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1  Games Center / WIP games, tools & toy projects / Re: OpenTafl: old terminal graphics meet Old Norse board games on: 2017-05-06 18:38:16
Sounds like good progress! I am working on some non-programming projects at the moment but I hope to come back to Tafl later this year.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-03-09 22:34:45
This may not look like a game, but it has it background in gaming. I was writing a pen-and-paper traditional sci-fi RPG and needed to have a three dimensional model of near space. So I built this model to help plan gaming sessions. Today I added in a strictly limited number of invisible infrared sources represented by snowflake icons so now I just need to have an overlay showing exoplanet orbits and my project is done, except for adding in more data.

3  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-18 01:24:10
Chuck it in the bin... with your fingerprints on it?
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-14 18:56:56
I forgot Valentine's day Sad

But I deployed v0.1 of my new website:

It is a clickable 3d map of the stars near us. Click the star's Hipparchos catalog name to fly to the star at 10,000,000 times the speed of light.

It's coded with SVG, JS and Java.

(The JS is crude and brutal, view source to have a laugh Smiley ).
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-30 22:18:34
Registered my new website:
6  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-10-26 11:02:08
It's Vangard, Jim, but not as we know it.

All game entities are represented by the one working tree model....

Heightmap is broken currently Smiley
7  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-10-18 10:34:14
A friend wants to attempt to build a 3D front-end for Vangard so I am scavenging my old Fog project and porting it to jME 3.01 and adapting it so it can be a plugin for Vangard. I post some screens soon. I'll continue to focus on "business logic".
8  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-10-14 10:28:09
I completed v1 of combat last night, so goblins figure out they must attack humans, and the humans figure out they are being attacked and defend themselves. I've been wasting a lot of time spawning hordes of goblins and watching the villager health bars drop. It's satisfying to see the attack behaviors slot in alongside the other behaviors, so that villagers cleanly switch from their chores to fighting and then back again to their chores.

I do need to figure out ways to make combat more interactive for human players - currently you just wait for the combat to resolve. So I need to add something, like attacking when the spacebar is hit, or maybe add the ability to move around, sidestep, backstab.
9  Games Center / Contests / Re: The OpenTafl Computer Tafl Open - An Abstract Strategy AI Tournament on: 2016-09-28 22:02:50
Sadly I am swamped by work on Vangard and have not made any progress.
10  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-09-27 21:19:23
Just some images of generated terrain. These are non-vector graphics, which a first for Vangard:

11  Game Development / Newbie & Debugging Questions / Re: Point changing for some reason on: 2016-09-27 10:21:36
Out of curiosity, how would you ever pass a reference without passing the value of the reference? At some point, you are always going to pass a value.
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-25 22:38:43
Got terrain generation using the diamond square algorithm working.
13  Java Game APIs & Engines / Java Sound & OpenAL / Re: Should sound be on its own thread? on: 2016-09-25 14:36:45
I think @philfrei might know the answer.
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-22 17:35:20
Today at work I wrote a util to translate HTML entities into XML entities. The fun just keeps on keeping on!
15  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-09-22 13:12:32
There is as much chance of there being a final build of Vangard as there is of getting the final build of Linux! Smiley
16  Game Development / Newbie & Debugging Questions / Re: Pixel Collision on: 2016-09-22 10:44:09
If a tile is (0,0) for top left and (32,32) for bottom right, and you only have straight slopes and different heights of platform to consider then all you need are two value for height-right and height-left (hr and hl for short). For a tile that fully occupies it's space, hr and hl equal 0. for a tile that fill the bottom half of the space hr and hl are 16. For a slope hr might be 0 and hl might be 32.
17  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-09-22 10:06:27
Yes, eventually. Not only roads between villages but also little rivers too and bridges. However this needs to be done with path finding logic that doesn't consume the CPU budget.

For now I have to focus on sound and town generation some more (currently there are only two building types, and we can't have the chieftains living in hovels). Also I need to make the paths prettier at some point.

Also working on combat in my lunch breaks and height map generation intermittently, currently the game has no height map but one is required as a friend is looking at adding a 3D front end on Vangard. With another project contributor I also have to work more on documentation and coordination and separation of concerns.

I'm also haunted by the need to make economics more realistic, add in trading between towns  so they are not necessarily self-sufficient, add in the ability for towns to grow and shrink in size...

@J0, I did quite a bit of work to make my path logic more believable after your WIDT feedback. I generate several possible street grids, pick the best based on a scoring system, then add in shortcuts based on a shortcut-finding algorithm, and then minimize the tree again - so the shortcuts replace any initial unlikely paths. A better road-generation algo was suggested to me on the WIDT thread, but it was less effort to initially hack around with what I already had.

It's all a bit overwhelming, but I'm pleased that I have got crafting working for both AIs and human players. I also have made the world resizable so it can run on weaker systems now. And I did some analysis of frame timings with has improved game smoothness. Under the hood I have added a lot of integrity checks to the game assets, so all the references between skills and careers and items and creatures and plants etc are guaranteed to be valid... And that enabled me to get rid of all the hard coding and move all aspects of game content into declarative asset files. So I am making progress, but don't expect the final version before Half Life III comes out Smiley
18  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-09-21 21:07:23
Just a little update, I have been very slowly working on town planning.

19  Games Center / Android Showcase / Re: [Android] 3D Chess Multiplayer on: 2016-09-19 10:28:10
I thought you meant "3D Chess" as in 3D rules, not 3D graphics.
20  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-09-07 11:04:34
Most of the audio glitches are ironed out. I am working on adding more realistic town plans as well as some variety in the size of settlements. However this implies I need the settlement economy to scale from a single hovel to to a small hamlet to a village to a town. Which is more tricky - because the rich keep getting richer, i need to print money (mine gold) continuously (aka quantitative easing). But small settlements won't have a gold mine so they would run into a money vacuum. One solution would be to allow entities to barter goods.

One nice thing about differing settlement sizes is it sets up trade routes with small agricultural settlements exchanging their food and wood surplus for the manufactured goods from larger towns. So I need to add a itinerant peddler career to the game, which would be a guy plus a donkey (walking repository).

21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-05 10:12:47
That sounds like a very good and simple algorithm. I like the fact that it is based on what real people would do - take the shortest distance, unless there is an already existing path nearby. I can refine it by giving buildings a weight. So all buildings strongly generate the shortest path to the market or temple, and strongly favor existing paths for less popular buildings (like the village beggar's hut).

I'm moving on to other aspects now, but I've added your suggestion as a //todo in the code.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-04 19:46:32
It's very realistic. Olaf Ragnarson lives there and he's one scary dude with a big axe. It's safest to take the scenic route.

A simple brute-force way would be to run the path generation several times and then pick the result with the least number of paths. Another way would be to prune paths with connections to mandatory roads last.

If I calculate the total distance to a point in the graph, I can then add paths back in and see what addition lowers the total distance most.

But hey, the Vangardians don't even walk on the paths yet Smiley
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-04 13:17:38
Finished off my village generator. It now generates a grid of connected roads for all buildings. The grid is not optimum, but I guess that's more realistic anyway.

  : Grass
# : Tree
v : Vegetable patch
h : Hovel
c : Cottage
l : Longhouse
H : Hall
G : Great Hall
S : Stronghold
M : Market
. : Square
City plan:
 c h| h v| h                     #
    |    |                        
    |   #  # #                    
    | #                            
   #|      # h| h                #
    |        v|                    
          -----     -----          
    |      . .|   #  M  |        #
    |      . .|      H H|   #      
 # h| h v|    |                    
   v|    |    |           #        
-----          ---------------    
 h v    #          | h       |    
        #          |         |    
                   | h         c h
           #       |             v
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-02 10:58:46
Added a test of road connectedness to my village generator.

Currently the generator just tests to see which roads are connected to a random root road, but next week I will add a calculation of a fully connected graph. I think I will just start will all roads paved, and then prune the grid randomly until the minimum number of roads are paved with all mandatory (next to building) road sections connected together.
25  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-30 10:48:57
necrocode Smiley
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-30 10:42:00
@philfrei, I'm liking the Allenspace Generator! It's like a Geiger counter on acid.

It would be a good background track for a science fiction / hacker / creepy aliens kind of game.

Edit: But what does the "Release" button do? I'm scared to press it. I'm also scared to not press it.
27  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-08-30 10:32:29

  • pro : community version (free) is "good enough" for most people
  • con : ultimate version is waaaay better but costs.

At work I used to use IntelliJ Ultimate, but I gave up the license because for me the community version offers identical functionality and I could move to the latest IntelliJ builds without depending on purchasing orders or whatever. Unless you are doing enterprisy web development stuff, IntelliJ Community seems indistinguishable from Ultimate. My use case is POJO development, XML and XSLT.

Infuriatingly, I have to do work on my private websites using Eclipse because of IntelliJ Community being crippled in that regard.

If I make any money from my personal projects I will buy Ultimate, IntelliJ is that good I want to support them.
28  Game Development / Game Mechanics / Re: Downloading and running jars from servers - Security? on: 2016-08-30 10:23:30
Yes, huge security risk.

I'm not saying Java does not have extensive security features to lock down code, I'm saying these features have failed. E.g. applets.
29  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-08-27 15:22:38
I don't think that you can form a judgement after a hello world app. I've used IntelliJ, Eclipse and Netbeans, and overall I prefer IntelliJ. IntelliJ's code inspections help me to write better Java.
30  Game Development / Game Mechanics / Re: Downloading and running jars from servers - Security? on: 2016-08-26 16:30:57
Yes, huge security risk.
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Archive (1312 views)
2017-04-27 17:45:51
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 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‑
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