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1  Game Development / Newbie & Debugging Questions / Re: [Help] PNG + transparency + PSP 4.12 on: 2017-07-17 17:01:23
Ok,
It appears that PSP was giving me grief, and it doesn't appear to be handling PNG transparency as I expected.

This is the code I used to create a transparent sprite (I pretty much only needed the one line in method blatSprite())

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package game.utils;
import game.graphics.Assets;
import javax.imageio.ImageIO;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;

public class ForceTile {

  public ForceTile() {
    Assets assets = new Assets();
    assets.init();
    BufferedImage sprite = Assets.player;
    BufferedImage seeThrough = blatSprite(sprite);
    File modifiedImage = new File("test.png");
    try {
      ImageIO.write(seeThrough, "png", modifiedImage);
    } catch (IOException e) {
      e.printStackTrace();
    }
  }

  private BufferedImage blatSprite(BufferedImage image) {
    return new BufferedImage(image.getWidth(), image.getHeight(), BufferedImage.TYPE_INT_ARGB );
  }

  public static void main(String[] args) {
    new ForceTile();
  }
}



The wierd thing though is that test.png actually shows as transparent in PSP but when I try to copy it over to be a new sprite in spritesheet.png.. it turns into a solid black colour.
2  Game Development / Newbie & Debugging Questions / Re: [Help] PNG + transparency + PSP 4.12 on: 2017-07-17 13:52:26
Ok, thanks Glabay.
Just finishing up something else and then I will try something similar.

I'll report back if it worked.
3  Game Development / Newbie & Debugging Questions / [Help] PNG + transparency + PSP 4.12 on: 2017-07-16 14:36:25
Hello,
The red mist has descended & I need your help JGO. I have a version of Paint Shop Pro (that might be older than the internet itself) and I'm struggling to find a way to set some of the tiles in my sprite-sheet to be transparent.

I was thinking that maybe it might not take too long to simply load one sprite, blat it to be completely transparent (via a one-off java method call) and then save it as it's own image? Then open it, and copy/paste it back onto the original sprite sheet? ....or would that not work?

Suggestions?

ps: I don't really want to download yet another paint program and then waste months learning it.
4  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-07-16 14:14:40
tl;dr
In a world with this many freaking games coming out. How do I find the good ones?

Show the average amount-of-time-played of it's player base?

5  Game Development / Newbie & Debugging Questions / Re: I.T. professional: bored of being a tool - "Please Advise" on: 2017-06-17 01:18:17
I can relate to this.

The only thing i can suggest is that at some point. Start working on a game that you AND ONLY YOU would enjoy. Don't try to make one that will make you millions or would have the biggest market or is on the most popular platform as you will unlikely finish it.

Think of a small/simple game that your making for your yourself, and you'll be pleasantly surprised on how much enjoyment you get get back from it as you slowly work through the hurdles and watch it come to life. My personal favorites are the tile-based game that you would get on the old Nintendo DS. Games like 'Advance Wars'. Games like these are totally do-able in java and can be built by one person.

Good luck.
6  Game Development / Newbie & Debugging Questions / Re: Should the same objects be made in the same class? on: 2016-10-18 00:07:30
1  
List<BadGuy> badGuys = new ArrayList<BadGuy>();


Wink
7  Games Center / WIP games, tools & toy projects / Re: Frequent Flyer, a small shoot-em-up game on: 2016-09-15 01:30:46
This looks very similar to an old arcacde game I used to play called "Time Pilot"..
8  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-31 00:41:20
philjord,
Yes, I understand. I remember that time well. VRML was also a trendy thing back then. I worked alongside one of the original Java3D devs for quite a few years (...such a long time ago..). This is why I was suprised you were still active in that framework/space.
9  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-30 05:02:30
philjord,
Was there any particluar reason why you chose to stay with Java3D?
10  Discussions / Miscellaneous Topics / Re: Walking animation in Pokemon GO on: 2016-08-22 02:56:47
They probably just used a 3d modeling program like Blender or Maya and animated the walking by hand. Nothing special.

Is this a difficult thing to pick up and learn?
The truth is that I suck at pixel art (..and drawing in general)

11  Discussions / Miscellaneous Topics / Walking animation in Pokemon GO on: 2016-08-18 23:47:01
I really like how they did that.
Anyone have any info on the tools Niantic Inc used to do the walking?

(...if only there was a way to capture some of it to make an olskool isometric sprite-sheet.... )
12  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-11 00:27:08
Does anyone know what pet projects n0tch has been working on lately? ..or whether he's still tinkering in the java space?
13  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-10 12:34:19
I agree with princec. I also think that because minecraft was developed by such a small group, I'm  pretty sure it's actually written better than most large projects because something I've seen many times is the "too many cooks" effect.... things become a giant ball of string pretty quickly when a project changes hands a lot ...(regardless of how many software architects you throw at the project)

Overall... Minecraft is still great imo, I still play it with my daughters. Its a fun game which I still enjoy playing over many AAA titles. I still remember when n0tch started posting WIP pictures of it here, I remember all the bricks were white and thinking to myself "what the hell am I looking at?!!?" haha

FabulousFellini:
Did the java-hate-machine, at least follow through with their all-time classic "...because java is slow" comment ?
14  Java Game APIs & Engines / Java 2D / Re: Better way to create Tiles on: 2016-08-07 10:59:59

I learned how to create my game's basics from here https://www.youtube.com/playlist?list=PLah6faXAgguMnTBs3JnEJY0shAc18XYQZ


I might be missing something but I'm seeing quite a few episodes on how to load & re-use tiles in this video series?
15  Game Development / Newbie & Debugging Questions / Re: getters and setters vs public vars on: 2016-08-01 05:33:56

[...snip...]

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// Clean way, using public variables.
speed.x += 4;

// Not so clean when you use getters and setters
speed.setX(speed.getX() + 4);

Using getters and setters like this will make your code look complex.

[...snip...]


Don't 100% agree, if you think as methods being actions then you could "rename" your setters to something more meaningful like:

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speed.accelerate(10);

speed.brake(5)
16  Discussions / General Discussions / Re: Robot Farm Game: Looking for testers on: 2016-06-29 01:55:23
Screenshots?
17  Game Development / Game Play & Game Design / Re: request: receipe/materials approach? and/or design pattern? on: 2016-06-20 13:25:13
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public enum Material {
 ItemA, ItemB, ItemC, ItemD
}


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public enum Item {
  MagicSword
}


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import java.util.HashMap;

public class CraftCheck {
  private HashMap materials = new HashMap();
  private HashMap items = new HashMap();

  public CraftCheck() {
    inv();
    sizes();
    check();
  }


  private void sizes() {
    System.out.println("materials.size(" + materials.size() + ")");
    System.out.println("items.size(" + items.size() + ")");
  }

  // add inventory here
  private void inv() {
    addMaterials(Material.ItemA, 10);
    addMaterials(Material.ItemB, 8);
    addMaterials(Material.ItemC, 15);
  }

  // util method to load hashmap
  private void addMaterials(Material material, int amount) {
    materials.put(material, amount);
  }


  private void check() {
    isCraftable(Item.MagicSword);
  }

  private void isCraftable(Item item) {
    if(Item.MagicSword.equals(item)) {
      tryMagicSword();
    }
  }

  private void tryMagicSword() {
    if((Integer)materials.get(Material.ItemA) > 5) {
      if((Integer)materials.get(Material.ItemB) > 3) {
        System.out.println("You can make a magic sword!");
      }
    }

  }


  public static void main(String[] args) {
    new CraftCheck();
  }
}
18  Game Development / Game Play & Game Design / Re: request: receipe/materials approach? and/or design pattern? on: 2016-06-20 12:21:13
Just one.

I'm starting to think that a plain HashMap object might be all I that need..
19  Game Development / Game Play & Game Design / request: receipe/materials approach? and/or design pattern? on: 2016-06-20 08:42:42
I have the annoying game on my mobile that I hate but strangely keep playing to pass the time.. (it's called brave frontier)

A part of it involves the collecting of materials as part of a crafting mini-game.

I've been thinking about writing a small app where I simply enter the materials I have and the app calculates what items I can craft (via recipies)

The problem thought is that these items can then become materials for other items and so forth, so there is an element of recursion going on.

I initially thought that I could used Java's TreeNode's but  I'm not so sure anymore.

Any ideas/comments/suggestions on how to tackle this?
20  Java Game APIs & Engines / Tools Discussion / Re: imgui on: 2016-06-01 10:33:03
I'm missing something here. So this is an alternative java front-end to an existing dev framework/engine right? (...that already had a front-end?). What was the benefit of re-making this in Java? I'm guessing that, in doing so, you have introduced new functionality?
21  Games Center / WIP games, tools & toy projects / Re: Mercenary Of Destiny - 2D Java MMORPG on: 2016-05-18 14:30:04
...using pure java.

I tip my cap to you.
22  Game Development / Newbie & Debugging Questions / Re: Design pattern for RPG skills (good, bad, horrible?) on: 2016-04-13 10:11:25
I would start by doing some reading around the composite pattern.
23  Game Development / Game Mechanics / Re: Loot tables on: 2016-03-29 09:32:45
Excellent!

<rubs hands with glee>

I'll try some of those after work. Thanks guys!

*big grin*
24  Game Development / Game Mechanics / Loot tables on: 2016-03-29 05:13:44
Anyone have any sample code or pseudo-code on how to implement these (nicely?) in Java.

I currently roll a rand(10)  that feeds a 10 case switch statement to test stuff, but now I need concept of rarity...

I've googled a bit but found nothing that resembled a lookup table structure (which is what I thought loot-tables were supposed to be based on??)
25  Discussions / General Discussions / Re: Forum is quiet on: 2016-03-13 15:10:10
I actually like the pace here.




26  Discussions / General Discussions / Re: Grass Texture on: 2016-02-25 07:04:03

I just chucked your grass texture into my game, it looks beautiful. Heres a screenshot:

[snip]

Here's an end-level boss asset for you to use in your lovely looking game NegativeZero!
27  Discussions / General Discussions / Re: Unity3D/2D on: 2016-02-25 06:44:56
Has anyone tried Project Rider? It's basically ReSharper in IntelliJ, I don't know how anything else could compete with that.

Thanks for the heads-up Spasi.
I thought this link was their CLion project but it wasn't.

Cheers!
28  Discussions / General Discussions / Re: Android moving to Java 8? on: 2016-01-04 09:38:55
IntelliJ are moving entirely to Java8 as well!

http://blog.jetbrains.com/idea/2015/12/intellij-idea-16-eap-144-2608-is-out/
29  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-11-18 09:17:41
ags1, just out of curiousity, have you seen or played the game 'Banished' ?
30  Discussions / General Discussions / Re: JGO IDE Survey on: 2015-11-03 05:23:13
IntelliJ masterrace reporting in...
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