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 on: 2017-06-26 06:03:29 
Started by philfrei - Last post by philfrei
Interesting option. I was kind of shocked to see the following listed as one of the three clauses in the BSD-3-Clause

3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.

Do people do that sort of thing?
Is it legal to do that? I mean, maybe the clause isn't needed if it is illegal for someone to say you endorse something without your permission.

The main thing I'm hoping is that some game programmers find the code useful, using it as a kind of souped-up Clip class. But I'd like some credit as the developer and certainly don't want to find myself in any sort of situation where I am prevented from using my own code.

 on: 2017-06-26 05:33:05 
Started by philfrei - Last post by gouessej
Maybe the 3-clause BSD fits into your needs:

Note that the copyright holder is retained in the notice. Is it enough for you?

 on: 2017-06-26 05:25:21 
Started by philfrei - Last post by philfrei
I'm just about ready to post a class, AudioCue, but am really confused about all the complexities around copyright and licenses.

Started by looking at LGPL ("Lesser Gnu Public License") but their documentation suggests the relatively small amount code might be better served by Apache 2.0 license. So, I was looking at that and trying to figure it all out.

Then, took a look at the MIT license. It is short and simple, and would suffice. The main thing I'm wondering is if it would be okay or reasonable to add a clause that requires including the Project Name and/or a URL where I plan to maintain a copy of the source code as well as a record of revisions as I make them.

Have others done this? Examples of the wording?
Parts in BLUE I added.

OK, here is a possible draft:

This file is part of the AudioCue project
Copyright 2017 Philip Freihofner

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
The version number supplied with the @version tag in the Javacoc class-level comment, will be retained, and, if modifications have been made, the words "with modifications" will be appended to the @version tag and an additional JavaDoc @author tag or tags will be included crediting the authorship of the modifications.


I'm now thinking, maybe there is no need to mention that there is a url with source. Someone could probably find their way there via my name and the project name and searching.

 on: 2017-06-26 05:16:10 
Started by philfrei - Last post by philfrei
Not jokes, but programmer-related humor (loosely defined).

Caption in search of a cartoon:

The Hunchback of Code Domains

(Has it been used before? Or something similar? Feeling somewhat Quasimodo-like after hunching over keyboard for long hours.)

Also, had an idea for a game, inspired by my wife, called "Die Fly! Die!"

Avatar runs around apartment interior armed with either swatter, rolled up newspaper, shoe, trying to kill fly or flies that came in when letting the cat out. Points for flies killed (time-based), negative points for furniture destroyed, walls marred, etc.

 on: 2017-06-25 09:00:45 
Started by Unimatrix325 - Last post by Unimatrix325
Thanks Smiley
Ad 1) ah... UI... at first I though you are speaking about AI :-) Yeah, the menu is a bit non-user friendly. But what exactly are you lacking ? I have there some basic info :
"Left click to add ship, right click to remove it."
"Left doubleclick beside the ship to assign yourself to the ship, right click on your name to remove yourself."
What other instructions would you suggest ?

You should separate the local game with bots from the net fight.
Why ? I made it unified by design. Because currently there is no "story" mode. So basically everything is an "instant action" and then it does not matter, if only with bots, or with players as well.

Why don't you assign the player to the first ship by default?
Well, in the long run, this would be countereffective - and as mentioned earlier, you probably just missed the info in the textfield.

Ad 2) Hm, here I do not understand what you mean.

Ad 3) This is a common criticism - most ships do have tactical display, wher you have indicators of weapons and their status. When they are green, you can fire. Some ships are still not finished, so they lack this. However this is also why I added some indicator directly next to your ship in the middle - small green arrows pop up, when some weapon is charged. This should be enough. See the HUD explanation above.
The problem with weapon indicators is, that there is a huge variation of how many weapons ship could have. Sure you can fit nice big indicators for ships having 4 weapons, but there are some ships having 15 or 30 separate weapons and then you can't scale it up properly.

Ad 4) True. There is some small number of "moving stars", but in some situations it is not ideal.

Ad explosions : for explosions I used the slick2D Pedigree particle editor. But to know what to do I also learned a lot from TimelineFX editor. There is a lot of examples and if you decompose a complex explosions, you can learn from what building blocks are they composed. And how those blocks are defined - color, alpha, grow, movement speed and directions, randomness etc. Typically an explosions consists of many subsystems - some shockwave, some sparkles, one or two main fire clouds, many fireballs moving toward random directions...

Ad AI : yes, it is custom. Actually I figured quite reasonable and simple algorithms for basic fight already in my previous game FW2 years ago. It does not include any pathfinding or avoiding of negative effects like nebulae (for now).
Basically there are two main "scripts" :
* strongest shield
* air raid
Strongest shield (as name suggests) rotates the ship with it's current strongest shield towards the oponent.
Air raid has two phases - fly toward the target, fire weapons, when near, break away and regain distance. Repeat.
These two scripts are rotated randomly.
Interestingly, this alone creates fair gameplay.

Then there are some secondary adjustments like - use cloaking (use it more often, if your shields are drained). Use tractor beam sometimes.

One important thing with AI is, that it might be quite easy to do hard AI without mistakes, but it is entirelly different to make an enjoyable AI for the player ! This is the reason why AI ships sometimes show their back to you. Otherwise of course I could enforce more the "strongest shield" rule and the AI will tirelessly turn on you and give you hard time. But it will not be fun to play.

BTW here is an additional video I made to one of the scenarios (referring the end of the Dominion war in ST:Deep Space 9) :

 on: 2017-06-25 08:48:13 
Started by SteveSmith - Last post by SteveSmith

My latest project is a physics-based platformer/puzzle game (using JBox2D) and my first project to use a simple entity-based system, something I've not tried before.  It's the next evolution of OOP and a great way to write games while keeping everything simple.  And the advantage of using a physics engine is that you don't need to write your own collision code. Smiley

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

There's currently 8 simple levels.  Each one involves trying to get to the exit somehow.  I'll probably add more as I get ideas and inspiration for physics-based puzzles.

Full source is available here:

 on: 2017-06-25 08:14:08 
Started by BurntPizza - Last post by Guerra2442
Implementing "cached assets", added dropdown and tweaked editbox.

Click to Play

 on: 2017-06-25 06:46:04 
Started by Unimatrix325 - Last post by Mickey
First of all I must say that you did a great job. The game looks great especially considering that it was made by one man. Now some constructive criticism:
1. The UI is a mess. No progress bars, no info on what is going on before the fight. You should separate the local game with bots from the net fight. Make some instant action option in the main menu. Also it took me like 5 minutes to understand how to assign myself to a ship. Why don't you assign the player to the first ship by default?
2. The very space fight feels too 'arcadish' compared to the all the options available. Either make the game more complicated or drop most of the options.
3. As mentioned above shooting is quite confusing. I get it that phasers need to charge, but at least you should indicate somehow that the buffers are empty.
4. Sometimes it's hard to tell if you are moving or now. The game is asking for a kind of a parallax.

I am working on a space shooter myself. Could you give me some hints on how you made explosions.  Also AI - is it some custom algo?

 on: 2017-06-24 22:42:31 
Started by Jotunn-nooks - Last post by Jotunn-nooks
Sounds to me like you are itching to learn more.
You're right, I sort of am. I'm stuck at what I consider to be a dead-end job and i'm really sick of taking college courses because the structure in my opinion is flawed. So i'm looking to take a break from structured education in that regard.... but alas, degrees rule the professional world Angry.
Don't design an engine. Use an existing engine, like libGDX.
And at the risk of being accused of blasphemy, I'd also urge you to take a step back and look outside of games as well. Games are fun, but they aren't easy. Learning a framework like libGDX is very hard if you don't already understand the basics of Java, object oriented programming, events, etc. So I'd really advise you to take the time to learn the basics before trying to take on more advanced stuff. You might even find that you like something else more than games anyway: maybe app development, or server development, or data visualization, or even art.
I have actually done all of those things during my schooling; developed an j2ee web page, a mockup android application, and fiddled with server-side java application development. I didn't find myself hating any of them in particular, but after trying to revisiting android I discovered i'm not really a fan. Really the point that i'm at in my experience is that I go months between programming/not programming. This seems to stagnate my knowledge and there's a learning curve I have to go through before I can start projects. So i'm trying to use game development as a catalyst to keep me consistent and increase my visibility on github or other platforms, and it just so happens that I really love video games. I want to 'attempt' to make something that other people might enjoy and maybe even make some dough, at some point Roll Eyes. However, if I never get to the point of publishing my work, I would be more than happy using what I've done to get a software engineer position at any type of business.

Just my two cents though. Every person learns differently.
I appreciate your two cents, and I have put them in my consideration bank.

 on: 2017-06-24 20:06:52 
Started by BurntPizza - Last post by orange451
Added a new gun Smiley
Click to Play

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SF/X Libraries
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