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 41 
 on: 2014-07-23 04:40:31 
Started by VIrtueeL - Last post by Slyth2727
A month?? NO! God DAMMIT. Of course, right when school restarts. Maybe I'll get lucky the 5th time around.
Yes that's right. It's happened 4 times now in a time when I can't do it. In a row. Grr  Roll Eyes

 42 
 on: 2014-07-23 02:21:24 
Started by VIrtueeL - Last post by KevinWorkman
TL;DR: Don't jump right in on coding your "great" idea. Instead, let it "boil" for a few weeks and see if it still has you hooked. Basically, have one or two ideas cooking while you work on your current "proved" good idea(s).

This is pretty good advice, but you could also try going the other way: instead of ruminating on ideas for weeks, try boiling your ideas down to a very small core concept that you can get up and running in a very short amount of time (think hours or days, not weeks). That way you can spend a week creating a prototype to see if it feels as fun as you thought it would. Then if it works, great, spend some more time on it (adding very small features incrementally), and if not, you're only out a short amount of time and you can jump on the next project.

This is the kind of approach that works for things like Ludum Dare, which is in a month! http://www.ludumdare.com/compo/

 43 
 on: 2014-07-23 02:10:59 
Started by VIrtueeL - Last post by theagentd
Here are my 2 cents.

I used to start on new projects on a whim. I'd get an idea, and started coding on it the same day. I generally lasted a few weeks or even a month before I got stuck or bored of it and just dropped it. Nowadays when I get an idea I think about it for a long time. Something that sounds awesome when you come up with it but gets really meh after just a few days or even a few weeks isn't really a good idea in the first place. I imagine the players will get bored of the concept even quicker than I will, so why settle for anything less than what you yourself would find interesting in the long run?

TL;DR: Don't jump right in on coding your "great" idea. Instead, let it "boil" for a few weeks and see if it still has you hooked. Basically, have one or two ideas cooking while you work on your current "proved" good idea(s).

 44 
 on: 2014-07-23 02:07:42 
Started by ags1 - Last post by Nate
List.remove(Object) and List.remove(index) are easily confused in the case of List<Integer>
That's why in my pretty Array class it's removeValue(T value, boolean identity) and removeIndex (int index). Cheesy

 45 
 on: 2014-07-23 01:11:28 
Started by Orangy Tang - Last post by Catharsis
Years of work, 3K classes and only 750 module names to remember, effectively supporting video engine tech, which would otherwise have been a nightmare to maintain.
Surely this is a misleading conclusion, but this seems to be a lot of bootstrapping, creating this elaborate foundation, that has the potential to be awesome, yet the only outcome is a product that didn't warrant this huge investment in time and effort. It seems like this Hollywood style Transformer washing the dishes.

"Surely this is a misleading conclusion" -> it is the one produced by the JGO / indie wisdom grinder.  Wink

For better or worse I started in this direction from a long term "blue sky" goal and adapted what I developed to try to move toward something of more immediate value which still is quite illusive in general, but close at this point or at least closer than the past. The bootstrapping part especially living in San Francisco has been arduous; behind on rent currently. Knowing that I passed on at least ~$2MM of income to this point if I simply took a traditional career path is more concerning than it ever has been...

Regarding the video engine / middleware it's more like I had the right tools at the right time to start rapidly producing something of complexity the moment it was possible on Android that normally would be prohibitive from a traditional OOP perspective let alone a team of one. Not that having more devs reduces complexity / time to market especially considering OOP trappings. What I actually created is a solid middleware layer for advanced media handling on Android that is not available in the stock SDK. This is just one of many configurations of the tech involved and many apps can be created as a result in regard to product. I'm focusing initially on a prosumer video recording / editing product, but plan to release a suite of apps with some of them being more consumer friendly than others. 

I also got through the tech evaluation process recently for licensing the video engine tech for streaming use cases with a company most have heard of alas they wanted the middleware tech, but didn't actually want to pay for the requested SLA and other requirements like sublicensing. Boutique middleware development is not a good place to be in general and seemingly less so in the future in general. I'd really like to make the transition to being a product oriented company.

Besides expanded / final QA, packaging, and IAP / user extension testing things are ready to launch for the video editor. A final go to market goal is to enable users to buy a feature once and have it accessible across multiple apps in the suite. IE buy some presets or specific functionality like image stabilization or time lapse recording for the consumer app and you can use it in the prosumer / pro version, etc.  I'm moving towards launching a Kickstarter since I'm 95% of the way done.

I guess one more offhand comment the chitchat monster compels me to tell is that even though I haven't got a product to market the efforts I've done has always gotten me a job / client when I need one. These days I just have to pull out my phone and say, ever see that before?

I firmly believe generalization to this extent is counter productive. I can see the potential of Entity Systems, I just haven't seen a use case, only people describing them as the ultimate answer to customizable Entities, while hardly any game ever created requires, or benefits from this complete lack of restrictions.

As I mentioned generalization to this extent is counter productive until it isn't.. There is wider applicability of CA beyond ES use cases. In my case I had a large Java 5 codebase I immediately started porting to Android when the G1 hit my hands and rather quickly it became obvious the traditional OOP mechanisms that were marginally tenable at the time on the desktop with just a couple of variations between OSes simply did not map well onto supporting the larger Android ecosystem especially with how things proceeded and the aspect of integrating with the Android runtime.

The biggest problem with current available Java ES implementations is that they were created in the blind without an existing large scale game or codebase to test against for performance or actual flexibility. It would be much better if a high performance game rendering a lot of entities was created first then work backward to a more flexible structure while maintaining performance.

My CA efforts benefited greatly from having a large codebase to refine how it all fit together including performance concerns which were important to take into consideration given Android.

I totally get it that I need to release the framework or provide a knock out app to prove the case... Almost there...  Though I'd like to defer as much as possible the chitchat monster on what I'm doing and move the discussion forward regarding CA / ES in general. I hope to participate with the larger community in a less anecdotal manner "soonish".. ;P

In return we get significant code overhead, memory overhead and performance overhead, to achieve this pinnacle that nobody really gets that excited about, while actually developing a game. People fall in love with the potential of clean code, but so far every game ever developed is a tangled mess, regardless of the framework it was built on.

Not sure where the code overhead is coming from as CA / ES not only allow smaller more intelligible Class / file sizes, but significantly reduces code duplication inherent to traditional OOP... Memory overhead is not much different than traditional OOP ES with existing available Java ES. The same general techniques to improve this from the OOP side of things can be applied to CA / ES, but with the benefit of CA doing these optimizations in a more dynamic manner. The performance faults of current ES implementations can be improved and what is currently publicly available should not deter anyone from working on a new design.

Well... that.
The game I'm making at the moment is far more complex than anything ever produced here on JGO. Or for that matter more complex than any game I've ever yet seen made in Java, ever. Still doesn't.....

For a moment there I thought maybe you might be working on something ambitious.. <New York Accent>No disrespect...</NYA>  Roll Eyes   Shocked


 46 
 on: 2014-07-22 23:51:07 
Started by ags1 - Last post by gouessej
Hi

Does it crash with ART too?

Personally, I prefer staying far from auto-boxing even with J2SE. I already had a problem when using it with ternary operators, it discouraged me. I use Integer.valueOf(int). I'm explicit. If I spend too much time in understanding some lines of code, I throw in the towel.

 47 
 on: 2014-07-22 23:29:37 
Started by theagentd - Last post by SkyAphid
I found an error when I pressed a menu title. It played the same 'select' sound in repeat, and I could't get it to stop.
I am using a dedicated audio card, (Asus XONAR DGX) if that helps.

Here's the log:

1  
...


Full log here: http://pastebin.com/FL9puiGA

I've managed to reproduce the problem, and I'm fixing it now.

 48 
 on: 2014-07-22 23:27:41 
Started by DgnBiscuit - Last post by DgnBiscuit
I was able to find a work around, of sorts. Basically you fill in those indexes you don't want with junk values. For example, in the previous example you could fill in everything between 7 and 15 with shades of transparent, e.g.

1  
2  
3  
4  
int color8 = (new Color(8,8,8,255)).getRGB();
int color9 = (new Color(9,9,9,255)).getRGB();
...
int color14 = (new Color(14,14,14,255)).getRGB();


It fills out the color table, keeping the indexes in the right place, and only really results in a bunch of unused colors. Note that each color must be unique, or they'll be squished together into one index.
Not necessarily the prettiest solution, but it works and is pretty innocuous.

 49 
 on: 2014-07-22 22:23:17 
Started by ags1 - Last post by ags1
I do too in IntelliJ, but I am using AIDE at the moment, it is not quite as richly featured.

 50 
 on: 2014-07-22 22:21:52 
Started by ags1 - Last post by Riven
FYI: I configure Eclipse to flag auto-boxing/unboxing as an error.

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