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 1 
 on: 2018-06-25 13:07:57 
Started by CommanderKeith - Last post by CommanderKeith
That's a good video, thanks. More descriptive about the technical aspects.

 2 
 on: 2018-06-25 05:26:43 
Started by RyanAlbano - Last post by RyanAlbano
New Build Released Today

RECENT CHANGES

Memory management safeguards implemented

Damage counter modified so that vehicles that emit large numbers of shots won't score more damage points than other vehicles.
 
-----------------------------------------------------------------

FUTURE ISSUES

Even better memory management

Adding extra game modes (if they make good gameplay).

Implementing a true 3D rotation system that will rotate the vehicles correctly at all angles

Accepting all user-submitted vehicles and tracks! If you've built something and it's ready-to-go for V.E., feel free to submit it!

 3 
 on: 2018-06-24 23:20:50 
Started by BurntPizza - Last post by SkyAphid
We added modding support via Lua files to Robot Farm recently. Consequently, I realized we were going to need a decent way to modify dialogue in the game (up til now, the game has just had classes that stored the dialogue since it worked). After scouring the internet looking at various branching dialogue editors, I finally decided to make my own since none of the ones I found that were free had the features I wanted, nor were any of them really that stable.

Anyway, I'm calling mine JDialogue. It'll support exporting to JSON, along with tools for easily making your own exporter, and I'll probably also have it support Java serialization for other Java projects. There's no point in arbitrarily forcing JSON when other Java game developers can just directly load a serialized file.

I'll probably make a thread for it on here with all of the links once it's done in case anyone else would find use in it. That said, I need to do a lot of testing and make sure there are no weird performance implications I don't know about first.



 4 
 on: 2018-06-24 15:49:35 
Started by CommanderKeith - Last post by ral0r2
i also can recommend this: https://www.youtube.com/watch?v=VscdPA6sUkc&t=18s

Post Mortem of Diablo, same speaker Smiley

 5 
 on: 2018-06-24 15:49:32 
Started by ByerN - Last post by ByerN
TAnima OST: Going back in time
<a href="http://www.youtube.com/v/Tb_I57JRFtI?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Tb_I57JRFtI?version=3&amp;hl=en_US&amp;start=</a>

 6 
 on: 2018-06-24 14:31:16 
Started by CommanderKeith - Last post by CommanderKeith
Hi,
I’m watching a fascinating interview on IGN with David Brevik the creator of Diablo. It’s really long at 90 minutes but what an interesting story. He’s a very humble and funny guy!

https://youtu.be/4D_bVgplit0MmB9b5njVbA


Some interesting themes are the power of team work with the story about how David initially hated many of the best parts of Diablo such as the real time game play and the cinematic ending with the stone plunged into the hero’s forehead. Also the play testing and second opinions between blizzard north and south which sounded like a great method to avoid ‘group think’ such as how they scrapped the point and click Warcraft adventures game because it wasn’t a Ferrari, it was only a General Motors, haha. The addition of networked internet play and directx in the last 6 months also sounded chaotic without specialists in the team.





 7 
 on: 2018-06-22 21:51:49 
Started by BurntPizza - Last post by orange451
I like that, @Riven. That sounds like the method I will try.

[EDIT]
Also implemented a BlurPane today:

Might be useful for in-game ui's of some sort...

 8 
 on: 2018-06-22 19:47:21 
Started by BurntPizza - Last post by Riven
Text and markup should be separated.

You have a text like: "hello world", and define markup with: new Markup("bold-and-blueish", new Range(3, 7)), to make "lo w" blueish and bold.

This way you can easily change markup of ranges, and have overlapping ranges.


Once this base-layer of markup is done, you can create abstraction-layers that may resemble the design of JTextPane (in Swing) with StyledAttributes, and eventually full blown CSS Smiley

 9 
 on: 2018-06-22 17:32:01 
Started by BurntPizza - Last post by CopyableCougar4
@orange451

For coloring strings you could have hex code colors in the string and then iterate through the string, changing the color/style every time you reach a new color/style.

 10 
 on: 2018-06-22 15:00:42 
Started by SkyAphid - Last post by nsigma
After reading about the ClassLoader, I really don't think it'd be good for mods though. You have to still compile the project into a jar and go through all of that,

Huh, what?!  Someone really should have told me that sooner!  Grin

I used to use Janino for this - https://janino-compiler.github.io/janino/ Great, incredibly easy to embed, but no lambda support  Emo  It also has code to use the Compiler interface, but that means you have to include javac.  No compile to jar with Janino at all though - doesn't even go to a file - straight from String to Java bytecode at runtime.

I'm using some seriously forked code from Janino still in PraxisCORE.

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Java Gaming Resources
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2017-12-05 19:38:37

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SF/X Libraries
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