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1  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > NEW VIDEO: 3-Month-Mark Tech Demo! < on: 2014-08-01 05:00:22
Are you going to animate the water? I think it would look especially awesome if water is pouring into space. Would also make the world a bit more lively and less static.
2  Game Development / Networking & Multiplayer / Re: Storing all players on: 2014-07-10 16:36:52
Why not use a map and use the player's id as the key?
3  Games Center / WIP games, tools & toy projects / Re: Jumproom on: 2014-07-07 15:37:17
Mushroom just passes through the far right coin in level 1-13 without collecting it.
4  Game Development / Newbie & Debugging Questions / Re: wtf? eclipse and libgdx problem... on: 2014-07-06 06:22:12
I presume you watched this?

<a href="http://www.youtube.com/v/IBsvuT7MzpY?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/IBsvuT7MzpY?version=3&amp;hl=en_US&amp;start=</a>
5  Games Center / Featured Games / Re: Droid Assault now on Steam! on: 2014-06-30 12:11:44
If only the application(s) would grab my mouse in windowed mode. I blame you for accidentally minimizing the window and not hitting all of the glowing Saucers.
6  Games Center / Featured Games / Re: Droid Assault now on Steam! on: 2014-06-29 20:46:26
I'm sorry Cas, I have to apologize.. I think I just robbed you. I bought Droid Assault, Ultratron, Titan Attacks and Revenge of the Titans in the Summer Sale for 2,30€
7  Games Center / Featured Games / Re: FarSky on: 2014-04-23 16:47:55
Hey, Congrats!
8  Discussions / Miscellaneous Topics / Re: What are Anti-Virus Developers Protecting us From? on: 2014-04-17 02:03:27
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
9  Discussions / General Discussions / Re: JGO Kickstarter on: 2014-04-01 19:41:55
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
10  Discussions / General Discussions / Re: JGO Kickstarter on: 2014-04-01 19:31:42
Who's this Jason Anders guy anyway? Cool

Yeaaahh... quite the coincidence that a certain youtube account with certain techdemos uses the same name
11  Games Center / WIP games, tools & toy projects / Re: WIP - Jeff on: 2014-02-12 17:09:08
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
12  Games Center / WIP games, tools & toy projects / Re: Wilderness To Home: The Basics on: 2014-02-01 21:14:25
No-Light version works for me aswell! Very cool so far, you should definitely keep going.
13  Games Center / WIP games, tools & toy projects / Re: Wilderness To Home: The Basics on: 2014-01-31 18:13:37
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Exception in thread "LWJGL Application" java.lang.IllegalArgumentException: no u
niform with name 'u_projTrans' in shader
        at com.badlogic.gdx.graphics.glutils.ShaderProgram.fetchUniformLocation(
ShaderProgram.java:293)
        at com.badlogic.gdx.graphics.glutils.ShaderProgram.fetchUniformLocation(
ShaderProgram.java:283)
        at com.badlogic.gdx.graphics.glutils.ShaderProgram.setUniformMatrix(Shad
erProgram.java:549)
        at com.badlogic.gdx.graphics.glutils.ShaderProgram.setUniformMatrix(Shad
erProgram.java:537)
        at com.badlogic.gdx.graphics.g2d.SpriteBatch.setupMatrices(SpriteBatch.j
ava:1059)
        at com.badlogic.gdx.graphics.g2d.SpriteBatch.setShader(SpriteBatch.java:
1090)
        at com.cig.survival.Game.render(Game.java:79)
        at com.cig.survival.WinterSurvival.render(WinterSurvival.java:46)
        at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplic
ation.java:208)
        at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplicati
on.java:115)
14  Games Center / Android Showcase / Re: Dungeon Madness on: 2014-01-30 16:31:36
Quite similar to the visuals of Mario's Project. Coincidence?
15  Games Center / WIP games, tools & toy projects / Re: Super Doctor Who! on: 2014-01-18 22:34:08
FileNotFound for level .xml's and pictures, forgot something?  Tongue
16  Game Development / Newbie & Debugging Questions / Re: [Particle System] - Particle "Plateauing" problem on: 2014-01-15 21:15:27
Would you mind posting your particleList and main class too please? I'd like to compile this  Cheesy
17  Discussions / General Discussions / Re: From super skinny to normal weight, anyone ? on: 2014-01-11 11:06:04
I went from 44kg to 78kg over 2 years.

-snip-

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)
18  Games Center / Showcase / Re: [Alpha] Cantrips and Cooldowns on: 2014-01-02 08:43:55
Wow!

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

19  Game Development / Newbie & Debugging Questions / Re: Fast way of rendering Tiles. on: 2013-09-26 16:28:59
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.
20  Game Development / Newbie & Debugging Questions / Re: A Strange window bug on: 2013-09-09 04:16:35
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 !
21  Game Development / Newbie & Debugging Questions / Re: Extending the Color class on: 2013-09-08 00:08:25
Are you sure you imported YOUR Color class? Maybe giving it a different name would avoid confusion
22  Games Center / Archived Projects / Re: Land of Zom - Multiplatform Zombie MMO/RPG on: 2013-09-03 22:28:53
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.
23  Game Development / Newbie & Debugging Questions / Re: About Resolution x Android x Desktop x Not show Black Empty spaces ( Tiles) on: 2013-09-02 18:36:41
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!
24  Game Development / Newbie & Debugging Questions / Re: How to Draw Alpha Transparency of an image in another color for Debug Purposes on: 2013-09-01 17:58:09
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"
25  Game Development / Game Mechanics / Re: Collision Avoidance on: 2013-08-30 16:38:45
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?
26  Game Development / Game Mechanics / Re: Collision Avoidance on: 2013-08-30 16:22:40
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... ?
27  Game Development / Game Mechanics / Re: Collision Avoidance on: 2013-08-29 18:57:15
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
28  Game Development / Game Mechanics / Re: Collision Avoidance on: 2013-08-29 17:58:56
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

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 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
29  Game Development / Game Mechanics / Collision Avoidance on: 2013-08-29 17:05:47
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).

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   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
      updateBodyCenter();
     
      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
            obs.updateBodyCenter();
            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)
               }
               else{
                  index++;
               }
            }while(tryIndex);
         }
      }
     
      Iterator<SortedIntList.Node<Entity>> iterator = overlappingObs.iterator();

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

         if(body.overlaps(obs.body)){
            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
            updateBodyCenter();
         }
      }

      x += dx;
      y += dy;
     
      overlappingObs.clear();
      overlappingObs = null;
      iterator = null;
   }
30  Games Center / WIP games, tools & toy projects / Re: Alien Raeign on: 2013-07-16 13:24:24
haha wow  Cheesy

and yes that is correct, forgot to fix that. Thank you!
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2014-10-02 22:36:02

List of Learning Resources
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