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  What I did today  (Read 52655 times)
Ecumene, Slyth2727 and 3 Guests are viewing this topic.
Offline Herjan
« Reply #210 - Posted 2014-07-14 12:29:55 »

Maybe try to find ground line equation and discard all particles below ground (if this is possible in LibGDX)?

I was planning on tweaking the explosions later (after fixing the bug), it doesn't crash if I draw below ground (negative y).
I have the same problem where or when doesn't matter (I also drew it in mid-air).

EDIT: It had to do with some scaling, if I disable the scaling I do on the explosion, it works good (no hole).

EDIT 2: If anybody is interested in a proper scaling method:
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public void scaleParticleEffect(ParticleEffect effect, float scale){
      for(int i = 0; i < effect.getEmitters().size; i++){
          effect.getEmitters().get(i).getScale().setHigh(effect.getEmitters().get(i).getScale().getHighMin()*scale, effect.getEmitters().get(i).getScale().getHighMax()*scale);
          effect.getEmitters().get(i).getScale().setLow(effect.getEmitters().get(i).getScale().getLowMin()*scale, effect.getEmitters().get(i).getScale().getLowMax()*scale);
         
          effect.getEmitters().get(i).getVelocity().setHigh(effect.getEmitters().get(i).getVelocity().getHighMin()*scale, effect.getEmitters().get(i).getVelocity().getHighMax()*scale);
          effect.getEmitters().get(i).getVelocity().setLow(effect.getEmitters().get(i).getVelocity().getLowMin()*scale, effect.getEmitters().get(i).getVelocity().getLowMax()*scale);
      }
   }

Offline kevglass

JGO Kernel


Medals: 172
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #211 - Posted 2014-07-14 13:06:40 »

Started looking at some land tiles:



Cheers,

Kev

Offline kingroka123

JGO Ninja


Medals: 29
Projects: 5
Exp: 1 year


Gamer's Helmet


« Reply #212 - Posted 2014-07-15 03:55:41 »

Today I made a sliding and scrolling panel. Not much but it's one of my first steps to improving gameplay   Grin
Screenshot (click for full)  Pointing

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline theagentd
« Reply #213 - Posted 2014-07-15 04:15:28 »

I wrote a rant.

Myomyomyo.
Online Ecumene

Senior Member


Medals: 5



« Reply #214 - Posted 2014-07-15 04:17:02 »

I wrote a rant.

Which I might reply to once I finish reading it Smiley - Probably the only notable thing I'm going to do today.

You acknowledge that this software is not designed, licensed or intended for use in the design, construction, operation or maintenance of any nuclear facility.
Offline JVallius
« Reply #215 - Posted 2014-07-15 18:22:14 »

Much code, planning, nothing visual

Offline Longor1996
« Reply #216 - Posted 2014-07-15 21:52:03 »

I am working on my Game-Framework again, slowly turning it into a Game-Engine.

The result looks awesome (Using Portal 2 textures in this Image):

Sorry for my bad English! That's because i am from Germany.
Offline death_angel
« Reply #217 - Posted 2014-07-15 21:53:07 »

Learning and testing a VBO quad  Smiley

Like a Boss Hacker
Offline kevglass

JGO Kernel


Medals: 172
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #218 - Posted 2014-07-16 10:01:20 »

More pixel art tests for land and houses:



Cheers,

Kev

Offline theagentd
« Reply #219 - Posted 2014-07-16 18:33:51 »

I wrote a small program which does raycasting through a 3D texture.

1. Find MRI image.
Click to Play


2. Split it up into individual frames.

3. Put frames in folder of program.

4. Profit, in the form of broccoli!

Myomyomyo.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Online Ecumene

Senior Member


Medals: 5



« Reply #220 - Posted 2014-07-16 18:36:57 »

I wrote a small program which does raycasting through a 3D texture.

1. Find MRI image.
2. Split it up into individual frames.
3. Put frames in folder of program.
4. Profit, in the form of broccoli!

Wow, that's actually amazing! You should make this into actual software, companies could pay big bucks for a easy to use program like this Smiley

You acknowledge that this software is not designed, licensed or intended for use in the design, construction, operation or maintenance of any nuclear facility.
Offline Rayvolution

JGO Kernel


Medals: 208
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #221 - Posted 2014-07-16 18:37:42 »

More pixel art tests for land and houses:

<snippy>

Cheers,

Kev

Loving soft pixel art style. Very "relaxing" looking. Smiley

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline basil_
« Reply #222 - Posted 2014-07-16 18:43:29 »

watching circles do spin
Offline Herjan
« Reply #223 - Posted 2014-07-16 18:50:01 »

I wrote a small program which does raycasting through a 3D texture.

1. Find MRI image.
2. Split it up into individual frames.
3. Put frames in folder of program.
4. Profit, in the form of broccoli!

Wow, that's actually amazing! You should make this into actual software, companies could pay big bucks for a easy to use program like this Smiley

With companies, you mean: farmers, broccoli factories Roll Eyes (I wanted to say 'plants' Wink) and greengrocers? Grin

Offline SauronWatchesYou
« Reply #224 - Posted 2014-07-16 20:40:08 »

I'm working on power-ups for my game Cheesy it's the first time I have tried doing them but it's going pretty well.

I'm using a time based power up system at the moment and need to implement more UI for what weapon the player has etc but i'm pleased that I got it working first time. Below are some gifs Cheesy ignore the coin giving the power-up, I wanted to make sure it worked before adding my art

Click to Play


Click to Play
Offline EgonOlsen
« Reply #225 - Posted 2014-07-16 20:55:37 »

I finally managed to find decent, free images for the herbs/flowers in my RPG.


Offline JVallius
« Reply #226 - Posted 2014-07-16 21:13:26 »

Some excel madness. Somehow fascinating, no?



Offline princec

JGO Kernel


Medals: 391
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #227 - Posted 2014-07-16 23:02:26 »

Layout manager finally working... in one dimension. Next step... the perils of the second dimension!

For some reason it's taken me a week and a half to get this far. I've been trying to come up with an elegant and simple algorithm that figures out how to lay out component hierarchies according to the usual sorts of constraints such as anchors and % width ratios of parents and so on, and also using layout managers that explicitly lay things out (in my case, specifically, I wanted a "Flow Layout" that arranged UI components as in AWT. I imagine a grid layout might come in handy too, and possibly a "form" layout for pairs of labels and widgets).

The trouble arises when you need to get nested components to expand to the correct size, and subsequently resize parent components, and so on, up to the top, where you've got the window.

So, what I've done, is I "inflate" my components first, from the top of the tree down. Like putting a straw in them and blowing. At the very leaves of the UI, each component must at the very minimum declare a minimum size, which it exerts "outward" pressure with. It may optionally be constrained by its own defined maximum size. And it is also restricted by its parent's maximum size. The minimum size at any point may be determined by the largest child component, or the calculated minimum size by the layout manager at this level, or by the width of some text.

If, during the process of inflation, we discover that a component's minimum and maximum sizes converge on a single value, we know that the component is of a completely fixed size, and we can then "constrain" components from this point downwards. Constraining causes all the components underneath to have their maximum sizes clamped to their parent component's size. At this point we might apply the constraints at this level, which will converge the minimum and maximum sizes once again, and cause "constraint" to happen, recursively.

Once we know a component's actual size, and it's parent's actual size, we can then position it according to its anchor.

The whole process is neatly rounded off at the end of "inflation" by the fact that the display window has a known size, which means it immediately sets about applying the "constraint" after it's blown everything up inside it.

It's a bit like attaching a balloon to a compressor, and then putting it in a vice Smiley

Anyway, I'm most pleased with myself for working it all out, because it was a complete embuggerance. The second dimension should hopefully "just work" alongside the first...

Cas Smiley

Offline BurntPizza
« Reply #228 - Posted 2014-07-16 23:07:15 »

@Cas

"Balloon in a vice" reminds me of glass bottle injection molding:

Click to Play
Offline kpars

JGO Wizard


Medals: 81
Projects: 4
Exp: 3 years


Extreme Typist.


« Reply #229 - Posted 2014-07-17 01:27:23 »

I am working on my Game-Framework again, slowly turning it into a Game-Engine.

The result looks awesome (Using Portal 2 textures in this Image):
-image-

That looks f**king amazing.

- Jev

Offline CommanderKeith
« Reply #230 - Posted 2014-07-17 14:53:08 »

Today I learned about how to add extra indexes to an sql database table which all of a sudden sped up my high score page from taking 20 seconds to 1 second load times.

Last week I migrated my VPS from Linode (2GB RAM, 20$/mth) to RamNode (0.5GB RAM 6$/mth). Since I barely used 1% of the Linode VPS's CPU or bandwidth resources and that plan was their minimum subscriptio,n I think the effort to move was warranted.

Layout manager finally working... in one dimension. Next step... the perils of the second dimension!
Your approach is interesting, but why not just use one of the countless layout managers that already exist? Swing, TWI and libgdx all have layout managers that you could pilfer or adapt for free.
I know that skinning components is hard to get right in any look-and-feel widget toolkit, but I've found that java layout managers work quite well (though html/css one's don't).

Cheers,
Keith

Offline princec

JGO Kernel


Medals: 391
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #231 - Posted 2014-07-17 15:07:51 »

Because, of course, they don't do exactly what I want them to do Smiley

Cas Smiley

Offline kevglass

JGO Kernel


Medals: 172
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #232 - Posted 2014-07-17 15:15:58 »

And most importantly, it wasn't made here (tm) Smiley

Kev

Offline princec

JGO Kernel


Medals: 391
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #233 - Posted 2014-07-17 15:34:52 »

Absolutely.

Cas Smiley

Offline Longor1996
« Reply #234 - Posted 2014-07-17 17:00:54 »

I made a staircase.



The geometry (CSG) and lighting (Multicolor Lightmaps) where made with the 'Runtime World Editor' (Download it, its awesome!), the textures are from Portal 2 (I love this Game), and the Game-Engine that renders the whole thing is one of my personal projects.

There is also physics and a First-Person Camera system ('KinematicRigidCamera'), that can be swapped out with a 'FreeCam', or the default JBullet camera ('KinematicCharacterController'). Next on the ToDo-list is to refactor the code to allow multiple kinds of 'Entities' like levers, buttons, doors, boxes you can pickup and carry/throw around, NPC's and Dynamic-Lights. Then I could actually make a small interactive World.

A 3D-Labyrinth, maybe?

- Longor1996

Sorry for my bad English! That's because i am from Germany.
Offline pitbuller
« Reply #235 - Posted 2014-07-17 19:28:31 »

I made a staircase.



The geometry (CSG) and lighting (Multicolor Lightmaps) where made with the 'Runtime World Editor' (Download it, its awesome!), the textures are from Portal 2 (I love this Game), and the Game-Engine that renders the whole thing is one of my personal projects.

There is also physics and a First-Person Camera system ('KinematicRigidCamera'), that can be swapped out with a 'FreeCam', or the default JBullet camera ('KinematicCharacterController'). Next on the ToDo-list is to refactor the code to allow multiple kinds of 'Entities' like levers, buttons, doors, boxes you can pickup and carry/throw around, NPC's and Dynamic-Lights. Then I could actually make a small interactive World.

A 3D-Labyrinth, maybe?

- Longor1996

"Corners Don't Look Like That"
http://nothings.org/gamedev/ssao/


Is that ssao or lighmap with textures that already contain baked occlusion?
Offline Longor1996
« Reply #236 - Posted 2014-07-17 20:10:28 »

I made a staircase.

-snip-

The geometry (CSG) and lighting (Multicolor Lightmaps) where made with the 'Runtime World Editor' (Download it, its awesome!), the textures are from Portal 2 (I love this Game), and the Game-Engine that renders the whole thing is one of my personal projects.

There is also physics and a First-Person Camera system ('KinematicRigidCamera'), that can be swapped out with a 'FreeCam', or the default JBullet camera ('KinematicCharacterController'). Next on the ToDo-list is to refactor the code to allow multiple kinds of 'Entities' like levers, buttons, doors, boxes you can pickup and carry/throw around, NPC's and Dynamic-Lights. Then I could actually make a small interactive World.

A 3D-Labyrinth, maybe?

- Longor1996

"Corners Don't Look Like That"
http://nothings.org/gamedev/ssao/


Is that ssao or lighmap with textures that already contain baked occlusion?

That is a 'error' in the lightmapper built into Runtime-World-Editor.

If I where crazy, I would set the lightmapper to use supersampling at a level of 8 (at which the dark corners go away), but lightmapping a map as simple as the shown staircase with a supersampling level of 2 already takes 20 seconds flat. Add to that the fact that with each ss-level the computation takes about two times longer, and you got a big time consuming problem.

I am already trying to get rid of the dark corners by applying some kind of filter to the generated lightmap, but I can't seem to get it working, since I don't know much about image processing.

- Longor1996

Sorry for my bad English! That's because i am from Germany.
Offline basil_
« Reply #237 - Posted 2014-07-17 20:14:24 »

as long as it looks good it looks good, what it does Smiley
Online Slyth2727
« Reply #238 - Posted 2014-07-17 20:22:33 »

I made a staircase.

So you didn't actually make the shadows or AO, you just used a lightmap generation program to do it for you and then just mapped the textures to some geometry?

Was I before Chuang Tzu who dreamt about being a butterfly, or am I now a butterfly who dreams about being Chuang Tzu?
Offline pitbuller
« Reply #239 - Posted 2014-07-17 20:23:52 »

If lightmaps only contain indirect component you can easily remap it to never go to zero. Just remember that if you can see something then light also can go there and its never pitch black.
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