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1  Game Development / Newbie & Debugging Questions / Re: Would this be the correct way to make AI? (Idea, no code) on: 2014-11-22 22:21:24
You don't want to make the AIs too smart either. Most soldiers don't aim their guns in a firefight...
2  Games Center / WIP games, tools & toy projects / Re: KeepMeBusy Java2D Game!!! [Update 6] - 10.000 AI | NO LAG + New Player Sprites!! on: 2014-11-21 23:24:41
What are your AI doing?
3  Discussions / General Discussions / Re: General Java Questions on: 2014-11-21 11:50:35
I just make up the rules and build tools for people so that it's not possible for them to break the rules. Like Newspeak, really.

The fact that you prefer your form of JSON over the form of JSON supported by my parser is exactly why we need XML.
4  Discussions / General Discussions / Re: General Java Questions on: 2014-11-21 11:24:25
I know, managing XML schemas is a big part of my day job. I generate them from a DSL to keep them consistent.

Anyway Riven, your JSON example ain't valid :-) You need some irritating quotes around the keys.
5  Discussions / General Discussions / Re: General Java Questions on: 2014-11-21 11:12:13
You're being unfair to XML. There is no "right way to structure a map in XML" because XML is not a language, it is a metalanguage for defining new grammars. In many grammars based on XML, there is a "right (and only) way to structure a map".

Quote
there is no right way to structure xml. it's either valid or not.

Correction: XML is either well-formed or not. If a document is valid, that means it conforms to schema of some kind, which will define how to do the map.

And anyway, you can define maps in multiple ways in JSON, just like XML:

1  
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[
    {
        "key": "name",
        "value": "ags"
    },
    {
        "key": "location",
        "value": "earth"
    },
    {
        "key": "nature",
        "value": "nice"
    }
]
6  Game Development / Newbie & Debugging Questions / Re: Saving only one value in preferences file - libgdx on: 2014-11-20 22:19:38
I don't know if you can use this in libgdx (due to cross-platform issues), but I use the Java Preferences API for these kinds of settings.
7  Discussions / General Discussions / Re: java jar file rejected by folks at "Demo Derby", need .mov ASAP on: 2014-11-18 22:00:04
Game looks good! The music sets an appropriate mood.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-18 21:51:34
Added MORE multithreading to Verbal. There is no programming problem that cannot be solved by an extra layer of indirection, and an extra thread!
9  Games Center / WIP games, tools & toy projects / Re: VERBAL - the fast-paced thinking word game on: 2014-11-18 11:35:47
I added a new game mode:

Solve the Puzzle

Find the nine letter word hidden in the scrambled letters. Play 6, 7 and 8 letter words to reveal letters of the hidden word.

Play wisely - each letter you reveal costs you a little score... But if you reveal the letter with an 8-letter word it costs less than if you only made a 6-letter word.

10  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-17 22:18:31
Uploaded the latest version of Verbal to Google Play.
11  Game Development / Newbie & Debugging Questions / Re: Java rendering to android on: 2014-11-17 11:28:08
OK, I don't use LibGDX myself, so I can't help you. But isn't LibGDX cross-platform so once more the "android" part of your question is just irrelevant?
12  Game Development / Newbie & Debugging Questions / Re: Java rendering to android on: 2014-11-17 11:11:21
I still don't see the question. You could just use OpenGL, so the question and answer are not really Android-specific...

http://www.learnopengles.com/android-lesson-one-getting-started/

13  Discussions / Miscellaneous Topics / Re: Full Visual Studio for free on: 2014-11-16 09:48:54
Used it mostly for C# admittedly, but also C++. VS does not compare in any way to IntelliJ.
14  Discussions / Miscellaneous Topics / Re: Full Visual Studio for free on: 2014-11-16 06:37:33
No it doesn't. VS is terrible, a crime against programmers.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-16 06:36:06
Finished the new Puzzle game mode in my Verbal word game.
16  Game Development / Newbie & Debugging Questions / Re: Ways of keeping track of classes... on: 2014-11-14 22:46:56
But what am I going to do with all my index cards now?

I love UML, it always makes me feel more intelligent than I am :-)
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-12 11:44:36
In The Fog: Survive I connected up my terrain generation code to my fog, sky, lighting and related scenery code. It's a good feeling standing on my own hills and looking down on the rolling, mysterious fog lapping the foothills.

Next step is to start picking up cuts of the latest state of entities and draw them into the world. I'll soon be able to see what my little guys are doing (which is probably just goofing off under apple trees).
18  Game Development / Newbie & Debugging Questions / Re: Ways of keeping track of classes... on: 2014-11-11 23:18:07
Another thing I do is build stuff in completely separate chunks and connect them as little as possible.
19  Game Development / Game Mechanics / Re: 2D side scroller platformer - detecting collisions with big movement intervals on: 2014-11-11 23:10:28
When the delta is greater than block size, test for collisions along the path in half-block steps.
20  Game Development / Newbie & Debugging Questions / Re: Ways of keeping track of classes... on: 2014-11-11 20:19:04
Hey, that's what I (like to think I) do! I've never heard the term "straight ahead" before... Is it, like, a thing? A quick google didn't turn up anything.
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-11 11:58:04
Not today, but in the last 24 hours: scaled up my maps in Fog: Survive by a factor of 16 and added gravity. As a result of which I discovered my ground is very bumpy... Huh

(Probably because I am using a 4096x4096 hightmap, but the jME docs say a maximum of 1024... What do they know anyway?)
22  Discussions / Miscellaneous Topics / Re: Mechanical Engineering on: 2014-11-10 20:32:28
I used to do that too. I made a working tazer (literally burnt my skin) out of a printer's power supply, an Arduino morse-translator, and other things.


Sorry to be boring, but taser's are not safe. Even the ones made in China in proper factories can result in fatalities and this is an experiment best left to youtube.
23  Game Development / Newbie & Debugging Questions / Re: lwjgl Exiting my launcher and starting my game on: 2014-11-10 20:18:24
You're missing some natives on your classpath. You're overthinking this. You already have your game starting without a launcher I suppose? Go to the main method of that, and add a JDialog or whatever before you do any other business. Then you have a launcher.
24  Game Development / Newbie & Debugging Questions / Re: lwjgl Exiting my launcher and starting my game on: 2014-11-10 19:35:43
Quote
whereupon the launcher quits (and releases it's resources)

1. It's a launcher, it is not using significant resources.

2. The garbage collector will clean up after you.

Conclusion: there is no problem to solve. Just put up a swing dialog, and when the user clicks OK, start your game.
25  Discussions / General Discussions / Re: Someone pick my license! on: 2014-11-10 19:13:05
Too true. I can barely understand my own code, I'm not going to start looking at somebody else's!
26  Games Center / WIP games, tools & toy projects / Re: VERBAL - the fast-paced thinking word game on: 2014-11-09 21:08:12
Version 2.01 is now on Google Play - this version incorporates better graphics, more exciting gameplay and more intuitive controls.

https://play.google.com/store/apps/details?id=com.clarke.agnes.verbal
27  Game Development / Newbie & Debugging Questions / Re: What's wrong with my shader? on: 2014-11-09 18:38:14
highp solved it. Thanks!
28  Game Development / Newbie & Debugging Questions / Re: What's wrong with my shader? on: 2014-11-09 12:18:40
The phones are a Nexus 4 and a Moto G.

I'll try out highp today.
29  Game Development / Newbie & Debugging Questions / What's wrong with my shader? on: 2014-11-09 08:58:22
This frag shader is supposed to draw a slowly expanding smoke ring - getColor() does the work. On my tablet this works right but on both my test phones I get a smoke ring at first and then it flashes over the whole screen. It's like the distance caculation goes wrong over a certain value. Any ideas?


precision mediump float;

varying float v_TimeRatio;
uniform vec4 u_Wave0;
uniform vec4 u_Wave1;
uniform vec4 u_Wave2;
uniform vec4 u_Wave3;
uniform sampler2D u_Texture;
uniform float u_Width;
uniform float u_Height;

varying vec4 v_Color;
const vec4 newColor = vec4(0.1, 0.2, 0.6, 1.0);
const vec4 white = vec4(1.0, 1.0, 1.0, 1.0);

float getColor(in vec4 wave, in vec4 texData) {
    float smoke = (1.0 + texData.b) / 2.0;
   float distance = smoke * distance(gl_FragCoord.xy, wave.xy);
   return abs(distance - (wave.z / 2.0));
}

void main()                          
{
   vec2 coord = vec2(1.0 - gl_FragCoord.y / u_Height, 1.0 - gl_FragCoord.x / u_Width);
   vec4 texData = texture2D(u_Texture, coord);
   
   float w = getColor(u_Wave0, texData);
      
   w = clamp(w, 0.0, 25.0); 
   w = 0.66 + (25.0 - w) / 75.0;
   
   float f = w * (0.5 + texData.b * max((1.0 - (texData.r / 1.3)), step(v_TimeRatio * texData.r, coord.x))) / 1.5;
   
   vec4 timebar = mix(v_Color, vec4(1.0, 1.0, 1.0, 1.0), min(step(v_TimeRatio, coord.x) , texData.r) / 2.0);
   
   gl_FragColor = timebar * vec4(f, f, f, 1.0);                          
}                                                                        
 
30  Game Development / Game Mechanics / Re: Packing data on: 2014-11-09 00:30:09
Moogie, if the data is just a couple of numbers and a short string, compressing the data will make it larger.
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