Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (690)
Games in Android Showcase (200)
games submitted by our members
Games in WIP (764)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 ... 7 8 [9] 10
 81 
 on: 2016-09-22 13:12:32 
Started by ags1 - Last post by ags1
There is as much chance of there being a final build of Vangard as there is of getting the final build of Linux! Smiley

 82 
 on: 2016-09-22 11:18:06 
Started by BurntPizza - Last post by princec
Today I set up Amazon SES and Sendy on Puppygames as we prepare to move our mailing list from YMLP over to our own Sendy based solution. We've got 100k double-opt-in subscribers on our mailing list. It'll now cost a couple of bucks to do a mail shot instead of a few hundred with YMLP.

Sendy is... difficult to set up. Amazon stuff is... also difficult.

Cas Smiley

 83 
 on: 2016-09-22 11:06:06 
Started by BurntPizza - Last post by J0
Just replace
bbcradio4%20http
with
http:
in the url and it works Smiley In case you're too lazy: here

 84 
 on: 2016-09-22 11:03:59 
Started by ags1 - Last post by J0
don't expect the final version before Half Life III comes out
So... Never?

 85 
 on: 2016-09-22 10:56:15 
Started by BurntPizza - Last post by Longor1996

The link seems to be broken?

 86 
 on: 2016-09-22 10:44:09 
Started by steveyg90 - Last post by ags1
If a tile is (0,0) for top left and (32,32) for bottom right, and you only have straight slopes and different heights of platform to consider then all you need are two value for height-right and height-left (hr and hl for short). For a tile that fully occupies it's space, hr and hl equal 0. for a tile that fill the bottom half of the space hr and hl are 16. For a slope hr might be 0 and hl might be 32.

 87 
 on: 2016-09-22 10:06:27 
Started by ags1 - Last post by ags1
Yes, eventually. Not only roads between villages but also little rivers too and bridges. However this needs to be done with path finding logic that doesn't consume the CPU budget.

For now I have to focus on sound and town generation some more (currently there are only two building types, and we can't have the chieftains living in hovels). Also I need to make the paths prettier at some point.

Also working on combat in my lunch breaks and height map generation intermittently, currently the game has no height map but one is required as a friend is looking at adding a 3D front end on Vangard. With another project contributor I also have to work more on documentation and coordination and separation of concerns.

I'm also haunted by the need to make economics more realistic, add in trading between towns  so they are not necessarily self-sufficient, add in the ability for towns to grow and shrink in size...

@J0, I did quite a bit of work to make my path logic more believable after your WIDT feedback. I generate several possible street grids, pick the best based on a scoring system, then add in shortcuts based on a shortcut-finding algorithm, and then minimize the tree again - so the shortcuts replace any initial unlikely paths. A better road-generation algo was suggested to me on the WIDT thread, but it was less effort to initially hack around with what I already had.

It's all a bit overwhelming, but I'm pleased that I have got crafting working for both AIs and human players. I also have made the world resizable so it can run on weaker systems now. And I did some analysis of frame timings with has improved game smoothness. Under the hood I have added a lot of integrity checks to the game assets, so all the references between skills and careers and items and creatures and plants etc are guaranteed to be valid... And that enabled me to get rid of all the hard coding and move all aspects of game content into declarative asset files. So I am making progress, but don't expect the final version before Half Life III comes out Smiley

 88 
 on: 2016-09-22 10:04:53 
Started by steveyg90 - Last post by steveyg90
Hi,

I think detecting the tile I'm on and modifying player movement regardless be simplest for my sort of game.

Thanks for the link btw :-)

ndnwarrior15 - do you have slopes in your game?

Thanks

 89 
 on: 2016-09-22 09:08:40 
Started by BurntPizza - Last post by MatthewNicholls
Just listened to an iteresting discussion on zeno paradoxes. http://www.bbc.co.uk/programmes/b07vs3v1

Starts after 2 mins.

Edit: should work now

 90 
 on: 2016-09-22 08:07:01 
Started by ags1 - Last post by J0
Are there going to be roads between towns?

Pages: 1 ... 7 8 [9] 10
 
Wave Propagation (216 views)
2016-09-20 13:29:55

steveyg90 (329 views)
2016-09-15 20:41:23

steveyg90 (328 views)
2016-09-15 20:13:52

steveyg90 (366 views)
2016-09-14 14:44:42

steveyg90 (393 views)
2016-09-14 14:42:13

theagentd (425 views)
2016-09-12 16:57:14

theagentd (361 views)
2016-09-12 14:18:31

theagentd (294 views)
2016-09-12 14:14:46

Nihilhis (726 views)
2016-09-01 13:36:54

roseslayer (1294 views)
2016-08-06 11:43:29
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
java-gaming.org 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‑gaming.org
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!