Java-Gaming.org    
Featured games (81)
games approved by the League of Dukes
Games in Showcase (481)
Games in Android Showcase (110)
games submitted by our members
Games in WIP (548)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 [2] 3 4 5
  ignore  |  Print  
  Astrofirm  (Read 14870 times)
0 Members and 1 Guest are viewing this topic.
Online HeroesGraveDev

JGO Kernel


Medals: 245
Projects: 11
Exp: 2 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #30 - Posted 2013-09-30 23:22:02 »

Says "Access Denied" on Google Drive.

Sad

Online wessles

JGO Wizard


Medals: 66
Projects: 4
Exp: 3 years


Profile picture isn't relevant.


« Reply #31 - Posted 2013-09-30 23:27:16 »

Can you just put it on something not google drive?

Offline kingroka123

JGO Knight


Medals: 29
Projects: 5
Exp: 1 year


Gamer's Helmet


« Reply #32 - Posted 2013-10-01 00:22:45 »

okay the link was changed to dropbox, I also forgot to add a control saying how to get money: just mine blocks and to start the game, press login

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Online wessles

JGO Wizard


Medals: 66
Projects: 4
Exp: 3 years


Profile picture isn't relevant.


« Reply #33 - Posted 2013-10-01 19:31:00 »

How do I get an account? I tried just inputting random info, and it didn't work!

Offline kingroka123

JGO Knight


Medals: 29
Projects: 5
Exp: 1 year


Gamer's Helmet


« Reply #34 - Posted 2013-10-01 20:35:22 »

Really? There are no accounts yet, first check if you are on a windows computer because as of right now, it installs to the app data folder and I haven't set it up for mac or Linux other if you are on a PC then just pressing login should download the game and play it, if it froze when you pressed login, that was it downloading the game. If you closed out of the window while this was happening then go into your appdata folder and delete .astrofirm if you see it. I'm sorry for the complication but the launcher is still in its very early stages of development

Offline kingroka123

JGO Knight


Medals: 29
Projects: 5
Exp: 1 year


Gamer's Helmet


« Reply #35 - Posted 2013-10-08 17:04:28 »

New Video to show what I have been working on, added a tasking system to ease troop command. Update coming soon Smiley

<a href="http://www.youtube.com/v/QmlHgYTepSI?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/QmlHgYTepSI?version=3&amp;hl=en_US&amp;start=</a>

Offline kingroka123

JGO Knight


Medals: 29
Projects: 5
Exp: 1 year


Gamer's Helmet


« Reply #36 - Posted 2013-10-13 20:25:01 »

it seems I have the worst of luck with this kind of stuff Emo

Offline kingroka123

JGO Knight


Medals: 29
Projects: 5
Exp: 1 year


Gamer's Helmet


« Reply #37 - Posted 2013-10-13 20:27:36 »

I actually have colored lights included but I'm going to make a video on those  Grin

Offline kingroka123

JGO Knight


Medals: 29
Projects: 5
Exp: 1 year


Gamer's Helmet


« Reply #38 - Posted 2013-10-13 21:22:33 »

here is a zip containing the .jar because the launcher is in way too early development for release:
Astrofirm

just run the jar and ignore the sprites.

Offline opiop65

JGO Kernel


Medals: 154
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #39 - Posted 2013-10-13 23:05:12 »

The lights look great! I'll check out the game when I get home Smiley

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline kingroka123

JGO Knight


Medals: 29
Projects: 5
Exp: 1 year


Gamer's Helmet


« Reply #40 - Posted 2013-10-14 00:07:44 »

Thanks the lights are not in the current release but will be in a few days, just need to smooth out a day/night cycle

Offline opiop65

JGO Kernel


Medals: 154
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #41 - Posted 2013-10-14 00:57:08 »

Alright, so I just ran it, and I noticed the window size was huge! I have a 1920x1080 monitor, and it took up the whole screen. I'm going to venture a guess and say that you're detecting the window resolution, and setting the window to that size, and I'd scale it down a little!

The other thing is the mouse cursor is locked to the grid (I believe), and it feels strange because it jumps around from block to block instead of smoothly from pixel to pixel. Other than that, I would ask how you generate your terrain because it's very simple but nice Cheesy

Offline kingroka123

JGO Knight


Medals: 29
Projects: 5
Exp: 1 year


Gamer's Helmet


« Reply #42 - Posted 2013-10-14 01:16:45 »


thanks for the criticism  Wink

I agree that the window size is very large, in the next update i will reduce the size and hopefully have a way to  resize the window in game without a change i  aspect ratio.

The mouse is locked to the screen for testing purposes really but will be change in the future so it does not actually hinder mose movment.

I generate my terrain using general simplex noise. I first spawn a huge rectagle of blocks and set eaches coordinates to be their getter. When i am generating terrain, the code gets the height from the simplex noise and the current x values of the loop and turns that block into whatever it needs like this:

1  
2  
3  
4  
5  
6  
7  
  
for(int x=0;x<mapsize; x++){
           for (int y=0;y<layers;y++){
                float height =SimexNoise.noise(x/turbulence, heightlim);
                  getBlock(x, y+height).air=false;
      {
}

Pretty much like that

Offline opiop65

JGO Kernel


Medals: 154
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #43 - Posted 2013-10-14 10:44:53 »

Oh, very cool! So can I ask what value your variable turbulence is set to? And is heightlim literally your height limit? My terrain isn't as cool as yours, it just removes a block here or there :/

Offline kingroka123

JGO Knight


Medals: 29
Projects: 5
Exp: 1 year


Gamer's Helmet


« Reply #44 - Posted 2013-10-14 23:06:51 »

my height limit is 60 and my turbulence is a random number between 1 and 257. There is some other stuff with id placement but It's basically just checking the biome then assigning the ids according to the layer the blocks are on.

Offline opiop65

JGO Kernel


Medals: 154
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #45 - Posted 2013-10-14 23:31:34 »

So I'm a little confused. Does the y variable create the height differences in your map, like the hills? You said you had a block of tiles and then ran over them with simplex noise, but does that create the hill effect?

Offline kingroka123

JGO Knight


Medals: 29
Projects: 5
Exp: 1 year


Gamer's Helmet


« Reply #46 - Posted 2013-10-14 23:34:14 »

Remember that first I spawn a big rectangle of blocks, the y is there to loop through all of the blocks the check if the simplex noise wants it to be a solid block.
[EDIT]
I may start a tutorial thread on this

Offline opiop65

JGO Kernel


Medals: 154
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #47 - Posted 2013-10-14 23:41:35 »

Oh, I see, I think. Do you use the value from the noise generator and assign the layers of tiles? A tutorial would be great, I've tried a bunch of different values, and I can't get that hill affect. I usually get a one tile difference on the top layer of tiles, and thats it.

Offline kingroka123

JGO Knight


Medals: 29
Projects: 5
Exp: 1 year


Gamer's Helmet


« Reply #48 - Posted 2013-10-15 00:01:10 »

Oh, I see, I think. Do you use the value from the noise generator and assign the layers of tiles? A tutorial would be great, I've tried a bunch of different values, and I can't get that hill affect. I usually get a one tile difference on the top layer of tiles, and thats it.

Okay so here is my code:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
for (int x = 0; x < mapSize; x++) {
         for (int y = 0; y < layers; y++) {
            double o = SimplexNoise.noise(x / (float) (lol + 1) + it,
                  heightlim) * 16;
            int height = (int) (round(o, 1));
            if (y < heightlim) {
               if (check(x, y + height)) {//check if block exists
                 block[x][y + height].id = id;//set block id
                 block[x][y + height].air = false;//set block collidable
              }
            }
         }
     
      }
   }


make sure the blocks have a air value of true when this is run

Offline opiop65

JGO Kernel


Medals: 154
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #49 - Posted 2013-10-15 00:08:42 »

can I ask what the values lol and it are? Thanks for helping me so much Smiley

Offline kingroka123

JGO Knight


Medals: 29
Projects: 5
Exp: 1 year


Gamer's Helmet


« Reply #50 - Posted 2013-10-15 00:16:09 »

no Problem, this game will probably be open source eventually anyway  Wink

lol would equal the turbulence so a number between 1 and 157  (I couldn't come up with a good variable name at the time   Roll Eyes ) I generate this number with the random class already in java

Offline opiop65

JGO Kernel


Medals: 154
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #51 - Posted 2013-10-15 00:34:33 »

Nope, its not working still :/ Here's my code:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
public void create() {
      int l = rand.nextInt(157) + 1;
      for (int x = 0; x < width; x++) {
         for (int y = 0; y < height; y++) {
            double o = SimplexNoise.noise(x / l + 1, 512) * 32;
            int height = (int) (SimplexNoise.fastfloor(o));
            System.out.println(height);
            if (y + height < 512 && height > 0) {
               tiles[x][(int) (y + height)] = new Tile("Grass");
            }
         }
      }
   }

Curiously, it seems that all the tiles are flipped when I generate the noise. Here's a picture of what I mean:


Edit: So I stopped adding one to the variable and now the terrain is a lot more spiky, I guess you could say. But the y values are still screwed up! Everything is flipped!

Offline kingroka123

JGO Knight


Medals: 29
Projects: 5
Exp: 1 year


Gamer's Helmet


« Reply #52 - Posted 2013-10-15 00:55:14 »

are you using libgdx? beacuse regular java flips the y coordinate for some reason.

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
public void create() {
      int l = rand.nextInt(157) + 1;
      for (int x = 0; x < width; x++) {
         for (int y = height; y >= height; y--) {//changed
           double o = SimplexNoise.noise(x / l + 1, 60) * 32;//changed
           int height = (int) (SimplexNoise.fastfloor(o));
            System.out.println(height);
            if (y + height <60&& height > 0) {//changed
              tiles[x][(int) (y + height)] = new Tile("Grass");
            }
         }
      }
   }


try this I don't really know how it will work though :/

Offline opiop65

JGO Kernel


Medals: 154
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #53 - Posted 2013-10-15 01:03:01 »

No, I'm using LibGDX. Hmm, after a few tries of messing around with the variables, it still doesn't work Tongue Do you know where you learned how to use SimplexNoise? Because obviously I'm doing something very wrong here!

Offline kingroka123

JGO Knight


Medals: 29
Projects: 5
Exp: 1 year


Gamer's Helmet


« Reply #54 - Posted 2013-10-15 01:07:07 »

I came here for my simplex noise. I just copied the statement at the top, and the 2d SimplexNoise class

Offline opiop65

JGO Kernel


Medals: 154
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #55 - Posted 2013-10-15 01:08:52 »

Ah yeah, I already have that class. I was wondering where you actually got those values to add to the noise function, because our games are a little different so the code won't produce the same results!

Offline kingroka123

JGO Knight


Medals: 29
Projects: 5
Exp: 1 year


Gamer's Helmet


« Reply #56 - Posted 2013-10-15 01:11:08 »

oh, trial and error is really what I did  Undecided . I kept on changing variables until a sufficient range was found

Offline kingroka123

JGO Knight


Medals: 29
Projects: 5
Exp: 1 year


Gamer's Helmet


« Reply #57 - Posted 2013-10-15 01:15:21 »

I just discovered that I don't let my turbulence drop below 45, this doesn't solve your problem but could heed better looking terrain

Offline opiop65

JGO Kernel


Medals: 154
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #58 - Posted 2013-10-15 01:26:04 »

Well, my problem is still that the terrain generates upside down :/ I think I managed to create some decent looking terrain (ok not really), but its useless upside down Tongue!

Offline kingroka123

JGO Knight


Medals: 29
Projects: 5
Exp: 1 year


Gamer's Helmet


« Reply #59 - Posted 2013-10-15 01:43:21 »

Okay try this:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
public void create() {
      int l = rand.nextInt(157) + 1;
      for (int x = 0; x < width; x++) {
         for (int y = height; y >= height; y--) {//changed
           double o = SimplexNoise.noise(x / l + 1, 60) * 32;//changed
           int height = (int) (SimplexNoise.fastfloor(o));
            System.out.println(height);
            if (y -height <60) {//changed
              tiles[x][(int) (y - height)] = new Tile("Grass");
            }
         }
      }
   }

Pages: 1 [2] 3 4 5
  ignore  |  Print  
 
 

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

atombrot (26 views)
2014-08-19 09:29:53

Tekkerue (24 views)
2014-08-16 06:45:27

Tekkerue (23 views)
2014-08-16 06:22:17

Tekkerue (14 views)
2014-08-16 06:20:21

Tekkerue (22 views)
2014-08-16 06:12:11

Rayexar (60 views)
2014-08-11 02:49:23

BurntPizza (38 views)
2014-08-09 21:09:32

BurntPizza (30 views)
2014-08-08 02:01:56

Norakomi (37 views)
2014-08-06 19:49:38

BurntPizza (67 views)
2014-08-03 02:57:17
List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

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

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08
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!