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1  Games Center / Showcase / Re: Vegetables Sharks - sharks who love vegetables on: 2015-07-31 21:33:34
I didn't realize you were also the author of Tappy Brain Party! You have good concepts Smiley

You chose a clever name for your game, it is the top search result. I called my game Verbal and it never turns up in searches.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-31 20:35:09
Shared TinyChess with the world, only seven years after I wrote it Smiley

http://www.java-gaming.org/topics/tinychess/36493/msg/346431/view.html#new
3  Games Center / WIP games, tools & toy projects / Re: TinyChess on: 2015-07-31 16:15:52
I should mention that this was also my first artificial intelligence, and it sometimes beats me Smiley

I took so long to post this because there is a bug that sometimes the HTML doc representing the board does not load correctly at startup. I still haven't fixed the bug... The workaround is to restart.

Since I was a kid I've been intimidated by chess AIs - I naively imagined they were masses of if statements based on a deep expertise in chess (an expertise I most definitely lack)... I had a brainwave one day that I wouldn't need any if statements at all for the AI (all I would need are some simple rules to quantify the quality of a position), and wrote this in my lunch breaks at work.
4  Games Center / WIP games, tools & toy projects / TinyChess on: 2015-07-31 11:15:06
This was my first real Java program from years ago - a simple Chess AI and UI. It is built with Swing and Swing HTML. The JAR contains the sources too.

https://bitbucket.org/aclarke/headline-distribution/downloads/tinychess.jar



Not implemented : castling, en passant.

5  Discussions / General Discussions / Re: Recurring issue with making games on: 2015-07-31 06:10:58
I looked back at Mind the Gap and I just sat there. I didn't know what to do. It was so... strange seeing the thing I built just over a year ago... I tried to fix a camera jitter bug but I have no idea how any of the code works any more (I might've made it worse persecutioncomplex)... Mind the Gap by now is kinda dead (I really don't remember how anything works, let alone trying to package it and distribute it).

...it just feels icky to touch the legacy code.

Don't like unfamiliar and badly written legacy code that makes no sense? How will you ever get a high paid job at a bank as an enterprise hack? Smiley
6  Discussions / General Discussions / Re: Recurring issue with making games on: 2015-07-31 05:23:33
You got quite positive feedback on Mind the Gap... I can understand being distracted by shiny new things, but old projects are never dead, you can just start work on them again. Smiley

As an experiment, why not return to Mind the Gap and add a couple of levels and fix a couple of the worst bugs?
7  Game Development / Performance Tuning / Re: Disabling floating point denormals on: 2015-07-30 20:16:48
Can't you change the scale of your calculations?
8  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-07-30 15:18:33
In other news I increased the world size to 100 square kilometers, 4 times larger.
9  Games Center / Showcase / Re: Vegetables Sharks - sharks who love vegetables on: 2015-07-29 23:01:46
Downloaded and gave you a five star rating. The graphics are very endearing and the concept is humorous.
10  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-07-29 22:49:21
I've started roughing out the user interface. I have three tabs set up so far.

1. The stats view (here be the attributes and skills):



2. The combat view, where you select your weapons, general strategy, and special orders... note the unique "Beg for Mercy" option!



3. The inventory view. This hero clearly roams the Viking wastelands collecting randomized octagons... can never have enough!


11  Discussions / Miscellaneous Topics / Re: What are your current personal projects? on: 2015-07-29 21:34:12
I having a lot of fun with Vangard. Stepping away from fancy graphics and just focusing on the game was definitely the right move.
12  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-07-28 10:16:24
Been away from a computer for a while, but I'm back and have made some updates. I added mouse events and a GUI system that at the moment consists of nothing but text boxes. In my screen grabs you can already see a GUI, but that was hardcoded in graphics library-dependent code. As the game is graphics library-independent I had to move all the logic up a level and out of the renderer.

EDIT: A day later and I have clickable buttons and a sort of low-rent radio group thing.

Haven't got round to making that video yet...
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-28 10:06:19
I got mouse clicks matched up to GUI items. Awesome!
14  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Testers Wanted!!! on: 2015-07-27 10:03:25
I have the same problem in the simulation I am working on; it seems to me that as the player levels up, the game they play should change - easy opportunities are still there but they are not rewarding. But new opportunities and interactions have been opened up that were not feasible at a lower level. To that end I am building in a hierarchical semi-feudal social structure into the game.
15  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Testers Wanted!!! on: 2015-07-26 19:10:24
I know lots of games do this, but still... if you make the spawns harder and the NPC tougher as the player levels up, has the player levelled up? (In any meaningful sense)
16  Game Development / Newbie & Debugging Questions / Re: [JavaFX 8] ParallelCamera: Strange behavior! Don't know what to do. on: 2015-07-23 18:12:28
No, what I mean is... Try walk right now to a point -5m away from you Smiley
17  Game Development / Newbie & Debugging Questions / Re: [JavaFX 8] ParallelCamera: Strange behavior! Don't know what to do. on: 2015-07-23 10:31:20
I like that solution. However, it occurs to me that distance can never be < 0.
18  Game Development / Newbie & Debugging Questions / Re: [JavaFX 8] ParallelCamera: Strange behavior! Don't know what to do. on: 2015-07-23 10:20:49
A simple solution would be to alter the bounds. Lets say your screen is200x200. Simply despawn the rocks when they are outside the bounds -100,-100 to 300,300, and spawn the rocks at -50,-50 to 250,250.
19  Games Center / Showcase / Re: VERBAL - the fast-paced thinking word game on: 2015-07-22 11:30:02
Yes, highlighting the "solved" letters is very easy for me to implement, as I already have color highlighting for letters in the Race The Clock mode.

====

On the subject of getting definitions for words, I have this option:

https://en.wiktionary.org/w/index.php?title=deathsmen&printable=yes

Obviously I need to detect when the word is a plural, in which case i need to pull the singular definition "An executioner; a headsman or hangman."

Many of the words in my list are not findable in Wiktionary, I suppose those can be moved to the Hard mode.

To avoid requiring Android permissions, I may preload the wiktionary content (with due credits).
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-21 21:42:24
Processed some of the photos from my dark sky trip.

21  Games Center / Showcase / Re: VERBAL - the fast-paced thinking word game on: 2015-07-20 22:52:19
Perhaps I can implement swipe gestures to rotate left/right, with an upward swipe to remove just one letter from the word bar. So starting with BAR, right swipe twice to insert two empty slots at the beginning, then play RE for REBAR.

Or, left swipe BAR once to get AR, then play BOR for ARBOR.

Or, upward swipe the B in BAR and play O for OAR.
22  Games Center / Showcase / Re: VERBAL - the fast-paced thinking word game on: 2015-07-20 21:41:32
Thanks for the positive feedback. I will have to think about how to add in your gameplay suggestions if possible.

 I have also struggled with mentally arranging letters while solving the puzzles. An idea I had to ameliorate this would be to offer clues instead of instantly awarding them. So the player could choose to accept a mediocre 5-letter clue or they could discard it. That way you can safely use the word bar to experiment without hurting your score, and you won't get mugged by low value clues any more.
23  Games Center / Showcase / Re: VERBAL - the fast-paced thinking word game on: 2015-07-19 21:34:41
Tried out a new cleaner, brighter user interface today... What do you think? I also made the smoke rings smokier.



Here is the older darker UI (ignore the color difference, the color changes based on time remaining).

24  Games Center / Showcase / Re: VERBAL - the fast-paced thinking word game on: 2015-07-19 12:09:24
I'm working on some new game modes:

 - a "clear the letters" version, where you have to use all the letters in as few moves as possible

 - a level based version, to provide a more definite escalation of difficulty compared to the original Race the Clock version

 - a new puzzle version based on 7 letter words

Also... I have feedback to make the game colors brighter, to add a dictionary service, and implement goggle play achievements and leaderboards.

Hmmm, maybe in-app purchases? Major updates on the way anyway.
25  Game Development / Newbie & Debugging Questions / Re: Digging tiles out on: 2015-07-16 18:01:07
I have a full-time job as well and I strongly believe in writing solid code no matter what. Take your time and slow down if need be, I understand how challenging it can be to code and also has a job. Some days I don't get to write code, but on the days I do I write clean and concise code that I don't have to later spend hours refactoring because I was rushing. There's no use in having to do something twice when you can do it right the first time and be done with it.

I work iteratively and start with a rough sketch in Java that mostly works, then I refactor it repeatedly and severely to get it to a "final" shape. I don't believe in investing too heavily in the first draft because I'm just going to change it as my ideas evolve. It is also easier to build the final system if you have a rough and ready prototype that works.
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-16 17:26:38
No computer so no coding, but I designed the basis of an RPG combat system that should be simple, strategic and engaging with a focus on story-telling. I want to avoid a complicated click-fest of multiple buttons and special attacks recharging etc.
27  Games Center / Cube World Projects / Re: [LibGDX] Project Tranquil on: 2015-07-14 00:36:08
Looking pretty. What content do you plan to put in this world?
28  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-07-14 00:24:55
Getting errors when trying to intall the DirectX components required for the video recorder Sad

EDIT: OBS installed after installing some DirectX Runtime thingy.
29  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-07-14 00:14:57
I can't stop, I must do graphics! I added the day/night cycle and unsynched the animations, so it doesn't look like the smokestacks in villages are doing synchronized swimming any more.

I tried to download a video recorder to share the awesomeness with youtube, but it crashed on install (BSR Screen Recorder). Any suggestions for a video recorder?
30  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-07-13 19:42:50
I couldn't resist adding what I will loosely describe as eye-candy: I added some animated vector graphics smoke to my hovel chimneys.

Like all graphics it took me ages to get it acceptable and I promise to stay away from messing with graphics for at least the next two weeks. (When I will be staying on a farm with no computer). Smiley



At least I have a simple animation framework now.
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