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 11 
 on: 2017-01-20 20:03:54 
Started by Archive - Last post by DarkCart
good god

EDIT: this turned out to be my 500th post.

 12 
 on: 2017-01-20 19:15:56 
Started by gurkenlabs - Last post by gurkenlabs
We've been working hard on DR.LEPUS for the last few month.

Our self written Java Game Engine "Litiengine" in now finally at a state where we can create things without the need to implement further core functionality.
We've put together a new post about the ongoing changes on DR.LEPUS on our Website which you can read up here:

News about DR.LEPUS



 13 
 on: 2017-01-20 18:43:25 
Started by pepdeveloper - Last post by pepdeveloper
Solved!
I dont know why but only happens in itch.io
I have uploaded my game to kongregate and works fine always... http://www.kongregate.com/games/pepdeveloper/ylao

Wink Wink

 14 
 on: 2017-01-20 18:01:49 
Started by BurntPizza - Last post by Archive
Quote
Added entities:
Entity-player collision (Vertical cylinder)
Entity-world collision (Ellipsoid)
Entity-ray collision (Ellipsoid)

Are you implementing your own collision/physics? If so, is there a book or resource that you're using?
Yes im implementing my own collision (and really basic physics). There is no single resource that was helpful but with a lot of googling, you can find information. Ellipsoid collision is surprisingly scarce.

 15 
 on: 2017-01-20 17:50:34 
Started by Blunderchips - Last post by Blunderchips
Cool, i have patched out the death messages (just says 'sorry' now). Any other suggestions?(:

 16 
 on: 2017-01-20 15:41:51 
Started by Blunderchips - Last post by FabulousFellini
Hi,

first of all neat game idea!

It looks a bit too hard though. Maybe you can resize the falling blocks a bit or at least  put in some more coins, so the highscore feels a bit more accomplishing.

And maybe you shouldn't call your customers dick, bitch or cock Cheesy

I was going to say the same thing.  The bad words just seemed out of place in this game.  Other than that it looks really cool!

 17 
 on: 2017-01-20 14:02:23 
Started by pepdeveloper - Last post by pepdeveloper
Hello everybody!

Libgdx. I have published my game Ylao for itch.io. All is ok but sometimes the game crash with a random GwtApplication Exception. Sometimes it says that can't load a Texture, other times that can't load a font... In my local server, always run good and doesn't show any exception while in .io the game sometimes crash. I have tried to clear the cache of web browser, I have recompiled the project, I have resubmitted it to .io and nothing works.
The crash occurs randomly and without any pattern.
You can check the game here: https://pepdev.itch.io/ylao

Does anyone know anything about this? Thanks! Smiley

 18 
 on: 2017-01-20 13:00:25 
Started by Blunderchips - Last post by Blunderchips
thanks for the feedback Cheesy, changes have been made(:

 19 
 on: 2017-01-20 12:30:09 
Started by Catharsis - Last post by princec
I've got several Pis - one of each model in fact - and the time and wherewithal to test if you need me to.

Don't let input get in the way of development for now - produce a "dud" backend for it that simply fails to connect any devices successfully or something. Then at least I could get on with testing EGL.

Cas Smiley

 20 
 on: 2017-01-20 11:47:21 
Started by Catharsis - Last post by Spasi
If you had it working on Pi... would it be "headless"?

Afaict, there are about 5 functions that must be called to launch EGL in "headless" mode. This is a trivial issue, these functions can be added to LWJGL in an afternoon. Or even called via dyncall without bindings.

The main problem is, as I said in the LWJGL forums, handling input without X. Keyboard, mouse, controllers, touch, we'll need something to handle all that. We cannot use GLFW, it supports 3 backends (X11, Wayland, Mir) and even though Wayland is supposed to be a lightweight solution (and works on RPi afaik), I think you'd want to avoid that too. So we'll have to go low-level. This is probably not that big of a deal, I mean, the main problem is identifying the APIs we need bindings for. Once we know how it's done, adding the bindings to LWJGL is going to be quick.

Which brings me to; I don't own an RPi and I don't know when/if I'll have time to do the above research. The easiest thing for me would be to get a list of APIs to add to LWJGL, from someone that knows what's necessary.

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List of Learning Resources
by elect
2016-09-09 09:47:55

List of Learning Resources
by elect
2016-09-08 09:47:20

List of Learning Resources
by elect
2016-09-08 09:46:51

List of Learning Resources
by elect
2016-09-08 09:46:27

List of Learning Resources
by elect
2016-09-08 09:45:41

List of Learning Resources
by elect
2016-09-08 08:39:20

List of Learning Resources
by elect
2016-09-08 08:38:19

Rendering resources
by Roquen
2016-08-08 05:55:21
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