Java-Gaming.org    
Featured games (91)
games approved by the League of Dukes
Games in Showcase (581)
games submitted by our members
Games in WIP (500)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 ... 3 4 [5] 6 7 8
  ignore  |  Print  
  MERCury - 2d Game Engine  (Read 13546 times)
0 Members and 1 Guest are viewing this topic.
Offline wessles

JGO Ninja


Medals: 49
Projects: 4
Exp: 3 years


Coding with bad posture since 2011... Nonstop.


« Reply #120 - Posted 2014-01-03 00:42:05 »

I love wtfpl  Grin

You don't know nerdiness yet; you haven't even met me!
www.wessles.com
Offline HeroesGraveDev

JGO Kernel


Medals: 212
Projects: 11
Exp: 2 years


If it wasn't Awesome, it wasn't me.


« Reply #121 - Posted 2014-01-03 00:44:25 »

Of course if you didn't want the GPL/LGPL in particular in the first place, there are plenty of more free licenses out there:

Best resource I've found on choosing a license: http://choosealicense.com/licenses/

Offline kpars

JGO Ninja


Medals: 57
Projects: 4
Exp: 2 years


Kemoy Labs/Radirius Game/Engine Developer


« Reply #122 - Posted 2014-01-03 02:17:51 »

Will be starting work on the project tomorrow!

I now officially have 3 game engines I'm supposed to be working on, it seems.

My main list of things to do is built up of level stuff and optimization, which will be really fun!

- Jev

"Living is easy with eyes closed, misunderstanding all you see. It's getting hard to be someone, but it all works out." ¤¤ Kemoy Labs: http://www.kemoy.net/
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline wessles

JGO Ninja


Medals: 49
Projects: 4
Exp: 3 years


Coding with bad posture since 2011... Nonstop.


« Reply #123 - Posted 2014-01-03 05:43:29 »

Well, everything is into WTFPL!

I just love this license. Sick of licensing issues? Just throw in a WTFPL!

Thanks for reminding me it existed, @heroesgravedev!

-wes

You don't know nerdiness yet; you haven't even met me!
www.wessles.com
Offline wessles

JGO Ninja


Medals: 49
Projects: 4
Exp: 3 years


Coding with bad posture since 2011... Nonstop.


« Reply #124 - Posted 2014-01-06 04:33:50 »

Well, me and kpars have done 3 things:

- Established github relations
- Established a team name: TEAM ALLUMINUM (creativity! yay!)
- Mind-Mapped the project out, and what we want to do later. Here is a snapshot:



You can find the mindmap file on the github page.



Another MAJOR Announcement!

We will be releasing version 1.0 within 1-1.5 months! Me and kpars will be sweeping through everything looking for bugs, documenting, and adding things. Most important to add... Data management (MERC.dat.[stuffs])!
And that is all!

Thanks Everyone! Couldn't get to this point without your support!
- Team Alluminum!

You don't know nerdiness yet; you haven't even met me!
www.wessles.com
Offline opiop65

JGO Kernel


Medals: 124
Projects: 7
Exp: 3 years


Team Alluminum


« Reply #125 - Posted 2014-01-06 04:42:15 »

Good job guys!

What did you use to create the image? I quite like how it's organized!

Offline Longarmx
« Reply #126 - Posted 2014-01-06 04:43:57 »

Is alluminum(aluminum) supposed to be spelled like that?  Smiley

Offline kpars

JGO Ninja


Medals: 57
Projects: 4
Exp: 2 years


Kemoy Labs/Radirius Game/Engine Developer


« Reply #127 - Posted 2014-01-06 04:45:02 »

It's a program called XMind!

And as Wessles said in a Reddit post, it's apparently supposed to be misspelled. 

"Living is easy with eyes closed, misunderstanding all you see. It's getting hard to be someone, but it all works out." ¤¤ Kemoy Labs: http://www.kemoy.net/
Offline opiop65

JGO Kernel


Medals: 124
Projects: 7
Exp: 3 years


Team Alluminum


« Reply #128 - Posted 2014-01-06 17:28:36 »

XMind is amazing thanks! In under 10 minutes I organized everything I need to do in the immediate future for my tutorial series!

Offline NegativeZero

JGO Coder


Medals: 14
Projects: 2


Zero but not.


« Reply #129 - Posted 2014-01-06 22:54:21 »

I had seen a screenshot of xMind at some point, and despite multiple searches, could never find it!
So thanks a bunch ^.^
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline wessles

JGO Ninja


Medals: 49
Projects: 4
Exp: 3 years


Coding with bad posture since 2011... Nonstop.


« Reply #130 - Posted 2014-01-12 04:29:40 »

Well guys, it took forever for me to decide on, but...

I will not be reinventing the wheel for sound and creating my own .ogg, .mid, and .wav decoders.
i just vomited a little in my mouth typing that...i feel dirty...

I was trying to get .oggs to work, but it got to the point where I was sacrificing quality, and taking too much time on something simple. So I decided that I should just find a library. What better than paulscode's 3D Sound Engine? It is amazing taking plugins for different formats (so extra space is now optional space), and making sounds a pleasure to work with. Also, it is WAY more complex and fast than anything I could write up in less than a month.

So I just took paulscode, and did a few things with it:

- You can add in codecs optionally, and if you don't all you get is a Logger warning.
- You can add in LibraryLWJGLOpenAL optionally too, if you don't plan on using sound!
    * All you really need to have is the Sound Engine itself.
- Wrapped everything in a nice Audio class, which will
    * Create an Audio object
    * Supports .wav, .ogg, and .mid
    * Plays, stops, loops, toggles
    * Volume, and pitch controls
    * Master volume control staticly

You can now use sound like this (as pulled from MERCury.test.AudioTest) :
1  
2  
3  
4  
5  
6  
7  
RM.loadResource(Audio.loadAudio("res/test/AudioTest/sound.ogg", false), "ogg");
RM.loadResource(Audio.loadAudio("res/test/AudioTest/sound.wav", false), "wav");

if (in.keyDown(Keyboard.KEY_W))
            ((Audio) rnr.resourceManager().retrieveResource("wav")).play();
else if (in.keyClicked(Keyboard.KEY_O))
            ((Audio) rnr.resourceManager().retrieveResource("ogg")).toggle();




Now, there is also a new, slightly less important few changes with Logging:

- You can log in different levels, from NULL, to INFO, to DEBUG, to  WARNING, and to SEVERE(Shuts down program by throwing a SevereLogException).
- All initialization in the Runner is in the present tense, not the past tense (just a standard that I forgot when making it).
- Removed saving to a log file. Will be replaced by a cleaner, and less space consuming method in the next feature.



Also, I have added in a feature in MERCuryException: have you ever had a non-tech-inclined person ask you what is going on, and you needed the console output, but they have no clue how to get that? Well, now MERCuryException will save its stack-trace into a [date].stacktrace, which you can direct your users to find, and give. You can disable this static-ly with:
1  
 MERCuryException.setSaveStackTrace(false);




Finally, and probably the most useful, is data-management.

- MercData added into MERCury.data. This will allow you to:
    * Create a new .MERC.dat file
    * Write to a .MERC.dat file
    * Parse a .MERC.dat file
- Parser version allows you to know whether or not MercData needs to be updated.

The way this will work, is:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
/*[Game Started]*/

/*...*/

// Load all of the data from the save file...
MercData mercdat = new MercData("my/file/location");
this.x = mercdat.getProperty("x");
this.y = mercdat.getProperty("y");
this.health = mercdat.getProperty("hp");

/*...*/

/*[Game Closing]*/

// Set all of the data, since the game is saving...
mercdat.setProperty("x", ""+x);
mercdat.setProperty("y", ""+y);
mercdat.setProperty("hp", ""+hp);




Also, the source code is in next-line braces (gasp!), since Jev is used to C++ right now.



That is all, and thank you very much for following our progress, and let us know what you think! Every post is just a little bit closer to v1.0!

- Team Alluminum!

P.S.
The xmind was appropriately moved into /evilplans, and I refactored some code into more organized packages.

P.S.S.
Thanks for 4 reddit readers too! We have a bit to go to beat /r/pics though...

You don't know nerdiness yet; you haven't even met me!
www.wessles.com
Offline opiop65

JGO Kernel


Medals: 124
Projects: 7
Exp: 3 years


Team Alluminum


« Reply #131 - Posted 2014-01-12 04:43:37 »

Hey Wessles, check your inbox please!

Offline wessles

JGO Ninja


Medals: 49
Projects: 4
Exp: 3 years


Coding with bad posture since 2011... Nonstop.


« Reply #132 - Posted 2014-01-12 05:03:27 »

Well, we have another team member it looks like.
presenting...
opiop65 !

As you probably know, he is REALLY good with OGL stuffs, so we will be looking forward to any graphical increases!

also: In celebration for both the upcoming v1.0 and opiop65 joining, I made a little poster:



You don't know nerdiness yet; you haven't even met me!
www.wessles.com
Offline wessles

JGO Ninja


Medals: 49
Projects: 4
Exp: 3 years


Coding with bad posture since 2011... Nonstop.


« Reply #133 - Posted 2014-01-17 01:23:36 »

Hey guys!

I decided I would start a little video tutorial series since I was bored. Here is a start!

<a href="http://www.youtube.com/v/QUbQnCwkN4c?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/QUbQnCwkN4c?version=3&amp;hl=en_US&amp;start=</a>

Full playlist

You don't know nerdiness yet; you haven't even met me!
www.wessles.com
Offline HeroesGraveDev

JGO Kernel


Medals: 212
Projects: 11
Exp: 2 years


If it wasn't Awesome, it wasn't me.


« Reply #134 - Posted 2014-01-17 02:01:41 »

I went to the Github repo and had a quick look through some of the code.

Check the issues for some of the things I found.

Offline opiop65

JGO Kernel


Medals: 124
Projects: 7
Exp: 3 years


Team Alluminum


« Reply #135 - Posted 2014-01-17 02:37:23 »

We'll look into them, thanks!
Though the engine is based really on OpenGL so I don't know if it would be easy to abstract it like you said we need to.
- Team Alluminum

Offline opiop65

JGO Kernel


Medals: 124
Projects: 7
Exp: 3 years


Team Alluminum


« Reply #136 - Posted 2014-01-20 03:03:15 »

We have a huge update coming soon for the engine courtesy of yours truly Wink Oh and the rest of TEAM ALLUMINUM... Making an awesome little test "game" to go along with the new update, so watch out for it!

-Team Alluminum

Offline wessles

JGO Ninja


Medals: 49
Projects: 4
Exp: 3 years


Coding with bad posture since 2011... Nonstop.


« Reply #137 - Posted 2014-01-20 03:38:50 »

Speaking of that particular update  Grin (should more be called a release,like v1.0 or something...), we alone cannot point out all of the bugs! While we are sweeping for bugs, chances are there are a whole bunch that no one has found yet.

So Team Alluminum is asking you all to try out the engine! Play around with it, as the best bug-sweep is general usage! It will help us all get closer to the v1.0 update! And if you do find any bugs, just report them at github, here!

On behalf of me and the team: thanks.



In unrelated news, I have added in a splash-screen capability. Example ripped from here:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
    @Override
    public void init(ResourceManager RM)
    {
        try
        {
            Texture tex = Texture.loadTexture("res/splash.png");
            float ratio = tex.getTextureWidth() / tex.getTextureHeight();
            int height = (int) (rnr.width() / ratio);
            SplashScreen splash = new SplashScreen(tex, 3000, rnr.width(), height, true);
            rnr.addSplashScreen(splash);
        } catch (IOException e)
        {
            e.printStackTrace();
        }
    }


That is all,
-wes

You don't know nerdiness yet; you haven't even met me!
www.wessles.com
Offline Sickan

Senior Member


Medals: 8



« Reply #138 - Posted 2014-01-20 07:20:43 »

You should use a .gitignore file to remove the /bin folder from your repo.

I'm just here to learn.
Offline wessles

JGO Ninja


Medals: 49
Projects: 4
Exp: 3 years


Coding with bad posture since 2011... Nonstop.


« Reply #139 - Posted 2014-01-23 04:09:14 »

Hello.

I have made the MERCury.part package. You know what that is for?

GrinParticles!Grin

I decided that I should get a start on this. There will be textured particles, but for now this is what I have gotten.



You can customize the gravity, color, size, velocity, and life span of these little particles! Very easy to do:

Make an emitter
1  
emitter = new ParticleEmitter(Runner.getInstance().width(2), Runner.getInstance().height(2), new Vec2(0, 40), 1f, Color.yellow, 3, 3, new Vec2(0, 0.2f), 90);


Update and Render
1  
2  
3  
4  
5  
emitter.update(delta);

..

emitter.render(Graphics g);


Profit from Orange Juice Simulator 2014


I plan to add in some more advanced features to it, but for now this is a good start.

Or was it? Let us know what you think!

Thanks guys,
-wes

You don't know nerdiness yet; you haven't even met me!
www.wessles.com
Offline wessles

JGO Ninja


Medals: 49
Projects: 4
Exp: 3 years


Coding with bad posture since 2011... Nonstop.


« Reply #140 - Posted 2014-01-24 03:10:26 »

The New Particles


Hey guys!

I decided to optimize the particle system a bit. Now the particles have the option to shrink slowly until they die off, and are wiped. It has been a joy to make this demo, and I am satisfied with it. I think it highlights the uses of Particles!

I will probably add in textured particles, then make a tutorial for it.

You can try the demo by importing the project, and running one of the MANY tests called ParticleTest. Enjoy!

What do you think I should add into the particles system for v1.0?
Your guys' input really keeps this project fun and interesting for me and the team, so let me know by replying!


Thanks,
-wes

You don't know nerdiness yet; you haven't even met me!
www.wessles.com
Offline kingroka123

JGO Knight


Medals: 22
Projects: 3
Exp: 10-12 months


Gamer's Helmet


« Reply #141 - Posted 2014-01-24 03:15:33 »

That looks really cool  Grin. May I suggest making the particles to spin around their centers until dead also? And maybe a gradient over time effect (start out black but a gradual fade to white; gradient speed would depend on life). Keep up the good work Smiley

Offline SwordsMiner

JGO Coder


Medals: 6
Projects: 2
Exp: 10-12 months


Head of the Indie Developing team Revereor.


« Reply #142 - Posted 2014-01-24 04:36:20 »

I'll stick with SAGL (Sword's Awesome Game Library, Developed by SwordsMiner, Copyright 2014 - ∞ )

- The one and only, SwordsMiner.

YOUTUBE
TWITTER
INACTIVE WEBSITE
Offline wessles

JGO Ninja


Medals: 49
Projects: 4
Exp: 3 years


Coding with bad posture since 2011... Nonstop.


« Reply #143 - Posted 2014-01-24 04:42:05 »

Copyrights can only go for so long. Like, 30 years after authors death I think?

You don't know nerdiness yet; you haven't even met me!
www.wessles.com
Offline SwordsMiner

JGO Coder


Medals: 6
Projects: 2
Exp: 10-12 months


Head of the Indie Developing team Revereor.


« Reply #144 - Posted 2014-01-24 04:49:01 »

75. Oh and, I have been meaning to ask you. I would love a lwjgl shader library where you can just give some rectangles or something of the sort and add a light and its all nice like box2d (no I wont use jBox2d)

- The one and only, SwordsMiner.

YOUTUBE
TWITTER
INACTIVE WEBSITE
Offline opiop65

JGO Kernel


Medals: 124
Projects: 7
Exp: 3 years


Team Alluminum


« Reply #145 - Posted 2014-01-24 15:34:18 »

Well, I haven't asked Wessles if I should post about this, so maybe I'll get yelled at, but I've added in networking to MERCury! Well, it was a while ago, but I'm finally getting around to saying it!

We use Kryonet to provide easy to use networking, and fast connections between clients and servers. I have abstracted Kryonet to make it even easier to use(!), and in the process created a few simple demos which you can find on the Github repository here:
https://github.com/weslgames/MERCury

The wiki page is almost finished, so take a look at the networking segment when it's done to see how easy it is to add in online fun!

Offline wessles

JGO Ninja


Medals: 49
Projects: 4
Exp: 3 years


Coding with bad posture since 2011... Nonstop.


« Reply #146 - Posted 2014-01-24 20:56:13 »

Nice. Been meaning to mention that.

You don't know nerdiness yet; you haven't even met me!
www.wessles.com
Offline wessles

JGO Ninja


Medals: 49
Projects: 4
Exp: 3 years


Coding with bad posture since 2011... Nonstop.


« Reply #147 - Posted 2014-01-28 02:52:45 »

You know how the way you loaded resources so far has been by feeding in a location by String? You may have already seen the flaw with this plan. Where is that loading from?! Well, I have finally decided to fix that. For a few reasons:

  • This will be more user-friendly
  • We can now have resources in the MERCury.jar, with the splashscreens, tests, and default shaders
  • Loading is actually easier to understand now

I know what you are thinking: Wessles, that sounds mighty fine, but how oh how shall we use this fine addition to the official engine?

Well, most of it is done for you. All the classes that required resources with String based locations are now changed to accept URL's, or InputStreams. But there is a new class called Loader. Loader will load resources! There will be the following methods in it (static):
1  
2  
3  
4  
5  
6  
// Returns a URL
Loader.URLFromClassPath("res/crap.file");
Loader.URLFromSys("res/crap.file");
// Returns an InputStream (buffered, of course)
Loader.streamFromClasspath("res/crap.file");
Loader.streamFromSys("res/crap.file");


You will use this in a lot of scenarios, but one of them is textures (ripped from ParticleTest):
1  
RM.loadResource(Texture.loadTexture(Loader.streamFromClasspath("com/teama/merc/test/torch.png")), "torch");


And that is all, everyone. This update more benefits the development of the engine, as we can now pack resources into the jar.

If you want, let me know what you think!

Goodbye!
-wes

You don't know nerdiness yet; you haven't even met me!
www.wessles.com
Offline Danny02
« Reply #148 - Posted 2014-01-28 09:44:11 »

I like the approach a lot of AAA game engines do. Just try to load from the classpath and the filepath, were as the filepath is prefered over the classpath. This enables someone to easily replace/mod single resources. Say you have a texture in your jar with the name "textures/my/awsome/skin.jpg", know if some player things that he want to lay with some other skin, he can just add a file with the same name to his own game directory.

This has the approach that the players are not corrupting their core game-files while modding, which lets them still upgrade/patch the game without troubles.
Offline wessles

JGO Ninja


Medals: 49
Projects: 4
Exp: 3 years


Coding with bad posture since 2011... Nonstop.


« Reply #149 - Posted 2014-01-30 00:13:03 »

@Danny02
Just did that. That was a good call, and I thank you for your input. +1

I made some substantial progress on the github wiki. I so far have the basics of MERCury down, and plan to add in 'Advanced Rendering,' 'Audio' and more soon.

Let me know what you think about the wiki (besides for grammar. My brother 'grammarbro' will fix that soon) !
and star it like crazy; cos we're desperate n' all

Thanks guys!
-wes

You don't know nerdiness yet; you haven't even met me!
www.wessles.com
Pages: 1 ... 3 4 [5] 6 7 8
  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.

xsi3rr4x (55 views)
2014-04-15 18:08:23

BurntPizza (53 views)
2014-04-15 03:46:01

UprightPath (66 views)
2014-04-14 17:39:50

UprightPath (49 views)
2014-04-14 17:35:47

Porlus (66 views)
2014-04-14 15:48:38

tom_mai78101 (90 views)
2014-04-10 04:04:31

BurntPizza (151 views)
2014-04-08 23:06:04

tom_mai78101 (246 views)
2014-04-05 13:34:39

trollwarrior1 (204 views)
2014-04-04 12:06:45

CJLetsGame (211 views)
2014-04-01 02:16:10
List of Learning Resources
by SHC
2014-04-18 03:17:39

List of Learning Resources
by Longarmx
2014-04-08 03:14:44

Good Examples
by matheus23
2014-04-05 13:51:37

Good Examples
by Grunnt
2014-04-03 15:48:46

Good Examples
by Grunnt
2014-04-03 15:48:37

Good Examples
by matheus23
2014-04-01 18:40:51

Good Examples
by matheus23
2014-04-01 18:40:34

Anonymous/Local/Inner class gotchas
by Roquen
2014-03-11 15:22:30
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!