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 51 
 on: 2014-04-19 09:30:10 
Started by SauronWatchesYou - Last post by SauronWatchesYou
Just make any game you want. If it is your first game, you should probably choose simplest game possible, because you would be surprised how much you need to do to make even very simple playable game.

Seriously, stop thinking about what you need to learn to make a game, and learn while making the game. When you run into a problem when making a game and don't know how to fix it, you need to look more into it. You won't really be able to make games without making games.

Okay Smiley I did this a little while learning core Java so I guess I can do the same. I'll brainstorm a few ideas and get going. Thanks! Smiley

 52 
 on: 2014-04-19 09:24:00 
Started by trollwarrior1 - Last post by trollwarrior1
It seems that most of my code was correct. The only thing I had to modify from what I posted in the thread, is remove this line:
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GL11.glBindTexture(GL31.GL_TEXTURE_BUFFER, 0);


I didn't realize you need to keep the texture bound for it to work.

 53 
 on: 2014-04-19 09:21:51 
Started by SauronWatchesYou - Last post by trollwarrior1
Just make any game you want. If it is your first game, you should probably choose simplest game possible, because you would be surprised how much you need to do to make even very simple playable game.

Seriously, stop thinking about what you need to learn to make a game, and learn while making the game. When you run into a problem when making a game and don't know how to fix it, you need to look more into it. You won't really be able to make games without making games.

 54 
 on: 2014-04-19 09:19:09 
Started by SauronWatchesYou - Last post by SauronWatchesYou
Hi guys. I started learning Java programming a few months ago with no previous programming knowledge. My intention is to many learn at least some before my Uni course starts. I'm looking at going into game development more as a hobby as I am more interested in desktop applications long run. I feel that I might be ready but I think I need to brush up on for loops a little, but hopefully I can do that while programming something in the future Smiley

I've got Slick2D all setup and watched TheNewBoston Videos on programming with Slick and I actually learnt some good stuff. I'm looking for a project which would be relatively easy to do and a good introduction to game programming and also any good places where I can learn more? Honestly, my maths isn't very good persecutioncomplex and was wondering what skills I will need to make simple 2D games? I've been reading into vectors lately as I have seen those used a lot in example code and I think i'm finally understanding them >.<

So to sum it up... relatively new to programming, looking for some simple projects and any good places to learn more Smiley Thanks!

 55 
 on: 2014-04-19 09:16:37 
Started by Jacob Pickens - Last post by Rayvolution
And is that a good idea?

To be honest with you, I think IAPs can be dirty and slimy. In fact, I can't stand them.

I'm okay with 'pay a bit to remove ads'. I'm also okay with 'pay a bit for exclusive content' (i.e. DLC and expansions). Nothing wrong with paying for subscriptions either.

What I'm not okay with is sneaky IAPs that try and force your hand to repeatedly make purchases of guff such as in-game currency, without which the game is pretty useless. I.e. Farming games that make you wait for 34 hours for your crops to grow, unless you buy their useless wank-merchantry, in which case it only takes 3 minutes for said crops to grow. Or it teases you with some rather desirable item, which you could wait and save up for, but it will take you 164 years of your life to do so; alternatively you could make a purchase and get it near instantly. (I guess this is aligned with 'pay-to-win').

What really makes me angry is when such dirty tactics are employed in games targeted at young children (i.e. any game based off children's TV characters). The developers are now leveraging the relationship between you and your children to make a quick and dirty buck. How these morons sleep soundly at night, I do not know. Obviously everyone wants to make a quid from their products, but I believe it should be done in a more upfront and transparent manner.

...well that was a bit of a rant, sorry...

Pretty much sums up my feelings about the bad ones.

What really sucks, is one of my favorite "casual" genres is the super slow paced farming/building sims (Like Roller Coaster Tycoon or Theme Park) But now *every single one* on both Google Play and the App Store are F2P garbage that are exactly what you're describing. What's sad is they're all almost all the same game, just reskinned/themed. They don't even try to be original. Whats worse, is unlike the slightly-more-fair F2P games, these make it basically impossible to do anything without paying for coins/berries/donuts/gemstones/nudepics/whatever. They don't even give a chance to be "F2P" at all, by the end of the tutorial you're already pretty much required to buy currency.

I'd love to play that style of game. But, simply pay $5-10 up front and have well balanced mechanics with absolutely no P2W shortcuts.

EDIT: To clarify, I *do not* play any of those games and I refuse to give them a dime. I just continue to play Roller Coaster Tycoon 2 on my desktop when I get an itch for a "sim game" like that. Cheesy

 56 
 on: 2014-04-19 08:23:48 
Started by Jacob Pickens - Last post by nerb
And is that a good idea?

To be honest with you, I think IAPs can be dirty and slimy. In fact, I can't stand them.

I'm okay with 'pay a bit to remove ads'. I'm also okay with 'pay a bit for exclusive content' (i.e. DLC and expansions). Nothing wrong with paying for subscriptions either.

What I'm not okay with is sneaky IAPs that try and force your hand to repeatedly make purchases of guff such as in-game currency, without which the game is pretty useless. I.e. Farming games that make you wait for 34 hours for your crops to grow, unless you buy their useless wank-merchantry, in which case it only takes 3 minutes for said crops to grow. Or it teases you with some rather desirable item, which you could wait and save up for, but it will take you 164 years of your life to do so; alternatively you could make a purchase and get it near instantly. (I guess this is aligned with 'pay-to-win').

What really makes me angry is when such dirty tactics are employed in games targeted at young children (i.e. any game based off children's TV characters). The developers are now leveraging the relationship between you and your children to make a quick and dirty buck. How these morons sleep soundly at night, I do not know. Obviously everyone wants to make a quid from their products, but I believe it should be done in a more upfront and transparent manner.

...well that was a bit of a rant, sorry...

 57 
 on: 2014-04-19 08:02:25 
Started by trollwarrior1 - Last post by trollwarrior1
Shader uniform samplers:
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uniform sampler2D u_texture;
uniform samplerBuffer u_lights;


Somewhere in shader program code I link the shader program, use it, bind my texture used for rendering textures to texture unit 1, bind my light texture buffer sampler to texture unit 2 and validate the shader:
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      link();
      use();
      GL20.glUniform1i(getUniformLocation("u_texture"), 1);
      GL20.glUniform1i(getUniformLocation("u_lights"), 2);      
     
      validate();




Create texture buffer and buffer object:
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      textureBuffer = GL11.glGenTextures();
      lightBuffer = GL15.glGenBuffers();


Here is where I deal with texture buffer data:
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      GL15.glBindBuffer(GL31.GL_TEXTURE_BUFFER, lightBuffer);
      FloatBuffer lightData=makeLightData();
      GL15.glBufferData(GL31.GL_TEXTURE_BUFFER, lightData, GL15.GL_STREAM_DRAW);
     
      GL13.glActiveTexture(GL13.GL_TEXTURE2); // activate texture unit 2, which is sampler 'u_lights'
     
      GL11.glBindTexture(GL31.GL_TEXTURE_BUFFER, textureBuffer);
      GL31.glTexBuffer(GL31.GL_TEXTURE_BUFFER, ARBTextureRg.GL_R32F, lightBuffer); // R32F big floats
     
      GL11.glBindTexture(GL31.GL_TEXTURE_BUFFER, 0);
      GL15.glBindBuffer(GL31.GL_TEXTURE_BUFFER, 0);
      GL13.glActiveTexture(GL13.GL_TEXTURE1); // activate my default texture unit


Here is my FloatBuffer creation method:
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   private FloatBuffer makeLightData() {

      FloatBuffer buffer = BufferUtils.createFloatBuffer(1);

      buffer.put(1);
     
      buffer.flip();

      return buffer;
   }


Here is somewhere in my fragment shader where I render the scene. The problem is that the scene turns out black. Should be white. If I swap texelFetch() with 1.0, the scene turns out white.
1  
   lighting.rgb+=texelFetch(u_lights, 0).r;

 58 
 on: 2014-04-19 07:25:03 
Started by tom_mai78101 - Last post by tom_mai78101
all related to best friend : asshole , cunt, faggot, douchebag, ugly , twit, twat ,dickhead, awesome, quickwitted.
Definitely won't be in the game.

 59 
 on: 2014-04-19 07:04:13 
Started by Jacob Pickens - Last post by BurntPizza
I really wasn't planning on trying to combat pirates. I just see no point, all it'll do is make things complicated for paying customers.

Ding Ding Ding!


See Cas's DLC.

 60 
 on: 2014-04-19 07:00:47 
Started by Jacob Pickens - Last post by Rayvolution
Yep, but there's also the whole "well I welcome piracy, it's free advertising," so some might not even mind.
I'd say (others have said this before me as well) "If someone finds it worthwhile to pirate my game, I must have done something right."

True. Really most pirates would of never bought your game in the first place, so it is free advertising at the cost of maybe 1 or 2 random sales per 50 or so from people who may of actually bought it instead. . . and all those pirates may end up actually increasing your sales through free advertising. I think the "ad version" of the game is probably the best way to combat piracy, simply just make a free version of the full game more accessible than the pirated version and most people will probably just stick with that one anyway.

I really wasn't planning on trying to combat pirates. I just see no point, all it'll do is make things complicated for paying customers.

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xsi3rr4x (50 views)
2014-04-15 18:08:23

BurntPizza (46 views)
2014-04-15 03:46:01

UprightPath (62 views)
2014-04-14 17:39:50

UprightPath (44 views)
2014-04-14 17:35:47

Porlus (60 views)
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2014-04-10 04:04:31

BurntPizza (142 views)
2014-04-08 23:06:04

tom_mai78101 (242 views)
2014-04-05 13:34:39

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2014-04-04 12:06:45

CJLetsGame (208 views)
2014-04-01 02:16:10
List of Learning Resources
by SHC
2014-04-18 03:17:39

List of Learning Resources
by Longarmx
2014-04-08 03:14:44

Good Examples
by matheus23
2014-04-05 13:51:37

Good Examples
by Grunnt
2014-04-03 15:48:46

Good Examples
by Grunnt
2014-04-03 15:48:37

Good Examples
by matheus23
2014-04-01 18:40:51

Good Examples
by matheus23
2014-04-01 18:40:34

Anonymous/Local/Inner class gotchas
by Roquen
2014-03-11 15:22:30
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