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  Mercury: The Simple 2D Game Library | >> BETA coming soon <<  (Read 31216 times)
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Offline HeroesGraveDev

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« Reply #120 - Posted 2014-01-02 23:44:25 »

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

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Extreme Typist.


« Reply #121 - Posted 2014-01-03 01:17:51 »

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

Offline wessles

JGO Wizard


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Radirius Software


« Reply #122 - Posted 2014-01-03 04:43:29 »

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

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

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Radirius Software


« Reply #123 - Posted 2014-01-06 03:33:50 »

Well, me and kpars have done 3 things:

- Established GitHub relations
- Established a new team name: Radirius Software
- 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 1.0.0 of MERCury within a few months. Me and kpars will be sweeping through everything looking for bugs, documenting the code, and creating new features! The most important feature we're bringing being... Data Management! (MERC.dat.___)

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

Offline opiop65

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« Reply #124 - Posted 2014-01-06 03:42:15 »

Good job guys!

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

Online Longarmx
« Reply #125 - Posted 2014-01-06 03:43:57 »

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

Offline kpars

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Extreme Typist.


« Reply #126 - Posted 2014-01-06 03:45:02 »

It's a program called XMind!

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

Offline opiop65

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« Reply #127 - Posted 2014-01-06 16:28:36 »

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

Online NegativeZero

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Zero but not.


« Reply #128 - Posted 2014-01-06 21:54:21 »

I had seen a screenshot of xMind at some point, and despite multiple searches, could never find it!
So thanks a bunch ^.^
Offline wessles

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Radirius Software


« Reply #129 - Posted 2014-01-12 03:29:40 »

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, MIDI, and WAV decoders.
i just vomited a bit while typing that...

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 that should've been insanely simple. I've decided that I should just find a library. What better to use than paulscodee? It is amazing taking in plugins for different formats, making sounds a pleasure to work with.

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 WAVs, OGGs, and MIDIs.
    - Plays, stops, loops, toggles
    - Volume, and pitch controls
    - And master volume control statically

You can now use sound like this: (Ripped from the AudioTest class)
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resourceManager.loadResource(Audio.loadAudio("res/test/AudioTest/sound.ogg", false), "ogg");
resourceManager.loadResource(Audio.loadAudio("res/test/AudioTest/sound.wav", false), "wav");

if (in.keyDown(Keyboard.KEY_1))
            ((Audio) runner.resourceManager().retrieveResource("wav")).play();
else if (in.keyClicked(Keyboard.KEY_2))
            ((Audio) runner.resourceManager().retrieveResource("ogg")).toggle();



There are also a couple changes regarding Logging in MERCury.

- 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 statically with
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:

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/*[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 a C++ hippie.

That is all for today, and thank you very much for following our progress. Let us know what you think! Every post is just a little bit closer to Version 1.0.0!

- Wes

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

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline opiop65

JGO Kernel


Medals: 159
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JumpButton Studios


« Reply #130 - Posted 2014-01-12 03:43:37 »

Hey Wessles, check your inbox please!

Offline wessles

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Radirius Software


« Reply #131 - Posted 2014-01-12 04:03:27 »

Well, we have another team member it looks like.
Please welcome Opiop65 to the development team!

As you probably know, he's quite good with OpenGL-related things, so we will be looking forward to any graphical increases!

Offline wessles

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Radirius Software


« Reply #132 - Posted 2014-01-17 00:23:36 »

[snip]

Updated the Wiki.

Offline HeroesGraveDev

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« Reply #133 - Posted 2014-01-17 01:01:41 »

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

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« Reply #134 - Posted 2014-01-17 01:37:23 »

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

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« Reply #135 - Posted 2014-01-20 02:03:15 »

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

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« Reply #136 - Posted 2014-01-20 02:38:50 »

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 right now we're asking you 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:
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    @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

Offline Sickan

Senior Devvie


Medals: 9



« Reply #137 - Posted 2014-01-20 06:20:43 »

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

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Radirius Software


« Reply #138 - Posted 2014-01-23 03:09:14 »

Hello.

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

Grin Particles! Grin

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



You can customize the gravity, color, size, velocity, and life span of these little particles! And all of this is insanely easy to use and can be done in only 3 steps, as demonstrated below:

Step 1: Make an emitter
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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);


Step 2: Update and Render
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emitter.update(delta);

..

emitter.render(Graphics g);


Step 3: Profit


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

Thanks guys,
- Wes

Offline wessles

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Radirius Software


« Reply #139 - Posted 2014-01-24 02:10:26 »

The New Particles
Click to Play


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

Offline kingroka123

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« Reply #140 - Posted 2014-01-24 02:15:33 »

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

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The one and only.


« Reply #141 - Posted 2014-01-24 03:36:20 »

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

If I made you laugh, helped you at all, or did something cool, I only ask that you smash that appreciate button with your nose.
Offline wessles

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Radirius Software


« Reply #142 - Posted 2014-01-24 03:42:05 »

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

Offline SwordsMiner

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The one and only.


« Reply #143 - Posted 2014-01-24 03:49:01 »

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)

If I made you laugh, helped you at all, or did something cool, I only ask that you smash that appreciate button with your nose.
Offline opiop65

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« Reply #144 - Posted 2014-01-24 14:34:18 »

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

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Radirius Software


« Reply #145 - Posted 2014-01-24 19:56:13 »

Nice. Been meaning to mention that.

Offline wessles

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« Reply #146 - Posted 2014-01-28 01:52:45 »

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):
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// 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):
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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

Offline Danny02
« Reply #147 - Posted 2014-01-28 08:44:11 »

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

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Radirius Software


« Reply #148 - Posted 2014-01-29 23:13:03 »

@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, AKA 'grammarbro,' will fix that soon!) !

Thanks guys!
-wes

Offline wessles

JGO Wizard


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Radirius Software


« Reply #149 - Posted 2014-03-06 23:00:57 »

Hello everybody!

Due to a procrastinating defector in Radirius whos name we shall not mention, we have yet to work on the GUI until now. I just started working a bit more on it, and things are going great so far!

Before that...
Before I get to what I have added, I would like to announce that manipulating already-loaded-textures will become a tad more easy soon. The way I have set it up, a texture will immediately save its source BufferedImage, and the information on how that source was manipulated before entering LWJGL. To modify a Texture, you can set the Texture to a manipulated copy of itself, like so:
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Texture foo = Texture.loadTexture(Loader.stream("foo/bar/foo.png");
foo = foo.flipX();
foo = foo.flipY();


... and now the main event!

In the image above, you can see two components: A Text Bar and a Text Box

Text Box:
We are going to need 2 images: 1 for the horizontal border and 1 for the vertical border.


Once we load those in, we can make the text box with a set position, set size, and content.
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tbox0 = new TextBox("Lorem ipsum dolor sit amet, consectetur adipiscing elit.", horizontal_tex, vertical_tex, 10, 100, 300, 180, 20);

You should get the result shown above.

Text Bar:
Here we will need 2-3 images: 1 for the left side, 1 for the body, and an optional right side (but you could just flip the Texture object so that is still one image). In my case, I used these:


The side image is on the left and the body image is on the right. Once again, when we load these images we can make our object!

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// Showing off some new tech
Texture right_tex = left_tex.flipX();

tbar0 = new TextBar("Your Title", left_tex, right_tex, body_tex, 10, 10);

Wrapping up...
This is highly in progress, and unstable, but I just wanted to share the progress on here!

Please leave any comments or concerns below!

- Wes Smiley

P.S:
I got a brand new computer! Pic Links Here.

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