Show Posts
|
|
Pages: [1] 2 3 ... 7
|
|
3
|
Discussions / Miscellaneous Topics / Re: Razar Black Widow Ultimate! DEAD!
|
on: 2013-04-16 00:13:50
|
You may not need a $100 keyboard but higher-end keyboards with macros can actually save you money by saving you time. For example: I have the non LED version of the blackwidow with some of the following key binds (Note: You can have many layout modes): - M1 - Runs the eclipse project
- M2 - Types "System.out.println("");"
- M3 - Formats the code
- M4 - Comments out the selected line(s)
- M5 - Rename shortcut
- Any key can be set to launch a program (you could make a Java bot binded to it), a combination of keys with a specific time interval, etc
The time it would have taken to do all those things will eventually pay for itself.
|
|
|
|
|
5
|
Games Center / WIP games, tools & toy projects / Re: Viking Supermarket Smash!
|
on: 2013-03-14 03:52:38
|
I really like the overall theme/feeling (story and art) of the game, so great job on that. Feedback: - Every 8 seconds or so the game stutters for half a second or so. Is that when you create the data for the environment?
- I would like to see multiple swing styles implemented, I believe you can only hit one item a time currently so perhaps you could add a wider swing that does AoE damage but requires more time to execute. This would allow for more dynamic game play as you have to decide between taking a longer time to hit multiple items stacked up or use precision hits for items that are alone.
- I encounter the shopping cart and wet floor sign once and never again.
Just a fun thought: perhaps you could have your score reflected in your beard size. So at a score of 0 you have a wimpy beard but at a score of 100 you have a magnificent beard. Good luck on your project, I look forward to updates.
|
|
|
|
|
6
|
Java Game APIs & Engines / OpenGL Development / Re: [LWJGL] isKeyReleased() method?
|
on: 2013-03-14 02:49:42
|
Questions: - When and how is your input object obtaining user input? To my knowledge (and this is how it is done in my projects) it should be called once in each iteration of the game loop.
- Do you only have one input object or multiple? To my understanding it would be best if you only have one input object (perhaps making it static, though take my advice lightly as I am not that experienced).
- Could you show us more source code relevant to your problem?
This isn't a solution to your problem but I would just like to point out that instead of doing 1
| brushSize = input.brushSize; |
you should do 1
| brushSize = input.getBrushSize(); |
Some reasons from http://stackoverflow.com/questions/1568091/why-use-getters-and-setters are - "Encapsulation of behavior associated with getting or setting the property - this allows additional functionality (like validation) to be added more easily later."
- "Hiding the internal representation of the property while exposing a property using an alternative representation."
- "Insulating your public interface from change - allowing the public interface to remain constant while the implementation changes without effecting existing consumers."
- "Controlling the lifetime and memory management (disposal) semantics of the property - particularly important in non-managed memory environments (like C++ or Objective-C)."
- "Providing a debugging interception point for when a property changes at runtime - debugging when and where a property changed to a particular value can be quite difficult without this in some languages."
- "Improved interoperability with libraries that are designed to operate against property getter/setters - Mocking, Serialization, and WPF come to mind."
- "Allowing inheritors to change the semantics of how the property behaves and is exposed by overriding the getter/setter methods."
- "Allowing the getter/setter to be passed around as lambda expressions rather than values.
Getters and setters can allow different access levels - for example the get may be public, but the set could be protected."
EDIT: I plugged your code into one of my projects and I believe you are only tracking pressed input, not released. It my not be the best design but here is how I obtain input, hopefully it is useful to you. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
| protected boolean[] keysDown = new boolean[256]; protected boolean[] keysPressed = new boolean[256]; protected boolean[] keysReleased = new boolean[256];
protected void pollInput() { for (int i = 0; i < this.keysDown.length; i++) { this.keysDown[i] = Keyboard.isKeyDown(i); } while (Keyboard.next()) { if (Keyboard.getEventKeyState()) { for (int i = 0; i < this.keysPressed.length; i++) { if (Keyboard.getEventKey() == i) { this.keysPressed[i] = true; } } } else { for (int i = 0; i < this.keysReleased.length; i++) { if (Keyboard.getEventKey() == i) { this.keysPressed[i] = false; this.keysReleased[i] = true; } } } } } |
|
|
|
|
|
7
|
Games Center / Showcase / Re: Mtower - 3D LWJGL game
|
on: 2013-03-07 00:23:56
|
|
Welcome morrky! It's me VideoGameMath that committed on some of your videos. You helped me learn fog so thank you for that.
Just to clarify: if you game is done then you have posted in the correct section, if this project is still being worked on then (for future reference) it should be posted in the WIP (work in progress) section. If the project is still being worked on I feel you should expand on the medieval theme by perhaps making the background more dynamic with the tower falling apart and you have to use debris to make your way up.
Otherwise, very nice work on your project.
|
|
|
|
|
11
|
Games Center / WIP games, tools & toy projects / Re: My First Game!
|
on: 2013-03-06 02:45:51
|
|
Ah, I rushed to launching the game. You do have controls written out, sorry about that (but perhaps it indicates something about the typical consumer).
EDIT: The projectiles get removed when the ship that fired them get destroyed. Normal projectiles should be independent of ship status.
|
|
|
|
|
13
|
Games Center / WIP games, tools & toy projects / Re: My First Game!
|
on: 2013-03-06 02:34:05
|
Congratulations on getting this far on your first project, I've yet to finish (or get close to finishing) any project that I have started. I am sure you have plenty planned for this game but here is some quick initial feedback.- Please, add in some unique mechanic. Creating a clone game is a great way to learn but I feel you and your team could stand out so much more by creating some unique aspect to the game. An example: giving the player a shield that deflects projectiles instead of absorbing them, allowing the player to angle themselves in order to properly reflect projectiles.
- I see hit boxes in your screenshot but I am un-sure of how to activate such viewing in my game (granted that it's only for developers to view). This brings the point that you need to make sure users know, or will know the controls of the game.
- You print information to the console, which is fine for development purposes but keep in mind calling "System.out.println("stuff");" takes execution time. Be careful not to release a public version with too many of those included as it could slow the game down.
I could go on for a while with game-play specific feedback such as... - Make that background scroll to the left, that will really give a sense of motion.
- If you hold space bar down you can fire at a tremendous rate without pause (I am assuming that this is un-intended).
- Add ship to ship collision.
...but I'm sure that and more is already planned, good luck.
|
|
|
|
|
15
|
Java Game APIs & Engines / OpenGL Development / Immediate Mode Versus Vertex Array Performance Confusion
|
on: 2013-02-26 06:46:02
|
Hi, I'm trying to advance my OpenGL knowledge past immediate mode. From Riven's (thanks Riven) tutorial I was able to get a vertex array rendering properly but I was not able to see an increase in performance. Here is how I tested it, if this is the wrong approach to bench-marking please inform me. To test the performance of immediate mode and vertex arrays I drew a quad repeated, in this test it was 88573 quads. When I one big vertex array hold all 88573 quads it got close to the performance of immediate mode but not quite there. Pastebin: http://pastebin.java-gaming.org/3dddd044049 (It's messy) Here is sample console output: (I should have labeled these). The first columns is individual vertex arrays, the second columns is immediate mode, and the third columns is one big vertex array.1 2 3 4 5
| 67900774 13660101 15001607 n: 88573 371488407 14153266 19133484 n: 88573 116280710 13882860 14012185 n: 88573 68273896 13738066 15345957 n: 88573 71455953 15008723 12876111 n: 88573 |
Q1: Could someone please explain why this occurred? Q2: Does it matter how I render (immediate, vertex array, VBO) when I decide to fully use shaders?Sorry, these questions must have been asked a lot, thank you for your time.EDIT: This was done in 3D if that makes a significant difference.
|
|
|
|
|
17
|
Game Development / Newbie & Debugging Questions / Re: Loading a static Texture inside a jar file
|
on: 2013-01-25 09:30:26
|
I recently had the same problem and here is how I fixed it. 1. Instead of putting all my resources in a res folder I put images directly in my texture package, sounds in my audio package, so on and so forth.  2. I use davedes's texture class (thank you davedes for the tutorials and all code has the proper copyrights attached). 1 2 3 4 5 6 7
| private static void initTexture(String fileName) { try { textures.add(new aufait.textures.Texture(Textures.class.getResource(("/aufait/textures/" + fileName)))); } catch (IOException e) { e.printStackTrace(); } } |
Just as another example here is how I load my audio resources. 1 2 3 4 5 6 7 8 9 10 11 12 13
| private void generateSound(String fileName, int index, boolean lastSound) { BufferedInputStream bufferedInputStream = new BufferedInputStream(Audio.class.getResourceAsStream("/aufait/audio/" + fileName)); WaveData waveFile = WaveData.create(bufferedInputStream); if (lastSound) { try { bufferedInputStream.close(); waveFile.dispose(); } catch (IOException e) { e.printStackTrace(); } } AL10.alBufferData(buffer.get(index), waveFile.format, waveFile.data, waveFile.samplerate); } |
|
|
|
|
|
19
|
Game Development / Newbie & Debugging Questions / Re: [LWJGL] Projection Question
|
on: 2013-01-20 03:39:42
|
|
Ah that's a very good point. Some of friends were complaining about it so I was looking for a way to reduce the effect.
EDIT (Before Posting): Nevermind, my friends were complaing about the field of view. I was better off not making this thread lol, thank you for the help HeroesGraveDev.
|
|
|
|
|
21
|
Game Development / Newbie & Debugging Questions / [Solved] Projection Question
|
on: 2013-01-20 03:06:04
|
Hi, this is probably a simple solution so I apologize for not knowing the basics yet. I believe my game is being distorted but I am not exactly sure on how to fix it. (LEFT: on ground, RIGHT: Bird's eye)  I played around with field of view but to no luck. Here is my OpenGL init for 3D. 1 2 3 4 5 6 7 8 9 10 11 12
| GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(fieldOfView, (float) Display.getWidth() / Display.getHeight(), MIN_VIEW_DISTANCE, MAX_VIEW_DISTANCE); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); GL11.glClearDepth(1.0f); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); Fog.fog(); |
Thank you so much for your time.
|
|
|
|
|
23
|
Game Development / Newbie & Debugging Questions / [Solved] Visual Glitch
|
on: 2013-01-17 04:17:37
|
Hi, in my game I am currently drawing everything with immediate mode (glBegin(), glEnd()). There is this strange bug of seeing quads behind drawn quads. How should I go about fixing this? (The yellow platforms do not go past the blue wall in the code, at certain angles I can see more or less of the yellow quads. The image on the right is a wireframe view.)  If it helps, this is my code I use to init 3D drawing. 1 2 3 4 5 6 7 8 9 10 11 12 13
| GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective((float) 110, (float) DisplayInformation.getDisplayCurrentWidth() / DisplayInformation.getDisplayCurrentHeight(), MIN_VIEW_DISTANCE, MAX_VIEW_DISTANCE); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); GL11.glClearDepth(1.0f); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); Fog.fog(); |
Thank you for your time.
|
|
|
|
|
26
|
Games Center / Showcase / Re: Space Spiders
|
on: 2013-01-13 07:58:13
|
That was surprisingly fun, nice work. I know the game is finished but here are some things I would change - WASD support on main-menu.
- Shadow under the character that changes dynamically when jumping (you can just use a shrinking black circle).
- Make the game harder but remove losing life when enemies are not killed.
- Perhaps some abilities, like a psionic shield that blocks X bullets (with a new ammunition system for it, maybe cooldown based).
Q: How did you make the planets?
|
|
|
|
|
|
Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
|
|