Hi !
Featured games (84)
games approved by the League of Dukes
Games in Showcase (564)
Games in Android Showcase (151)
games submitted by our members
Games in WIP (605)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: 1 ... 4 5 [6] 7 8 ... 10
 on: 2015-03-27 03:40:56 
Started by MrPork - Last post by MrPork
I love you ( No homo, unless you're homo so that's cool too I guess *Chest Tap* RESPECT.)  That is ALL that I needed. To use floats. I am stuck on how such a small change can make a world of difference, thank you for teaching me something new!  Grin

 on: 2015-03-27 03:29:26 
Started by MrPork - Last post by MrPork
Well I decided to add a Line to see if my math is correct, and sure enough its correct. So it is indeed something with my math for the bullets.

 on: 2015-03-27 03:07:27 
Started by phu004 - Last post by ra4king
Reminded me a lot of Red Alert, I really enjoyed the mechanics and feel of it! I really like the ability to rotate the camera with the right and left arrow keys but I would also recommend having up/down zoom in/out of the screen as sometimes I wanted a bigger view of the environment.

Audio would also be nice Smiley

Definitely keep working on it, keep us updated!

 on: 2015-03-27 03:00:36 
Started by phu004 - Last post by chrislo27
This game has a TON of potential. The animations give me that old school RTS game feel, which I love. The AI (especially the refinery truck) is really cool and it's just fun to watch it go around and dig and deposit it back.

There wasn't a control tutorial (that I know of) so it took me some time to figure it out.

It looks really good so far! Keep working on it!   Wink

 on: 2015-03-27 02:51:36 
Started by phu004 - Last post by phu004
Hi guys, I would like to present a game I am working on for quite a while. Its a real time strategy game that is aimed to provide similar gameplay experience to many old school RTS game out there. At the moment I have complete most key components you will find in a classic RTS game.

I have yet to implelment a more interesting AI that would make some strategic decision against the player, but I can still create some challenging event with a little bit of scripting.
I have uploaded an event that was loosely based on the NOD mission "under seige" from the oringal C&C convert Mission.

Download Link:

Feel free to give it a try, any comment are welcome:)

 on: 2015-03-27 02:28:37 
Started by KudoDEV - Last post by Slyth2727
Well yes, but you're going to need to have those standard buffers (normal, depth, so on) for all advanced effects that require sampling in a kernel. Light shafts, soft shadows, and others.

 on: 2015-03-27 00:32:44 
Started by MrPork - Last post by Husk
I think you have other problems that you need to fix first, I added a couple print statements (a very useful debugging tool, just print out values and check they are correct):

System.out.println("tx: " + TargetShip.getOriginX() + " ty: " + TargetShip.getOriginY());
System.out.println("px: " + OriginPositionX + " py: " + OriginPositionY);

And I get the following output every time, without change, even attempting to target other ships:

tx: 5120 ty: 5120
px: 6120 py: 5120

Any bullets of course will travel horizontally.

Also, you are storing bullet positions as integers which is problematic because the result of a trig function may not be enough to push it over to the next integer. This means the possible angles it can travel are limited, but it will be as close as it can be. Use floats or doubles. When changing the ship to target the mouse, this problem became clear, as you can visually see the relation between the target and the angle of the shots.

 on: 2015-03-27 00:29:38 
Started by MrPork - Last post by MrPork
So how exactly would I do this with Vectors only?  Huh

 on: 2015-03-27 00:13:14 
Started by KudoDEV - Last post by KudoDEV
Well how would you go about implementing it in forward rendering? I can't find examples. And it seems tailored towards deferred rendering.

 on: 2015-03-27 00:03:01 
Started by KudoDEV - Last post by Slyth2727
SSAO is the go to method. It's really easy to implement and relatively cheap. Just kidding. It really hurts performance if done incorrectly.

Pages: 1 ... 4 5 [6] 7 8 ... 10
theagentd (7 views)
2015-03-27 23:08:20

wxwsk8er (52 views)
2015-03-20 15:39:46

Fairy Tailz (42 views)
2015-03-15 21:52:20

Olo (28 views)
2015-03-13 17:51:59

Olo (30 views)
2015-03-13 17:50:51

Olo (35 views)
2015-03-13 17:50:16

Olo (40 views)
2015-03-13 17:47:07

ClaasJG (30 views)
2015-03-10 11:36:42

ClaasJG (38 views)
2015-03-10 11:33:01

Pippogeek (45 views)
2015-03-05 14:36:23
How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21

Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!