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 1 
 on: 2015-05-28 18:25:06 
Started by orangepascal - Last post by JJengineering
Nice! I am yet to work on a release.
Kind of frightening when i think about it, i guess it is so much more work than one would think the first time around :P
Either way, i'm gonna support this, i think the steam countdown is about 5 days.

Again, congratulations and all the best, you deserve it!

 2 
 on: 2015-05-28 18:09:47 
Started by JJengineering - Last post by KevinWorkman
I'm still pretty unclear on exactly what you need. Why do you need a JavaScript API for game development in Java? What goal are you trying to accomplish? What problem are you trying to solve?

You hinted at wanting to do what libGDX is doing under the hood, but note that libGDX isn't simply calling JavaScript from Java! In fact, I believe it's using GWT behind the scenes.

 3 
 on: 2015-05-28 18:07:45 
Started by Riven - Last post by ags1
Good news! I did find those "girlfriend" ads rather upsetting.

 4 
 on: 2015-05-28 18:06:25 
Started by JJengineering - Last post by JJengineering
Thank you all very much for the fast answers yesterday ! :) i wanted to answer yesterday but didnt have the time to answer properly...

@KevinWorkman
1) Processing isnt what i need, interesting thing though!
2) libGDX is what i started with, but i want to do all of that stuff on my own, i don't have fun coding in libGDX :P
3) Please excuse my basic knowledge, i case i don't correctly understand what is is, but isnt that just for the web?
Your suggestions are very appreciated!

@cylab
I just read about the OpenJDK yesterday, i'll read into that soon. Is there any drawback on using OpenJDK that you know of? (instead of Oracle/Sun)

@Spasi
I tried to compile a test.js with the ScriptEngine, and it worked fine with Rhino (EngineByName("javascript")), then i tried Nashorn(EngineByName("nashorn")) and it always crashed. I guess i'll need a more recent Eclipse version + a cleanup of my installed JRE/JDK, hopefully im able to get the damn thing to compile.

To be honest, i still am rather clue-less about JS. I hoped that there is a simple way of including a LIB, and using it without any hassle.
Also, since i need JS for 2D/3D game applications, i have no means of comparing other than going down that rabbit hole myself, i guess when someone says 'half as slow as V8', it is fast 'enough'... but they don't programm videogames.

Of what i know now (still reading docs...), Nashorn is going to be a joy to use, but is super young. Is there any comparable alternative i could have a look at?
My googleFu didn't bring me ANY serious alternative, I don't want you guys to figure it out for me! If you guys tell me that Nashorn is fine performance and crossplatform-whise, i'll give it a shot and stop searching for the 'better option', because apparently, there isnt anything specifically better suited to gamedevs!?!?

*For anybody reading, this is an interesting read: https://blogs.oracle.com/nashorn/entry/nashorn_performance_work_in_the

Thank you very much for your patience and knowledge! I really need a push in the right direction. <3<3<3


 5 
 on: 2015-05-28 17:52:04 
Started by bwebs - Last post by SauronWatchesYou
Damn. That's going to take me forever D:

I take it that i'll have to also specify the rendering process for when the player is facing away from the camera as well so that the item isn't rendered in front of the player

 6 
 on: 2015-05-28 17:32:43 
Started by orangepascal - Last post by orangepascal
Originally Gunslugs was released on mobile (android, ouya, but also ios, etc).
It took around 8 months to develop (including porting the Java code to Object-C for iOS and HTML5 for ChromeOS)

This PC version was easier since I ported my Android code on-top of LibGDX and did some cleaning and improving, I think like a week or so.

 7 
 on: 2015-05-28 17:10:44 
Started by orangepascal - Last post by JJengineering
Looks great, and very, very polished.
Also the sound matches the look and type really well.
Kudos to you sir! I wish you all the best with your title Tongue

I may have missed the info but how long did you develop?

Greetings and all the bests!

 8 
 on: 2015-05-28 16:59:27 
Started by shadowstryker - Last post by thedanisaur
**tries to prevent the thread from de-railing, makes it worse**

 Roll Eyes

 9 
 on: 2015-05-28 16:56:50 
Started by Ralphanese - Last post by Ralphanese
Hi! Technically my first post here, though I've posted here under another name. I need some help with my code, and a second pair of eyes would probably help me solve this issue a bit faster.

What I'm trying to do is to get my player to collide with my map that I've designed in Tiled, following dermetfan's Tiled Maps Tutorial -

 [urlhttps://www.youtube.com/watch?v=DOpqkaX9844][/url].

 I've come to a bit of a stumbling block, though:

http://pastebin.java-gaming.org/6115946892217

My program is NullPointer-ing out where it's looking for the Width and the Height of the MetaLayer.

Would somebody tell me what I'm doing wrong? Am I insane?

 10 
 on: 2015-05-28 16:52:05 
Started by bwebs - Last post by Jesse
Do I have to manually figure out 4 different vectors from the player to the players hand and then just add them the same as before?

Yeah, pretty much. Maybe someone else will have a better suggestion, but the relative position of the hand for each frame of animation is basically a content issue, so it's just something you have to specify. For a more sophisticated system you might have an editor that allows you to specify the hand position for each frame of animation and then exports that information as JSON, XML, or whatever, which is then read by the game code. But for something fairly straightforward like this, I'd just do the simplest thing that works. (I'd at least store the offsets in a text file so that they're easily modifiable, but to begin with you could just hard-code them, just to get things working.)

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