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  What I did today  (Read 3502776 times)
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Offline TGStudiosDE

JGO Coder


Medals: 14
Projects: 3
Exp: 3 years


17 Years Old Developer from Germany :)


« Reply #4020 - Posted 2016-03-28 21:55:33 »

Today I Worked on my Dungeon Game and Release the first Alpha.It would be nice of anyone would Download it and give Feedback because it was hard work Smiley

Contact me about Bugs: TGStudiosDE@gmail.com
Offline MinusKelvin

Senior Devvie


Medals: 20
Projects: 1
Exp: 4 years


Quantum WAT


« Reply #4021 - Posted 2016-03-29 11:42:33 »

I decided to implement shadow mapping into my voxel renderer. There's some artifacts, but I don't feel like working those out.

There's 4 1024x1024 shadow map textures, so the whole scene takes 5 passes to draw (yikes). I'm sure it can be made faster, but this scene took about 10~11 milliseconds to draw on a GTX 770, so I think it's plenty fast.

You can click my images to look at a larger version most of the time.
Offline FabulousFellini
« Reply #4022 - Posted 2016-03-29 23:21:19 »

I made a very simple logo.  It's a chef's hat, since Fabulous Fellini was originally my "chef" name lol.  Let me know if you like it.


-FabulousFellini
www.fabulousfellini.com
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
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 #4023 - Posted 2016-03-30 00:06:30 »

Started working on implementing a nodegraph system, which means I'm getting closer to AI!!! Cheesy

The black rectangles you can see there are only visible during editing and they represent solid tiles - they also obstructed access to the 't5' node.

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

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #4024 - Posted 2016-03-30 04:27:02 »



My new hobby: Putting absolutely everything into JFreeChart.

Offline chrislo27
« Reply #4025 - Posted 2016-04-01 05:14:28 »

Scrapped the third level for my little rhythm game again because I felt that copying another game (Rhythm Heaven in particular, even though it's my main inspiration) doesn't really seem right.

Still deciding if a slightly faster tempo or learning how to use X instead of Z for a key is suitable for the third level... What do you think?
Offline J0
« Reply #4026 - Posted 2016-04-01 14:27:52 »

Still deciding if a slightly faster tempo or learning how to use X instead of Z for a key is suitable for the third level... What do you think?
I reckon you could spice things up by having two keys instead of just one Smiley

Offline Grunnt

JGO Kernel


Medals: 143
Projects: 8
Exp: 5 years


Complex != complicated


« Reply #4027 - Posted 2016-04-01 19:03:00 »

Installed Netbeans and converted my project from Eclipse to Netbeans. I must say I find it a big difference, Eclipse somehow got so much more slow and cluttered over time.

Offline delt0r

JGO Wizard


Medals: 145
Exp: 18 years


Computers can do that?


« Reply #4028 - Posted 2016-04-01 20:52:16 »

Doing my company's taxes today. The joys of paper work. finally moved everything over to a eclipse project from the jME SDK. Working on getting our models to walk around a bit better than they are right now, and fix a few issues we have with blender model import. In particular it is too easy to have hard to find "mistakes" in the model that break things after import but are bloody hard to find in blender.

I have no special talents. I am only passionately curious.--Albert Einstein
Offline Icecore
« Reply #4029 - Posted 2016-04-01 21:50:50 »

finally moved everything over to a eclipse project from the jME SDK.
Personally i recommend - make commercial game on big engine like Unreal or Unity
Because Commercially faster and wiser
will be making game on big engine with many presets and tutorials (blueprints)
You simple don’t have Time and Money to spend them on pure Java and SDK.

edit:
Working on getting our models to walk around a bit better than they are right now, and fix a few issues we have with blender model import
Making models and art without full understanding of game needs – increase time consuming on project in many times

First you need make Technical document:
with game core mechanics, number Lvls, number of Art etc..
Calculate time on all that and All expenses

After that separate work on MileStones (and try finish them in time Wink )

Then Make prototype
– test in game mechanics on technical Art with technical animation and all FX and technical sounds
– test User friendly (usability)

And after that - start making all Lvls and final Art, FX, sounds.

Also for commercial successes (on Technical document writing phase)
need research market on similar games, and calculate theoretical business income
(make monetization plan, Promo With Adwords etc)

And after all that - Publish game and hope that all goes as planned or better ^^

Last known State: Reassembled in Cyberspace
End Transmission....
..
.
Journey began Now)
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline wessles
« Reply #4030 - Posted 2016-04-01 22:08:22 »



Happy April fools day.
see, there's an e this time..
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4031 - Posted 2016-04-01 23:47:43 »

finally moved everything over to a eclipse project from the jME SDK.
Personally i recommend - make commercial game on big engine like Unreal or Unity
Because Commercially faster and wiser
will be making game on big engine with many presets and tutorials (blueprints)
You simple don’t have Time and Money to spend them on pure Java and SDK.

edit:
Working on getting our models to walk around a bit better than they are right now, and fix a few issues we have with blender model import
Making models and art without full understanding of game needs – increase time consuming on project in many times

First you need make Technical document:
with game core mechanics, number Lvls, number of Art etc..
Calculate time on all that and All expenses

After that separate work on MileStones (and try finish them in time Wink )

Then Make prototype
– test in game mechanics on technical Art with technical animation and all FX and technical sounds
– test User friendly (usability)

And after that - start making all Lvls and final Art, FX, sounds.

Also for commercial successes (on Technical document writing phase)
need research market on similar games, and calculate theoretical business income
(make monetization plan, Promo With Adwords etc)

And after all that - Publish game and hope that all goes as planned or better ^^

Are you sure? Writing a mountain of documents doesn't make software smarter or better. You can't come up with an original idea by analysing the market to death. And you can't build a complex piece of software from heavyweight initial designs.

Offline cylab

JGO Kernel


Medals: 195



« Reply #4032 - Posted 2016-04-02 00:47:36 »

Most of us won't be able to pull a killer game out of a magicians hat, so doing some market research to find a niche thats not totally crowded is actually a good idea to get some income from an average game.

You'll need to create more of them anyway - and build up a brand name, if you want to make a living out of it (something like minecraft is a very very very rare thing to happen)

Also planning (at least sketching) a full game, it's scope and production timeline ahead of time saves you from getting lost in detail before having anything worth of a game. You'll run out of money very fast without other income.

You need to know the assets, you may need and if you are capable of producing them. If you are not, you need to find and hire an artist or change your game's style to something procedural or geometric - depending on the resources at your disposal.

Without planning and discipline you'll end up wasting effort in a pipe dream. Been there, done that, failed and ended up doing devops for an insurance company...

(Thats scary, I know  Wink)

Mathias - I Know What [you] Did Last Summer!
Offline orange451

JGO Kernel


Medals: 544
Projects: 8
Exp: 8 years


Your face? Your ass? What's the difference?


« Reply #4033 - Posted 2016-04-02 03:12:51 »

Playing around with SSAO again today Smiley

First Recon. A java made online first person shooter!
Offline Paradox123

Senior Devvie


Medals: 5
Projects: 5



« Reply #4034 - Posted 2016-04-02 04:19:55 »


Greetings Programmers!

Space Traveller is game that I actually created in 2014 and it was supposed to be my first game published on Google Play,
but that did not happen.
Anyway, a friend of mine told me to publish it so he could play it.
After messing around with the old bad written code Grin for a couple of hours, I finally published it!
And I decided to share it with you.
The game is not a big deal, but I hope you like anyway!

Google Play - https://play.google.com/store/apps/details?id=com.spacetraveller.android
If you like it share it, if you don't, share it anyway  Wink
Offline Icecore
« Reply #4035 - Posted 2016-04-02 10:41:41 »

And you can't build a complex piece of software from heavyweight initial designs.
You can make game for fun with budget 5-10k spent for living and be happy if you earn more then you spent,
But you can't make game for 100k without Tech Doc,
You just throw them out the window and hope that some of them will returns by wind ^^

Last known State: Reassembled in Cyberspace
End Transmission....
..
.
Journey began Now)
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4036 - Posted 2016-04-02 10:54:19 »

I think many (most) successful or genre-creating games were built based on intuition and a general belief in a fresh concept. Sure you need to understand the market to know if your idea is good or not, but understanding the market isn't by itself going to give you a good idea.

I don't know where you get the 10k figure from. I have a mortgage, healthcare and pension to pay, which pushes me way over that figure without even putting money aside for food Smiley The only game budget I can work with is 0. I finish my projects because I believe in what I am building and I'm having fun, not because I have a 100 page master plan.

Offline Icecore
« Reply #4037 - Posted 2016-04-02 13:38:16 »

I am building and I'm having fun, not because I have a 100 page master plan.
And that Ok, if you do that in free time,
but when you leave your work and have 1 year to make game until you money runs out,
making game without master plan - wrong way.

the only game budget I can work with is 0.
Budget can't be 0 - NEVER - its illusion
You spend at least time on game
- for that same time you can go on work and earn some money,
or make freelance,
or even spend time with friends
Time - are not free (0$ cost) ^^

10k => mortgage, healthcare etc..

fresh concept.
fully fresh concept games - sold very-very slow and low
- without gigantic promo marketing to them - scary true

but understanding the market isn't by itself going to give you a good idea
>Sure you need to understand the market to know
Making one more F2P Dota clone not good idea =)
(or clash of clans, or flappy bird or ..)

Last known State: Reassembled in Cyberspace
End Transmission....
..
.
Journey began Now)
Offline cylab

JGO Kernel


Medals: 195



« Reply #4038 - Posted 2016-04-02 13:43:51 »

I think many (most) successful or genre-creating games were built based on intuition and a general belief in a fresh concept. Sure you need to understand the market to know if your idea is good or not, but understanding the market isn't by itself going to give you a good idea.

I don't know where you get the 10k figure from. I have a mortgage, healthcare and pension to pay, which pushes me way over that figure without even putting money aside for food Smiley The only game budget I can work with is 0. I finish my projects because I believe in what I am building and I'm having fun, not because I have a 100 page master plan.

This is all very true, if you are doing something as a hobby or just taking chances, but delt0r quit his day job and needs to make a living out of games.

Now think how many genres exist currently and how many are left to be created. Then compare the chances of developing a genre creating game with the odds to win in the lottery.

Either you have a ground-breaking concept for a killer game already or you have to be very disciplined to work yourself up into brand recognition and building a safe budget forthe next bigger game.

And even if you are very creative and have a groundbreaking concept, you still have severe time and budget constraints, if you are not doing this as a hobby...

Mathias - I Know What [you] Did Last Summer!
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4039 - Posted 2016-04-02 16:11:20 »

All I'm saying is there are more er... agile ways of building a program. Always have a running, shippable program. Add incrementally. Review progress weekly. Keep track of desired new features and bugs in a bug tracking system and add them to your weekly task lists.

We are talking about weeks of documentation effort after which you do not have even one line of usable code. Rather spend that time doing rapid prototyping and trying out new ideas.

Your chances of success are very low even if you have a killer idea or a well polished and well positioned game. Do you really think you can analyse the market better than big or even medium sized game studios who have departments of people to do this stuff and a ton of data to work with? You have to fight their number-crunching with originality and wit.

Yes I am exclusively a hobbyist, but in my day job we use the same agile approach even on huge projects. Documentation can be toxic, and I say that as a professional technical writer.

Offline Roquen

JGO Kernel


Medals: 518



« Reply #4040 - Posted 2016-04-02 16:19:11 »

delt0r's not a beginning programmer so it makes sense to work the way he thinks he should and then adapt if it's not working out.
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4041 - Posted 2016-04-02 16:35:12 »

Agreed, I am only debating with Icecore not trying to advise delt0r. Also, I'm pretty sure delt0r had a firm plan before chucking in the day job.

Offline Slyth2727
« Reply #4042 - Posted 2016-04-02 16:59:09 »

Been visiting lots of universities. I'm hoping to get into Carnegie Mellon, MIT, Duke, and places like that obviously, but due to the likely reality of that not happening I'm thinking of attending Denver University or a few others for my undergrad. Make a name for myself there, get good contacts, then move on to some of the higher ranked universities for my masters. This is all best case scenario.

Then get a job, save, work, save, work some more, retire.

joy
Offline Icecore
« Reply #4043 - Posted 2016-04-02 20:26:14 »

delt0r's not a beginning programmer so it makes sense to work the way he thinks he should and then adapt if it's not working out.
I fully agree but i see so many abandoned games that i can't silently pass thru,
You can be best programmer in universe but this not mean that you can complete started game
because games are not only programming - its game mechanics, game universe - art style, Art Images and animations, Level design, Story, user(players) easy understanding (usability), sounds and music

Without even small understanding what you gonna do and how – we receive one more FEZ after 3-5 years in best case (because even FEZ earn money)

https://forums.tigsource.com/index.php?topic=35689.0
https://forums.tigsource.com/index.php?topic=18.0

Last known State: Reassembled in Cyberspace
End Transmission....
..
.
Journey began Now)
Offline chrislo27
« Reply #4044 - Posted 2016-04-03 06:04:54 »

Took J0's advice for having multiple buttons so you are might be getting a game show with cats.

gifv

cats won't be this horrendous in the final version
Offline SHC
« Reply #4045 - Posted 2016-04-03 13:22:35 »

I learnt GWT touch events, and implemented them into SilenceEngine's GWT backend. This is a pic of remote debugging in action:



Click the image for fullscreen. Anyone know how to test on a laptop through remote debugging?

Offline Slyth2727
« Reply #4046 - Posted 2016-04-03 14:38:21 »

Working on a jailbreak for iOS 5 for the lolz. Had an old iPod laying around so I learned a bit about iOS security and now I'm working on a vulnerability I found in MobileSafari.

Yay for JIT. Dynamic code signing is useful but insecure
Offline delt0r

JGO Wizard


Medals: 145
Exp: 18 years


Computers can do that?


« Reply #4047 - Posted 2016-04-03 21:28:18 »

Been visiting lots of universities. I'm hoping to get into Carnegie Mellon, MIT, Duke, and places like that obviously, but due to the likely reality of that not happening I'm thinking of attending Denver University or a few others for my undergrad. Make a name for myself there, get good contacts, then move on to some of the higher ranked universities for my masters. This is all best case scenario.

Then get a job, save, work, save, work some more, retire.

joy
Word of advice, as someone who has just left 14 years in a science career to start my own company. "Top" ranked university mostly matters to Americans in America and toss pots at Cambridge and Oxford. The rest of the world simply doesn't give a crap. They care about your supervisor and what you did. In job interviews (I worked in IT in a previous life) you lose a lot of points with me and many people like me when you give the "ivy league" introduction. So pick the course/project and people first, as you will also be happier. Of course there are good odds the people you want to work with with are at these universities, just don't be an ivy league wanker. We hate those guys Tongue

And for the love of god don't wait for retirement. Burn your wealth while you have your health to enjoy it! Cheesy

I mean imagine being rich and the only thing you really care about is if the kids are playing on your lawn.

I have no special talents. I am only passionately curious.--Albert Einstein
Offline Slyth2727
« Reply #4048 - Posted 2016-04-04 00:49:50 »

Word of advice, as someone who has just left 14 years in a science career to start my own company. "Top" ranked university mostly matters to Americans in America and toss pots at Cambridge and Oxford. The rest of the world simply doesn't give a crap. They care about your supervisor and what you did. In job interviews (I worked in IT in a previous life) you lose a lot of points with me and many people like me when you give the "ivy league" introduction. So pick the course/project and people first, as you will also be happier. Of course there are good odds the people you want to work with with are at these universities, just don't be an ivy league wanker. We hate those guys Tongue

And for the love of god don't wait for retirement. Burn your wealth while you have your health to enjoy it! Cheesy

I mean imagine being rich and the only thing you really care about is if the kids are playing on your lawn.

Thanks! I had no intentions of using any ivy league status as a means to introduce myself in a grandiose manner; My older English cousin actually gave me the same advice! It's good to hear that it's not as big of a deal as it's made out to be in America though from a much more experienced person. I appreciate it Smiley

As for the money thing.. Who knows what's going to happen. Hopefully I net a decent paycheck at an entry level developer job. If I do I certainly intend to spoil myself every once and a while Wink
Offline Roquen

JGO Kernel


Medals: 518



« Reply #4049 - Posted 2016-04-04 07:31:03 »

I doesn't really matter in the US either.  There are probably two good professional reasons to go to a big name university.

1) You want to become a university prof (at a big name university).
2) You want to become an "expert" for legal proceedings.

When I was working in the US I was surprised by how little CS Berkeley grads seemed to know.  I'm not pissing on Berkeley cause I wouldn't know, but the grads I talked too didn't know much of anything.  On the other hand Standford grads knew their shit.  Again this could be pure chance.

Anyway...where you graduate from should only impact your first job.  After that you shouldn't put it on your resume/CV anyway (never put your GPA..don't care what it is).
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