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1  Discussions / General Discussions / Re: Developpers & Art. on: 2012-08-17 09:13:59
Yeah that is interesting to note.  Maybe with more experience I will encounter more bad artists.  Maybe i got lucky.  

One thing is for certain there is truth to the term "starving artist" but you never hear "starving developer".  Developer's make money.  We are not cheap.  in NJ you can make over 100k after a few years of experience.  Developers who I brought up from customer-care into software engineer just a few years ago have moved on to other companies and are making over 100k.  One is making 140k.  

I can get an animated image (e.g. tank, soldier, plane) from my Argentina artist, about 20 frames (walking animation and death scene), for $50.  And that includes edit with feedback.
2  Discussions / General Discussions / Re: Developpers & Art. on: 2012-08-17 08:26:25
For hiering an Artist, I would recomment to asseble already a full List of Assets
wich are needed by the game.
Really try to think ahead wich elements Must be in. Enough to completely represent the game.
(Any additional Elements could be added later, but the core assets should be defined)

Like a spritesheet with mockup graphics,
And an Excel List describing each asset, filename, dimensions, relation to other assets,
intention how it will be used, important features, animation frames

This way the artist can have an overview and estimate how much work this will actually be.

And maybe even a "mockup" level tool. Where the artist can just load in the Spritesheet, Animations or Models for example,
and move around the Elements and Tiles, and possibly have them animated.
This way an artist can quickly look how it will look ingame and make rapid changes
(and not have to wait for a new build)


Then you should give the Artist the freedom to experiment and define the style.
(so dont overdefine the looks, but define technical limits strictly -> thats the programmers domain)

Before committing a lot of work to an artist try them out by giving them smaller tasks.  For example, I started off with a small image that I needed and assigned it to 3 artists.  The cost was cheap because the asset was small.  But based on how fast the artist got back to me, how diligent they handled the task, and of course the cost and quality, I was able to pick the best artist from the bunch.

3  Discussions / General Discussions / Re: Developpers & Art. on: 2012-08-17 08:00:49
Kyrel,

I goto http://www.deviantart.com/ to hire artists (on the right hand side there is a forum of sorts where you can hire people).  Bottom line hiring developers is hard and expensive.  Hiring artists is a lot easier and many times cheaper.  Do the programming yourself, hire the artist.

Currently I use an artist based in Argentina who does great work at very reasonable prices.  I would not partner with an artist from point of view of handing him/her considerable shares of your company, as most of the value is being added by the developer.  There are just too many great freelancers out there competing which drops the prices.

thanks
jose
4  Discussions / General Discussions / Re: Installers on: 2012-08-17 07:55:46
2D games will always, always be popular

However 3D is often times more suited for cinematographic gaming experiences - which is why kojima rocked since 3D on PS1

its "easier" to in many ways to tell a story in 3D, because many things are simply hard to show in 2D.
Action scenes of course too...

Cero,

I hope you are right as I'm basing my biz model on it.  I really am hoping to just avoid 3d as much as possible.  Maybe ignorant of me but lets see how it goes.
5  Discussions / General Discussions / Re: Installers on: 2012-08-17 07:54:04
What you mention is not hard to do.  Launch4J is easy to use.  The only problem is that it is expensive.  Use the evaluation and play with it.  There are A LOT of options, which can seem daunting at first but then you realize how much power and flexibility you have.

thanks
jose
6  Discussions / Business and Project Management Discussions / Re: how about JavaFX section in Game APIs & Engines on: 2012-08-14 00:49:34
lol.  ok man.  thats not for me to answer.  I never compared it against any other library.  it does what it does and it does it well. 
7  Discussions / General Discussions / Re: Go on, ask me anything. on: 2012-08-14 00:36:31
Cas,

Any reason why your jars were not obfuscated?  I always thought that it was a necessary thing to do but maybe its not.

I see that your image files are in jgimage file extension.  Is this a custom file format?  Similar to the previous question, are you not concerned about hiding your image files?

thanks
jose
8  Discussions / Business and Project Management Discussions / Re: how about JavaFX section in Game APIs & Engines on: 2012-08-13 23:48:01
When you think JFX dont just think browser, its actually good for desktop too.  Bottom line its a graphics engine for Java.  Its fast, deep, and fun to use.  Every time I think about implementing something sure enough there is a class or method to do it.  It has nothign to do with x-years too late.  Its here now and its powerful. 
9  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Creating a cross-platform launcher on: 2012-08-13 03:17:32
Hey, its not so much an installer, as it is a launcher. It will act as an installer, but any time the user wants to run they game, they'll do it via the launcher. This will feed them any news related to the game, and automatically download any updates to the game before allowing them to launch it directly.

I use IntelliJ IDEA, but I'll look into that jmart. Thanks! :-)

gouessej, I agree that packaging the whole game in a jar file is a bad idea. Which is why I'm opting for the launcher in the fist place.

Its not free but its feature rich... Install4J. 

http://www.ej-technologies.com/products/install4j/overview.html

I used the evaluation and it is the truth.

10  Discussions / General Discussions / Re: Go on, ask me anything. on: 2012-08-13 01:12:16
getdown is extremely simple and very robust. If I were to start implementing an auto patching system today, that's what I'd use.

its just that my games all have the C++ games standard structure, exe files and folders with game content.
with getdown all game contents have to be in jars =/

I've been in contact with a guy implementing a framework for auto-updating jars for an installed application and still have the executable functional.  He showed me a preview and it worked just like he said.  In your game the user would get some sort of message that there is an update available then if they click on it their game will be updated, with installer progress bar and everything.  He is probrably a few months off from finishing but I can put you in contact with him. 

thanks
jose
11  Discussions / General Discussions / Re: Go on, ask me anything. on: 2012-08-13 01:06:09
getdown is extremely simple and very robust. If I were to start implementing an auto patching system today, that's what I'd use.

its just that my games all have the C++ games standard structure, exe files and folders with game content.
with getdown all game contents have to be in jars =/

Cero are you trying to get a regular executable file for your java program?
12  Discussions / Business and Project Management Discussions / Re: how about JavaFX section in Game APIs & Engines on: 2012-08-13 00:08:36
I beg to differ.  Javascript performance sucks. 

http://www.informationweek.com/development/web/social-game-maker-stops-html5-project/240002489

http://www.youtube.com/watch?v=gqjidzjkMM0

The game I'm making is performing great in JFX.  You have not been keeping up on what is going on in JFX 2.x.
13  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Creating a cross-platform launcher on: 2012-08-12 23:50:55
Are you coding in Netbeans?  The nice people of the JavaFX community have created Native packaging support using Ant commands that work with 3 free installers, one for MAC, Win, and Linux.  I currently got it working with the Windows installer Inno Setup 5.  It works great and by default it installs in AppData.  I imagine you can either get Inno Setup 5 yourself and give it a shot, you write the Inno Setup 5 script and compile.  Also I can send you the Inno Setup 5 script that the JavaFX Ant script creates.  Also, the Ant script bundles your JRE with your package.  It might take a little bit of work to figure it out but the results are great.  I get to use which ever JRE I want.

https://blogs.oracle.com/talkingjavadeployment/entry/native_packaging_for_javafx


thanks
jose
14  Discussions / General Discussions / Re: Go on, ask me anything. on: 2012-08-12 23:20:48
hey thanks.  How often is doUpdate called?
15  Discussions / General Discussions / Re: Go on, ask me anything. on: 2012-08-12 23:00:17
Cas,

I like the games your company made.  Really liked how you did the electricity effect that I saw in the Revenage youtube video(@0.40).  Is there any information you can share about how you implemented it?

thanks
jose
16  Game Development / Newbie & Debugging Questions / Re: ArrayList vs LinkedList on: 2012-08-11 02:16:01
I don't think anyone ever said ArrayList is best for all situations involving games.
Quote
No-one uses HashSet for this operation because the only properties of HashSet which we want - the enforced uniqueness and fast lookup time - come at a rather large cost compared to simply using ArrayList in a particular way, and that particular way just happens to be exactly how you'd use it to write a game. If we're looking at pure performance from memory and typical usage, ArrayList totally wins, every time.

That's what I was referring to.
17  Game Development / Newbie & Debugging Questions / Re: ArrayList vs LinkedList on: 2012-08-11 01:51:15
The main point I am making is that you cannot say that ArrayList is best for all situations involving games, which is what was said.  And I totally agree that O notation does not help when dealing with smaller sets.  Every situation needs to have the correct collector picked out.  It could be that it is ArrayList, but it could be that it is something else.  Good unit testing with swappable collectors so you can test out the one that suites you.
18  Game Development / Newbie & Debugging Questions / Re: ArrayList vs LinkedList on: 2012-08-10 18:38:33
Quote
Big O notation tells you absolutely nothing about performance

Dude that is awesome.  Wait till I tell my old Data Structures And Algorithm professor about this one.  Let the tests peak for themself... oh wait you already disregarded that test should not count either.  So throw away establish O notation that is backed by math and lets throw away tests.  We are then left with religion.  Is this a religion board or a computer science board.
19  Game Development / Newbie & Debugging Questions / Re: ArrayList vs LinkedList on: 2012-08-10 18:35:00
Well LinkedList didnt come up but here is a scenario in which LinkedList is better.

Lets say you have to insert into the back of a queue, e.g. list[0].  In ArrayList this would take O(n), but in LinkedList its O91).  Another pesky fact.  The bottom line you cannot blindly use ArrayList for everything as is being suggested.  You have to take a look.  If you collections are being used specifically for certain things, then should be able to hit O(1).
20  Game Development / Newbie & Debugging Questions / Re: ArrayList vs LinkedList on: 2012-08-10 18:26:41
The problem is that you are not really backing it up.  You are just repeating yourself as if by repeating it you are increasing its truthiness.  I am backing my statements up by facts, a search on a HashSet is O(1) and a search on ArrayList if O(n).  I mean you really can't get passed that.  Here is another truth, if your ArrayList if full and you add one more spawned object to it, it will result in the whole ArrayList being copied.  These are facts.  Here is another fact, if you remove an object from an ArrayList that happens to not be the last object, then the objects need to get moved to their correct new locations.  These facts do not go away.  Call backs, aka notification over polling, has been proven to be a good approach in computer science many many years ago.... these are facts.  If you are doing call backs, already proven to be better then polling, then you need a search algorithm that is fast, hence hashing make a lot of sense here because it is O(1).  Saying, listen i know on paper these things you are saying are right but you still have to take my word for it does not make it true.

just saying
21  Game Development / Newbie & Debugging Questions / Re: ArrayList vs LinkedList on: 2012-08-10 17:50:22
The problem is that in this case we are talking about Collections, which have the same/similar interface.  That means the maintaiability it damn near the same.  If you do not go by big-o then please elaborate?


thanks
jose
22  Game Development / Newbie & Debugging Questions / Re: ArrayList vs LinkedList on: 2012-08-10 17:28:40
Ok so lets write up some code and test this out then.  Instead of all of us arguing lets all of us work together here and figure this stuff out.  That way we all leave smarter, happier, and agreeing on the test results.   Smiley

I will take a crack at writing up a test or two... not to prove anyone's point but to get to bottom of which collection is good for what circumstances.


thanks
jose
23  Game Development / Newbie & Debugging Questions / Re: A mathematical question about firing projectiles on: 2012-08-10 17:16:45
I do not know enough about Java2D to help but this is very easy to do in JavaFX.

Just move the Pane that the Projectiles will be in to the spawn point (e.g. projectilePane.translateX(spanwPoint.getX()); projectilePane.translateY(spawnPoint.getY())Wink, then just shoot your projectile in the angle that it has to go. 

BTW, when I shoot projectiles I just have them go straight up then apply a rotation at pivot 0,0 (which is your spawn point after translating the projectilePane) to the desired angle.  This removes the trig operation that is normally done.


thanks
jose
24  Game Development / Newbie & Debugging Questions / Re: ArrayList vs LinkedList on: 2012-08-10 17:00:29
princec,

I disagree.  There are many ways in which collections can be used in a game.  To imply that ArrayList is the best and only way is just way wrong.

Are you going to tell me that if I have a bunch of objects reporting that they can be removed and then removing them from a collection is better implemented with an ArrayList (with its O(n) search) is better than HashMap/Set (with its O(1)) search?

There are drawbacks to ArrayList, like removing and searching and adding to a full list.  The big benefit ArrayList is its fast indexing.  I am actually a big fan of LinkedHashSet and LinkedHashMap, as they act like Hash's but keep their objects ordered.

*Thanks to the person who corrected me when I wrote O(logn) search time for Hash in previous post
thanks
jose
25  Discussions / Business and Project Management Discussions / Re: how about JavaFX section in Game APIs & Engines on: 2012-08-07 00:45:06
lmao at how empty it is over there.  seems to be a common theme across other jfx boards i've seen.
26  Discussions / Business and Project Management Discussions / Re: how about JavaFX section in Game APIs & Engines on: 2012-08-07 00:42:29
ra4king,

Hey just saw the child board.  Will check it out.  Don't know how I missed it before.  Thanks!

jose
27  Discussions / Business and Project Management Discussions / how about JavaFX section in Game APIs & Engines on: 2012-08-06 01:46:36
Is JavaFX considered a game API and engine?  May I suggest a section for it.



thanks
jose
28  Game Development / Newbie & Debugging Questions / Re: Where to start? on: 2012-08-06 01:23:31
Hmmmmm.  Maybe testing out different graphics frameworks is a good place to start.  I do not know much about 3d graphics, so I do not know how many options there are.  Try implementing various game concepts like collision detection, animation, physics engine.

Hopefully people with more experience respond.

thanks
jose
29  Game Development / Newbie & Debugging Questions / Re: Background for different resolutions how to do it? on: 2012-08-06 00:58:00
Yeah I just looked at it and it is very similar.  Looking forward to checking out Java2d now.
30  Game Development / Newbie & Debugging Questions / Re: Background for different resolutions how to do it? on: 2012-08-05 18:48:52
Are you guys saying that you actually scale every single image on the screen?

I currently use JavaFX.  In JFX you only need to scale the root Parent node that contains all the other Nodes.  JFX uses a tree structure to manage all the Nodes on the screen.

So far I have not noticed any problems with performance, which was a pleasant surprise.

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    private static void windowResized() {
        double newHeight = stage.getHeight() - stageHeightPadding;
        if (Double.isNaN(newHeight) || stageHeightPadding == 0 || stageWidthPadding == 0) {
            return;
        }
        double newWidth = newHeight * RATIO;
        Scale scale = ScaleBuilder.create().pivotX(0).pivotY(0).x(newWidth / WIDTH).y(newHeight / HEIGHT).build();
        root.getTransforms().setAll(scale);
        stage.setWidth(newWidth + stageWidthPadding);
    }
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