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  What I did today  (Read 2595103 times)
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Offline ByerN
« Reply #5940 - Posted 2018-04-13 19:29:40 »

Today I've added jump mechanics to my game. I wanted to make it more interesting with the abyss floors where you can just die by falling down when you lose your focus. I think that it went well but it was occupied with a lot of pain with box2d collision detection. I am glad that it works now Smiley Later I will think about better "falling down" animation. It was an exhausting day.

<a href="http://www.youtube.com/v/d4xHcWSGkHE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/d4xHcWSGkHE?version=3&amp;hl=en_US&amp;start=</a>
Offline ByerN
« Reply #5941 - Posted 2018-04-18 18:12:11 »

Today I was thinking about dungeon instances in my game. To avoid players overflow- my first solution was to scale dungeon size along with number of players starting it. But I've found it hard to implement in my game case without causing game experience drop.

So I've decided to create dungeon per team instances. Now main question was: how to do it?

I was thinking about tickets (items that teleports player to the specific instance on use) distributed by some NPC. But for now I've dropped this solution.

What I did is: special room with few fields where player can stand and if there are any players on these fields, they will be teleported to the dedicated, newly generated dungeon instance. Teleportation is cyclic based (npc is telling when is the next departure), so players has to form a queue to play in their own teams.

I didn't want to disallow player joining the dungeon if he doesn't have enough party members, so I'll need to scale difficulty level along with number of players.

It was a little tricky one, but I am fully satisfied with the result Smiley

Video:
<a href="http://www.youtube.com/v/Ikh-4BxH16s?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Ikh-4BxH16s?version=3&amp;hl=en_US&amp;start=</a>
Offline abcdef
« Reply #5942 - Posted 2018-04-18 19:35:12 »

Implemented a basic SVG parser in to my basic vector engine which has now become more mature in itself. The SVG parser only parses the path elements so far but I can scale these and color them in independently. One thing I have learnt from this is the ludicrous design of the path element. With out doing some complicated maths its really hard to know whats a hole and what just another shape near by. If the shapes are correctly done using CW / CCW ordering I can parse them correctly but there is no rule that say you need to do this. Instead of building something nice in to the specification you just get the below which means a lot of calculation

https://www.w3.org/TR/SVG2/painting.html#SpecifyingFillPaint

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline CopyableCougar4
« Reply #5943 - Posted 2018-04-19 03:04:02 »

@abcdef

I wrote an SVG parser that parses the specification and the paths classes are (I think) correctly implemented to handle all SVG path elements.
https://github.com/JPeterson462/SVG-Parser/tree/master/src/org/w3c/dom/svg/paths

Either wandering the forum or programming. Most likely the latter Smiley

Github: http://github.com/CopyableCougar4
Offline abcdef
« Reply #5944 - Posted 2018-04-19 04:41:13 »

Thanks, I couldn't see any rendering code (I can parse the data ok)? You have done a lot more parsing of the SVG spec than I have Cheesy I'm currently in search of an algorithm for easily doing triangulation based on the non-zero and even-odd windings (my current method just does non intersecting simple shape triangulation, I might need to look in to re writing what I have and adapting it)
Offline CopyableCougar4
« Reply #5945 - Posted 2018-04-19 20:42:51 »

I added the calculations for rotation along a path. All that's left is incorporating my SVG font API to calculate the bounds of text elements and my parser should fully implement ~90% of the SVG 1.1 specification Smiley

Either wandering the forum or programming. Most likely the latter Smiley

Github: http://github.com/CopyableCougar4
Offline delt0r

JGO Wizard


Medals: 143
Exp: 18 years


Computers can do that?


« Reply #5946 - Posted 2018-04-20 02:04:23 »

I finally got a basic phong shader working with a hard coded light position. Yea, i did this 20 years ago and it was easy. This time round it took weeks! So much for older wiser smarter. Why im doing this is a very very long story.

[/url]

I have no special talents. I am only passionately curious.--Albert Einstein
Offline SHC
« Reply #5947 - Posted 2018-04-20 16:00:19 »

Moved SilenceEngine forum to Flarum, and it is so beautiful!

https://silenceengine.goharsha.com/forum/

However I decided for it to be a fresh start because the original SMF version attracted a ton of spam.

Offline h.pernpeintner

JGO Knight


Medals: 82



« Reply #5948 - Posted 2018-04-20 17:54:23 »

Replacing my voxel cone tracing gi with a spherical harmonics based one, first working version uses ambient cubes though Smiley currently only ambient based


Edit: made smaller, sorry
Offline Damocles
« Reply #5949 - Posted 2018-04-20 18:43:08 »

thats literality a screenshot  Grin

i can see every sneese  persecutioncomplex
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline h.pernpeintner

JGO Knight


Medals: 82



« Reply #5950 - Posted 2018-04-20 19:51:19 »

Haha, that may be my cat's sneeze, she doesn't like it when i work and that's her way to tell me  Grin
Offline KaiHH

JGO Kernel


Medals: 520



« Reply #5951 - Posted 2018-04-22 16:43:13 »

Today I began writing a WebAssembly assembler in TypeScript/JavaScript using the same nice visitor-pattern approach taken by the ASM framework for Java. I wanted to have a plain JavaScript wasm assembler for a while to generate modules at runtime with JavaScript but could not find any. Those I could find were either full-blown LLVM-based tools written in C/C++ or for other languages.
So here we go (example runs on Node):
The format itself it very nicely documented here: https://webassembly.github.io/spec/core/binary/index.html
Of course the whole comes with proper type support to help avoid using opcodes where they are not allowed.

EDIT(left): Implementing the clamp() function with if-then-else control-flow blocks (yeah, could have been done simpler using f32.min/max Smiley
EDIT2(right): Added an API similar to asmjit to drastically simplify writing instructions and provide auto-completion on the opcodes:
Offline ByerN
« Reply #5952 - Posted 2018-04-23 18:02:22 »

It was funny day...

I've started making town in my game and I've found that it's easy to make a mess by dropping items on the floor (it stays there untill somebody picks it up). So I've started to think about some mechanism of cleaning the floor from garbage.

First idea was making cyclic checking and removing old items from the floor. But it was a little... without spirit Sad

So what I did? I've created NPC called "Trashy". His role is to sniff around for items dropped on the floor and picking it up. Yeah, sure but...

First thing that came to my mind after implementing is that it's so funny to just drop garbage intentionally only to watch someone cleaning it for you. That's so... human.

So I've created another thing- incinerator room, where anyone can try to convert garbage into materials (low rate- item dependant). If you don't do it yourself- Trashy will get your potential valuable materials instead Cheesy I am so proud of this weird solution xD

VIDEO:
<a href="http://www.youtube.com/v/ZocFkwFska0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/ZocFkwFska0?version=3&amp;hl=en_US&amp;start=</a>
Offline FabulousFellini
« Reply #5953 - Posted 2018-04-23 18:05:50 »

It was funny day...



VIDEO:
<a href="http://www.youtube.com/v/ZocFkwFska0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/ZocFkwFska0?version=3&amp;hl=en_US&amp;start=</a>

Shouldn't this all be in a WIP thread?

-FabulousFellini
www.fabulousfellini.com
Offline ByerN
« Reply #5954 - Posted 2018-04-23 18:12:28 »

Well... I wanted to share what I did today and tell you funny story related to it (with video ref). I am maintaining WIP as well
Offline Guerra2442

JGO Coder


Medals: 50
Exp: 3 years


Guerra24


« Reply #5955 - Posted 2018-04-25 01:50:47 »

I've been thinking about making a X11 WM in Java and yesterday finally got into it and today got it working into a somewhat usable state.



It uses a combination of native X11 and GLFW, all window decorations are rendered using NanoVG. Also going to work on a compositor because I want to do some fancy stuff. People who has seen previous replies may see similarity, that's because it uses the same UI system and going to use the same compositor as the game engine I've shown.

Working on Light Engine.
Offline BitBotz
« Reply #5956 - Posted 2018-04-26 12:34:01 »

I implemented a walljump feature (yesterday )  Grin

Click to Play


Forum Thread: http://www.java-gaming.org/topics/heroic-jumpers-alpha-desktop/38436/view.html
Offline 65K
« Reply #5957 - Posted 2018-04-26 17:02:30 »

Reworked the homepage for Lethal Running and set up an Itch.io site.

www.lethalrunning.com
itch.io/lethalrunning

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

Lethal Running - a RPG about a deadly game show held in a futuristic dystopian society.
Offline FabulousFellini
« Reply #5958 - Posted 2018-04-27 15:20:30 »

I realized making an isometric game might be beyond the scope of my knowledge being new to LibGDX, so I scrapped that idea and will either make the game top down or top down / angled back, like how Earthbound is for a lot of the game.  Like this...does anyone know what this style/camera view is called?   Or what axis and angle the camera is rotated?  I messed around with it for a while last night but couldn't really get it to look right.




-FabulousFellini
www.fabulousfellini.com
Offline princec

« JGO Spiffy Duke »


Medals: 1030
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #5959 - Posted 2018-04-27 15:55:50 »

Released Basingstoke. Well, in about 1 hour Smiley

Cas Smiley

Offline FabulousFellini
« Reply #5960 - Posted 2018-04-27 16:58:47 »

Released Basingstoke. Well, in about 1 hour Smiley

Cas Smiley

Awesome!  Congrats man!

-FabulousFellini
www.fabulousfellini.com
Offline VaTTeRGeR
« Reply #5961 - Posted 2018-04-27 17:41:16 »

@FabulousFellini

https://en.wikipedia.org/wiki/Oblique_projection

Have a look at the bottom right, the camera is looking down at an 45° angle, the stuff in your example is not rendered though so i don't think the perspective is consistent.

Offline FabulousFellini
« Reply #5962 - Posted 2018-04-27 17:42:31 »

@FabulousFellini

https://en.wikipedia.org/wiki/Oblique_projection

Have a look at the bottom right, the camera is looking down at an 45° angle, the stuff in your example is not rendered though so i don't think the perspective is consistent.



Dude, thanks!  That's a huge help and will also help me understand the isometric angles too!

-FabulousFellini
www.fabulousfellini.com
Offline philfrei
« Reply #5963 - Posted 2018-04-27 19:05:36 »

I just managed to generate a self-contained application from my java project, complete with Windows installation file: "ToneCircleDroneApp-1.0.exe"

As I'm new to this process (unlike princec), it took a lot longer than 1 hr. But now that I have a working path, when I update the code and do this again, it should be pretty simple--just a matter of dropping the source code in the right place and running the Ant build.exe that I made using the following tutorial example (with modifications, of course).

Deploying the JavaFX Hello World Example as a Self-Contained Application
I went ahead and set this up my application as a Java 9 project, using Oracle's Deployment Guide. Converting to Java 9 went smoothly.

This build.xml also made a Webstart complete with .jar, .jnlp, and a .html for testing purposes. But I don't plan to deploy as a WebStart, so will probably just ignore these or figure out how to shave the generating code from the build.xml.

I wasn't able to figure out the "external jar" example that follows the example above. So as a work-around, I made a "source code only" jar export, and unpacked that into the src folder. All the code was DIY, no libraries. But it would be nice to understand how to reference a .jar. Should I post a question at jgo on this which shows the build file and the error messages I get?

Next up:

1) A bit of debugging I put off for the app itself. (There is a intermittent timing problem to fix that I came across while playing along with my new app.)

2) Figure out the steps required to hone down the packaged jre using JLink. If this proves too hard, can just skip the step! The app is 179 MB. Maybe that is not so terribly large. Of this, 177 MB is the runtime.

3) Learn how to get this onto itch.io!

I have some more documentation to write, too.

Hey! What is the best way to give customers files that they can load into the application? I have lots of .xml files that can be loaded and played. I'll have a dedicated website--just put them in a zip for people to download and unpack?

It would be nice if the Install included some files for loading. Unclear to me how this is done.

music and music apps: http://adonax.com
Offline SkyAphid
« Reply #5964 - Posted 2018-04-28 07:44:51 »

I realized making an isometric game might be beyond the scope of my knowledge being new to LibGDX, so I scrapped that idea and will either make the game top down or top down / angled back, like how Earthbound is for a lot of the game.  Like this...does anyone know what this style/camera view is called?   Or what axis and angle the camera is rotated?  I messed around with it for a while last night but couldn't really get it to look right.

Just to answer your question, this is called an orthographic rpg viewpoint. The specific angling of some of the areas is just part of the artstyle. Robot Farm uses a similar viewpoint and a similar cartoony artstyle too, but we tried to make ours unique so that it wouldn't be instantly recognizable as "looking like X" or something.

Speaking of Robot Farm, this is a bit old, but we've been working on combat a bit. This screenshot is of an attack called "Zekkai," which is similar to Kaio-Ken from Dragonball. The cool thing about is that it works as a buff to attack, but the twist is that you turn it on and off manually (I.E. it doesn't wear out after a few turns) and it instead consumes stamina each turn and can eventually start killing you once you run out of stamina. There's also alternate Zekkai's for each stat category (speed, defense), and they can be stacked, at the cost of more stamina with each one. So I'm excited to see how it's used by players since you can use it to turn the tides of battle (literal meaning of Zekkai), but maybe at the cost of causing a team member to be killed by the resource implications.



Sorry for the long-winded post, but I haven't really gotten to ramble about this yet and wanted to get it out of my system!

it just werks
Offline philfrei
« Reply #5965 - Posted 2018-05-04 17:53:20 »

Successfully used JLink with my ToneCircleDrone project.

The tcd-image file folder is 74MB. (Still have to figure out how to incorporate this into packaging.)

A previously packaged iteration with the complete runtime was 179 MB. So that's a reduction to what, about 2/5th of the larger size?

I ran into problems trying to get this to work, but they were mostly due to ignorance about command-line Java commands and how the shell environment works.

music and music apps: http://adonax.com
Offline Shatterhand

Junior Devvie


Medals: 7
Exp: 5 years



« Reply #5966 - Posted 2018-05-06 10:37:32 »

Not today, but over the last few days I've cleaned up and refactored many things in my platformer game that I'm working on since 1½ years now. I hope that I'll be done with the programming parts in a few weeks and can start making more levels, more art and the story soon.

There are three things I learned during development so far:
- don't write your own markup language (inspired by TreeML) for data files, use JSON instead
- if you're not good at drawing, use vector graphics, either Blender or Inkscape for in-game art
- the first 90% of code take 90% of time, the last 10% take the other 90% of time Wink

Haven't visited here since quite a few months now, and Gosh, it's quiet in here! Does no one use Java for game programming anymore?

Cheers

Micro$oft broke Volkswagen's world record: Volkswagen only made 22 million bugs!
Offline Shatterhand

Junior Devvie


Medals: 7
Exp: 5 years



« Reply #5967 - Posted 2018-05-07 15:47:10 »

Boosted my level creation pipeline by adding a ton of improvements to my level editor. At least making a GUI is comfortable with JavaFX Wink

Successfully used JLink with my ToneCircleDrone project.

The tcd-image file folder is 74MB. (Still have to figure out how to incorporate this into packaging.)

A previously packaged iteration with the complete runtime was 179 MB. So that's a reduction to what, about 2/5th of the larger size?

179MB really isn't too bad given the ever growing storage space today.

Cheers

Micro$oft broke Volkswagen's world record: Volkswagen only made 22 million bugs!
Offline philfrei
« Reply #5968 - Posted 2018-05-10 07:05:36 »

I managed to get as far as creating ToneCircleDrone.1.0.exe today, using command-line Java and javapackager and jlink. Whether it works or not, IDK. I'm scared to try running it. I'm just happy the javapackager -deploy command executed without error. Maybe tomorrow morning.

I did click it and a standard Windows install program started. I quickly cancelled out.

The .exe file is 40MB. The file folder source is 73MB and has a customized runtime. With the full-sized runtime, it would be 178MB.

I still have to put in an .ico file. Am wondering about adding some more compression and/or obfustication.

I made extensive notes of the process. Every error along the way has been recorded, as well as some choice explitives. Maybe I'll write a tutorial. It will show how to do this "the long way" with every step discussed in detail. I will aim it for programmers like myself who have remained blissfully ignorant of OS command shells & commandline Java, thanks to having a magical IDE.

Fingers crossed. This plan assumes the exe I made actually works.

music and music apps: http://adonax.com
Offline KaiHH

JGO Kernel


Medals: 520



« Reply #5969 - Posted 2018-05-10 12:03:58 »

Added OpenJDK and OracleJDK 10 and 11 builds of JOML to its Travis configuration. Using OpenJDK 11's javadoc actually caught some HTML errors. Also now the artifacts are automatically deployed to the oss.sonatype.org Maven repository once the build completes, following this nice howto example: https://github.com/making/travis-ci-maven-deploy-skelton.
The times when I would forget to deploy a change by hand are finally over now! Smiley
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