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1  Discussions / General Discussions / Re: Anyone played this before? on: 2014-01-28 03:01:44
The arrow keys aren't working for me... Strange.
2  Discussions / General Discussions / Re: Anyone played this before? on: 2014-01-27 23:50:59
Fun idea but I can´t get over how annoying the controls are: A, W, D and X. It´s so cramped it makes me go "ooooaaaaAARRRGH"! And then I crash and die. Smiley
3  Game Development / Newbie & Debugging Questions / Re: How to move shapes with keyboard in slick 2d on: 2014-01-26 13:36:31
Whoops! Sorry for doing nothing but adding confusion. Smiley
4  Game Development / Newbie & Debugging Questions / Re: How to move shapes with keyboard in slick 2d on: 2014-01-26 01:27:34
Well... First of all you need to call update() for anything to happen. Smiley Second, since the delta is time between frames per second it shouldn´t be an int. Let´s say your game is running at 60 fps, every frame is 1/60 seconds or 0,016 seconds so that int is most likely going to be zero. The only way that delta value can be correct if is your game is running at 1 fps and nobody want´s that. Smiley Change it to float and then I suggest this post about game loop: http://www.java-gaming.org/index.php?topic=24220.0

Do you have any specific problem you need help with?
5  Game Development / Newbie & Debugging Questions / Re: Static tile properties with Tiled on: 2014-01-25 03:48:22
I'm not really sure if this is what you mean but you can set properties to tiles in Tiles. Let's say you have a wall tile. Then you set a property "blocked" to the tile and all walls will be blocked. You shouldn't have to add an extra collision layer since you already have that information in the tiles with "blocked" property.
6  Discussions / General Discussions / Re: Finding musicians? on: 2014-01-16 19:18:28
Dxu1994: I sent you a message
7  Game Development / Newbie & Debugging Questions / Re: How does one "Stick" to it? on: 2014-01-14 20:57:31
I would start with making a playable prototype.
The earlier the game is playable, the more fun it is to stick to the project.

...

If the prototype is fun to play, it can be reorganzed in a more propper implementation.

I belive prototypes are the key to making a good game. If you can get a quick "sketch" up and running then you can decide if it´s fun to play or if it´s just not working out. You don´t have to be under the burden of a fancy look. It just have to work. If it´s fun, continue or start fresh with the know how. If it´s not fun, then at least you probably have learned something on the way and not lost too much time on getting the fancy animatios just right. Smiley
8  Game Development / Newbie & Debugging Questions / Re: How does one "Stick" to it? on: 2014-01-12 19:17:02
Rickmeister: hahaha spot on! I especially like your "favorite tools" for each section. Smiley

Gibbo3771: I belive you need a couple of things to really stick with a project. You need experience from all parts of the process, so you can recognize what stage of the project you are in. It´s a real killer if you think you´re getting close and then realize that you´re only halfway. This is also important to let you take a step back from what you´re doing and letting you see the big picture. You also need experience in producing the basics really fast. If you keep getting stuck at each and every part of the code... Well, that can make anybody quit. If you can get a basic prototype with basic game physics, collision detection and a couple of mobs up and running relatively fast that will keep momentum going and let you focus on the important parts. And of course you need an idea you really belive in. Really, really belive. Smiley

I´m actually a big fan of pen and paper, draw stuff out and write what I want to do. This let me have a more abstract way of thinking about the project instead of sitting in front of the computer and stare at Eclipse. That´s my way of looking at the bigger picture.



9  Games Center / Featured Games / Re: Daedalus on: 2014-01-11 13:45:53
First of all: It looks great! I´m looking forward to play it! With the praise out of the way I have two suggestions:

First, I think you should add some interpolation to the camera movement so it´s a bit smoother. When the camera just follow the players movement it looks a little bit stiff. I think it´s one of those details that makes it a bit more polished.

Second, the "line of sight" shadows looks a bit rough. I get that it´s maybe a gameplay mechanic when they appear out of nowhere, but when they have been spotted perhaps they should blend into the shadows a bit smoother instead of just disappearing again.

Oh, and a question: Can you strafe?

That´s all from me. I hope you appreciate my suggestions. Great looking game! Smiley
10  Discussions / General Discussions / Re: Keyboard spill! :D on: 2014-01-11 10:11:58
You let is soak in water like a shirt with a mustard stain?? Cheesy
11  Discussions / General Discussions / Re: Game Cliches? on: 2014-01-08 21:49:09
Empty room suddenly filled with enemies with machine guns and poor AI. Play Uncharted and you´ll see what I mean. Smiley
12  Discussions / General Discussions / Re: Just a bit of thought. on: 2014-01-08 19:00:55
"Da red wunz go fasta!" - another Space Ork proverb, stating that all red things go faster than other colors. Hence you paint your machines red or you´re plain stupid.
13  Game Development / Newbie & Debugging Questions / Re: Arrow Ballistic - Something is Wrong and Feel Unrealistic on: 2014-01-08 02:13:25
I would try increasing your gravity first to 10 and then to 100, just to see if the arrow is actually going down at all. If it does then you know your calculations are correct and you can figure out how to tweak your numbers. Or do something simpler. The code for shooting an arrow does look overly complicated.
14  Discussions / Miscellaneous Topics / Re: What will be the next hype after zombies? on: 2014-01-07 18:56:30
Robots seem determinedly unfashionable.

Cas Smiley

I for one always think robots makes whatever it may be a little bit better. Robots and lasers. But it may be because I'm old... Smiley
15  Discussions / Miscellaneous Topics / Re: What will be the next hype after zombies? on: 2014-01-07 16:40:40
I hope zombies doesn't disappear just yet because I have a great zombie idea I have to complete first. Smiley

And Cas, aren't robots always in fashion..? Smiley
16  Discussions / Miscellaneous Topics / Re: Animated GIFs of Games in Progress on: 2014-01-05 23:02:40
Nate: Is that a camera tilt I see when  the camera changes direction? I don´t think I´ve seen that before but it is a great idea, adding a lot to the action.
17  Games Center / 4K Game Competition - 2014 / Re: In The Dark 4K on: 2014-01-05 13:40:00
Wow... Amazing! I´ve recently been thinking about how to make a game like this and now you´ve done it. And it´s a 4k game?! If that´s not worth a medal I don´t know what is! Well done!!:D I´m reeeally looking forward to source for this one!
18  Discussions / General Discussions / Re: what do you code on? on: 2014-01-04 20:09:59
I´m using a Macbook pro 15". I´m thinking that if it´s good enough to use as my music studio computer I could make some simple games with it too. Smiley It would be nice with a bigger monitor but other then that I´m pretty satisfied.
19  Discussions / Miscellaneous Topics / Re: Throw me with programming ideas! on: 2014-01-02 21:24:07
Towerfall clone?

Off topic, but that game looks awesome! Cheesy
20  Discussions / Miscellaneous Topics / Re: Welcome to 2014! on: 2013-12-31 22:52:33
Happy new year! Or in about an hour over here. Smiley

So what did I achive in 2013? Well not much: An incomplete top down space platformer that got stuck in a refactoring mode of making the code clean instead of adding fun gameplay. Then I did a prototype of a physics type Asteroids where I realised that making it work and making it fun isn´t the same thing. But at least I learned how to do some cool physics:) Then work got in the way and it has nothing to do with computers so programming got stuck in limbo...

What do I want to do in 2014? I want to start prototyping an old school platformer with focus not on frills and cool tech but only fun gameplay. I also want to get back to making music again after a break from the music business so if anyone is in need of some game music post me a message. Wink

Happy new year!
21  Discussions / Miscellaneous Topics / Re: Need Ideas for School Project on: 2013-12-31 01:46:27
OK! Brainstorming mode: On! Smiley

I´m thinking a multiplayer hacking game, say 2-4 players. The main screen is the OS where you can load software to protect your own "computer" or attack another. The hardware controls how many apps you can have up and running at the same time, so the more you play, the more money you get and the more you can upgrade your computer. I´m thinking that the hardware is a speparate screen you can reach by swiping or something.

The OS consist of a number of slots where you can load software, the RAM can give you more slots and the processor upgrades the power of the hacking tools. So you have to raise money to upgrade your computer, while setting up your defense and nice attack combos. Oh, and you can have an messenging system with an e-mail look so you always can send taunting messages to your opponentets mid-game. Smiley

I´m not sure but I´m thinking the feeling of a card game, like Magic: the gathering. You build towards nice combos to penetrate the enemies defences. Someone might look impenetrable, but you send in a trojan to sneak peak and find a flaw, so you unleash some of your evil software to take him down. Then you get bonus money for bringing the opponents computer down and you get some bonus cash to upgrade your stuff. School project or not: I think it can be fun! Smiley
22  Games Center / Featured Games / Re: Attack of the Gelatinous Blob on: 2013-12-28 13:28:20
Yea the jump is awkward. The way it is built now there is no way to smoothly increase the blob size. At least no easy way I can think of. If it becomes annoying I might rebuild it with another technique.

I think some simple signal that the blob is growing is going to help, like the outlines of the blob starts to flash a few seconds before they grow of the old school effect of the blob shifting between the old size and the new size a few seconds. That way they won´t just suddenly be bigger and I belive that is what makes it look "awkward". Could be worth a try cause it sounds a lot simpler than rewriting the blob growing code. Smiley
23  Game Development / Newbie & Debugging Questions / Re: Problem loading music with TinySound library on: 2013-12-27 20:32:30
I have noticed a similar problem when I´m trying to add new .png files in Eclipse. Sometimes, no matter how much I update, I´m getting an error that the file can´t be found. Then I have to open my .png files in the text editor in Eclipse and just add and delete a character, just so I can save it again. After that it works. It´s silly, really, but no one seems to know what to do about this problem so I guess I´ll just continue doing it. Smiley

If you are using Eclipse you can try it. Then at least you can rule out if that is the problem...

24  Game Development / Newbie & Debugging Questions / Re: Bug with collision detection with Tiled(LWJGL & Slick2D) on: 2013-12-26 22:00:18
"Axis aligned bounding box" is fancy talk for "rectangle", basically. Smiley It´s the rectangle you use to check collision/intersections against objects.

"Axis aligned" means its sides are parallel with the x and y axis, or in other words it´s not rotated. Like this: http://documentation.flatredball.com/frb/docs/images/a/a2/AxisAligned.png. "Bounding box" is, well, a rectangle. Smiley Most people just call it AABB and it´s a good word to remember since it´s used a lot.
25  Game Development / Newbie & Debugging Questions / Re: Bug with collision detection with Tiled(LWJGL & Slick2D) on: 2013-12-26 20:44:28
This doesn´t look right. There are no bounding box checks, you´re just checking if the neighbouring tiles are empty and if they are the player is allowed to move. I would suggest storing all unwalkable tiles in an array and check all tiles around you. If there are any unwalkable tiles you do a bounding box check and if there is a collision/intersection you deal with the respons.

A lot have been written about AABB ("axis aligned bounding box") in the forum so do a search for that and I´m guessing that Slick has it´s own "rectangle intersect" function that is good to go. And there was a similar question some time ago when I wrote this answer: http://www.java-gaming.org/topics/aabb-collision-detection-fails-when-moving-to-the-left/31443/msg/292675/view.html#msg292675
26  Games Center / Featured Games / Re: The Intergalactic Trashman - PLAYABLE ALPHA VERY SOON!!! on: 2013-12-26 00:34:55
I have to disagree with you Axeman! I think the music sounds good. Not perfect but certainly not unpleasant either.

Just so there are no misunderstandings: I didn´t say the music is upleasant. I was talking about the melodysound, the cheesy distorted guitar that just never sounds pleasing. To my ears at least. Smiley

If this was an ordinary homebrew game I wouldn´t complain about the music as little as I would complain about poor graphic skills. After all, there are a lot of us guys lacking skills in music and drawing but we really like to make games and no one should be put down because of this. But this game looks so polished so why would you settle for music that isn´t on par with the graphic design or gameplay? So you have to understand my critique: This game looks like it can be great, so why not let it be great all the way?
27  Games Center / WIP games, tools & toy projects / Re: The hunt for the lost rainbow jewels on: 2013-12-26 00:13:58
I think it nice if the upperworld is kind of "ordinary". Save the crystal levels for later in the game. Over all it´s nice to have a couple of different themed worlds/levels to mix it up, so if the upperworld is something that you return to a lot it´s nice to keep it a bit generic, RPG-esque. Smiley

Btw, I´m really impressed with the speed you progress. You make it seem so simple with your almost daily updates. Smiley
28  Games Center / Featured Games / Re: The Intergalactic Trashman - PLAYABLE ALPHA VERY SOON!!! on: 2013-12-25 17:54:43
Since the game looks awesome in every other aspect you have to think about changing the music. I´ve listened to the music in the pre-alpha movie and it just doesn´t cut it. The melodies and the chords doesn´t really fit together and the "distorted guitar" synthsound is not pleasing to my ears at all. The gameplay looks great, the graphics are great and it would be a shame to release a great game that doesn´t sound good.
29  Java Game APIs & Engines / Java 2D / Re: JTextfield and graphics on: 2013-12-25 17:43:18
If you want help here are some suggestions:

Try solving it yourself. Google is your friend.
Describe your problem in detail and what you have done to try and solve it.
Do not double post.
Be patient.

Remember that you are asking for someones time and effort so the least you can do is make it as easy as possibly for anybody that is willing to spend time on your problem.
30  Game Development / Newbie & Debugging Questions / Re: Problem with mouse firing. (probably math related?) on: 2013-12-22 19:09:57
Awesome! I love that feeling when you manage to sort out problems!

...And being from Sweden myself I know what "mus" means. Wink God jul! That's "Merry Christmas" to y'all! Smiley
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