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1  Discussions / Miscellaneous Topics / Re: Is drinking half a bottle of vodka safe? on: 2014-11-21 21:55:00
Also, you don't instantly become dumb when you drink alcohol, ...
It's a gradual process. Over-consumption of alcohol (more than 3 'units' per day) slowly deteriorates brain tissue, as (among other reasons) your brain-matter is fatty, and fat easily dissolves in alcohol. Excessive alcohol consumption (to the point of passing out) does immediate damage, and some neurologists compare it to being hit by a baseball bat (whatever that entails..)

One or two units per day is actually better for your brain than zero, but I can't get myself to drink that 'much'...

It's possible you get brain damage when you get a little drunk everyday though
or when you drink very much for once.

Smiley
                                                                                                                                                                                                                     
2  Discussions / Miscellaneous Topics / Re: Is drinking half a bottle of vodka safe? on: 2014-11-21 17:31:28
Quote
What's the point of temporarily impairing your brain? To get the courage to speak to girls/guys? Group pressure? Reality escaping? Seriously, why do you guys drink?

For me it's all of the reasons you mentioned, plus in moderation you do remember what happens. Lightens up the mood, makes everyone more fun. Sometimes I have a few beers with my friends while gaming or watching a sport on TV, both activities which I don't normally enjoy much but after a few drinks becomes more fun and social.

Pretty much nailed it. I wouldn't say that "in moderation you do remember what happens", I'd say "only in rare cases when you overdo it, you can't remember". It never happened to me and I can hardly remember anybody who had that happen (no pun intended Tongue).

Like I said, if you don't want to drink, don't do it! I'm just trying to answer the question and balance out some of OP's "woo alcoholic beverages" nonsense. I'm not here to convince anybody of anything, so if you don't want to- just don't!
You couldn't force me drink even if my life depended on it. I don't surround myself with people who'd force me to drink. I'm not writing this in some attempt to get confirmation by random people online; I know what I want and don't want to do. =P

That's perfectly fine. You're not the only one that reads his posts Smiley

I myself drink in moderation. Not regularily at all, just at parties. When I drink, I usually drink more that a couple of beers, but just because everything is percieved much more positively, at least for me. I tend to have much more fun when a _little_ drunk, compared to when I'm not. If you don't feel comfortable with drinking alcohol, stuff won't be more fun for you, probably. Also, It depends on your friends, too. I'm pretty lucky, I'd say, because my friends usually don't get too drunk and are really tolerant. If you don't want to drink, it's perfectly fine for us.

Yep. It's a trade-off. Also, you don't instantly become dumb when you drink alcohol, it's just that it's more common that dumb people go over their limits Smiley It's possible you get brain damage when you get a little drunk everyday though (I heard about someone who was very intelligent, but drank beer everyday and now is mentally disabled...) or when you drink very much for once.

As Aristoteles says, you need to find your middle (mesótes), the moderation. Wink

17, Male, Germany
3  Discussions / General Discussions / Re: Parsing SVG files on: 2014-11-16 10:48:14
Gl, hf.

That's quite some amount of work, if you want support for patterns, gradients, etc. But it's also a nice learning experience, you get to know Bezier curves and all that stuff Smiley
4  Discussions / Miscellaneous Topics / Re: How memory works? on: 2014-11-16 10:46:46
Just try out Assembly language. It helps understanding what happens in the lowest programmable layer. I found assembly language easy to understand. It's just really hard to write big bug-free programs with it, but the for the sake of understanding, I'd recommend. Smiley
5  Discussions / Miscellaneous Topics / Re: How memory works? on: 2014-11-14 12:38:52
But that doesnt make sense...
How does the program remember that address? Another memory address? Does that address stay with the compiled code? So if two programs use the same memory address, what happens then?

Haha good point Smiley

I'm not entirely sure, but that's how I think it is:
In the program assembly code there is a defined memory adress, for example addres 0x0000A001. Each program assembly is a single process in the operating system. So if the OS is currently processing that program and it request to read/write a value in 0x0000A001, it is actually written in RAM at a specific offset. That offset is different in different processes (= programs).

As I said - I'm not entirely sure about that. But I am sure that each program (= process) has it's own part of RAM. It's the OS's duty to manage those.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-14 12:33:21
i wrote a simple subdivision spline looking for fractals in skewed weights

Taking inspiration from that computerphile videoPointing

Thought exactly the same. Seen it too Smiley
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-03 12:40:23
Questions: How often do you guys use for , I use atleast twice every file that has any sort of data.

Check out lambdas. Look for google for the functions map, filter, fold and the like. Also, if you think it's cool, check out functional programming Cheesy
8  Game Development / Newbie & Debugging Questions / Re: Tile Collision Assistance on: 2014-11-01 13:53:19
Check if tile at [player.pos + player.speed] is not blocked, and if it is not blocked, player.pos += player.speed.

If it is blocked, don't do anything.

That works if you can only go up down left right, but not two of them at once. (Simpler said: Walking diagonally)

Usually you'd like the player to slide along walls.
So you need to do that for both the x and y coordinate:
1  
2  
if (!isBlocked(player.pos.x + player.speed.x)) player.pos.x += player.speed.x;
if (!isBlocked(player.pos.y + player.speed.y)) player.pos.y += player.speed.y;

but that only works for AABBs. Because it doesn't allow sliding in arbitrary directions (only slide along x and slide along y).

Also, if the speed is higher than 1, for example 5, then it's likely that your character will stop 3 or 4 pixels in front of the object it's colliding with.

It makes sense to make the game concept a little bit simpler, though, for example use a Tiled map like you do (and only AABBs) Smiley

(yeah, [x] is a list point here)
9  Discussions / General Discussions / Re: OpenUI5 on: 2014-10-30 19:22:09
AHAHAHA

Didn't know they changed the name from sapui5 to openUI5.

Used this during the summer internship at SAP last year.

It's really useful for creating Widget-rich UI's (SAP's UI's are crazy). The documentation and tutorials are plenty and the support is really good.

I don't know how hard it is to customize the theme, though, I only used the SAP themes Smiley
10  Game Development / Game Mechanics / Re: How to simulate Electricity in Tile-based game on: 2014-10-29 16:14:55
I think i need the wires to be a Node also, but that isn't much of a problem.
I wouldn't do that. A wire is conceptually very different from a Node. Making a Wire a Node will lead to all kinds of workarounds and hacks, as it doesn't match reality - and reality is the easiest to wrap your head around.

So when is a node created, in say, a Minecraft electricity mod? So you have the wire block and when you put them one after another, nothing happens, but when you connect a wire to multiple other wires it becomes a node?
11  Game Development / Game Mechanics / Re: How to simulate Electricity in Tile-based game on: 2014-10-29 15:46:00
I don't like the crash and burn part though. Is it possible to send the energy back somehow? Or just let it be in the storage of the producer (that storage would need to be added though).

Btw, how would a storage be implemented then, Riven?
12  Game Development / Game Mechanics / Re: How to simulate Electricity in Tile-based game on: 2014-10-29 12:47:13
Just think of it this way:
One node system has energy storage that is the energy storage of all things connected to this system combined.
A consumer can request energy from the system, and if it does, the system has to decide how: There are a couple of possible options. (We'll get to this in the example)
A producer simply produces energy and stores that energy in it's local energy storage.

So for example, you have consumer 1 and consumer 2, as well as producer 1 and 2 connected to the same network.
producer 1 and 2 have a 20k energy storage. So the system has 40k energy storage in total.
When one of the consumers request 40 energy, the system could do 2 different things: It could drain the energy storage of producer 1 by 40 energy, or split the energy request to all the energy sources and take 20 energy of each, though this might be harder since you can't always drain all the generators (if one is a little empty for example). (Like Grunnt sugessted).

You could also make this configureable for the user. So they tell you which energy sources should be drained first, etc.


I wouldn't implement that with any node-tree system. My system would simply be implemented with two arrays containing the Consumers and Producers:
1  
2  
3  
4  
public class EnergySystem {
  private final ArrayList<Consumer> consumers;
  private final ArrayList<Producer> producers;
}


And if you build a wire that is not connected to anything, that creates a new EnergySystem.
If you connect a wire to a wire, that wire is going to take the EnergySystem of the wire it's connected to.
If you connect a wire to two or more wires, that wire merges the EnergySystem of all the wires it was connected to.
If you connect a consumer or producer to a wire, it's added to the array of the EnergySystem.
If you remove a wire, you need to split the Energy system. Thats the only thing that might be a little tricky Smiley
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-25 16:11:59
Found some time today in between baby & housekeeping to make some improvements to the prototype I'm working on. The thrust and torque is now applied to the ship model depending on where the thrusters and reaction wheels are placed. I also fixed many small issues. It runs smooth even with very big ships:
...
Holy shit. That looks like a merge of FTL and StarDrive. *___*

Also: Reminds me of Robocraft (currently playing that game, I really love it)
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-23 19:52:55
Released Harldland early access to Steam. http://store.steampowered.com/app/321980/

That is... IMPRESSIVE!

WOW. So much gonna check that out. Awesome.

(Health-, Stamina-, etc. bars would be nice, numbers are hard to parse quickly Wink )

EDIT: Just saw it's singleplayer.
Mutiplayer is kind of a must-have nowadays. That'd make the game much more awesome, though Cheesy
15  Discussions / Miscellaneous Topics / Not productive? Maybe try out habitrpg.com on: 2014-10-18 22:21:33
Hi guys, I got started with this today, but I like the idea of HabitRPG up to now very much, maybe someone of you already uses it?

Basically it's a task list + a character that levels up when you finish items on the task list. For the first time I hope I'm going to get addicted to that Cheesy

your thoughts? your experiences?
16  Game Development / Game Mechanics / Re: How to simulate Electricity in Tile-based game on: 2014-10-18 22:05:22
(shameless double-post)

Just found this, seems interesting: Wink
http://cell-auto.com/optimisation/#naive
17  Game Development / Game Mechanics / Re: How to simulate Electricity in Tile-based game on: 2014-10-18 21:59:30
@matheus23
1)iterate over from am array start to finish and FLAG the changes accordingly and
2)iterate over again and actually APPLY the changes.

Two arrays: One for reading all the tile values, one for writing. Then swap them (double-buffering) Smiley
You only iterate once that way Smiley (swapping is almost costless Wink )
18  Game Development / Game Mechanics / Re: How to simulate Electricity in Tile-based game on: 2014-10-18 19:53:43
Oh I like this kind of stuff Cheesy

I know it's kind of a different approach - not so simple, admittedly, but maybe you could try to use a cellular automata, for example Wireworld. It's not so much usable for energy than for information transmittion, but still, would kind of add an interesting twist to your game, similar to redstone in minecraft, maybe try that out Smiley
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-14 20:06:36
What is it with you and constantly using lisp syntax that makes my brain go ow?
Is it that you want to hurt me.

Lisp syntax is awesome. And genious. It's still alive 60 years after invention, 'nuff said.
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-12 12:15:38
On the programming side, I reverse engineered Sublime Text 3 so I don't need a license. I'm not using the crack though, and plan to e-mail the devs to show them how ridiculously easy it was for a simple teenager to crack their program. Sublime Text 2 was just as easy, literally exact same method. I'm sure they're losing quite a bit of money from other people doing it.

I think they lose most of their money because ST3 is not really good and Atom is the better and free replacement ^^
21  Games Center / WIP games, tools & toy projects / Re: GNetLib V0.0.0.2 (A Simple Java Networking Library) on: 2014-10-11 09:47:42
Seriously take a look at Kryo & Kryonet, please Smiley
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-11 09:44:10
Anyway, I've been studying concatenative languages, which are fascinating, and for some reason I felt compelled to try and write a recursive function in the style (naturally fibonacci) and keep it hygienic:

Nice! interesting. Never heard of it Smiley

It's a little while ago (I think It was 2 day ago that I finished it), but I didn't have time to post here (school & coding & that = too much) Smiley

So I present you: The haskell Expression interpreter that can output graphical stuff:



About ~30 hours of work (using hint, my own library DeclarativeGraphics, highlighting-kate, Gtk2Hs).
23  Game Development / Game Play & Game Design / Re: Procedural cave challenge on: 2014-10-11 09:22:24
Here's a map from a different generator. First it builds a large scale "density of rock" map, and then uses that to modify how far tunnels can dig into certain places. I've flood filled some of it with different colors to see what kind of connectivity the tunnels have. Theres a good variety of long and short tunnel systems, although they don't really branch out much tending to create clumps. Would these be interesting to explore, or just confusing?
*snip image*

That looks really awesome I must say! Cheesy

I'm not sure if it is as enjoyable as the standard Cellular-automata cave-generation algoirthm yet, but here's an idea:
modify the noise with another layer of standard perlin/simplex/whatever noise with pretty low frequency, changing the threshold of walls to generate at some parts. Then there is a little more diversity in the size of the caves, currently it looks already very good though. Smiley Keep trying out some things, this looks promising! Smiley
24  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > GREENLIT! WOooOOOoooOooOoo! < on: 2014-10-10 13:11:47
Congratulations! I hope that the Kickstarter will succeed to! You deserve it!

It looks like he is going to:
https://www.kickstarter.com/projects/1385547263/retro-pixel-castles-village-survival-mayhem Smiley

2nd JGO game to be Greenlit, afaik (deadalus being the 1st) Smiley
25  Game Development / Game Play & Game Design / Re: Procedural cave challenge on: 2014-10-10 13:10:30
I think the ratio between open and walls is much too high. It should contain more walls, but that's maybe personal preference Smiley

I really like thouse small, narrow cave paths it generates a lot, though. Also, converting this to side-view is easy by scaling the noise either down on x-axis or up on y-axis Smiley
26  Discussions / General Discussions / Re: New feature: serverside syntax highlighting on: 2014-10-09 14:52:55
I prefer Monaco on mac, Andale Mono on Ubuntu and Consolas on Windows.

What the heck that was so random Cheesy
27  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > KICKSTARTER at 40% Go Go! < on: 2014-10-08 19:09:01
UUUUUUUUUHHHHHHHH

https://twitter.com/jeb_/status/519883544030871553

awesomeshit
28  Discussions / Miscellaneous Topics / Re: [news] Windows 10 (9) on: 2014-10-05 12:27:24
Props to MS for finally including workspaces, but they are so so late on that one and like other people have said, 10 is just a couple of "new" features we should've had years ago. 10 is what 8 should have been. Its dissapointing, really.

This.

The desktop in the demo video looked surprisingly good, but I don't get why it took them so long.
Also linux because repository managment (i.e. apt, pacman, RPM, yum, etc.).
Also AUR on archlinux.
29  Discussions / Miscellaneous Topics / Re: Whays the story behind your name on: 2014-10-03 08:37:21
No imagination here... I am a traveller with no fixed abode! I live in a converted 7.5t lorry, happily divorced, just me and my Macbook!  Grin


(google images)
30  Discussions / General Discussions / Re: Why are people jerks? on: 2014-09-26 13:18:18
The people attacking others for 'being assholes' are assholes. Enough said.

Hitler was an asshole.

Okay this is getting phisolophical...
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