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  What I did today  (Read 2024655 times)
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Offline ndnwarrior15
« Reply #5520 - Posted 2017-06-06 03:36:40 »

Drawing digitally for the first time today. New hobby? Find out in 3 years on the Real Brynnlives of Chicago

beginning of the day:


right now:


Head on over to the drawing thread and post up your work!
http://www.java-gaming.org/topics/what-i-drew-today/37891/60/view.html
Offline Damocles
« Reply #5521 - Posted 2017-06-06 04:46:31 »

Quote
@Damocles - Really nice looking! Can I assume you will add more variation, in the future, to the debris source particles rather than reusing graphics as much as you do in this iteration?

Yes, there are only 4 particle types (sprites) in the animation. I will later make them distribute in a better, more fractal pattern and have more variances in the particle types.
It as here mainly a test to see the rendering in Canvas2D.

Offline J0
« Reply #5522 - Posted 2017-06-06 08:11:48 »

Head on over to the drawing thread
*sudden realization* WE HAVE A DRAWING THREAD?

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline zngga
« Reply #5523 - Posted 2017-06-06 12:49:05 »



Mobile games are all about cool vector graphics nowadays, but I prefer working with text, and SVG is a pain. So I glued JRuby to Java2D and made an editor for it with Swing Cool

This is really cool! How feature complete is it? What format does it save / load from? Open Source? Plans for release?
I would love to try it out, I too prefer working in text for vector graphics.

My code never has bugs... it just develops unexpected features!
Offline Opiop
« Reply #5524 - Posted 2017-06-06 13:52:08 »

My band is starting to get closer to finishing our first EP! There will be 6 tracks on it, we have 3 or 4 that are almost 100% going to be on there.

On that note, I started to redesign astimefades.com so it's a little more fancy when we do release! Here's a sneak peak at the homepage, still in progress:

Offline Sickan
« Reply #5525 - Posted 2017-06-07 21:33:29 »

This is really cool! How feature complete is it? What format does it save / load from? Open Source? Plans for release?
I would love to try it out, I too prefer working in text for vector graphics.
Thanks! The images are saved in text files, I use .pico to show their meaning, but they're really just Ruby source files. They can be exported to PNG currently and I can easily add any other formats supported by AWT's ImageIO.

It's not feature complete, but it's usable. New features can easily be added just by writing a function in an image, since the source files are Ruby code operating on a Graphics2D object. Ruby errors are caught and reported in the bottom bar and the display on the right is updated each time the source changes, allowing quick iteration on source code. JRuby and Java2D are fast enough to make this viable.

No actual Ruby knowledge is necessary to use the tool though, as the DSL is as detailed as SVG and much less cluttered.

I'll add the source to my GitHub and upload a release when I have the time!
Offline FabulousFellini
« Reply #5526 - Posted 2017-06-07 21:42:19 »

My band is starting to get closer to finishing our first EP! There will be 6 tracks on it, we have 3 or 4 that are almost 100% going to be on there.

On that note, I started to redesign astimefades.com so it's a little more fancy when we do release! Here's a sneak peak at the homepage, still in progress:



@Opiop, are you guys going to release the EP in physical form like a CD or just online?  If it's a CD, I'm gonna have to order one.  Is the song you have the video for gonna be on there?

-FabulousFellini
www.fabulousfellini.com
Offline Coldstream24

JGO Ninja


Medals: 81
Projects: 1
Exp: 4 years


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


« Reply #5527 - Posted 2017-06-09 04:49:50 »

tile shapes Smiley

gets a bit tricky packing new data into map formats...

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline J0
« Reply #5528 - Posted 2017-06-09 08:55:11 »

tile shapes
-snip-
I see this and the first thing that comes to mind... This is how collision detection becomes nightmarish.

As a side note, I'm on holidays right now, but the days are too short nonetheless... I want to work on improving my art skills in order to be able to publish a webcomic in the coming years, but I also want to develop games to include in my portfolio... Arghhh... Is sleep essential?

Offline Opiop
« Reply #5529 - Posted 2017-06-09 14:02:47 »

My band is starting to get closer to finishing our first EP! There will be 6 tracks on it, we have 3 or 4 that are almost 100% going to be on there.

On that note, I started to redesign astimefades.com so it's a little more fancy when we do release! Here's a sneak peak at the homepage, still in progress:



@Opiop, are you guys going to release the EP in physical form like a CD or just online?  If it's a CD, I'm gonna have to order one.  Is the song you have the video for gonna be on there?

We'll make some CDs! They're surprisingly expensive, so most of our money is going to be going to merch instead of CDs, but I'll definitely reserve one for you! Smiley And nope, that song won't be on the EP. We have 6 new awesome songs that are going on there that are, IMO, much better!
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Coldstream24

JGO Ninja


Medals: 81
Projects: 1
Exp: 4 years


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


« Reply #5530 - Posted 2017-06-10 01:05:29 »

@J0:
it was pretty daunting figuring it out but I think it'll integrate nicely with box2d, i'm using it for all bodies including tiles. there's never too many at one time and it still runs very well for me.

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline Sickan
« Reply #5531 - Posted 2017-06-10 10:33:56 »

Released first alpha version of Pico, see https://github.com/snordgren/pico/, for anyone who might be interested. Here are some icons I made for my game with it yesterday:

 
Offline Guerra2442

Senior Devvie


Medals: 25
Exp: 2 years


Guerra24


« Reply #5532 - Posted 2017-06-11 01:48:59 »

Start implementing resizable components, first one is the scroll area. It works but the elements lag behind.

Click to Play

Working on Light Engine.
Offline theagentd
« Reply #5533 - Posted 2017-06-11 19:52:35 »

Today I reworked a large part of RF's rendering pipeline. I finally added proper sRGB support throughout the pipeline, and the fake bloom just looks so much better with it. We'll need to re-tweak a lot of colors as all non-texture colors (e.g. hardcoded float color values for as vertex colors or uniform color values) will look significantly brighter now, but it'll just be a tiny amount of work to fix.

A very common problem I've encountered is essentially wanting to scale something nicely without aliasing, but still retaining the pixely look of GL_NEAREST filtering. Essentially, I want antialiased edges between the different texels, but the actual interior of each texel to be just a single color from the texture. I found the solution to this: I enable linear filtering and then use a shader to "sharpen" the texture coordinates before sampling. This lead to very good results.

What I actually wanted to use this for was to upscale the entire rendered scene in Robot Farm to screen resolution. Our tiles are 16x16 pixels big, which meant that we needed to render those tiles (and everything else) at a scale that was a multiple of 16. We then realized that having a higher screen resolution or simply lowering the tile scale meant that the player would be able to see much further than intended, which gave the player a big advantage when exploring. To keep the view distance fixed, we needed to support arbitrary scaling with of tiles without them looking like absolute crap. For example, here are our 16x16 tiles drawn as 17x17 quads.

The issue here is that with nearest neighbor filtering, the pixels from the original tiles end up covering either 1 or 2 pixels, which causes heavy distortion of objects depending on where they are on the screen. This is especially visible during motion, but the anti-aliased text drawn at tile resolution shows the issue very well in a still image. The numbers look choppy and have weird thickness here and there. When using the new shader to upscale, here's what I get:

In this case, the new shader essentially works as bilinear filtering of the screen as the upscaled resolution is so similar to the original resolution, but it is a tiny bit sharper than bilinear filtering at least. Not too impressive actually...



Looking at a more zoomed-in result where we upscale from 16x16 to 34x34, we get the following result with nearest neighbor filtering:

Ugly again, the fact that each pixel is upscaled to either 2 or 3 pixels causes visible differences and artifacts in the text again. Let's try bilinear filtering:

Well, it's soft and all, but it's also very blurry. How about the new shader?

Perfect! The image is as sharp as it can be without introducing aliasing, but still filtered to the point where the pixels in the text look perfectly even. Try switching between this and the unfiltered image and see the massive difference without a significant loss of sharpness.

Essentially, what the new shader does is give you the output of extremely super-sampled nearest neihgbor filtering, without requiring rendering at a higher resolution. It looks great and costs pretty much nothing! =D



Myomyomyo.
Offline orange451

JGO Kernel


Medals: 346
Projects: 6
Exp: 6 years


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


« Reply #5534 - Posted 2017-06-14 01:46:52 »

Programmed in grenades today:
Click to Play

First Recon. A java made online first person shooter!
Offline Sickan
« Reply #5535 - Posted 2017-06-15 21:25:06 »

Today I forked LibGDX to add an alternative to the setup app for generating a Kotlin project instead of Java. No more manually configuring a project to use Kotlin for me! That felt good - to have enough programming chops to be able to go into someone elses codebase to add a feature I wanted.
Offline Ecumene

JGO Kernel


Medals: 195
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #5536 - Posted 2017-06-17 23:48:04 »



I finally figured out a way to achieve these arcs in maps with blender, I don't know why metaballs exist but it was exactly what I was looking for!!

Now to make it look like an actual game map (which I'm not very good at..)

Offline Guerra2442

Senior Devvie


Medals: 25
Exp: 2 years


Guerra24


« Reply #5537 - Posted 2017-06-18 06:04:34 »

Window animations, created by moving (and scaling) the window itself instead of doing it in the compositor because a technical limitation in my implementation.

Click to Play

Working on Light Engine.
Offline Apo
« Reply #5538 - Posted 2017-06-18 11:14:46 »

I started to make a new advent calendar with 23 new little games and a nice gift for one person at the end. (like I made in 2015)

First game finished:


Next week = next game =)
Offline Sickan
« Reply #5539 - Posted 2017-06-18 21:50:26 »

-snip-

Is that Midas or does it just look very much like it? I've played and it's a great story and good controls too.
Offline Apo
« Reply #5540 - Posted 2017-06-19 07:52:53 »

-snip-

Is that Midas or does it just look very much like it? I've played and it's a great story and good controls too.

You are right. Its Midas with some new features (golden statue to get golden, other harder level etc)
Offline Sickan
« Reply #5541 - Posted 2017-06-19 09:02:59 »

-snip-

Is that Midas or does it just look very much like it? I've played and it's a great story and good controls too.

You are right. Its Midas with some new features (golden statue to get golden, other harder level etc)
Cool, looking forward to trying it out!
Offline orange451

JGO Kernel


Medals: 346
Projects: 6
Exp: 6 years


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


« Reply #5542 - Posted 2017-06-20 00:50:18 »

Made one of those soft particle things... Not sure if it's "technically" correct or not, but it looks pretty Smiley



Click to Play

First Recon. A java made online first person shooter!
Offline J0
« Reply #5543 - Posted 2017-06-20 16:57:35 »

Decided to jump into 3D game programming (did a wee bit of VR dev in Unity before but almost no code). Is jME a good place to start? Perhaps. I don't know. But I'm not gonna change my mind now; the jME SDK already took an hour to install. Smiley

EDIT: Thanks for nothing @Damocles. jMonkey. persecutioncomplex
Also please lads if you're not already gonna slap a medal on the post right below can you add one for me? Cheers.

Offline Damocles
« Reply #5544 - Posted 2017-06-20 18:16:05 »

JavaME (for the old brick phones) is certainly an interesting environment to train programming for small application and have an eye on performance.

That was OpenGL ES 1.1 if I remember? Certainly interesting to get stuff running on it.

From a practical view: its more reasonable to learn Android development right away.

Offline Apo
« Reply #5545 - Posted 2017-06-22 15:56:24 »

Next game is ready for my christimas/advent game calendar
It is like the good old 4k competition for me. Wink
Offline NegativeZero

JGO Kernel


Medals: 329
Exp: 1 month or less


Zero but not.


« Reply #5546 - Posted 2017-06-23 00:48:30 »

So a few of us from the IRC decided to enter [thecurrentyear] by making a Discord channel. We'll continue to use the IRC alongside it for the time being because programmers are stubborn some people like it, and if Discord goes tits-up we can just move back Smiley

https://discord.gg/VSyAXCB

Offline FabulousFellini
« Reply #5547 - Posted 2017-06-23 04:16:25 »

I pretty much finished my arcade cabinet!  Thanks for everyone who helped me a long the way.  Here's a video of me playing my game, with working sound and working controls and working everything  Grin

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

-FabulousFellini
www.fabulousfellini.com
Offline Icecore
« Reply #5548 - Posted 2017-06-23 13:13:41 »

I find the way abuse interfaces to add in java Namespaces ))
From cons you need refactor all project to it (except use it local)
and this is obvious if you want add Namespace in code without it)

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   /*
   __NS pref is global Modules Namespace
   */

   //Its local namespace - for gather all usage add use them in module by one line
   public interface __NS_Parse_Data__Self extends
      _P_Parse_Data_A,
      _P_Parse_Data_B,
      _P_Parse_Data_C{
   }
/****************************/
   /*
   _P pref is Namespace for local module Use
   */

   //Our Namespace  _P_Parse_Data_A
   public interface _P_Parse_Data_A{
      //no public mod to hold it in Namespace and prevent Autoimport to take it)
      static class Data_Object_A implements __NS_Parse_Data__Self{
         static int IN_A = 0;
      }
   }

   public interface _P_Parse_Data_B{
      static class Data_Object_B implements __NS_Parse_Data__Self{
      }
   }
   
   public interface _P_Parse_Data_C{
      static class Data_Object_C implements __NS_Parse_Data__Self{
      }
   }
/****************************/
   public interface __NS_Parse_Data__External_Use extends
      _P_Parse_Data_A{
      //Data_B is locked local fot self namespace
   }

   //we even can create 2 different name spaces for external use
   public interface __NS_Parse_Data__External_Use_2 extends
      _P_Parse_Data_A,
      _P_Parse_Data_C{
   }
/**************************************************************/
   public interface __NS_Render_Data__Self extends
      _P_Render_Parse_Data{
   }

   public interface _P_Render_Parse_Data{
      static class Render_Parse_Data implements
         __NS_Render_Data__Self,
         
         //Parse namespace Adds for use
         __NS_Parse_Data__External_Use
      {
         static int IN_AA = Data_Object_A.IN_A + 1;
      }
   }

most funny its – I think that if I have Namespaces I may trim Classes Names
but irony - you can’t Wink
because if you have name "Parse_Seq"
trim it to "Seq" because its in Namespace Parse – is wrong and weird =)

but namespaces can help organize Code – but need refractor full project

p.s I also dreamed to have ability to add tags to functions – to organize it
let say you have set_Var for use with some checks
and same set_Var without checks – for Init class
add we already have such Tags XD
U_set_Var – for Use and
I_set_Var – for Init ^^


Up: Sometimes Eclipse can't find reference in big extend iteration top class _NS_Self
(its long explain - when you see it self, you understand Smiley)
its easy fixed by adding direct _P  Ns (its generate text import _P.*) and works fine
*Its not compile Java error – its Eclipse Class Visitor plugin Bug (or maybe some limit of iteration search)
Its compile fine without extra code - no any errors or warnings - simple: search Referents may show "potential match" on 1-2 Var objects so move to class declaration not working.

I think Idea Compile and search Refs work fine – but Idea can’t run project with 2k compile errors ^^

Last known State: Reassembled in Cyberspace
End Transmission....
..
.
Offline 65K
« Reply #5549 - Posted 2017-06-24 09:44:21 »

It will either be us or them.



www.lethalrunning.com

Lethal Running - a RPG about a deadly game show held in a futuristic dysoptian society.
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