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  Mercury: The Simple 2D Game Library | >> BETA coming soon <<  (Read 144427 times)
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Offline unenergizer

Junior Devvie


Medals: 3
Exp: 5 years


Work hard, practice often, and you will succeed!


« Reply #60 - Posted 2013-11-18 06:02:30 »

Keep up the great work sir!

JGO is AMAZING!
Steam: unenergizer
Offline Opiop
« Reply #61 - Posted 2013-11-20 21:42:17 »

That's what I'm going to do with my project, I personally like choosing which parts to choose, it just allows for more flexibility and you can integrate helper libraries with any type of library, whereas with an engine you're limited to what the dev allows. And you don't have to write as many functions and its easier to maintain. You can add in new features without worrying about lots of dependencies too!

Plus, I'm just lazy and writing an entire engine is a pain Wink
Offline Opiop
« Reply #62 - Posted 2013-11-21 01:14:03 »

Like you said, split it, but still offer the entire engine as a option for download. I think some people would rather use the engine, and it would be silly to stop coding it after you've come so far!
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Opiop
« Reply #63 - Posted 2013-11-21 01:44:15 »

Quote
it would be silly to stop coding it after you've come so far!
Woah! Who said that I would stop coding it?!
Sorry, I meant the actual engine. Creating a utility library is far different than creating an engine, and I just wanted to make sure you didn't just quit!
Offline saucymeatman
« Reply #64 - Posted 2013-11-21 03:20:15 »

I like the idea of seperate librarys working together to make an engine. Its much more flexible. I just
wouldn't suggest the separation if you think it would cause either a decrease in future features or it
would take an exorbitant amount of time.
Offline HeroesGraveDev

JGO Kernel


Medals: 382
Projects: 11
Exp: 4 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #65 - Posted 2013-11-21 03:21:22 »

The point of my comment is not neccessarily to split it, but to remove dependency on every part of the library.

For example, Texture Loading.
If I want a utility to do it for me, I don't neccessarily want to have to use their Texture class, or have to find which overloaded method to call when all I need is a standard texture loaded from some path.

The point of utility code is to do one thing, and that thing is... wait for it...

What it is supposed to do.

If it is doing anything else without you wanting it to, it is not a very good utility.
In some ways, it can even be harder to write a utility library with all the functions as a full engine.

Offline unenergizer

Junior Devvie


Medals: 3
Exp: 5 years


Work hard, practice often, and you will succeed!


« Reply #66 - Posted 2013-11-21 04:31:33 »

Wesley,

I sent you an email because I couldn't figure out how to PM you.  Hope you don't mind!

Cheers,
Andrew

BTW, the library is looking gooooood!

JGO is AMAZING!
Steam: unenergizer
Offline Simn
« Reply #67 - Posted 2013-11-29 07:13:27 »

Really, really, really nice update!

I can definitely relate to your pain with Bitmap fonts, they're horrible. I've just kept using them because I wont use Java2D and haven't found a better solution. Undecided

- Simn
Offline Simn
« Reply #68 - Posted 2013-11-29 16:24:40 »

Ah, my fault. It seemed like you used it for rendering too. Tongue

- Simn
Offline HeroesGraveDev

JGO Kernel


Medals: 382
Projects: 11
Exp: 4 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #69 - Posted 2014-01-02 23:21:26 »

I see you're using the GPL. I'm not sure if that is such a great idea.

Really if this is to be used for making games, people should be given the choice of whether they want to open-source or not.
Otherwise you've lost nearly all you market straight away.

Maybe the LGPL would be better suited? (If you wanted the GPL in the first place)
You can use it as a library for non-open sourced games, but derived works must still be under the LGPL.

Easy workaround: I doubt anyone would complain about you giving more freedom, but if you want to keep things legal, all you have to do is change the licence for all future versions, while keeping previous versions under the GPL.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline ags1

JGO Kernel


Medals: 363
Projects: 7


Make code not war!


« Reply #70 - Posted 2014-01-02 23:35:15 »

Just use this license :-)

http://www.wtfpl.net

Offline HeroesGraveDev

JGO Kernel


Medals: 382
Projects: 11
Exp: 4 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #71 - 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
« Reply #72 - 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 Opiop
« Reply #73 - 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!
Offline Longarmx
« Reply #74 - Posted 2014-01-06 03:43:57 »

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

Offline kpars
« Reply #75 - 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 Opiop
« Reply #76 - 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!
Offline NegativeZero

JGO Kernel


Medals: 329
Exp: 1 month or less


Zero but not.


« Reply #77 - 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 Opiop
« Reply #78 - Posted 2014-01-12 03:43:37 »

Hey Wessles, check your inbox please!
Offline HeroesGraveDev

JGO Kernel


Medals: 382
Projects: 11
Exp: 4 years


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« Reply #79 - 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 Opiop
« Reply #80 - 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 Opiop
« Reply #81 - 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 Sickan
« Reply #82 - Posted 2014-01-20 06:20:43 »

You should use a .gitignore file to remove the /bin folder from your repo.
Offline kingroka123
« Reply #83 - 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 Brynn

JGO Wizard


Medals: 103
Projects: 3
Exp: 1 month or less


JGO's Spiffy Duchess


« Reply #84 - Posted 2014-01-24 03:36:20 »

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

Welcome to a new kind of tension
All across the alienation
Where everything isn't meant to be okay
Offline Brynn

JGO Wizard


Medals: 103
Projects: 3
Exp: 1 month or less


JGO's Spiffy Duchess


« Reply #85 - 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)

Welcome to a new kind of tension
All across the alienation
Where everything isn't meant to be okay
Offline Opiop
« Reply #86 - 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 Danny02
« Reply #87 - 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 BurntPizza

« JGO Bitwise Duke »


Medals: 485
Exp: 7 years



« Reply #88 - Posted 2014-03-06 23:05:39 »

Computer pics are broken because you're linking to your GMail.
Offline saucymeatman
« Reply #89 - Posted 2014-03-06 23:12:35 »

Hey you should keep that awsome-ness with the current 3 image parameter TextBox, but why not also allow for this :

1  
TextBox saucysBox = new TextBox("Blarg!", [size-parameters]);


And procedurally generate the textures, like Swing. I doubt it would be easy, but it would be a cool feature.

In fact, I might take a stab at it, if you dont mind.



Anyway, this is cool stuff.
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