Hi !
Featured games (85)
games approved by the League of Dukes
Games in Showcase (636)
Games in Android Showcase (178)
games submitted by our members
Games in WIP (686)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 39
1  Games Center / Android Showcase / Re: Cashdefense - Cashflow Simulation on: 2015-11-26 21:44:41
Make the interest rate fluctuate unpredictably. Then players in "highly leveraged" positions will get burned when the rates rise, just like in real life.
2  Discussions / Miscellaneous Topics / Re: Starcraft 2 on an Atom Z3775 or Celeron N3150? on: 2015-11-25 23:02:24
@Phased is responding to my fanciful idea to build a desktop, which is something I've always wanted to do. Regarding the suggestions, I'm not interested in overclocking and the extra expense associated with the coolers and fancy motherboards, for a measly 10-20% performance boost. Nor do I want to go the AMD route as at least with a cheap pentium I have the option of swapping in an i5 next year.

I put together a little system to compare to the laptops and you get so much more in a desktop, pity it won't fit in a shoulder bag:

I can't decide whether to just use my current external drives or go for an SSD, which would add 60 to the cost.

Still want the little laptop though, coding on a 7" tablet is pain Smiley Another thing to think about is that gaming on the laptop would be more sociable; we could sit at a table together. But decent graphics under 14" costs a fortune.
3  Discussions / Miscellaneous Topics / Re: Starcraft 2 on an Atom Z3775 or Celeron N3150? on: 2015-11-25 12:21:26
I don't think those are coming in under 400 euros, also 14 inches is a bit big. I've got nothing against Lenovo though, my current laptop is made by them - a cheap AMD A10 thing. I figure I can build my battle box for 250 euros including a Pentium processor and 120GB SSD, so that seems the best option now.
4  Discussions / Miscellaneous Topics / Re: Starcraft 2 on an Atom Z3775 or Celeron N3150? on: 2015-11-25 11:31:58
Got a link to what you mean? I'm specifically looking at anything under 400 euros and under 14 inches.

That territory seems to be almost exclusively inhabited by Atom, with a couple of Celerons.

I recall running Age of Mythology on a GMA 950 Smiley

The other alternative would be to forget the portable laptop and build a gaming box with a cheap Pentium (or even desktop Celeron). If I think I can get away with an Atom GPU a desktop Celeron GPU would "like totally" blow it away Smiley

And if the integrated GPU graphics are too laggy, I can just stick in my GT430 I have lying around. Or really go for broke and buy a GTX 750Ti...
5  Discussions / Miscellaneous Topics / Starcraft 2 on an Atom Z3775 or Celeron N3150? on: 2015-11-24 22:32:21
Just wondering, I'm thinking of getting a cheap laptop for on the go. It would basically run IntelliJ and Starcraft 2. I know it will run Intellij as I used to code on a a 2008 pentium laptop the banchmarks lower, but what about Starcraft?

Maybe a laptop like this:

Or this:
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-24 11:47:10
Opiop, you shouldn't have sped up. You spooked and confused the animal. Just go slowly till you're past it. If the rest of the family was about to follow it over the road, accelerating was the wrong thing to do anyway.
7  Games Center / WIP games, tools & toy projects / Re: TritonForge || 2D RPG Sandbox (DOWNLOAD V2 NOW-AutoUpdater!) on: 2015-11-23 22:34:15
Some browsers and AV don't like JARs either... Nor do they like ZIPs, or any other file that hasn't been downloaded by at least 1,000,000 other people....
8  Games Center / WIP games, tools & toy projects / Re: Envel Graphics Engine II Demo on: 2015-11-23 22:32:09
Sorry, yes I guess I should have written 480p. It's just shorthand for the number of lines in the screen - 480, 720, 1080, 1200, 1440 etc. If you are calculating every pixel in everyones monitors, then different people are solving completely different problems and so are reporting wildly different FPS. So you should render to a lower fixed resolution and then scale it to everyone's monitors.
9  Games Center / WIP games, tools & toy projects / Re: Envel Graphics Engine II Demo on: 2015-11-23 22:09:12
Well done! Any reason why you have not used e.g. bitbucket to host your download instead of mediafire? I'm never sure where the adverts stop and the real downloads begin on those "download" sites. Smiley

For example, this is the download page for my benchmark, I just think this is a lot cleaner and more user-friendly:

Regarding the FPS issues: do you render to the screen resolution? You might get more usable performance rendering to 640p or 720p regardless of screen resolution...
10  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-11-22 20:17:16
Sectors get a score based on their distance from each settlement. That is, each settlement adds to the score for every sector, and we keep score for each rival nation. The sector is given to the nation with the highest score, and the level of control is based on the winning score less the rival scores. So a sector with a score of 10 or more is strongly controlled by the respective nation. A sector with a score of 3 or more is weakly controlled while anything less is lawless wilderness.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-21 18:41:09
There is no reason not to use helpful tools. Now go and download IntelliJ!
12  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-11-21 16:00:30
I tried various complex formulas but found a simple linearly decreasing level of influence works best; the competing and collaborating influences are summed and the values are assigned to bands.
13  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-11-20 11:28:03
I've been testing and prototyping the combat system... Here's some pseudocode. Random numbers are expressed in D&D convention Smiley

//in the absence of heroic achievements, all skills are capped at 7
//roughly 1 blow per 3 sec, depending on a.speed and a.weapon.speed
Attacker a
Defender d
defenceEffectiveness = 1.0
//d has blows coming in too fast, can't defend effectively?
if (now - d.lastBlow < 1500) {
    defenceEffectiveness = 0.5
levelAdvantage = (a.level - (d.level * defenceEffectiveness)) / 2;
levelAdvantage = levelAdvantage < -7 ? -7 : levelAdvantage > 7 ? 7 : levelAdvantage
attackRoll = a.attack + d30
defenceRoll = (d.defence + d30) * defenceEffectiveness
hitQuality = attackRoll - defenceRoll + levelAdvantage
a.delay = 0
d.delay = 0
if (hitQuality >= -10) {
    //d had to defend; less effective against a closely following attack
    d.lastBlow = now
if (hitQuality >= 0) {
    dodge = + d20 - hitQuality;
   d.delay += 1000
   if (dodge < 0) {
       d.delay += 1000
       factor = hitQuality < 10 ? 1.0 : hitQuality < 20 ? 1.5 : 2.0
      //armor effectiveness on sliding scale relative to damage value
      damage = factor * a.weapon.strength * a.strength
      d.applyDamageAfterArmor(damage, a.weapon.penetration)
} else {
    riposteQuality = d.riposte + abs(hitQuality) - d40
   if (riposteQuality >= 0) {
       d.delay += 1000
      a.delay += 2000
      a.lastBlow = now
       factor = riposteQuality < 10 ? 1.0 : riposteQuality < 20 ? 1.5 : 2.0
      //armor effectiveness on sliding scale relative to damage value
      damage = factor * d.weapon.strength * d.strength
      a.applyDamageAfterArmor(damage, d.weapon.penetration)
a.nextStrike = now + a.delay + a.speed
d.nextStrike += d.delay
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-19 22:55:08
You misunderestimate our flood defences... Sad
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-19 22:39:30
@EgonOlsen, Impressive trailer Smiley

I added ForagingBehavior today, so healers are going into the wilds to collect their herbs. Tough luck for them that GoToBehavior (which takes them there) isn't smart enough yet to give bears a wide berth.

EDIT: @princec, how come most of Holland isn't hexable?
16  Game Development / Newbie & Debugging Questions / Re: Going from 2D graphics to 3D? on: 2015-11-19 11:24:17
One of the good things about jME is the set of tutorials they maintain:

In particular try these links:
17  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-11-18 11:28:28
No, but thanks for pointing it out. It sounds similar in concept to Civilization and to various city-building games - I recall playing something like Banished made by Ubisoft.

There are similarities to what I am aiming for in Vangard, but my goal is to embed the player in the world, rather than put the player into a god role. You may have a city planning / resource management / warlord role in Vangard, but that is just one of many options.

It means I can't go into the depth that a game like Banished might because I am trying to open more roles, and I have to have AI to back/fulfill all possible player roles.
18  Games Center / WIP games, tools & toy projects / Re: Questica -- A procedurally generated rpg adventure! on: 2015-11-17 20:43:35
I can't imagine a good reason to add support for OGL 1.0... It's such a small base yuor effort is better spent elsewhere. If you need to refactor heavily to add OGL 1.0, then you are just running the risk of introducing multiple bugs to your OGL 2.0 implementation only to increase your base by a couple of percent.
19  Discussions / Miscellaneous Topics / Re: Dyslexic-friendly fonts for music? on: 2015-11-17 20:05:21
I'm looking at tab notation. In particular I should be able to parse it and transform it into any representation that works.
20  Discussions / Miscellaneous Topics / Dyslexic-friendly fonts for music? on: 2015-11-17 19:13:34
A dyslexic friend of mine is learning the guitar and learning to read music. She's dyslexic and struggles with symbols reversing or mirroring and becoming unreadable. Specialist dyslexic fonts help with reading, but does anyone know of similar fonts for musical notation?
21  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-11-17 11:51:34
I've now got the main settlement careers defined to a basic level; that is is, the careers exist and have the default human behaviors like sleeping, getting hungry and eating. Career-specific behaviors are only done for a couple of careers so far.

Settlement careers include chieftain, guard, priest, trader, healer, smith, hunter, woodcutter, peasant, miner and beggar. Woodcutter, miner and peasant are complete (with a few bugs), and I should be able to complete priest, trader, healer and smith quite easily. Hunters are a problem as that needs a working combat system including ranged combat as well as some cleverness to find some edible animals... Chieftains currently do nothing as well, they are waiting for the political aspects of the game.

Larger settlements will support more career types, like warrior, various kinds of magic users, luxury item manufacturers and so on. Also, larger settlements should support a small criminal population of pickpockets and so forth. But for now all settlements are the same size Smiley

Larger buildings will also support more specialized career types, like servants (in larger buildings), archers (in towers and strongholds), temple guards and high priests (in larger temples).

There are also people who live outside of settlements in the wilderness, these will include woodsmen, robbers and hermits...
22  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-11-16 11:03:48
I've been working through my list...

DONE ManufactureItemBehavior - new simplified behavior
DONE skills - load from career files
DONE refactor#37 - load all characters from career files
spawning - smarter spawning that respects town planning
DONE experience - tweak experience levels
DONE leveling - add simple AI for leveling up, add UI for player controlled leveling up
trader - implement trader career
smith - implement smith career
hunter - implement hunter career
servant - implement servant career
eating - fix eating behavior
alehouse - add alehouse model
feasting - add evening feasts at alehouse
temple - add temple model
cottage - add cottage model
longhouse - add longhouse model
hall - add hall model
combat - integrate combat code; make wild predators hostile
hoards - place initial hoards and guardians on map
tree/rock/frill geometry batching - integrate and benchmark batching code (not dependent on graphics lib)
javafx migration - 'cause I want to use JavaFX
full screen mode - obviously
text/resolution issues - text will be too small on screens with high DPI; make font sizing proportional
Radial menu - add some demo code
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-14 23:27:14
I started adding Hunters and Beggars to Vangard.

I finished the save-game functionality to the "good enough" level - I can save a record of the game in readable form at any point in the game so I can debug more easily but I have made no attempt to load the game from the file - that would just be a waste of time at this early stage.

Save files are not compressed yet and are 75MB big! With compression they go down to a nicer 5.8MB.
24  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-11-13 11:18:18
I tweaked and simplified the algorithm to give a less blobby and more naturalistic look to the control areas.

I changed the key too. Uppercase is a settlement. Lowercase is a weakly controlled border area. Underscore is a strongly controlled area (the ownership should be unambiguous). Empty space is wilderness.

Number of settlements: 21
               a                   a               bbbbbb________________________bbbbb             
           aaaaaaaaa           aaaaaaaaa           bbbbb_________B_________B______bbbbb             
         aaaaaaaaaaaaa       aaaaaaaaaaaaa       bbbbbb___________________________bbbbb             
        aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa     bbbbbb_____________________________bbbb             
       aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa   bbbbbbb_____________________________bbbb             
      aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa   bbbbbb______________________________bbbb             
      aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa   bbbbbb______________________________bbbbb           
     aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa  bbbbb_______________________________bbbb             
     aaaaaaaaaa_aaaaaaaaaaaaaaaaaaa_aaaaaaaaaa bbbbb_______________________________bbbb             
         aaaaaaaaaaaaa       aaaaaaaa__________aaaaaabbb____________________bbbbbb                 
           aaaaaaaaa           aaaaaaa_______A__aaaaabbbb________B_________bbbbb                   
               a               aaaaaaaa_________aaaaaabbbb________________bbbbbb                   
                                 aaaaaaaaaaaa_aaaaaaaa bbbbbb_________bbbbbbbb                     
                                  aaaaaaaaaaaaaaaaaaaa  bbbbbbbbb_bbbbbbbbbbb                       
                                    aaaaaaaaaaaaaaaaaa   bbbbbbbbbbbbbbbbbb                         
                                   aaaaaaaaaaaaaaaaaaa   bbbbbbbbbbbbbbbbbb                         
                                   aaaaaaaaaaaaaaaaaaa   bbbbbbbbbbbbbbbbb                         
25  Games Center / WIP games, tools & toy projects / Re: Randomly Generated Rogue-esque Dungeons on: 2015-11-12 11:47:46
Nice work! I would prefer to see the corridors twice as wide - they seem a bit too narrow as is.
26  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-11-12 11:12:40
Political control is similar to (but not the same as) a map of human habitation. But in practice no-one would notice a difference I think.

EDIT: Actually, it's probably not cheating. Any differences would be so subtle as to be undetectable, and the differences between the two views would just be a matter of opinion. So it's not worth the effort and not worth the processing time (to make a second map).
27  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-11-11 23:42:18
Actually I think I will calculate the map one line per logic frame, at sunrise and sunset. There are many factors that influence the map so it is pretty dynamic, but no need to do all that thinking all in the space of one logic frame. So the whole map will update in the course of three seconds every twelve minutes (assuming the game is running at x1 speed).

I think I will cheat and also use this map as a guide to placing wild creatures. They will spawn in the less controlled areas and migrate away from areas with strong human influence.
28  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-11-11 10:55:07
Yeah, I'm just visualising the formula. In game there will be be a coloured map.
29  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-11-10 20:08:03
The + is for the tiny little "a" or "b" I don't have Smiley You can normally infer from context which nation it belongs to. Each character represents one hectare of territory.

You're right about the A, a and + representing levels of control. It represents which laws apply where, how much tax the lord can extract, how 'wild' the areas are and so on.
30  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-11-10 11:57:19
Playing with territorial control as well. I have a relatively simple formula to determine which areas are owned by whom.

Pages: [1] 2 3 ... 39
Dwinin (63 views)
2015-11-07 13:29:08

Rems19 (77 views)
2015-10-31 01:36:56

Rems19 (69 views)
2015-10-31 01:32:37

williamwoles (103 views)
2015-10-23 10:42:59

williamwoles (91 views)
2015-10-23 10:42:45

Jervac_ (105 views)
2015-10-18 23:29:12

DarkCart (131 views)
2015-10-16 00:58:11

KaiHH (114 views)
2015-10-11 14:10:14

KaiHH (153 views)
2015-10-11 13:26:18

BurntPizza (167 views)
2015-10-08 03:11:46
Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
by Roquen
2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
by Roquen
2015-10-16 07:12:30

Rendering resources
by Roquen
2015-10-15 07:40:48

Math: Inequality properties
by Roquen
2015-10-01 13:30:46

Math: Inequality properties
by Roquen
2015-09-30 16:06:05

HotSpot Options
by Roquen
2015-08-29 11:33:11 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!