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  What I did today  (Read 3398665 times)
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Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #3960 - Posted 2016-03-16 18:59:52 »

like different speed due to wind and trajectory as seen from a subjective 2d point of view.
Offline J0
« Reply #3961 - Posted 2016-03-16 19:29:14 »

This ^
I didn't mean something like
double velocity = Math.random();
But more like
static final int CONSTANT = 16;
//...
double velocity = CONSTANT + Math.random()*2 - 1;
Pointing

Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #3962 - Posted 2016-03-16 19:31:10 »

[ icode ]inline-code[ /icode ]
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline thedanisaur

JGO Knight


Medals: 59



« Reply #3963 - Posted 2016-03-17 15:26:12 »

Got back from Florida this moring, disney world, universal studios, and alligator wrestling! On vacation I setup some semi proper batch rendering with skinned meshes, have to fix it though, few code smells.

Every village needs an idiot Cool
Offline Coldstream24

JGO Ninja


Medals: 82
Projects: 1
Exp: 4 years


You can fill that void inside with programming, but you'll never return a value.


« Reply #3964 - Posted 2016-03-18 01:10:55 »

This ^
I didn't mean something like
double velocity = Math.random();
But more like
static final int CONSTANT = 16;
//...
double velocity = CONSTANT + Math.random()*2 - 1;
Pointing
That is something I could look into... this is a just test implementation.
On that note, I did add lightning flashes and different splash animations for land and water.

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline FabulousFellini
« Reply #3965 - Posted 2016-03-18 01:25:36 »

I was very productive the last two days. I forced myself to make a solid, good level that's playable. I ended up making the entire level select menu, level, and practice mode. Grin

youtube link (3:10 total, skip to 0:50 for actual level)

That game looks awesome, addictive, and fun!  Nice

-FabulousFellini
www.fabulousfellini.com
Offline chrislo27
« Reply #3966 - Posted 2016-03-21 04:45:29 »

Bored at night so I made a 5 second remix level that consists of 4 inputs to Waterloo for no reason.

<a href="http://www.youtube.com/v/u_M_9bHQC7o?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/u_M_9bHQC7o?version=3&amp;hl=en_US&amp;start=</a>
Offline jonjava
« Reply #3967 - Posted 2016-03-21 11:58:00 »


Someone told me long ago...

Offline Opiop
« Reply #3968 - Posted 2016-03-21 13:13:55 »

I get to implement, and test, an SDK one of our mobile developers created for a major service just for fun! I told my boss I'm interested in mobile but don't know much about it, so he said this project is just a way for me to get to know mobile, and my company benefits because I'll have also tested the SDK and we'll have one more mobile dev to work with! Yay, getting paid to learn is great.
Offline chrislo27
« Reply #3969 - Posted 2016-03-22 04:18:24 »

While looking for songs for the next level I ended up finding an extremely good one... that was for the sequel of the cannery level.

It's fast paced and fun and definitely challenging, which is what I want the sequel levels to be about.
<a href="http://www.youtube.com/v/A118RK63q2I?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/A118RK63q2I?version=3&amp;hl=en_US&amp;start=</a>
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline SHC
« Reply #3970 - Posted 2016-03-22 07:05:46 »

Learnt how to paint textures in Blender. My first model (low poly, car body has only 60 faces) with texture painting.


Offline delt0r

JGO Wizard


Medals: 145
Exp: 18 years


Computers can do that?


« Reply #3971 - Posted 2016-03-22 07:46:36 »

Finally finished my Swiss work for last week. Back to real game programming! Yay.

Also discovered borderlands 2.

I have no special talents. I am only passionately curious.--Albert Einstein
Offline Roquen

JGO Kernel


Medals: 518



« Reply #3972 - Posted 2016-03-22 08:11:23 »

Started to read some of the GDC presentations: https://knarkowicz.wordpress.com/2016/03/21/gdc-2016-presentations/
Offline Gornova
« Reply #3973 - Posted 2016-03-22 10:50:01 »

playing more games, as suggested in this topic: http://www.java-gaming.org/topics/make-game-development-step/37244/view.html

in short: I need inspirations and make a "development step" for my games, any ideas are welcome!

Blog | Last game Number+
Offline theagentd
« Reply #3974 - Posted 2016-03-22 16:48:54 »

Hacked together a radial blur volumetric lighting postprocessor in 1h 45m flat.





Will hopefully replace it with something physically correct in the future. Also, FPS values are low due to the tiles. The volumetric lighting postprocessor takes only 0.2ms @ 1920x1080 on my GTX 770.

Myomyomyo.
Offline elect

JGO Knight


Medals: 69



« Reply #3975 - Posted 2016-03-22 17:28:57 »

Cool, what algorithm did you follow?
Offline theagentd
« Reply #3976 - Posted 2016-03-22 18:06:31 »

Cool, what algorithm did you follow?
I just coded it from my memory of a few presentations.

1. Render a sun at 1/4 resolution, blocked by depth and transparent effects.
2. Run radial blur of image on image, centered on the sun.
3. Upscale and additively blend onto the original scene.

EDIT:

Before radial blur. There's a blob of light around the sun.


After radial blur.



Myomyomyo.
Offline Coldstream24

JGO Ninja


Medals: 82
Projects: 1
Exp: 4 years


You can fill that void inside with programming, but you'll never return a value.


« Reply #3977 - Posted 2016-03-22 21:38:54 »

that looks amazing  Smiley

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline thedanisaur

JGO Knight


Medals: 59



« Reply #3978 - Posted 2016-03-22 22:00:05 »

theagentd: is the area just above the shoulders correct? I would think that there would be more light closer to them. Still, looks good.

Every village needs an idiot Cool
Offline theagentd
« Reply #3979 - Posted 2016-03-22 22:52:57 »

theagentd: is the area just above the shoulders correct? I would think that there would be more light closer to them. Still, looks good.
The whole thing is really really fake. That's actually a good property in this case, since it hides aliasing on edges, allowing me to use lower resolution rendering.

EDIT: Crysis 1 screenshot:

Myomyomyo.
Offline Riven
Administrator

« JGO Overlord »


Medals: 1369
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #3980 - Posted 2016-03-22 23:00:41 »

Fixed the JGO notification-bar... why didn't anybody tell me it had been down for 2 weeks Emo

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings!
Offline theagentd
« Reply #3981 - Posted 2016-03-22 23:08:25 »

Fixed the JGO notification-bar... why didn't anybody tell me it had been down for 2 weeks Emo
I actually noticed, and was surprised to see it working just now. >___> I'll try to mention it next time...

Myomyomyo.
Offline Riven
Administrator

« JGO Overlord »


Medals: 1369
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #3982 - Posted 2016-03-22 23:23:41 »

Fixed the JGO notification-bar... why didn't anybody tell me it had been down for 2 weeks Emo
I actually noticed, and was surprised to see it working just now. >___> I'll try to mention it next time...
You know how to reach me, feel free! Smiley

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings!
Offline MatthewNicholls
« Reply #3983 - Posted 2016-03-22 23:29:34 »

Rewrote my COLLADA library, it now reads and writes the files. Now writing a builder class to make using it a lot easier.

my blog My YouTube

"...Muahahhah... pull the lever Egor!" ..."Yesh mashter"..click... click...click..buzzzzz".......Its Alive!
Offline Riven
Administrator

« JGO Overlord »


Medals: 1369
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #3984 - Posted 2016-03-22 23:42:27 »

Offtopic: best article topic ever

http://arstechnica.com/science/2015/05/what-killed-the-white-dwarfs-aside-from-the-giant-explosion/

I was drinking from a water bottle, and now it's up my nose.
(the water, that is)

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings!
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #3985 - Posted 2016-03-23 01:24:41 »

Fixed the JGO notification-bar... why didn't anybody tell me it had been down for 2 weeks Emo
FF is running so crappy on my computer, thought it's "normal". Roll Eyes
Offline Drenius
« Reply #3986 - Posted 2016-03-23 01:58:31 »

Fixed the JGO notification-bar... why didn't anybody tell me it had been down for 2 weeks Emo

Wait what? I can not recall it being functional in a quite a while...
Also, what basil_ says.
Offline theagentd
« Reply #3987 - Posted 2016-03-23 03:34:57 »

I've been thinking about reworking my window system for the sake of multiple windows lately, and I finally went and tried it out today. I create a single invisible main context which is the one that I will be drawing from. The main context is shared to all window contexts. After drawing what I want on the main context, I pass over a texture handle and x, y, width, height of the area of the texture to present to the window's own thread, which does a glFramebufferBlit() using that texture to copy it to that window. This avoids all the stupid shared context quirks (VAOs, FBOs aren't shared so I'd have to recreate them all on each context, it'd be a mess). I can draw in a single context and pass the result to whichever context I want to.

It turns out that to accomplish this you need to do two OpenGL context syncs, one to make sure that the main context has finished rendering the texture before the window context starts to blit it, and one afterwards to make sure that the main context doesn't modify the texture before the window context is done blitting... EXACTLY what'd you'd have to do with semaphores if you were using Vulkan and different queues for rendering and presenting.


EDIT: OK, this was a VERY bad idea it seems. Getting random permanent drops to 30 FPS that won't go away. Was faster to just swap contexts when presenting on the main thread.

Myomyomyo.
Offline J0
« Reply #3988 - Posted 2016-03-23 21:01:20 »

Released an Alpha version of the game I'm working on, do try it out lads Pointing
Everything's available in my gDrive devlog so I thought it was unnecessary to create a WIP topic Wink
My devlog for Alba, mix between a tower defence, an RPG and a puzzle game.

Offline chrislo27
« Reply #3989 - Posted 2016-03-23 22:05:40 »

Hey J0, loving the game so far! The art style is wonderful and you need to keep it that way! It took a little bit of time to figure out what to do, I realized it was a tower defense and by the time I started placing things a wave started. A tutorial obviously would be extremely beneficial but would take a lot of time. I like the fact that your towers also can produce resources that you can sell to generate some more money.

Tiny tidbits of things I noticed:
Damage animation would be helpful (even just a red overlay would work) as the health bars don't appear until you mouse over it and I have no idea if the enemies are being hurt or not.
Logs from the woodcutters seem to stay forever and keep the enemies there until a tower is in range to kill it. Maybe the logs should despawn after a while?

All in all, it's a really good demo and I'm excited for versions to come Pointing
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