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1  Discussions / Miscellaneous Topics / Re: What are Anti-Virus Developers Protecting us From? on: 2014-04-17 04:03:27
I have not used an Anti-Virus Program for over 2 years now and the Windows Firewall is turned off. (Used Kaspersky Anti-Virus previously)

The only thing that protects me is my router firewall and yet my bank account is still not empty / my accounts are still in my possesion. I do have a feeling that I will pay for my light-heartedness at some point though  Pointing
2  Discussions / General Discussions / Re: JGO Kickstarter on: 2014-04-01 21:41:55
Who's this Jason Anders guy anyway? Cool

Yeaaahh... quite the coincidence that a certain youtube account with certain techdemos uses the same name
Isn't it funny how consistent lies make them believable?

Oh yes, I see. I especially liked the little touch when you edited the name out of a post I made once, you are truely a master of your craft
3  Discussions / General Discussions / Re: JGO Kickstarter on: 2014-04-01 21:31:42
Who's this Jason Anders guy anyway? Cool

Yeaaahh... quite the coincidence that a certain youtube account with certain techdemos uses the same name
4  Games Center / WIP games, tools & toy projects / Re: WIP - Jeff on: 2014-02-12 18:09:08
Is it me or when I start the game I cannot move at all. I mean, I press ASDW, but nothing happens :O

I think the player is invisible. If I leave the F1 Help Screen open it moves around when I press WASD, and 'E' flashes up when I approach a usable object. Odd
5  Games Center / WIP games, tools & toy projects / Re: Wilderness To Home: The Basics on: 2014-02-01 22:14:25
No-Light version works for me aswell! Very cool so far, you should definitely keep going.
6  Games Center / WIP games, tools & toy projects / Re: Wilderness To Home: The Basics on: 2014-01-31 19:13:37
Exception in thread "LWJGL Application" java.lang.IllegalArgumentException: no u
niform with name 'u_projTrans' in shader
        at com.cig.survival.Game.render(
        at com.cig.survival.WinterSurvival.render(
        at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplic
        at com.badlogic.gdx.backends.lwjgl.LwjglApplication$
7  Games Center / Showcase / Re: [Android] Dungeon Madness on: 2014-01-30 17:31:36
Quite similar to the visuals of Mario's Project. Coincidence?
8  Games Center / WIP games, tools & toy projects / Re: Super Doctor Who! on: 2014-01-18 23:34:08
FileNotFound for level .xml's and pictures, forgot something?  Tongue
9  Game Development / Newbie & Debugging Questions / Re: [Particle System] - Particle "Plateauing" problem on: 2014-01-15 22:15:27
Would you mind posting your particleList and main class too please? I'd like to compile this  Cheesy
10  Discussions / General Discussions / Re: From super skinny to normal weight, anyone ? on: 2014-01-11 12:06:04
I went from 44kg to 78kg over 2 years.


Oh wow... you went from 3rd place in a chess tournament to karate black-belt. (But seriously what was the medal for?)

Personally, I'm 1,78m (5'10) and weigh around 55kg.

A year ago I served my military time and had 53kg as i started. During that time I got up to 60kg, so I can confirm that exercising really does help (obviously). But when that was over and I went back to being a lazyass, my weight went back to 55kg, my current weight.
But you know what, I dont really care. I may look like a skeleton but I'm quite okay with that. Love your body (tm)
11  Games Center / Showcase / Re: [Alpha] Cantrips and Cooldowns on: 2014-01-02 09:43:55

I just tried this and must say that it's very polished. The thought of trying to recreate the warlock map from wc3
already crossed my mind a couple of times. I'm glad someone actually went and did it  Cheesy

12  Game Development / Newbie & Debugging Questions / Re: Fast way of rendering Tiles. on: 2013-09-26 18:28:59
If you are doing tile-based rendering I would suggest using an Array instead of an ArrayList. That way you can access the tiles via an index and do not have to loop through every single one of them, Just the ones that are currently visible on the screen.
13  Game Development / Newbie & Debugging Questions / Re: A Strange window bug on: 2013-09-09 06:16:35
That happens because your delta-value doesn't update during the time you are dragging the window. And as you let go the delta value jumps to a high amount.

Simply make sure that your delta doesn't go over a certain amount in your update method.

if ( delta > 0.1 ) delta = 0.1;

That should do the trick !
14  Game Development / Newbie & Debugging Questions / Re: Extending the Color class on: 2013-09-08 02:08:25
Are you sure you imported YOUR Color class? Maybe giving it a different name would avoid confusion
15  Games Center / WIP games, tools & toy projects / Re: Land of Zom - Multiplatform Zombie MMO/RPG on: 2013-09-04 00:28:53
What can I say, it looks pretty amazing. But that's pretty much all of the feedback you'll get without a playable demo :|

On a sidenote, it might just be me but if you "quote" the text the font gets smaller and it's a little hard to read.
16  Game Development / Newbie & Debugging Questions / Re: About Resolution x Android x Desktop x Not show Black Empty spaces ( Tiles) on: 2013-09-02 20:36:41
You are setting your viewport to the width and height of the window, which is not what you want. You want the resolution to stay as it is. Just remove those 2 lines and you should be good!
17  Game Development / Newbie & Debugging Questions / Re: How to Draw Alpha Transparency of an image in another color for Debug Purposes on: 2013-09-01 19:58:09
A quick solution I can think of would be that you just draw a square of the desired colour behind the Sprite. Not very efficient but I guess it would do the trick for "debugging purposes"
18  Game Development / Game Mechanics / Re: Collision Avoidance on: 2013-08-30 18:38:45
Oops. t as in time. vx and vy form the velocity vector.

I'm sorry I'm afraid I still dont understand, but thanks for helping me.

Maybe a picture of what I have so far will help.

EDIT: The dark-red square is the player and is moved around in realtime with WASD.

It's realtime and checks for collisions every frame so I dont understand how using 'time' will help me. If the Player interesects with
two obstacles at the same time, how will that help me to decide which obstacle to adjust the Player's values to?
19  Game Development / Game Mechanics / Re: Collision Avoidance on: 2013-08-30 18:22:40
That won't work if your obstacles are different sizes. The center of a small object may be father away than the corner or edge of a really big object.

Oh crap you're right.. didn't even think of that.

t-value... ?
20  Game Development / Game Mechanics / Re: Collision Avoidance on: 2013-08-29 20:57:15
But why sort at all?

Good question. Because I'm running into an issue if I dont! I guess there's again, a much simpler way to solve that, but that's my solution so far.

Take a look at followig example:

If I dont adjust the dx, dy values with the nearest obstacles first the Entity will get stuck at corners.
In the example the Entity is moving down left (hence dx and dy have the same negative value. Now if it slides
along the blue Obstacle it comes to the point (illustrated in the picture) where it's right at the edge of the red obstacle.
If I dont adjust dy with the nearsest obstacle first (the blue one) it could pick the red obstacle first. And if that happens
the code would set both dx and dy to 0, because the Entity intersects right at the edge and hence the Entity would get stuck.

By checking the nearest Obstacle first I prevent that because the blue Obstacle would have already set dy to 0 and the Entity
would have never intersected with the red Entity.

I really hope that wasn't too confusing... sorry  Cheesy
21  Game Development / Game Mechanics / Re: Collision Avoidance on: 2013-08-29 19:58:56
Hey Several Kilo-Bytes, thanks for the reply!

Check if an object intersects before sorting. Why sort a hundred objects when all you need is usually one or zero?
Why sort at all? Am I missing something?

You are indeed missing something! I am checking for collision first, and only then add the Obstacle to the list. Line #12

 if(body.overlaps(obs.body)){   // Check if intersection with the Obstacle is true

Your distance equation can be simplified. Do not bother with abs because a positive or negative number square is always positive.
Do not bother with square root because it doesn't change the relative order of values.

That does simplify my code, thank you!

Why do you use ints? Can't a float work as well?

I use Integer for the distance because the SortedIntList only takes Integer as a parameter for it's index  Tongue

If you want to simplify offset distances, you can use center coordinates and half-widths and half-heights.

Not entirely sure what you mean by that. I do use center-coordinates to check where the Entity is in relation to the obstacle.

Thanks again  Smiley
22  Game Development / Game Mechanics / Collision Avoidance on: 2013-08-29 19:05:47
Now this might be a piece of cake to most of you, but it took me several attempts to create a satisfying result regarding this.
Since I didn't find much regarding Collision Avoidance on the internet, I thought I post my function here. For two reasons!

Reason number 1, I have a feeling I am overcomplicating this and it could be done with much fewer lines of code. I know .. I shouldn't
even worry about that because my function does work perfectly fine (it seems). But yeah, I'm still very curious. I commented the code
for easier readability, please take a look!

Reason number 2, if my approach to Collision Avoidance does get your seal of approval I thought this might help others that struggle with it, since I
didn't find much resources on that topic out there.

Thank you!

EDIT: The code is intented for a topdown 2D game in which you can move in all four directions (up, down, left, right).

   public void move(float dx, float dy, Array<Entity> obstacles){
      setBodyPos(x + dx, y + dy);   // Set Body(Rectangle) to where it will be if dx/dy get applied
      SortedIntList<Entity> overlappingObs = new SortedIntList<Entity>();
      float distX, distY;
      int distDirect;
      for(Entity obs : obstacles){   // Loop through all available Obstacles
         if(body.overlaps(obs.body)){   // Check if intersection with the Object is true
            distX = (centerX) - (obs.centerX);
            distY = (centerY) - (obs.centerY);
            distDirect = (int)(Math.pow(distX, 2) + Math.pow(distY, 2));   // Calculate the distance between this
                                                                 // Entity and the Obstacle
           int index = distDirect;
            boolean tryIndex = true;
            do{                                 // Do-While loop to avoid double indexes (Took me hours to find that error)
              if(overlappingObs.get(index) == null){  
                  overlappingObs.insert(index, obs);   // Add the intersecting Obstacles to a List
                 tryIndex = false;               // (Sorted from closest to farthest Obstacle)
      Iterator<SortedIntList.Node<Entity>> iterator = overlappingObs.iterator();

      while (iterator.hasNext()) {   // Loop through the sorted intersecting Obstacles
        SortedIntList.Node<Entity> node =;
         Entity obs = node.value;

            float xOffset = 0, yOffset = 0;   // Calculate how much of the Obstacle's body intersects
            if(centerX > obs.centerX) xOffset = body.x - (obs.body.x + obs.body.width);
            if(centerX <= obs.centerX) xOffset = (body.x + body.width) - obs.body.x;
            if(centerY > obs.centerY) yOffset = body.y - (obs.body.y + obs.body.height);
            if(centerY <= obs.centerY) yOffset = (body.y + body.height) - obs.body.y;
            if(Math.abs(yOffset) > Math.abs(xOffset)){   // Substract the calculated offsets from the dx, dy values
              dx -= xOffset;
            else if(Math.abs(xOffset) > Math.abs(yOffset)){
               dy -= yOffset;
            setBodyPos(x + dx, y + dy);   // Update the Entity's body to be on the newly calculated position

      x += dx;
      y += dy;
      overlappingObs = null;
      iterator = null;
23  Games Center / WIP games, tools & toy projects / Re: Alien Raeign on: 2013-07-16 15:24:24
haha wow  Cheesy

and yes that is correct, forgot to fix that. Thank you!
24  Games Center / WIP games, tools & toy projects / Re: Alien Raeign on: 2013-07-09 14:12:43
Thank you for the feedback!

Wondering, what are those things on the ground supposed to be?

Alien resources, but they are pretty much just a placeholder, I dont think they will find their way in the final game.
25  Games Center / WIP games, tools & toy projects / Re: Alien Raeign on: 2013-07-08 20:41:45
Oh that was quick, thank you for the feedback Bearded Cow!

Yeah I originally wanted to implement free movement, as in move where you want, no grid.
But I had a little trouble implementing the collision avoidance last time so I decided to go the
easy route and implemented grid based movement :/
We'll see, might tackle it again.

And yes, an indicator is planned. I actually wanted to dive into shaders for that but couldn't
really find any good sources to learn it (I'm using libGdx). Would be great if someone could
point me to some.

Oh and another thing... I noticed that the colours get darker when the camera is moving,
does anyone have an idea why that could be? Very odd.
26  Games Center / WIP games, tools & toy projects / Alien Raeign on: 2013-07-08 15:10:21
Hello JGOnauts,

some of you might have already seen me post one or two things on here, allthough I haven't been very active lately.
Anyhow, I've decided to show you my game Alien Raeign (Rain + Reign, yes I know.. very clever) even though it's in
a very early stage. Reason being that motivation is starting to fade again and I'm starting to be unhappy with things.
I thought showing it to the public might reignite the passion a bit  Smiley

But of course, the main reason for showing it is that I'd like to get some feedback from you.

Here's the rough idea:
You are stranded on an alien planet with only a link to your home-planet but no means to return there. Your goal will
either be to find a way to get back to your home-planet OR plain and simple to survive as long as possible.
You wake up next to your wreck of a spaceship, it's raining, everything seems fine and dandy (given the circumstances..)
and you start to build a shelter and plant the last seeds you managed to rescue from the spaceship.
But as it stopped raining for a while and starts to rain again you notice that the rain looks different now... you are left to
mourn as your plants burst into flames, leaving you without any food and you starve to death.

But hey.. now you know, time to try again  Cheesy
The attributes and colour of the rain will be randomly generated (nutritious, acidic, poisonous, etc..) and is pretty much the
key gameplay feature. It effects the plants, machinery, natural resources, everything.
You will be able to build cover for your precious food that you can active/deactivate considering if the current rain is good or
bad for them, machinery to analyze the rain, predict the weather, alter it's attributes, whatever is fun.
As mentiond there will be hunger, also perma-death, fatal decisions (you send an alien resource to your home-planet without
analyzing it properly, oh crap, the resource was host to an alien virus, the human race dies, link to homeplanet gone for the
rest of the game .... or at least delayed till they manage to get rid of the virus)

Enough blabbing.. I'd really appreciate some feedback from you. Especially to what I already have done,
is the pokemon'ish grid based movement annoying? Is it at least somewhat visually appealing? Does the rain look
decent? Etc.

-WASD to move
-J to take, put down objects
-K to plant seeds (they grow)
-SHIFT (hold) to turn on the spot

And the JAR of course.
27  Discussions / Community & Volunteer Projects / Re: SLICK2D Indie game | SAMPLE ASSIGNMENT NEEDED on: 2013-07-02 20:57:45
I'm sorry but who are you to tell me that I'm not allowed to comment on this thread? I dont mean to provoke a fight and should have probably kept this to myself, but you are the one necroing month old threads and then tell others to hush. Doesn't make much sense, now does it?
28  Games Center / WIP games, tools & toy projects / Re: Super Swap on: 2013-06-29 16:50:57
Hey, solid game you have there! Worked flawlessly, just took me a while to find out that "Escape" gets the game to start Pointing

Time: 0:41
Stars: 3
Deaths: 0
Score: 7180
29  Games Center / WIP games, tools & toy projects / Re: Rogue-Like Game [Heavy WIP] on: 2013-06-08 21:59:21
I would have tried it but all I get when I launch the jar is a grey window  Undecided

Nevermind, got it to work. Works fine for me, not much to comment on :S
30  Games Center / WIP games, tools & toy projects / Re: Unnamed RPG on: 2013-03-24 20:56:52
Do you plan on keeping the controlls that way? Meaning that you cannot go, for example down and left at the same time? Because if you do plan on allowing the player to do that you might run into new problems with the collision avoidance, just a heads up. (I did at least)
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2014-04-15 18:08:23

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List of Learning Resources
by SHC
2014-04-18 03:17:39

List of Learning Resources
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2014-04-08 03:14:44

Good Examples
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2014-04-05 13:51:37

Good Examples
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2014-04-03 15:48:46

Good Examples
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2014-04-03 15:48:37

Good Examples
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2014-04-01 18:40:51

Good Examples
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2014-04-01 18:40:34

Anonymous/Local/Inner class gotchas
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