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  What I did today  (Read 2777862 times)
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Offline kingroka123
« Reply #6060 - Posted 2018-08-02 02:09:20 »

I'm working on a fantasy console and I've gotten to the point where I'm drawing pixels  Cheesy. Here's a taste of what it takes to draw a box and move it around the screen ->
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      m.push((char)0x1000);
      m.push(Screen.toHexCoords(64, 128));
      m.push((char)1024);
     
     
      m.push((char)0x0600);
      m.push((char)1024);
      m.push((char)0xb000);

      m.push((char)0x5000);
      m.push(Screen.toHexCoords(1, 1));
      m.push((char)0xa107);
      m.push((char)0x0600);
      m.push((char)1024);
     
      m.push((char)0x5000);
      m.push(Screen.toHexCoords(0, 1));
      m.push((char)0xa107);
      m.push((char)0x0600);
      m.push((char)1024);
     
      m.push((char)0x5000);
      m.push(Screen.toHexCoords(0, 1));
      m.push((char)0x4000);
      m.push(Screen.toHexCoords(1, 0));
      m.push((char)0xa107);
      m.push((char)0x0600);
      m.push((char)1024);
     
      m.push((char)0x4000);
      m.push(Screen.toHexCoords(1, 1));
      m.push((char)0xa107);
      m.push((char)0x0600);
      m.push((char)1024);
     
      m.push((char)0x4000);
      m.push(Screen.toHexCoords(0, 1));
      m.push((char)0xa107);
      m.push((char)0x0600);
      m.push((char)1024);
     
      m.push((char)0x4000);
      m.push(Screen.toHexCoords(0, 1));
      m.push((char)0x5000);
      m.push(Screen.toHexCoords(1, 0));
      m.push((char)0xa107);
      m.push((char)0x0600);
      m.push((char)1024);
     
      m.push((char)0x5000);
      m.push(Screen.toHexCoords(1, 0));
      m.push((char)0xa107);
      m.push((char)0x0600);
      m.push((char)1024);
     
      m.push((char)0x4000);
      m.push(Screen.toHexCoords(1, 0));
      m.push((char)0xa107);
      m.push((char)0x0600);
      m.push((char)1024);
     
      m.push((char)0x0600);
      m.push((char)1024);
      m.push((char)0x4000);
      m.push(Screen.toHexCoords(2, 1));
      m.push((char)0x2000);
      m.push((char)1024);
     
      m.push((char)0xe000);

      m.push((char)0x9000);
      m.push((char)3077);


Draws This (the box moves and wraps around the screen):


I'm designing a low-level assembly-like language to make this process a lot easier but it's pretty fun to just input bytes like this
Offline dime26

JGO Ninja


Medals: 72
Projects: 7
Exp: 12 years


Should traffic wardens be armed?


« Reply #6061 - Posted 2018-08-02 15:47:44 »

Used some basic math last night to improve my car dust placement, when a vehicle is generated I use the middle point and one edge to calculate the radius of a circle that would surround the rectangle.

When I decide dust or smoke is to be added I can use that radius and the current angle of the car to place decals around the wheels of the car, not sure if this is the best way to do this but it works well. This also makes smoke and dust appear in the correct place of all the vehicles whose tires are at the edge of the rectangle.

I now have dust being added when the car is accelerating from a stand still and when it is skidding. Improved the skid mark placement as well:

Click to Play
Offline orange451

JGO Kernel


Medals: 432
Projects: 7
Exp: 7 years


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


« Reply #6062 - Posted 2018-08-04 07:14:44 »

Started implementing a property explorer:


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 Gornova
« Reply #6063 - Posted 2018-08-05 09:28:09 »

@Gornova Looks nice! Any specific reason for using Swing instead of JavaFX? I think working with the JavaFX canvas is easier and faster (performance wise) than the canvas in Swing (correct me if I'm wrong). Plus, JavaFX has some nice effects, and if you combine them with a timeline you can do cool stuff (ofcourse, not AAA-quality, but cool nonetheless).

@beeaware  was just a prototype and in this case.. work with something I already know is the must Cheesy

Blog | Last game Drone Swarm
Offline SkyAphid
« Reply #6064 - Posted 2018-08-05 21:53:10 »

The new Robot Farm changelog video is out, finally:

<a href="http://www.youtube.com/v/hiG780Hx-RY?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/hiG780Hx-RY?version=3&amp;hl=en_US&amp;start=</a>

And here's a link to the thread for it:
http://www.java-gaming.org/topics/robot-farm/38013/msg/369921/view.html#new

Time for a short a break. Lol

it just werks
Offline orange451

JGO Kernel


Medals: 432
Projects: 7
Exp: 7 years


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


« Reply #6065 - Posted 2018-08-08 13:18:59 »

Implemented Saving/Loading, Physics, and a way to "start" and "reset" the simulation (So that you can edit the project in a paused state, and then start it to play-test)


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

JGO Kernel


Medals: 432
Projects: 7
Exp: 7 years


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


« Reply #6066 - Posted 2018-08-10 15:40:15 »

More work on the PBR shader. Saw an interesting property called Reflectiveness in the google filament project. I tried to emulate it with my current implementation (top line only)


First Recon. A java made online first person shooter!
Offline Sickan
« Reply #6067 - Posted 2018-08-11 11:29:25 »

I rewrote the rendering in my strategy game to use meshes, which made it trivial to add rivers.



Offline FabulousFellini
« Reply #6068 - Posted 2018-08-11 22:54:19 »

I finally figured out a nice way to load my game world.  It's probably old news to most of you but here's how I did it.  The game world is divided into "chunks", 8 x 8, so 64 chunks in all.  Each chunk consists of a tile based grid of a tile map, the tile map being a grid of 68 x 50 "smaller tiles" ("smaller tiles" are each 32 x 32 pixels).  So that makes the world 17,280 x 12,860 (I think).  But only one or two chunks are rendered at a time, depending on if the player is within the chunk's bounds.  Is that how you guys do it for a large tile based world?  This is like my fourth iteration trying to get this to work and this seems like the best way to go about it but I'm super open to advice! 

I also got my hair cut.   And going to McDonalds later to get a happy meal to get a Super Mario toy. 

Cheers guys, happy Saturday!

-FabulousFellini
www.fabulousfellini.com
Offline SHC
« Reply #6069 - Posted 2018-08-12 13:18:17 »

Getting back to the good old VIM (NeoVim)



I'm not so good at it, but just finished out making my own configuration for the NVIM + TMUX.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Online jonjava
« Reply #6070 - Posted 2018-08-12 16:19:26 »

@SHC

Higly recommend:

tmux
https://github.com/tmux-plugins/tpm
https://github.com/tmux-plugins/tmux-resurrect

vim
https://github.com/junegunn/vim-plug
https://github.com/junegunn/fzf
https://github.com/junegunn/fzf.vim

vim colorschemes
https://github.com/morhetz/gruvbox
https://github.com/junegunn/seoul256.vim

vimrc
set synmaxcol=199 "syntax anti-choke!

Offline philfrei
« Reply #6071 - Posted 2018-08-17 00:21:23 »

Just posted a draft (in Chit-chat Monster) of what will eventually be an article or wiki here.
It is a long one, took three posts to put up the complete.
I did not do any formatting except for some code tags. The article will be fully formatted.

Topic: Packaging a custom, self-contained Java program for deploying on Windows 64.

It was very difficult to do the packaging, as I could not figure out how to alter the examples given in the deployment guide to work with a jlink file system. So after struggling with and giving up on both JavaPackager and Ant, I went through the process via the cmd.exe shell.

After getting it to work (for my ToneCircleDrone project) I decided to spend a couple days writing up the steps for others. But it turned into a two-week project. Going on three weeks.

Part of the reason it is so long is that my DOS is weak and I spent a lot of time thrashing with that aspect. I wrote up a bunch of explanations to help other programmers like myself who have jumped into it self-taught and rely on Eclipse or another DAW and are weak with system aspects.

music and music apps: http://adonax.com
Offline ral0r2
« Reply #6072 - Posted 2018-08-17 08:26:18 »

Started on implementing simple shops to my game, where you can buy and sell items.



Data for shops are stored in simple .json files:

Offline philfrei
« Reply #6073 - Posted 2018-08-17 23:38:49 »

I posted a major trimming edit of tutorial posted yesterday. Took out a LOT of verbiage/explanation on cmd.exe basics and Windows OS basics. This might be a more generally useful targeting of audience, and a lot easier to read. Maybe a fully formatted version of this will end up being the finished Article/Tutorial.

I went to a meet-up the other day, asking other game programmers about "signing" and "certificates". I am still researching these things, how to handle issue while not spending too much. Universal reply: "Oh, I use [Unreal/Unity/whatever] so I don't worry about that."

How big a factor is this for why new coders gravitate to these platforms? If we show that packaging a Java game can be accomplished without too much hassle, will people be more encouraged to game code with Java/JavaFX?

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