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 31 
 on: 2015-08-28 03:34:29 
Started by Archive - Last post by Archive
I asked my dad and he said it's probably because it is using the more powerful graphics card found in the monitor with the fullscreen youtube video playing on it.

Now the question is, how do I make it so that Java uses the best graphics card available?

 32 
 on: 2015-08-28 03:05:41 
Started by JonnyGingerKid - Last post by Dragon
camera.unproject returns the updated Vector3 so you need to save that value:
1  
2  
Vector2 clickPos = new Vector2(x, camera.viewportHeight - y);
Vector3 worldCoordinates = camera.unproject(new Vector3(clickPos, 0));

or you could also do this and then the updated coordinates will be stored in the original Vector3:
1  
2  
Vector3 clickPos = new Vector3(x, camera.viewportHeight - y, 0);
camera.unproject(clickPos);

 33 
 on: 2015-08-28 03:01:46 
Started by Archive - Last post by BurntPizza
Try using JMC's flight recorder, you can clearly see gc pauses there, plus where that memory usage is coming from: http://www.javacodegeeks.com/2015/01/java-flight-recorder-jfr.html


 34 
 on: 2015-08-28 02:56:23 
Started by Archive - Last post by Archive
Hi, so I've been working hard at managing my game's memory, it's currently using ~10,000kb and increases by about 200kb every half a second. (pretty good imo). However my game has very annoying short pauses (short as in less than a quarter of a second). I'm 99.99% sure it's not the GC because my memory is not getting cleared and iirc a GC takes long than less than a quarter of a second.

What could possibly be causing this?

EDIT: These pauses stop happening when I have a fullscreen youtube video running on the other monitor...

 35 
 on: 2015-08-28 02:27:35 
Started by JonnyGingerKid - Last post by Jesse
Unfortunately I don't know enough about LibGDX to point you directly to the answer (maybe someone else can do so), but I can think of some additional information that might be helpful.

How is your camera projection set up? Is it a centered orthogonal projection with the same aspect ratio as the viewport? If so, what's the size?

Also, what do you get if you un-project points with easily predictable results? For example, in the 'centered orthogonal' case, (0, 0) should probably un-project to ~(-x_extent, -y_extent), (width/2, height/2) should probably un-project to ~(0, 0), and so on. Knowing what results you get for these simple cases might be informative.

 36 
 on: 2015-08-28 00:39:10 
Started by NivaGameStudios - Last post by NivaGameStudios
Build AT0.10 is released!

Changelog:

- Boat Travel!
- Improvements to the shop GUI
- Player animation
- Can now feed dragons with food to give them EXP
- Move levels! (1 - 10)

As always the build will be avaliable in the launcher shortly.

 37 
 on: 2015-08-27 23:56:34 
Started by Any% - Last post by Any%
Wow... shortly after my last post, I've become extremely ill... great timing lol! But nevertheless, I've been checking back to read the new comments, taking notes, and overall just brainstorming.

Anyways, game design has been slightly tweaked. Gameplay is now more focused on timing rather than variable jump height. I found that variable jump height (for this particular situation) felt a bit unpredictable and was way too difficult to control for really accurate jumps. So I've added new obstacles and tweaked others to try and support this new design.

@bornander - Thank you so much for your detailed review! You have certainly helped me improve the non-gameplay elements of the game. (Such as breaking convention with the Back-button and music not being continuous when restarting after death. Also, having to press a pause button to unpause a game. Even though they are non-gameplay details, they still play a massive roll in being a polished game.)

Btw, the 'bottom bar thingy' is a progress bar and I'm absolutely stumped on why it wasn't filling for you. No one else has complained about that yet...  persecutioncomplex

@kingroka123 - Thanks for the encouragement! I've toyed around with the idea of adding powerups, but I want the rules of the game to stay very simple. The user only needs to learn one mechanic and the entire game revolves around that one mechanic.

Anyways, I'm gonna go roll over and die now...  Smiley

PS. The update should be available for D/L. This will probably be one of the last few updates before I publicly release the game. Everything is feeling very polished and the gameplay is exactly what I envisioned before starting this project. I think I will just be tweaking the graphics from this point forward.

PSS. Just wanted to say thanks again for the encouraging words and great constructive criticism!   Grin

Patch notes:

- Game design has been slightly tweaked. (Gameplay is now more focused on timing and variable jump height plays a less important roll.)
- New obstacles added.
- Graphic elements have been tweaked.
- General / subtle improvements to the application itself. (Non-gameplay improvements.)

 38 
 on: 2015-08-27 23:13:24 
Started by JonnyGingerKid - Last post by JonnyGingerKid
Hey guys, I'm making a game in which I need to convert screen coordinates to world coordinates. The player has the ability to move/zoom the camera, and I want a click/tap to properly correspond with the world.

I know the traditional way of doing this is:
1  
2  
Vector2 clickPos = new Vector2(x, camera.viewportHeight - y);
camera.unproject(new Vector3(clickPos, 0));


However, this doesn't seem to work for me. I'm not sure how to describe the problem, but it just isn't giving the right world coordinates.
Everything in my world is drawn at a scale of 2, so I thought that meant I had to scale the vector but that gave this weird exponential effect.
I know I'm doing something wrong, but everywhere I look it only goes into the amount of detail above. Let me know if you need some screenshots of the situation
if there doesn't seem to be anything obviously wrong.

Thanks guys! Smiley

 39 
 on: 2015-08-27 22:34:05 
Started by CopyableCougar4 - Last post by Riven
Am I, as a socially awkward overlord, simply too lenient? For years, hell, probably a decade, Julien has fought this wars of the APIs on JGO, spreading annoyance and misery to those involved. We had to close down entire boards, had to issue countless warnings and moderations (after which Julien threatened to sue JGO into oblivion, and as he has sued websites before, it wasn't an idle threat).

He has been banned, warned again, escorted to the padded room and resided there for months, and then... only weeks later, there are these insinuations, indirect references to 'the others which are different which should not be compared', causing even those among our elite to finally... lash out.

Julien, I am lenient once again, because somehow I feel sorry for you, but this is your last warning: one more insidious remark about the 'profound' difference between LWJGL and JogAmp, and you are out. Forever. Joining only a handful of people that were ever perm-banned on JGO. We can do without the toxicity.

 40 
 on: 2015-08-27 21:05:37 
Started by vbrain - Last post by Lucasmontec
I'm making a full text engine plus a compiler and a language for that engine.
I plan to post in this forum soon, but I need to make the web system first.  Grin
All started trying to make a text game...

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