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 on: 2016-11-30 07:33:26 
Started by bornander - Last post by Stampler

First off all I really like your game and I wouldn't change anything about the game mechanics.
The only thing I would improve are your graphics for the buttons on the play screen. I don't think your target group cares much about the looks of it, but IMO they don't really fit into the whole scenery. The buttons are just plain black and white and not even centered. I'd love to see some more "fancy" buttons.  Grin

Anyways, it's a great game  Pointing

 on: 2016-11-30 06:26:09 
Started by philfrei - Last post by philfrei
Yes, just a separator. I put very little into the GUI. It is just a series of JavaFX HBoxes, stacked one on top of another in a GridPane. The "separator" is an empty HBox with a background color:

    HBox sectionBar = new HBox();
    sectionBar.setStyle("-fx-background-color: #8080FF;");

Supposed to be light blue. Is kind of purple now that you mention it. It shouldn't have moved! Computer needs an exorcist?

I look forward to seeing what you come up with.

 on: 2016-11-30 05:27:39 
Started by FabulousFellini - Last post by Rayvolution
No problem, just keep in mind high and ultra high gloss will REALLY show any minor imperfections down to the smallest of scratches. You can use this to your advantage though assuming this is real wood, because it'll accent all the wood grain and look really cool.

But, it will also show any nicks and dings you might of put on it during assembly. Although that could be part of the charm, it'll look professional quality either way if you use a good paint. Wink

 on: 2016-11-30 04:00:23 
Started by BurntPizza - Last post by Archive

This is amazing haha

Speaking of id software, I just found out about their genius when it comes to t-junction removal. It's all made simple by creating the map out of convex brushes!

 on: 2016-11-30 01:54:11 
Started by BurntPizza - Last post by ShadedVertex
By the way, what's PBR? Google turned up Panda rendering engine and Physically based rendering.

PBR stands for physically based rendering, which is a theoretical lighting model that's more physically accurate. It's just a way more realistic lighting model. IBR stands for Image-Based Rendering, which basically refers to "taking photos" of the surrounding and using that to render reflections on an object. IBR is often used in conjunction with PBR.

 on: 2016-11-30 01:15:10 
Started by BurntPizza - Last post by delt0r
java monkey engine. It really is very good. And the devs are super helpful.

 on: 2016-11-30 01:11:58 
Started by BurntPizza - Last post by CommanderKeith
Neat, I actually assumed that you were using 2D graphics as most top-down view games do. Will be cool to see the more advanced 3D version you're working on. How are you doing it, using Unity, LWJGL, JMonkey engine or something else?

 on: 2016-11-30 00:19:40 
Started by BurntPizza - Last post by delt0r
By the way, what's PBR? Google turned up Panda rendering engine and Physically based rendering.
Physically based rendering, it is what most engines and games are moving to. It is what pixar and co have been using for a long time. I should also add i am also use IBR or Image Based Rendering as well.

 on: 2016-11-29 22:19:55 
Started by VoidBuffer - Last post by VoidBuffer
Thanks for that article and the explanation, it hits the bullet on the head for me. I feel there needs to be a balance that is found, and it's on a case to case basis depending on your project. Google searches will show that MVC is not a preferable way to design a game, and can actually lead to inefficiencies. Instead of following a strict pattern, you can attempt to follow the basis of a pattern like MVC as per my previous post.

 on: 2016-11-29 21:59:24 
Started by VoidBuffer - Last post by KaiHH
I have one or two spare minutes, so I'd like to talk a bit about software design, design patterns and MVC:

One good article about MVC is this one:
Compared to the Wikipedia article the MSDN one for once explains the WHY. Why do people use MVC? What is the problem it solves?
And, even though being marked "Retired", it is very valid.

Once you discover the essence of why certain architecture styles and design patterns exist, you can forget about patterns at all, and only have to ask yourself one single question which will lead you to the right design: "What parts of the system are likely to change and which parts are unlikely to change?"
It has always been that question driving all designs and it will always be just about: Change.
We design for change.

When things can change, we want to isolate them, so that once they change, they do not lead to substantial other parts of the system having to change, too, which would increase rigidity and fragility of the software.
When, on the other side, something doesn't change, we can tie it to the rest of the system as strongly as possible, so as to reduce complexity and likely increase performance.

About every behavioural and structural design pattern I know, is just driven by how to handle change, be it adaptation or extension.

If it wasn't for change, then every system could be implemented using a single file, module, class, compilation unit, etc.
Because we would never have to maintain, extend, adapt, transform, or otherwise manipulate it ever again.
But in our world, such constancy does not exist. Every software needs to be changed in one way or the other. Always.
The trick about good software design is to try to know which parts change in which ways, and then design the system to make such changes easy to do. This is the pure essence of the Software Engineering field.

There is one great article by Martin Fowler, called Who Needs An Architect?, which has influenced me a lot. In it, Martin Fowler also quotes Ralph Johnson as he explains what he thinks "Architecture" is and how it relates to change. One great paragraph about "change" is this:
If you pick any one aspect of software
then you can make it easy to change,
but we don’t know how to make everything
easy to change. Making something
easy to change makes the overall system
a little more complex, and making
everything easy to change makes the entire
system very complex. Complexity is
what makes software hard to change.

That was just what came to my mind when I read this thread about MVC. So, sorry if it was too long and boring. Smiley

Pages: 1 ... 5 6 [7] 8 9 10
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2016-10-24 17:43:15

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2016-10-22 15:22:05

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2016-10-22 01:57:43

Roquen (302 views)
2016-10-17 12:09:13
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 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‑
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