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1  Game Development / Newbie & Debugging Questions / Re: Should JGO have a JGO Store? on: 2014-07-07 17:05:53
I came to this thread delighting myself on the possibility of being able to wear shirts and drink tea on cups with the JGO logo on them...

Welp, dreams crushed. Back to lurking.
2  Discussions / Miscellaneous Topics / Re: Crazy Mouse problems on: 2014-05-22 12:32:07
I use this method with HDDs and Mouses:

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while (iStillHavePatience) {
   hitItAgainstSomethingHard();
   if (itWorks("!!!")) break;
}


works like 80% of the time.
3  Discussions / General Discussions / Re: "No, You Can't Make Video Games" on: 2014-05-20 12:48:08
...Well that was discouraging...

Assuming you're implying what I think you are;

We (well, the ones I think you're referencing) are not saying if you suck at programming now, you'll suck forever. We're saying that some people will suck forever because they lack the mental capacity.

Also, admitting that you suck at something is the first step of getting better. But there's a limit on how much you can get better.
4  Discussions / General Discussions / Re: "No, You Can't Make Video Games" on: 2014-05-19 17:43:57
Now folks, we've seen our cute overlord showing off his knowledge in:

Neuroscience
Evolution theory
Psychology
Psychiatry
Philosophy
Motivational lectures
Family values

Seriously, i aim to be an all-round knowledgeable person, but why do you have to know everything?

that's why i love him, even though he's an android

Rayvolution, i guess it all comes to talent. Some tasks require less intellectual power than others. Someone with 90 IQ totally can be an international chef, or a brilliant author - no offense, i know most of them are exceptional people. I'm just saying it's totally possible.
5  Discussions / General Discussions / Re: "No, You Can't Make Video Games" on: 2014-05-19 14:51:43
Give an infinite number of monkeys an infinite number of typewriters...

Cas Smiley

You just gave an exact description of Twitch plays Pokemon
6  Discussions / General Discussions / Re: "No, You Can't Make Video Games" on: 2014-05-19 14:24:38
Before we make grand, sweeping statements about large groups and individuals... persecutioncomplex most people are just not intelligent enough, regardless of their creativity, passion, motivation and drive. (did I miss one?)
I call bullshit on this. Saying someone's smart is a huge insult in the first place.  No, I'm not good at programming because I'm smart and got it for free. Some of my classmates at Uni seem to fail to get this. Instead they get mad at me because they think it's unfair that I'm so lucky being smart that I don't have to put as much time into my studies as they do. No, f*ck you, I'm good at programming because I spend 2/3rd of the time I am awake either coding or thinking about how to solve coding problems, and you're not gonna guilt-trip me into feeling bad for having invested time into something productive since I was 12. That's EFFORT, not innate ability.

I can second to that. I have above-average IQ compared to my friends, but the fact i get good grades and know how to code a little bit is, of course, thanks to my lucky earned intelligence. I wish they knew how much i study and work hard.

On topic, this guy might be right, but he's totally wrong. I don't get his point at all.
7  Game Development / Game Play & Game Design / Re: Pixel Art, How can I be less terrible? on: 2014-05-14 18:48:16
That ship sprite is really good (although it looks like a jetplane), but here are some tips:

You drew your ship totally plain, without any lightning or shadow. That's quite uncommon, but not bad at all. If you can keep the same standard on your entire game, it might even turn great!

Also, don't try to make your art exactly like some other developer/artist. Instead, try to attach your own signature, your own style to it.

Rayvolution added his own touches on the sprite, and it also looks pretty good; But again, it's all about style. Some people like their art to have the least amount of different shades as possible, whereas some other people (myself included) like to smoothly transition the colors.

PuppyGames's games always use that shady looking art with vibrating neon tones, which i find awesome.
Whereas for myself, my art style is really clunky, and i love to add noise on everything, so they look pretty dirty. I'm okay with that. Below lies the spritesheet of an old game of mine. As you can see, i find more satisfying to draw nature assets.



tl;dr: keep drawing and practicing until you find your art confortable.
8  Game Development / Game Play & Game Design / Re: Damage Types in RPGs and Roguelikes on: 2013-12-20 17:45:07
You can make composite stats, like World of Warcraft used to do 3 expansions back, whereas you add 2 or more stats with a single prefix. I bet you will remember the "prismatic" prefix, which added +x to every resistance
Back in the day there were prefixes for everything, even for items that added strength and agility

Naming and mapping those would be fun as hell...
9  Games Center / Contests / Re: Ludum Dare 28: "You Only Get One" on: 2013-12-14 17:58:09
I'm giving up.

My mouse has died and now i'm using something that can't even be called a mouse, also I won't be able to code tomorrow.

I shall try again when the stars align.

Good luck everyone  Wink
10  Games Center / Contests / Re: Ludum Dare 28: "You Only Get One" on: 2013-12-14 16:47:19
My idea is a smash-tv like game, where you only get one bullet for every enemy kill

So you gotta kill them before they spend this one bullet.
11  Games Center / Contests / Re: Ludum Dare 28 on: 2013-12-14 01:55:38
Theme: You Only Live Once Get One
12  Games Center / Contests / Re: Ludum Dare 28 on: 2013-12-14 01:44:18
As long as the theme doesn't suck, i'll try to make the usual... trusty notch-like engine, 2d, pixel art, timelapse.
13  Discussions / General Discussions / Re: Sharing something with you on: 2013-12-06 13:24:11
Well there's a first time for something. And as for that, i think your first result is above average.

No reason to feel insecure. Keep trying. Everyone here started with some basic stuff. People who lurk around making game after game until they think they are presentable enough aren't doing it right. Feedback leads to ideas and more importantly, motivation.

PS: Don't mind me, I was listening to TENMON - One more time, One more chance PIANO ver. while reading your post. It almost made me cry.
14  Game Development / Networking & Multiplayer / Re: I want to move my game from single player to MP on: 2013-12-05 15:57:35
If you are intending to, you can release the server application, so any of your friends can open a server and call anyone to play.

This way you don't even need a permanent server. That is, until the point you'd want a server browser in your client, which would require having a master list server, responsible for receiving all the information of all online servers (server name, ip, etc.) and propagate it.
15  Game Development / Game Play & Game Design / Re: RPG stats on: 2013-12-05 15:47:19
I like to split stats between character-specific stats and item-specific stats

For character stats, i like them simple and intuitive (like strength, agility and wisdom).

As for item stats, i usually make them have counterparts, like armor and armor penetration, magic-absorption and magic penetration, critical hit chance and sturdiness. These stats make up so you can have different strategies throughout the game, like having a boss with a ton of armor, or a ton of penetration, forcing you into a different mindset, where the best equipment is not the best choice.

And then we have progression: How we acquire these stats? We gain a point or two when we level up? Are we able to decide where we are spending these points? On games like Runescape, you progress by "using" those skills, like increasing your critical hit chance after you hit X critical strikes.

I also like some creative stats  Roll Eyes
16  Game Development / Performance Tuning / Re: Loading a large map in server on: 2013-12-05 12:08:27
Yeah, in this case you might want to find a new way to represent a map. You are creating about 5 new objects per tile. Eventually, you'll run out of room.

 For large maps use primitives like int or byte. They are easier to store and you can fit a lot more without crashing. It really helps to separate the items from the map. Any object on the tile should probably be stored in a (item, x position, y position) to help reduce space. The smaller the better when it comes to any large map.

Not only that, he also has 2 collections per tile.

Why do you have two objects (ground and itens) regarding items?
Does that Creature collection includes players?

You could also try mapping the game objects (like items, players and monsters) to the Map itselt, not the Tile
17  Discussions / General Discussions / Re: AWESOME particle system on: 2013-04-29 03:27:27
That's how i like it. Messing with pixels, no forms, pure math.

I'm yet to see if it performs well.
18  Games Center / Contests / Re: Ludum Dare 26 starting 26th April! on: 2013-04-27 02:22:55
Theme seems simple enough to fix something in a few hours

I shall accept this challenge.
19  Games Center / Contests / Re: Ludum Dare 26 starting 26th April! on: 2013-04-25 20:32:14
Jam is for newbs or big stuff.
For me it's either compo or nothing.
20  Games Center / Contests / Re: Ludum Dare 26 starting 26th April! on: 2013-04-25 16:24:59
LD starts by saturday`s midnight in those lands of mine. I'll be off the entire saturday, and half of sunday.
Yet i'm still thinking where am i gonna put that potato.
21  Games Center / Showcase / Re: Starshock, a retro-esque arcade shooter on: 2013-03-04 03:16:28
It.... reminds me of system shock  persecutioncomplex

I can imagine this beat on:
<a href="http://www.youtube.com/v/8mCYmO30Es4?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/8mCYmO30Es4?version=3&amp;hl=en_US&amp;start=</a>
22  Game Development / Newbie & Debugging Questions / Re: Creating lots of different enemies (Inheritance, polymorphism, etc.) on: 2013-03-04 03:08:51
Well i'd rather have everything set up inside the constructor than passing every value as a parameter megazord.
Yet the first seems easier to read/change. Why not mix both?

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public class MobGiantAnt extends Enemy
{
   final private static String type = "Giant Ant";
   final private static int ac = 17;
   final private maxHP = ...
         ...  
         
   public MobGiantAnt() {
      super();
      this.type = type;
      this.ac = ac;
         ...
   }
}
23  Games Center / 4K Game Competition - 2013 / Re: Behind the wall of sleep on: 2013-02-27 22:54:29
Helping fellow people by posting link:

http://www.java4k.com/index.php?action=games&method=view&gid=468


---

What i like about these games is the amount of stuff you can exploit (And it's exactly what makes it fun, like speedrunning Sonic 3 & Knuckles).
For instance, i jumped on the head of that square box thing, went back in time, stopped right on the point where it adds more momentum, and it skyrocketed me:

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Exception in thread "Thread-13" java.lang.ArrayIndexOutOfBoundsException: -129
   at b.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


 Sad

Anyways, cool game!
24  Game Development / Game Mechanics / Re: Pixel based 2d destructible terrain? on: 2013-02-25 17:48:34
I think that getting the pixel-array and editing it would be easier and faster than using setRGB

And this might be some help: http://www.mojang.com/notch/j4k2k6/miners4k/
25  Games Center / WIP games, tools & toy projects / Re: Wizards of Yore (second try) on: 2013-02-24 19:57:13
This is awesome kev, i loved how you managed to modify your art style while keeping your own signature on it, and how the game is slow enough to realize what's going on and fast enough to not be bored with tedious animations and text.

Best of luck!

@ra4king: IIRC, all the games done by Mojang for Mojam 2013 used Java+Slick, so i guess it has reached a legacy status by now.
26  Game Development / Game Mechanics / Re: Movement code critique? on: 2013-02-24 03:18:25
No idea.  Grin

Well, assuming your delta is always 16, your velocity.y should be constant whenever yCollision returns true.
Is yCollision changed somewhere else for this object? Or just when doesCollideOnY returns true?

I usually fill the method with println() to grab and compare all the possible data (mad debug skillz).
Try grabbing the nextY value right after line 16 and check if it's changing right along with yCollision


27  Game Development / Game Mechanics / Re: Movement code critique? on: 2013-02-24 02:26:40
What are the types on pastX/pastY/x/y?
Is the object trembling around?
And why is delta an int?  persecutioncomplex

My shallow knowledge tells me that something in line 9 and/or 16 is messing up your stew: If delta == 0, your Y position doesn't change at all, and no collision is found (since you are checking collisions with your actual position), hence the yCollision = false statement.
28  Discussions / Miscellaneous Topics / Re: Generalized Rant Thread on: 2013-02-15 22:37:59
I wouldn't wanna call you uneducated, but I would seriously rather break my arm than consuming Aspartame, one of the most dangerous legal substance in our food.

You are right. But check the numbers:

Quote
http://web.archive.org/web/20090212130028/http://cancer.gov/cancertopics/factsheet/AspartameQandA

FDA's Acceptable Daily Intake (ADI) of aspartame is 50 mg per kilogram of body weight or about 3,750 mg (21 cans of diet soda) for an adult weighing 75 kilograms (165 lb). ADI is the amount of substance (e.g., food additive) like aspartame that can be consumed daily over a lifetime without appreciable health risk to a person on the basis of all the known facts at the time of the evaluation.

Again, it's the habits. One who's drinking diet soda because of calories, shouldn't be drinking ANY soda at all. It's just an excuse to drink.
Also it tastes bad and ra4king is a masochist
29  Discussions / Miscellaneous Topics / Re: Generalized Rant Thread on: 2013-02-15 19:26:59
Funny:

"All foods can fit within this pattern, if consumed in moderation ..."

That is actually true.
Nutritionists nowadays are brainwashed people who can only say: "EAT MORE FIBERS, DON'T EAT RED MEAT, DON'T EAT PROCESSED FOOD". Also, they hate the food industry so much that it would disappear if they could make it happen.

Well, some can agree with them, but what they say about stuff like bottled sterile milk? over9000-grain bread? integral/organic morning cereal? They are all processed food, which are also healthy.
Then you have some said "unhealthy" food. Coca-cola? It has a 0 calories version. worried about the sodium? Some fruits have more than an entire bottle. Chocolate? it has a lot of beneficial stuff, but ONLY if you choose poorly, will also have a lot of sugar.

The food industry is not the enemy. It's the habits.
30  Games Center / WIP games, tools & toy projects / Re: Operation Santa on: 2013-02-15 19:14:04
Thanks Cheesy

Yeah, i just used Java2D for simple graphics, since i was more focused on the platformer logics. I'm probably gonna try something else for the future (most probably libgdx).
As for the sounds, i was trying some 16-bit FM emulation. But i found out it doesn't fit modern games that much (which is not a big surprise: 8-bit chiptune music are never fully 8-bit)

Lastly, i never had problems with the tilemapping, it was just plain ugly and very unfriendly, but it works okay. Alas, thanks for the link; Even if i plan creating/using a custom map format that would save the tiledata instead of automapping them when loading (Tiled is an option, but i don't like how it manages the tilesets), there's always a small bit of "terrain" generation on little things (like grass, rocks, decorations and other stuff).
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List of Learning Resources
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2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
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2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
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2014-07-31 16:26:06

List of Learning Resources
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2014-07-31 11:54:12

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2014-07-08 01:59:08
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