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1  Discussions / General Discussions / Re: AWESOME particle system on: 2013-04-29 05:27:27
That's how i like it. Messing with pixels, no forms, pure math.

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

I shall accept this challenge.
3  Games Center / Contests / Re: Ludum Dare 26 starting 26th April! on: 2013-04-25 22:32:14
Jam is for newbs or big stuff.
For me it's either compo or nothing.
4  Games Center / Contests / Re: Ludum Dare 26 starting 26th April! on: 2013-04-25 18:24:59
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.
5  Games Center / Showcase / Re: Starshock, a retro-esque arcade shooter on: 2013-03-04 04:16:28
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>
6  Game Development / Newbie & Debugging Questions / Re: Creating lots of different enemies (Inheritance, polymorphism, etc.) on: 2013-03-04 04:08:51
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;
         ...
   }
}
7  Games Center / 4K Game Competition - 2013 / Re: Behind the wall of sleep on: 2013-02-27 23:54:29
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!
8  Game Development / Game Mechanics / Re: Pixel based 2d destructible terrain? on: 2013-02-25 18:48:34
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/
9  Games Center / WIP games, tools & toy projects / Re: Wizards of Yore (second try) on: 2013-02-24 20:57:13
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.
10  Game Development / Game Mechanics / Re: Movement code critique? on: 2013-02-24 04:18:25
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


11  Game Development / Game Mechanics / Re: Movement code critique? on: 2013-02-24 03:26:40
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.
12  Discussions / Miscellaneous Topics / Re: Generalized Rant Thread on: 2013-02-15 23:37:59
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
13  Discussions / Miscellaneous Topics / Re: Generalized Rant Thread on: 2013-02-15 20:26:59
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.
14  Games Center / WIP games, tools & toy projects / Re: Operation Santa on: 2013-02-15 20:14:04
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).
15  Game Development / Newbie & Debugging Questions / Re: Applet reload? on: 2013-02-14 20:06:26
If it's browser related caching, a CTRL+F5 should do the trick
16  Game Development / Game Mechanics / Re: Weird Run Speeds on Different Computers on: 2013-02-13 23:14:03
Basically, When you call Thread.sleep(2), it's not guaranteed it will sleep for 2000ns. Sometimes it will sleep for 1000ns, or 3000ns, or something between or even beyond those values, depending on OS or hardware.
This is why you have to check how much time passed since you last called sleep(), and change the sleep amount to fix the difference between what you want and what you got

PS: Have you tried moving repaint(); to the line before the try/catch block? I just noticed you are rendering stuff after sleeping.
17  Game Development / Game Mechanics / Re: Weird Run Speeds on Different Computers on: 2013-02-13 22:35:21
I don't see anything on this code that could lead to such behaviors, except for Thread.sleep()

You shouldn't trust that little bugger. He asks for a time, but guess what: He can't count!
So you should do that for him. In the meantime, check THIS out.

TL;DR:
Quote
Thread.sleep is not always going to be accurate, plus if you've got any other threads hogging processor it won't necessarily allow your thread to resume in time.
18  Games Center / WIP games, tools & toy projects / Operation Santa on: 2013-02-13 02:36:44


2 months off-season and i was beggining to get sick of it, but it's finally here, folks, have fun!

Play here! or Grab the JAR here!

Quick info about it:
-You play using arrow keys to move, and A to shoot;
-You don't shoot without ammo (so try to conserve it);
-You must save ALL the santa helpers (the guys in green and red) to be able to exit;
-Killing the black guys are optional, but if you touch them, you die;
-You have infinite lives, but there's no checkpoints. When you die, you go back to the start of the level.
-Points are optional, try to reach 100% if you are a tryhard;
-7 levels, with some kind of boss at the end.
-Music wasn't composed by me, but i don't even know who did it (lmao)

Valuable quotes and impressions:

"THIS MOTHERF**KING SANTA CAN'T SWIM FOR S**T WTF" - Some friend

Developer-point analysis

This is probably my last game in Java2D. It's a fun, easy and all-around lib overall, but as you strive deeper into it, you see flaws and incapabilities.

Well, about the game. I was planning on making a some sort of Commander Keen/Dangerous Dave mashup, with a Christmas theme. I had ZERO experience on how to create a platformer, but i tried anyway;
I knew i had to use an array for the tiles. I set up everything nicely, with a camera moving instead of the world. Then the first question appeared. What about entities and world collision?

Again, i had no idea on how to create a platformer. My first thought was about assigning a tile to an entity, and do collisions based on the same array i used to assign the world. Result: If i wanted to fall down a gap, i'd need to move to the exact point where the tile below is empty. With a tile being 32x32 pixels and the entity being around 24x12, you don't need to be a math genius to realize you'd be flying around pressing left and right looking for that exact pixel where i would be able to fall down.

At this point my player code was full of hacks of magically-set numbers. Welp.
Some time later i thought: Why not use hitbox-based entities instead of tile-based entities? 1 hour later i had refactored the entire entity hierarchy with simple methods and clean code, working smooth as butter, and, suddenly, pickups, snowballs, creatures were suddenly precise and working as intended. Welp

Then for the next subject: Level generation.
The levels are just PNGs with the tile data on them, divided in 3 layers: Tiles, Background, and Entities. The game loads those images, convert the color data into tiles, selects a texture that is appropriate, depending on the tile and it's position, and that's it. So, in some way, the levels are automatically generated. Which is something cool, to be honest. But the downsides are something to be frowned upon as well:

Firstly, you can't hard-code a certain texture into a certain position (well, you can, but it wouldn't be a good practice);
Secondly, tile divisions are harder to do and almost never end up as expected, since you have to check the adjacent tiles to determine which texture should be in place;
Thirdly, code gets ugly and hard to read.

To fix this? Well, i could set up a different color for every texture, and then draw those colors to form a map. Madness? Indeed. In a world of game with miles and miles worth of levels, why would i resort on this painful and unproductive method of drawing little points on the screen? Yet i decided to stick with it. And start thinking about a custom level format.

However, this got me sad. Sad enough for me to rush the rest of the levels, skip some tilesets (and thus, levels) and just worked on the ending. About the ending: I thought the "boss" art was pretty cool, and i'm even considering on reusing some stuff in an improbable sequel. Who knows? Until the next Christmas.

Have fun!
19  Games Center / WIP games, tools & toy projects / Re: miniRailCraft on: 2013-02-08 23:25:41
Looks awesome  Shocked

Please tell me you are going to fix that horrible inventory screen and that gigantic font
20  Games Center / WIP games, tools & toy projects / Re: [WIP] Starkiller on: 2013-02-03 02:31:49
Try (Without the spaces in the beggining and end  persecutioncomplex)

[ applet archive=minishoot2.jar class=the.entire.path.YourMainClass width=400 height=400 ]
21  Discussions / General Discussions / Re: How to think of game ideas??? on: 2013-02-01 22:53:51
Think about games you like/liked in the past, and about what made them special;
Think about little concepts in your life;
Try to be more observant about everything;
Try different cultures;

Take note of everything. Every little concept.
I, sometimes, have some ideas while sleeping. It's the best sensation ever - "Hey, i just thought of this thing, and i didn't even think of it by myself!", and then i rush to a notepad before it vanishes from my mind.

22  Discussions / General Discussions / Re: Regarding modern game music, why... on: 2013-01-31 23:00:57
*checks cubase* WHOAH Shocked

I never said i was using FL Studio, and i'm more used to the tracker module structure, so it makes more sense to me  Cheesy
Also, now there's so many options! (even obscure ones) I'd never imagine i could rig MIDIs with OPMs using OpenMPT or VSTs using Synthfont.
23  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-01-31 19:23:19
Well, if you grab the average japanese visual novel, it always starts slow, telling some backstory, narrating one or two days of boring-everyday-life, presenting the characters, etc. It usually takes you around 1 to 2 hours of reading before you get into the action, maybe even to get to your first crossroad. So yeah, a VN is pretty much a colored book.

They have almost ZERO interaction apart from the question answers and decisions. The art is usually a background, a foreground (where the characters are displayed), and the text overlay.

I'm pretty sure that girl picked all of this and added western art and some rpg elements; So if i am right, there will be a massive wall of text before the real action begins.
The judges were expecting a different kind of game - an interactive adventure.

So yeah, Jaffe is lying and he doesn't know what the hell he played.
Foiles (supposedly) played Professor Layton 3 times, so the same applies to her. (She was the one massively clicking to skip the text)
Chen might know about one or two things, since he's into artistic games. But im prone to believe he was expecting something else as well.

I'm not telling that the judges are bad. Of course they have their credentials, but they rated something beyond their own scope of knowledge. And, alas, if i were in your situation, i could give less f**ks about people in the game scene judging my own game in 2 minutes.

Well, the girl has balls to create something that is unviable market-wise (unless she translates it and moves to Japan). Gotta give props to her. But Eli's game would have won in any case scenario, even if the judges KNEW what they were rating. You can't read and rate an entire book in 2 minutes.

Quote
most games made with unity as they reek of unity. Kinda like games made with UE3 reek of UE3
QFT
24  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-01-29 23:31:33
To Eli, judging solely Death Boulder Bones:
I'll be totally honest. This kind of game doesn't impress me at all, i don't find it fun, and i'd never buy something of the genre. But i accept that different people have different tastes.
Anyways...

The game looks okay, and i'd actually play it. It has good concept and unique mechanics
But.

I don't know for how long it is on development, but it lacks something. Like the "press space to undo" art that is totally different from the rest of the game, and despite being hilarious, this kind of voice over makes me kinda angry (like i said about the space crabs game).

If you pardon my terms, it looks like more than a prototype than a real game. I'm 100% sure that if you polish it good, it'll sell nicely.
Congratulations and Good luck!

PS:

Fatfag broke your game and got mad over it ("what do i do, press ctrl+alt+del?", "well if you need help using a goddamn computer you shouldn't be judging at all!")

PPS:

>2013
>Girl makes a VN
>Uses western-style stuff while using the usual japanese cliches (Japanese high school student that finds out he's a superhero... ooookay)
>Looks like a dating sim
>Mentions Phoenix Wright and Professor Layton but doesnt mention Fate (just to name a classic)
>Expects judges to understand the charm of a visual novel
>Expects judges - who played it for 2 minutes - to have fun
>My f**king face when

25  Discussions / Miscellaneous Topics / Re: [RIVEN WHAT DID YOU DO] on: 2013-01-28 23:51:59
1. Actually the one who hacked it was Riven himself  Clueless
2. And wasn't even a hack, because of 1
26  Discussions / General Discussions / Re: Regarding modern game music, why... on: 2013-01-27 20:13:14
I really hope you know you are awesome  Clueless

Well, looks like VOPM is better in terms of usability/results, and it works with OpenMPT too!  Grin
27  Discussions / General Discussions / Re: Screenshot Saturday on a Sunday on: 2013-01-27 00:58:53


Close to be playable, needs a ton of refactoring. Mostly on level loading and generation, minor stuff on some art.
28  Discussions / General Discussions / Re: Regarding modern game music, why... on: 2013-01-24 20:33:31
I really liked the original Doom music. I think I might have been the only person who did in the entire world, though.

Cas Smiley

You are not alone, the MIDI playback is a downer.

<a href="http://www.youtube.com/v/v9snl7f5oms?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/v9snl7f5oms?version=3&amp;hl=en_US&amp;start=</a>
29  Discussions / General Discussions / Regarding modern game music, why... on: 2013-01-24 18:04:44
...are there so many 8-bit synths and composers, but almost ZERO 16-bit FM tools?
Adlib is the game music master race, and i grow tired of the amount of chiptune in games nowaday

Hell, if i want to compose some epic adlib music, the only tools available are for DOS, unless you want to use a FL Studio VOPM plugin, which isn't the same.
And using MIDI and that lame soundbank is a downer Cry

Videos (actually songs) related:
http://www.youtube.com/watch?v=KOrv9-S1aj4
http://www.youtube.com/watch?v=ZvIuMaJu9Fk

Rant over.
30  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-01-23 19:07:04
What the hell, that space crab game looked like an amateur 00's flash game.
And the judges were all "OOOH IMEDIATE FUN! LOLOLOLO"; Seriously, i'll rip my ears off if i have to hear this "MEGA BOOOMB --- MEGA SHIEEEEELD" again.
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Java Data structures
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Topic Request
by kutucuk
2013-03-22 21:42:01
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