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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-29 17:29:16
Pointing Finished my avatar.

Edit: ..which doesn't look great in the sidebar. Better here: https://dl.dropboxusercontent.com/u/81912152/openglshaders.gif
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-04 18:42:42
Finally made a screenshot function, so I could make a gif of this decapitation on my very slow computer Roll Eyes

Click to Play
3  Game Development / Game Mechanics / Re: [Solved] Split an array into small sections on: 2014-06-27 17:26:43
Heh, I do:
-Google
-Scratch my head
-Draw pictures of the problem
-Start making a new thread on JGO
-Solve the problem while typing it out
-Profit!
4  Game Development / Newbie & Debugging Questions / Re: Respawning enemies at the same location and replacing player with dead player. on: 2014-06-24 18:57:02
I am not asking for anyone to write code for me.
That's good. It came off like that to me Wink
I wish to spawn my enemies again and again when they die or hit the target.
If you wanted to spawn them again, could you just teleport the enemy back to his spawn location? Maybe I misunderstood the question.
5  Game Development / Newbie & Debugging Questions / Re: Respawning enemies at the same location and replacing player with dead player. on: 2014-06-24 18:35:24
Ask more specific questions, it seems like you are asking us to write code for you.
6  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles >>NEW MAP EDITOR BUILD: 6-22-2014!!<< on: 2014-06-23 12:58:48
Well, it crashed, but a with a different error this time Wink http://www.java-gaming.org/?action=pastebin&id=991
7  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles >>MAP EDITOR TECH DEMO RELEASED!!<< on: 2014-06-22 21:23:33
I forgot to ask this; is anyone on a Linux of Mac machine? If so, did it run at all or throwback an error?

On mac, a white fullscreen window pops up, then closes without displaying. Gives the NSAddLibrary failed/Java 7 incompatibility error.
8  Game Development / Performance Tuning / Re: Yet another voxel engine on: 2014-06-22 20:22:05
I tried the original again, I can just barely see the voxels if I move around, I initially assumed it was totally broken because it doesn't grab the mouse. I can't run the new version because I don't have OpenGL 3 Emo
9  Game Development / Performance Tuning / Re: Yet another voxel engine on: 2014-06-22 19:31:37
Can't see anything wrong with that, unless the vertexCount is wrong. I'd still be interested to know what happens if you multiply vertexCount by 6, instead of 4.
Anyways, here's a minor optimization for you.
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public void renderChunk()
   {
      //remember, the format is
      //x1,y1,z1,r1,g1,b1,a1
     
      //Draw the vertexes first -
      //Size is 3
      //Stride is 28
      //Offset is 0
      GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
      GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
      GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBOID);
      GL11.glVertexPointer(3,GL11.GL_FLOAT, 28, 0);
      GL11.glColorPointer(4,GL11.GL_FLOAT,28,12);
      GL11.glDrawArrays(GL11.GL_QUADS, 0, vertexCount*4);
   }
10  Game Development / Performance Tuning / Re: Yet another voxel engine on: 2014-06-22 19:17:53
I didn't see any rendering code, but if you do something like:
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glDrawArrays(GL_TRIANGLES, 0, buffer.capacity());

rather than:
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glDrawArrays(GL_TRIANGLES, 0, buffer.capacity() / 7);

that could cause it to explode.

Just for curiosity, can you try that first snippet? I'm interested as to what will happen on windows Wink
11  Game Development / Performance Tuning / Re: Yet another voxel engine on: 2014-06-22 18:30:51
You might want to check the size of your VBO, I seem to remember that if it was oversized, it did random shenanigans like that. Also, do you mind pastebin'ing your VBO code? 
12  Game Development / Performance Tuning / Re: Yet another voxel engine on: 2014-06-22 18:20:38
I doubt this is intended. Pointing
http://i.imgur.com/cPxFcId.png?1

I bet it is something to do with your VBO's, I have had issues like that in the past.

Mac OSX 10.7.5
GPU, Geforce 7300GT
CPU, 2.16 Intel Core 2 Duo
13  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-16 21:31:32
When/if you get to shaders, look into per pixel lighting, ambient occlusion, and a specular component. That should make it look more like the cube world photo.
14  Discussions / Miscellaneous Topics / Re: Random syntax tweaks! on: 2014-06-04 13:03:28
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int x, y;
if (x && y < 10) {

}
15  Game Development / Newbie & Debugging Questions / Re: [2D Array] Initialization problem on: 2014-05-30 22:47:31
I got moonrise, with the rainbow drops theme. Looks much better now Wink Thanks for the info!
16  Game Development / Newbie & Debugging Questions / Re: [2D Array] Initialization problem on: 2014-05-30 22:34:14
Its really easy. Just google how to get eclipse dark UI.
Thanks, when I tried to change it, I looked in the settings, and could only find text color settings, so I figured it wasn't possible.
17  Game Development / Newbie & Debugging Questions / Re: [2D Array] Initialization problem on: 2014-05-30 22:24:14
[/offtopic], how did you get eclipse's background that color? [/ontopic]
Nothing to report here, longarmx beat me to it.
18  Game Development / Newbie & Debugging Questions / Re: In-Game Menu and Game Logs on: 2014-05-29 12:44:02
is this implemented by adding a layer to the tiled map that contain them?

No, because then you would probably end up offsetting the GUI geometry on the CPU, which would add a lot of unnecessary complexity to your code. I would probably go with scene2d and improve it to support whatever you need, because its got so much tedious code already written. If you really want to roll your own GUI, I would make a separate camera for that only and do your drawing in there, not in another tilemap layer.
19  Game Development / Newbie & Debugging Questions / Re: In-Game Menu and Game Logs on: 2014-05-28 01:14:08
As the questions are quite vague, the post kinda seems like you want someone to write the code for you. I doubt you meant it this way, but that's probably why you haven't gotten any replies.

I imagine that to do so I have to add a layer to my tiled map with screen shown, is that the right way?
Programming isn't one size fits all, whatever works for your project is the right way  Pointing Anyways, are you using a library? If so, which one? Assuming you are using libGDX, I would either add another camera that stays stationary, and draw all of your GUI inside of that, or you could look into scene2d which would make drawing text(and general GUI stuff) much less painful.
20  Game Development / Newbie & Debugging Questions / Re: LWJGL/OpenGL texture transparency? on: 2014-03-26 00:43:37
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glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);


Should handle what you're looking to do.

For an in-depth look at the parameters, check http://www.opengl.org/sdk/docs/man2/xhtml/glBlendFunc.xml out.
21  Games Center / WIP games, tools & toy projects / Re: Fluffy Bunnies on: 2014-03-25 21:51:28
Aha Grin I'll be watching this, seems like a cool concept.
22  Games Center / WIP games, tools & toy projects / Re: Fluffy Bunnies on: 2014-03-25 21:44:18
Played it, took me a few minutes to realize that the bunnies and the wasps weren't dangerous Grin I couldn't figure out the key to pick up the button...maybe I didn't press enough buttons or it's not added yet Pointing Kudos to you for revisiting/continuing an 8-year old project...
23  Games Center / WIP games, tools & toy projects / Re: Rays on: 2014-03-23 20:27:39
BWAHHHH! GL HOW DID YOU DO SUCH WIZARDRY?

Accidental magic...
24  Games Center / WIP games, tools & toy projects / Re: Rays on: 2014-03-23 20:16:58
 Mac Grin
25  Games Center / WIP games, tools & toy projects / Re: Rays on: 2014-03-23 20:03:50
I didn't really get it Tongue When it started, half of the octagon was above the visible area, but when I resized it, it centered properly.
26  Games Center / Showcase / Re: Concept on: 2014-03-21 20:42:05
Have got to say, from the video, the block breaking is done fantastically...great job on that Smiley
27  Java Game APIs & Engines / Android / Re: Gamefield for androidgames on: 2013-04-10 13:37:05
Why don't you have all of your icons at 64x64, and then center them in the fields? If you want them to be exactly the size of the field, then you will either have to lock the size of the fields to 64x64, or draw your icons at every size that the grid could ever possibly be.
28  Java Game APIs & Engines / Android / Re: Gamefield for androidgames on: 2013-04-09 16:29:26
Can anyone tell us how to program a logic that can move gamestones on this field.

Nobody here is going to program your game for you. As ra4king says here: http://www.java-gaming.org/topics/hello/24411/msg/205121/view.html#msg205121, We are here to guide and point you, not write your code for you.

a logic that can move gamestones on this field but for different Displaysizes.

What is your question? Do you want to move objects around on the screen? If so, how are you drawing those objects? Do you want to draw a grid on the screen? If so, do you want the grid to have the same amount of cells in the x and y direction, regardless of screen size, or do you want them to be the same size apart, on any screen? Please clarify your question. No one has helped you yet, because no one knows what your question is.
29  Game Development / Newbie & Debugging Questions / Re: Simple Math Problem on: 2013-04-09 15:53:10

@Everyone talking about a semicolon
I must have mis-typed an older version of this code before CnPing it here, the code I'm using doesn't have the semicolon that you were all pointing out.


See my post above. I was didn't see a semicolon in my code, and therefore I thought something with the JRE/Java had gone wrong. Ironically, I was tested it on another computer, and because I typed it out instead of copy-pasting it it, the semicolon wasn't there, so (obviously) the code ran, making me even more suspicious of my java installation. In the end, it was just me mis-typing, and then not noticing, because I was so focused on the actual math. Tongue
30  Game Development / Newbie & Debugging Questions / Re: Simple Math Problem on: 2013-04-09 02:46:10
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int i = 0;
if (i > 25);
{
   System.out.println("0 is greater than 25........WHAT?!");
}


Stick out your hand.  * slaps it*
NO!
The semicolon on the end of your if-statement terminates it, turning the code below into a scope block

Ouch. That'l teach me to try to write code fast. How did I miss that all weekend long??  Emo Thanks for your help though Smiley
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