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 71 
 on: 2014-10-22 03:26:12 
Started by Jacob Pickens - Last post by LiquidNitrogen
Study other peoples artwork to get inspiration, ideas and to pick up some of their strategies and techniques. By study, I don't mean to spend an hour looking at pictures... You need to invest a large number of hours into learning how other people do what they do.

Then spend a lot of time practicing. Draw something rough, improve it a bit, improve it again. Eventually you'll get to the point where you decide it is good, or decide to try something different. I've put about 50 solid hours into drawing my little people sprites, they're still nowhere near finished and I keep changing some part of them slightly every time I look at them. Most art is a process of starting with a base concept and gradually building it up and refining it.

 72 
 on: 2014-10-22 03:09:10 
Started by Yemto - Last post by Longarmx
What's wrong with just not drawing the head?

 73 
 on: 2014-10-22 02:45:18 
Started by Jacob Pickens - Last post by HeroesGraveDev
Being a good artist takes a lot of time and practice.

You can't expect to be a good programmer within a few weeks. Nor can you become a good artist unless you put in the work.

 74 
 on: 2014-10-22 02:38:00 
Started by Yemto - Last post by dermetfan
That's hard to say knowing nothing about your game design, but maybe this:
Have a Controller interface or something and use an implementation that controls the torso for zombies and another implementation that controls the head for regular entities.

 75 
 on: 2014-10-22 02:12:52 
Started by Jacob Pickens - Last post by Jacob Pickens
If I decided to finish this project, would anyone here buy it? Was this an idea I should stick with? Any feedback? Thinking about starting this baby up again.

 76 
 on: 2014-10-22 02:09:03 
Started by Jacob Pickens - Last post by Jacob Pickens
I've always wanted to make a beautiful game. Beautiful art and the such but never am able to make anything look halfway decent. How exactly can you make beautiful art? How do you guys do it? (By art I of course me the lovely pixel art)

 77 
 on: 2014-10-22 01:34:49 
Started by Ecumene - Last post by Ecumene
Hehe, used the old indices length, instead of how many vertices were added.

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int oldSize = (vertexPositions.length / 4);
for(int i = 0; i < modelIndices.length; i++){
   modelIndices[i] += oldSize;
   
}
         
vertexIndices = concatenate(vertexIndices, modelIndices);

vertexPositions = concatenate(vertexPositions, modelPositions);
vertexTextureUVs = concatenate(vertexTextureUVs, modelTextureUVs);
vertexNormals = concatenate(vertexNormals, modelNormals);

 78 
 on: 2014-10-22 00:57:00 
Started by Andre Lopes - Last post by Andre Lopes
Traveling salesman Solver with Genetic Algorithm and Libgdx
Authors: André V Lopes and Robin Stumm

Using Mr Jeff Heaton Book, we used the code of the genetic algorithm chapter and changed the view to libGDX and made it more didactic for students. Its possible to see the algorithm running, save samples, make benchmarks and even run it in android devices!

Pictures






More information :
https://bitbucket.org/andrelopes1705/tsm-ga-solver/overview


Download Links :
https://bitbucket.org/andrelopes1705/tsm-ga-solver/downloads

PS: I will keep the binaries updated cosntantly. We have plans to improve this project.
If you wanna join us, please send a PM.

Feedback are appreciated.

Special thanks to my best German friend : Robin Smiley and Connor and Arthur and Jacob and Mr Jeff Heaton.

 79 
 on: 2014-10-22 00:40:56 
Started by Ecumene - Last post by Ecumene
Title basically says it all... I'm trying to add two vertex indices (int[]) arrays together... And it's not really working.  Undecided I think I'm taking the wrong approach on it.

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if(this.vertexPositions == null){
        // The vertex buffer is clear
   this.vertexPositions = modelPositions;
   this.vertexTextureUVs = modelTextureUVs;
   this.vertexNormals = modelNormals;
   this.vertexIndices = modelIndices;
} else {
        // A model previously has been added to the vertex buffer
   vertexPositions = concatenate(vertexPositions, modelPositions);
   vertexTextureUVs = concatenate(vertexTextureUVs, modelTextureUVs);
   vertexNormals = concatenate(vertexNormals, modelNormals);
   
-    Bulk of the problem:
   int oldSize = vertexIndices.length;
   for(int i = 0; i < modelIndices.length; i++){
      modelIndices[i] += oldSize;
   }
   
   vertexIndices = concatenate(vertexIndices, modelIndices);
}


Concatenate int[] with int[], I have another for float arrays, but they're really the same... Wink

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private int[] concatenate (int[] A, int[] B) {
    int aLen = A.length;
    int bLen = B.length;

    int[] C = (int[]) Array.newInstance(A.getClass().getComponentType(), aLen+bLen);
    System.arraycopy(A, 0, C, 0, aLen);
    System.arraycopy(B, 0, C, aLen, bLen);

    return C;
}

 80 
 on: 2014-10-22 00:29:42 
Started by ABOODYFJ - Last post by ABOODYFJ
Hey you should fix this, If you break the bedrock and fall you never die, Maybe add health features items and death?

Clicking T would send you back to spawn, Clicking F will enable flight.

If you were able to start the game and now it's crashing then delete the .vera folder in appdata, ( you can keep your world file from the saves )..
Hope that helps!

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2014-10-17 03:59:02

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Definite guide to supporting multiple device resolutions on Android (2014)
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List of Learning Resources
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List of Learning Resources
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Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06
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