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  What I did today  (Read 2650400 times)
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Offline Shatterhand

Junior Devvie


Medals: 8
Exp: 5 years



« Reply #5940 - Posted 2018-05-25 14:56:16 »

Introduced parallax scrolling with multiple backgrounds in my platformer today (thanks, opengameart.org Smiley ). That really adds to the overall feeling.
Also added some sound effects for water etc. (this time from freesound.org).

Spent the last few days playing with my new Oculus Go. Amazing thing!
I wish I could invest into a VR set as well, amazing tech. But that'll have to wait till I earn my own money in a few months…

Cheers

Micro$oft broke Volkswagen's world record: Volkswagen only made 22 million bugs!
Offline bornander
« Reply #5941 - Posted 2018-05-27 14:10:37 »

Moved the full source and assets of my project Nine Levels (JGO WIP posts) to GitHub. Maybe someone will find it or parts of it useful.

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

Note that the source is not intended to be a tutorial or article so it's not very tidy, apologies for that.

Try my Android games: Grapple | Hovercraft | Lala
Offline ByerN
« Reply #5942 - Posted 2018-05-27 18:02:15 »

Today I've... integrated my game with discord...
Click to Play


Play via discord! It's the future! (xD)
I wanted to put it here because it's so funny concept Smiley

Stream:
https://mixer.com/ByerN

Discord:
https://discord.gg/xx4YfHd

WIP (more info):
http://www.java-gaming.org/topics/libgdx-akka-tanima-mmo-rogue-like/38654/msg/369447/view/topicseen.html#msg369447

Ah... Life... I miss you so much Sad
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline cygnus
« Reply #5943 - Posted 2018-05-28 03:31:26 »

I made a short and low effort demo video of some random features!
<a href="http://www.youtube.com/v/ZWW-jLhOQA8?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/ZWW-jLhOQA8?version=3&amp;hl=en_US&amp;start=</a>

EDIT - The video above is already outdated, I just redid the item transport tube textures. Before, I hadn't realized some essential things about the perspective. Now they should look decently better:

(The image looks kinda strange because the higher-up Crafter block is rotated, causing the IO nodes to rotate but because I haven't implemented rotated textures the hole in the front stays in the same place)
Offline philfrei
« Reply #5944 - Posted 2018-05-31 08:24:24 »

Some good suggestions made by beeaware were implemented today. The one that got me excited enough to post about was the creation of a new messaging protocol that fits in perfectly with the "NoteListener" system I already have working.

I should maybe provide a little background to explain. Java doesn't have "real time guarantees" and this can make it hard to coordinate sounds with graphical events. But what I am calling the "Audio thread" does seem to be steadier in terms of timing than any other thread. I use the term "Audio Thread" to refer to the last accessible stage before bytes are shipped to the OS audio outputs: where the SourceDataLine runs. I have been using that thread to send "NoteListener" messages, as a way to signal to other threads, and it has been successful in terms of timing fidelity. Whenever a Note (originating from a synth) starts, releases or ends, a message is sent to the NoteListeners at the stage where the corresponding audio signal is packed into the SourceDataLine.

What I added was a MessageListening system built on the same framework. I can schedule it like a Note, and have it deliver a coded int to a MessageListener. This is perfect for when something needs to happen at a musically dependent time, but where there is no "Note" event that corresponds (e.g., rests, or during held notes). It eliminates the tempting kloojiness of using Notes with 0 volume as a trigger vehicle.

So, as a result, some GUI controls that were just metrical placeholders now flash, with precision, exactly on the beat they are placeholding.

Next up: am working on learning enough about drag-and-drop to be able to drag "nodes" from one copy of my application to another copy. Am having to learn about custom Flavors and other stuff (am unfortunately chained to Swing on this application). I bet the JavaFX implementation is much easier to grok.

The usefulness increases dramatically if one can save "templates" and drag and drop from them onto a target. It becomes feasible for people to design and build their own musical scales and implement custom tunings.

Hope that wasn't too much gobbledigook.

Shipping kind of works, but there remain a couple glitches to work out concerning appropriate minimization and whether the .bat command shell really has to linger for the duration.

music and music apps: http://adonax.com
Offline orange451

JGO Kernel


Medals: 385
Projects: 6
Exp: 7 years


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


« Reply #5945 - Posted 2018-06-01 14:21:01 »

Implemented checkboxes into my UI solution for LWJGL. Need to find a better font for the checkmarks though. I'm using entypo, and it's ugly!




[EDIT]
Updated the selection outline, and the checkmark graphic. Does it look more clickable now?

First Recon. A java made online first person shooter!
Offline orange451

JGO Kernel


Medals: 385
Projects: 6
Exp: 7 years


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


« Reply #5946 - Posted 2018-06-03 15:19:28 »

Implemented Radio Buttons


Not looking forward to implementing tree views or text editors :x

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

JGO Knight


Medals: 89



« Reply #5947 - Posted 2018-06-04 20:11:41 »

Added animated, noise based volumetric fog to the voxel cone tracer in my custom Java engine Smiley

<a href="http://www.youtube.com/v/RSF-FyNLbbY?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/RSF-FyNLbbY?version=3&amp;hl=en_US&amp;start=</a>
Offline orange451

JGO Kernel


Medals: 385
Projects: 6
Exp: 7 years


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


« Reply #5948 - Posted 2018-06-05 04:19:28 »

That looks fantastic, h.pernpeintner! Love seeing 3d java stuff ^^

I implemented a context menu type thing for my UI solution

First Recon. A java made online first person shooter!
Offline orange451

JGO Kernel


Medals: 385
Projects: 6
Exp: 7 years


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


« Reply #5949 - Posted 2018-06-07 21:28:12 »

Modified the context menu and implemented it with a MenuBar



Works just like JavaFX:
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// Create Menu Bar
MenuBar bar = new MenuBar();
container.getChildren().add(bar);

// Create File Menu
Menu file = new Menu("File");
file.getItems().add(new MenuItem("New"));
file.getItems().add(new MenuItem("Open"));
file.getItems().add(new MenuItem("Save"));
bar.getItems().add(file);

// Create Edit Menu
Menu edit = new Menu("Edit");
edit.getItems().add(new MenuItem("Undo"));
edit.getItems().add(new MenuItem("Redo"));
bar.getItems().add(edit);

First Recon. A java made online first person shooter!
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline FabulousFellini
« Reply #5950 - Posted 2018-06-07 21:30:00 »

Moved the full source and assets of my project Nine Levels (JGO WIP posts) to GitHub. Maybe someone will find it or parts of it useful.

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

Note that the source is not intended to be a tutorial or article so it's not very tidy, apologies for that.

Hey, if it matters I find it very useful!  Especially the use of the camera.  I'm going to dig more into it this weekend and see if I'm majorly messing something up with LibGDX.

-FabulousFellini
www.fabulousfellini.com
Offline orange451

JGO Kernel


Medals: 385
Projects: 6
Exp: 7 years


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


« Reply #5951 - Posted 2018-06-08 04:08:43 »

Just implemented BorderPane

I'm on a roll! haha

First Recon. A java made online first person shooter!
Offline J0
« Reply #5952 - Posted 2018-06-08 07:31:56 »

that looks awesome Orange! i'm wondering if you're using any image assets (apart from the fonts obv)? i had done kind of a gui library type thing for lwjgl a few years back as well (though a lot less advanced) and it looked really ugly hehe

Offline orange451

JGO Kernel


Medals: 385
Projects: 6
Exp: 7 years


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


« Reply #5953 - Posted 2018-06-08 13:00:40 »

No images used yet. Everything drawn is handled by NanoVG. It's a really nifty library, and I'm glad it was added into LWJGL Smiley

First Recon. A java made online first person shooter!
Offline bornander
« Reply #5954 - Posted 2018-06-10 14:22:37 »


Hey, if it matters I find it very useful!  Especially the use of the camera.  I'm going to dig more into it this weekend and see if I'm majorly messing something up with LibGDX.
It matters.
Thank you for taking the time to comment on it.

Try my Android games: Grapple | Hovercraft | Lala
Offline EgonOlsen
« Reply #5955 - Posted 2018-06-10 19:44:17 »

I've finally completed my BASIC V2 cross compiler that allows one to compile programs written in Commodore BASIC V2 on the PC for the C64.

Here's a small example from the C64's manual:

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1 REM UP, UP, AND AWAY!
5 PRINT "{CLEAR}"
10 V = 53248
11 POKE V+21,28
12 POKE 2042,13: POKE 2043,13: POKE 2044,13
20 FOR N = 0 TO 62:READ Q:POKE 832+N,Q:NEXT
25 POKE V+23,12: POKE V+29,12
30 FOR X = 0 TO 200
40 POKE V+4,X
48 POKE V+8,X
50 POKE V+5,X
58 POKE V+9,100
60 NEXT X
70 GOTO 30
200 DATA 0,127,0,1,255,192,3,255,224,3,231,224
210 DATA 7,217,240,7,223,240,7,217,240,3,231,224
220 DATA 3,255,224,3,255,224,2,255,160,1,127,64
230 DATA 1,62,64,0,156,128,0,156,128,0,73,0,0,73,0
240 DATA 0,62,0,0,62,0,0,62,0,0,28,0


The compiler first compiles this into an intermediate language, which looks like this:

http://pastebin.java-gaming.org/afa807560571c

And then it converts this into 6502-assembly language and links the needed runtime routines to it, which  looks like this:

http://pastebin.java-gaming.org/a8050976c5e17

...which then gets assembled into actual machine code to be run on the target platform (this binary will run in any C64 emulator): https://jpct.de/download/++example.prg

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 #5956 - Posted 2018-06-12 03:17:15 »

i've taken my engine in a bit of a different direction of late - the old features still exist but i have been building a ground-up solution for visual novels, it's got an integrated editor and scripting is provided through nashorn (so javascript scenes)


another thing i've been working on (as part of this) is a system for effects and animations that can be placed on top of any object in the scene


volatileimage is a blessing but i wish it would work with custom composites.

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline orange451

JGO Kernel


Medals: 385
Projects: 6
Exp: 7 years


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


« Reply #5957 - Posted 2018-06-12 03:23:08 »

I implemented a nice way to allow the user to draw their own OpenGL content underneath a specific element in the scene


First Recon. A java made online first person shooter!
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 #5958 - Posted 2018-06-12 03:26:16 »

What font do you use for UI? Is that the OS X system font? I'm getting tired of tahoma.

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline orange451

JGO Kernel


Medals: 385
Projects: 6
Exp: 7 years


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


« Reply #5959 - Posted 2018-06-12 03:28:03 »

It's Roboto from google. Was used in the NanoVG sample code, so I stuck with it in my UI thing

First Recon. A java made online first person shooter!
Offline orange451

JGO Kernel


Medals: 385
Projects: 6
Exp: 7 years


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


« Reply #5960 - Posted 2018-06-13 01:57:26 »

While it might not seem like much, I implemented an OpenGLPane.



It combines the previous thing I did where I implemented a easy-to-access rendering path, but it extends a StackPane element. This will allow me to use direct OpenGL calls to this pane, but it will respect all of the sizing/layouts of the UI system automatically.

The picture above represents an OpenGL pane ontop of the root pane (background), sized 100x100. It has a label inside of it, to show it's not simply drawing ontop of the window.

Since the OpenGLPane is ultimately a descendant of the Node, it can be used anywhere they can be, such as as an element in a dropdown list, or as a graphic for a button, ect. I currently provide an example shader as part of the library, but it's designed so that you can use any sort of shader/geometry/whatever, and it'll then display it as a pane element.


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

Junior Devvie


Medals: 8
Exp: 5 years



« Reply #5961 - Posted 2018-06-13 13:37:37 »

While it might not seem like much, I implemented an OpenGLPane.
[…]
It combines the previous thing I did where I implemented a easy-to-access rendering path, but it extends a StackPane element. This will allow me to use direct OpenGL calls to this pane, but it will respect all of the sizing/layouts of the UI system automatically.

This is already much more than JavaFX will ever be able to do, despite many people having suggested to open up the OpenGL API inside of JavaFX to the programmers. This is due to Oracle having lost interest in the project a few years ago, when they saw they couldn't get the wide adoption they'd hoped for. So they decided to kick it out of the JDK in the future.

Cheers

Micro$oft broke Volkswagen's world record: Volkswagen only made 22 million bugs!
Offline Mad Hatter
« Reply #5962 - Posted 2018-06-13 16:15:08 »

Isometric tileset for my hellish game:
<a href="http://www.youtube.com/v/oA7T3EFDLlc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/oA7T3EFDLlc?version=3&amp;hl=en_US&amp;start=</a>

You can see result here:
http://pixeljoint.com/pixelart/121440.htm
Offline beeaware
« Reply #5963 - Posted 2018-06-13 18:03:30 »

Slept cause I played Rise of the Tomb Raider all night  Grin

You know you're getting old when you played Pong while it was still hot...
Offline princec

« JGO Spiffy Duke »


Medals: 1033
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #5964 - Posted 2018-06-14 08:51:43 »

JavaFX has gone so tragically in the wrong direction it makes me cry.

Cas Smiley

Offline Mad Hatter
« Reply #5965 - Posted 2018-06-14 13:33:43 »

Slept cause I played Rise of the Tomb Raider all night  Grin
RESPECT  Grin

Today again I did tilesets for my game but this time:
- I was careful with outlines;
- make object not so tall;
- add few object that player can plunder.

<a href="http://www.youtube.com/v/vhBbwm8ydfo?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/vhBbwm8ydfo?version=3&amp;hl=en_US&amp;start=</a>

Results
Offline FabulousFellini
« Reply #5966 - Posted 2018-06-14 17:04:54 »

Me and my friend began to code a new game she wants to make, geared towards the autistic students she works with (well actually I'm coding it and shes the "project manager").  It can be for little kids too.  It's not so much of a game, but questions like "what are the steps to take the bus" or "what are the steps to put on your shoes", and there will be answers they have to put in the correct order.  Not really the most fun program to code, but hopefully it will help a few people!

-FabulousFellini
www.fabulousfellini.com
Offline SugarBlood

Junior Devvie


Medals: 3
Projects: 2



« Reply #5967 - Posted 2018-06-14 17:26:12 »

I've finally completed my BASIC V2 cross compiler that allows one to compile programs written in Commodore BASIC V2 on the PC for the C64.

 Shocked Shocked Shocked Shocked Shocked
Offline 65K
« Reply #5968 - Posted 2018-06-15 04:17:53 »

I've finally completed my BASIC V2 cross compiler that allows one to compile programs written in Commodore BASIC V2 on the PC for the C64.

 Shocked Shocked Shocked Shocked Shocked
He's a freak for sure Grin
I wrote my first lines of code ever on a C64 in Basic many years ago Smiley

Lethal Running - a RPG about a deadly game show held in a futuristic dystopian society.
Offline beeaware
« Reply #5969 - Posted 2018-06-15 16:07:37 »

What I did last night, not today  Grin

Working on the final parts of the boss level in Bee vs Mites (part of Bee Aware).

This is Bee vs Mites (and a farmer spraying pesticide through a hole in the hive). The game is a topdown scroller:


And this is the boss level (the Underhive), where you have to defeat MegaMite:


You have to jump with your bee on the light spot on the back of MegaMite, she than falls flat on the floor and loses some health (repeat until beaten). If MegaMite catches you, she will suck you in and chew on you a bit, then spit you out, which will cost you health. You have to watch out for the spiders as well, they rotate like mad when you hit them and lower your health. This is all accompanied by a dark moody piece of music.

A bit more about Bee Aware: It's an active clicker game, where you have 7 minigames to gather points for the main clicker game (a topdown arcade scroller, a quiz (5 Original quizzes, each 20 questions), a memory game, a maze game, a jigsaw game, a puzzler and another arcade game where you have to seek honey while being shot at by the farmer).
I was more or less finished, but had some extra ideas, so publishing on Steam will be postponed a few weeks.

You know you're getting old when you played Pong while it was still hot...
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