub and upload a release when I have the time!
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-05-31 21:34:26

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
7  Game Development / Newbie & Debugging Questions / Re: LWJGL Reading HTML/CSS files? on: 2017-05-22 17:59:39
I don't know of any good HTML/CSS to LWJGL renderer. It's one of the things I would want to make, HTML/CSS beats most GUI toolkits out there (looking at you Android) once you get used to it.
8  Games Center / Android Showcase / Re: Wordicle - Word-based Tile Matching Game on: 2017-04-09 18:20:02
Dude that's an awesome idea!
Thanks man! Anything you want me to implement, feature-wise?
9  Games Center / Android Showcase / Wordicle - Word-based Tile Matching Game on: 2017-04-07 19:19:24

The game is somewhat like Tetris but with letter blocks and words instead of tetraminoes and lines. I got the idea this Monday and spent the rest of the week building it. It's the second game I've published and I'm very happy with being able to finish gameplay in such short time. It's also rather challenging, which I like.

Gameplay consists of placing letter blocks beside each other to form words, earning you points, the goal is to get as many points as possible before the board gets filled up and the game ends. I'd like to thank the devs of LibGDX for their awesome work, making game development so quick and easy Smiley

Android/Google Play:

Feedback & suggestions welcome!
10  Discussions / General Discussions / Re: [LWJGL] Which library is best for GUI and how do I change menus? on: 2017-03-25 09:29:40
If you're using LWJGL you'll have to roll your own GameState system for different states of the game. Typically you have a main class that handles the game loop and the rendering, that delegates the rendering of the actual current stage of the game to another class implementing the behavior of the menu, game stage; etc that the player is currently in.

I haven't found UI libraries for LWJGL that are pluggable, straightforward, and well-documented. I suggest that you roll your own, adding features that you need as you need them. It doesn't take that long to code classes for Buttons, Labels, and Windows. Finding, learning and integrating another UI library into your renderer would likely take as long if not longer.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-19 21:13:53
Going to Beijing, China next week. My dad speaks Chinese and I'd like to learn it, there are many great Android apps for it. But I wanted something where I could gradually add words and it would pick out sentences for me to translate - so I made my own app for it.

The app uses Tatoeba for Chinese and English sentences. The sentences were stored in one big CSV with half a million or so entries (300 mb uncompressed), but I removed all the entries that weren't English or Chinese, so then I only had 90 000 sentences to manage. I also ran a script on those sentences to find the Chinese characters that were most common, and created a separate CSV with each character and the number of times it occurs. You learn the characters that are most frequently used first. I also added Pinyin pronounciation guides using a library called hanyupinyin.

The read screen where you practice sentences features text to speech using Android's super-simple API. The voice is great. The only thing that remains to be done is adding a time-based spaced repetition system where words and sentences are repeated with increasing intervals.

All in a day's work, I'm very happy with how it turned out. Take a look!

12  Game Development / Newbie & Debugging Questions / Re: getting rid of "instanceof" on: 2017-01-12 21:30:30
@princec that's a very interesting thread, thank you for sharing.

Personally I would make an abstract method and call that, then implement the behavior in the subclasses/shared superclass if they have the same behavior. But if I don't feel like being meticulous I'll just use an instanceof.
13  Discussions / Miscellaneous Topics / Re: What I drew today on: 2017-01-10 13:21:38
Added some clouds and things to my current WIP project

That player character is adorable!
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-10 13:19:05
@Roquen Thank you for sharing this, very interesting.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-06 16:19:37
Follow me Smiley

Followed you, good luck with your game Smiley

Added statistics screen to my coin clicker.
16  Games Center / Showcase / Re: Equal on: 2017-01-04 19:52:33
Good work!
17  Discussions / General Discussions / Re: New Year Resolutions -- 2017 on: 2016-12-27 22:41:13
I've been running for 4 months, I wanna see if I can go 10km without breaking by the end of 2017

You can do it! Well, unless you have some heart problems or something...

In high school they made us run 10km once a year, the first time it was scary, it's a long distance, but after a while you settle into it. I'm definitely not a runner but I got through them (didn't break), you should be able to as well, considering you've ran 4 months already, which is great!

- Limit the amount of time I spend zoning out on Reddit

Haha, good one!
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-25 20:34:42
Actually published a game. The game in question is a super-simple LibGDX clicker game. Looks like this, took a few hours to make. Most of the time was spent looking up how Android and Google Play publishing actually works. It looks like this.

It's not the most fully featured game but it was a great learning experience. The younger cousins liked playing it quite a bit, so much they hogged my phone half Christmas eve. Too bad they all have iPhones.
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-17 19:05:07
So does the binary keyboard input the characters 0 and 1 or do they buffer until you enter a valid UTF-8 code point?
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-11 20:55:08
Prototyping a psychological horror game. You live alone, no job, no friends, no family, and you need to keep your light bill down - but in the dark, the supernatural has free reign.

Haven't got much gameplay yet but for one day's work I'm happy.

21  Games Center / Showcase / Re: Red Defense - Tower Defense Game on: 2016-08-03 20:58:12
Dialectical name comrade
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-03 10:29:49
I did very well on my interviews for full time conversion with Google today! I hope I get a full time offer!

23  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-22 18:32:01
Awesome article posted by Dragonene_ on IRC, discussing how market share works (or rather, doesn't exist) in the games industry:

Huge thing to note, is that there are only 1.3 million (1% of total) steam users who can be considered "core" gamers.
"Core" gamers being the people who you can expect to purchase several games per year.

Great article. I only played MMOs because of World of Warcraft and now that World of Warcraft isn't that fun anymore (because Blizzard didn't manage to even maintain the quality of the game after WotLK, let alone improve it) I've moved on to other kinds of games. I was only an MMO gamer because of WoW, I was in the WoW market but not in the MMO market. I'm in the League of Legends market but not in the MOBA market, and so on.

Many people including myself tend to specialize in one single or a few games and play mostly them for long periods of time. They rarely go out of their comfort zone trying new games. As a game developer I either have to fill a niche that is requested but not filled (rare) or create my own market (hard) - if I want to make money off my hobby, that is.
24  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Universal Model Importer (JUMI) - Early Alpha on: 2016-06-21 18:27:49
I think that last part is a big issue. There should be a copious amount of polymorphism. This allows me to box and unbox.
It would save on the millions of booleans created, too. isWhateverSupported()

I am afraid you didn't answer my question. When you are saying the data will be stored in the JUMIMesh class, does it get returned or is it stored inside of the JUMI library to be flushed out?

Profile your application (perhaps using VisualVM, which is very easy to use), and if you're running into memory issues then look at the cause. Use the sample function. Same  goes for performance problems. There's no need to micro-optimize the structure of JUMI because it's very unlikely that the few KBs or MBs of RAM and milliseconds of time it occupies are the source of your (potential) issues.

And if you just want everything to be 100% efficient, well, you're using the wrong language because the garbage collector has other priorities than you do. C++ with reference counting and smart pointers would be a better fit, I think, now that compilers support C++11 the language isn't half bad to work with.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-15 16:06:08
I put the finishing touches in on my Java interpreter for my small functional language experiment.

main! => (printLine! "Hello world!")

The language is based on expression lists where each successive expression is applied to the previous expression if possible. The hello world example first evaluates printLine! and then applies a string constant to it, causing it to print. => is the declaration operator and is used to bind the result of an expression to a name.

Lambdas are curried by design (simplifies a lot, both for partial application of functions and for me as the interpreter implementer). Here we declare that add is a lambda with one argument returning a lambda taking another argument and summing the arguments.

sum => x -> y -> (x + y)

The language is optionally typed and currently has no type enforcement, but typed syntax is allowed (just not implemented yet). That would look like this:

sumInts => x: Int -> y: Int -> (x + y)

x is evaluated, + is applied to x (+ is a method of Int) which returns a partially applied function which is then evaluated when y is applied to it. x $ + $ y, you could say.

KiloGram => type (amount: Int)

Declares a type with one field, amount, of type Int. Ints, Longs and other primitives are objects too. This makes the language quite slow but if performance becomes important I'll write a compiler instead. Or something. Performance isn't a priority currently.

FiveKilos => (new KiloGram 5)

We instantiate the KiloGram type as you would expect. Same syntax as Java.

member double => self -> (self amount * 2)

There's a method returning double the amount of the KiloGram. The member keyword by default attaches the method to the type that was last declared; but the language has open classes and we can add another method at any time and any place to any type.

member triple of KiloGram => self -> (self amount * 3)

And since some of you may be wondering where the assignments are, they're done using the <- (store in) operator.

index <- 0

Stores the value 0 in variable index. Type inference sets index to an Int.

There are more features that I haven't included in this post because I'm not sure anyone else is interested in seeing more and I feel I've scratched the itch of showing off the language for criticism now.

Some of the features not shown, but implemented, are:

  • Module syntax
  • Require for loading other files
  • C FFI (built on JNA for simplicity)
  • Conditionals as expressions

Technical details: the parser is generated by ANTLR according to a 60-line grammar, JUnit is used to test various cases (that's been invaluable so far), and JNA is used to access C libraries (for the FFI; because at this stage I prefer ease of use to speed).

If anyone is interested in hearing more or trying out the interpreter or seeing the source just ask and I'll gladly share Smiley

EDIT: I forgot, functional languages always show off their factorial functions, well, here's mine

factorial => x -> if (x = 0) then 1 else (x * (factorial (x - 1)))
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-19 08:40:29

Where are those maps from, if I may ask? And is it OK if I use them for my project (grand strategy)?
Found some them over the last 12 months or so from various random public domain sources. @theagentd got the water mask and normals map. Feel free to play with them as they're not mine in the first place... (apart from the "terrain" one). I should probably try and find where they came from and put them in the credits.

Cas Smiley

I did a bit of googling and found Nasas maps:
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-18 19:32:27

Where are those maps from, if I may ask? And is it OK if I use them for my project (grand strategy)?
28  Games Center / Contests / Re: [Idea] Would anyone be interested in a Pure Java game jam? on: 2015-08-19 08:52:23
What's the point in limiting it to "pure Java"? As if writing a game in "pure Java" didn't just mean that the native code was abstracted away from you?
29  Discussions / Miscellaneous Topics / Re: C# - Scripting host is not initialized error?? on: 2015-08-01 22:18:43
Universal applications for the Windows platform.
Hah, what a joke.

On topic though I'd guess that somewhere in the JSON parsing it wants to use a scripting language (JavaScript, perhaps?), and that .NET doesn't have an initialized host for that language.
30  Game Development / Game Mechanics / Re: Updated translate? (Extended Convo) on: 2015-07-15 18:04:46
You could use the Matrix4f class from JOML, it has a translate method.
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List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05

SF/X Libraries
by SkyAphid
2017-03-02 06:38:56

SF/X Libraries
by SkyAphid
2017-03-02 06:38:32

SF/X Libraries
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2017-03-02 06:38:05

SF/X Libraries
by SkyAphid
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