Java-Gaming.org    
Featured games (81)
games approved by the League of Dukes
Games in Showcase (499)
Games in Android Showcase (118)
games submitted by our members
Games in WIP (567)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 ... 8 9 [10] 11 12 ... 22
  ignore  |  Print  
  What I did today  (Read 52351 times)
theagentd and 1 Guest are viewing this topic.
Offline kevglass

JGO Kernel


Medals: 172
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #270 - Posted 2014-07-22 07:24:28 »

Wrote an island generator - ok I only got 30 minutes last night, sheesh!



Cheers,

Kev

Online princec

JGO Kernel


Medals: 390
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #271 - Posted 2014-07-22 08:01:30 »

Nice island Smiley Needs chickens.

Cas Smiley

Offline Herjan
« Reply #272 - Posted 2014-07-22 12:23:42 »

Wauw Kev, you did that in 30 minutes Shocked
I just got an inferiority complex persecutioncomplex

Anyway, this is how my game progressed, but I took some more time though: Tongue

<a href="http://www.youtube.com/v/3T-O65tgMRg?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/3T-O65tgMRg?version=3&amp;hl=en_US&amp;start=</a>

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline mag

Junior Member


Medals: 9
Exp: 2 years



« Reply #273 - Posted 2014-07-22 13:22:13 »

Made some progress. Added shadows, frustum culling and some temporary textures (I will try to change them when I find ones that fit this project better).


edit: added occlusion culling too, thanks HeroesGraveDev for your links in other projects to 0fps.net
Offline kevglass

JGO Kernel


Medals: 172
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #274 - Posted 2014-07-23 10:34:18 »

Loving the isometric landscape, wish I could have got that working in GL nicely.

My evening comprised of letting my silly prototype get out of hand and zap up more time. The orcs are also getting out of hand:



Finally, I also got my streaming working and did my first dev stream, never been quite so mistake prone as I was when working with the stream running! Sad

Cheers,

Kev

Offline PandaMoniumHUN

JGO Coder


Medals: 32
Exp: 3 years


White-bearded OGL wizard


« Reply #275 - Posted 2014-07-23 11:07:39 »

Finally, I also got my streaming working and did my first dev stream, never been quite so mistake prone as I was when working with the stream running! Sad
Be careful about accidentally showing up passwords and private stuff.
If you have got multiple monitors it's a wise thing to stream only one of them and keep the log in, mail and other businesses on the other one.
Also I would be glad to watch your dev streams, can you give me a link please? Smiley

My Blog | Jumpbutton Studio - INOP Programmer
Can't stress enough: Don't start game development until you haven't got the basics of programming down! Pointing
Offline kevglass

JGO Kernel


Medals: 172
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #276 - Posted 2014-07-23 12:31:46 »

I was using Twitch, http://www.twitch.tv/cokeandcode/ - not on at the moment since I'm at work.

You can try the really rough demo here if you like: https://dl.dropboxusercontent.com/u/1668516/games/roguecraft/web/index.html

Cheers,

Kev

Offline Screem
« Reply #277 - Posted 2014-07-23 14:23:52 »

Made some progress on my Space Game: Gfycat link

Online princec

JGO Kernel


Medals: 390
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #278 - Posted 2014-07-23 14:45:31 »

Today finished work on all the basic area code in the new UI library. So now I've got fully resolution independent UIs which can lay themselves out every frame, with a listener/event model that can handle mouse movement, button presses, clicking and multiple clicking, and full drag and drop capability. What's more every UI element can have its layout interpolated between positions nicely, and its appearance, depending on state. Pleasingly it can cope with thousands of nested widgets being laid out and processed in realtime with almost no noticeable use of CPU (most of the time, widgets are idle, and only wake up when they need to animate or receive an event from the input system).

Now I'm "porting" my old widget code to the new stuff - checkboxes, scrollbars, scrollpanes, textfields, etc. Should have it ready by end of the week, and then I can start converting Battledroid to use the new UI.

I foresee it being a fairly useful library for UIs in general, as it makes it so easy to make resolution and aspect independent UIs.

Cas Smiley

Offline SHC
« Reply #279 - Posted 2014-07-23 14:49:09 »

@princec

Do you have any plans on making it opensource? It seems interesting.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline StumpyStrust
« Reply #280 - Posted 2014-07-23 14:54:49 »

Maybe not open source but tell us a little on how you accomplished all that.

Offline basil_
« Reply #281 - Posted 2014-07-23 15:03:52 »

ja, do you use any space partitioning ? .. nothing, a grid or a tree ? just curious  Wink
Offline danieldean

Senior Member


Medals: 5
Projects: 1



« Reply #282 - Posted 2014-07-23 15:18:24 »

I've been partially following one @kevglass tutorials to try and work out why I seem to end up with unmanageable problems and attempting to do pixel art:



Not the aliens though, they're originals I intend to replace. The cannon and shot are mine. I want to make it kind of like Raiders of the Lost Arcade, with a background and all.
Offline SHC
« Reply #283 - Posted 2014-07-23 15:30:39 »

I've made a semi-transparent alien image for you.

 

Online princec

JGO Kernel


Medals: 390
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #284 - Posted 2014-07-23 15:33:48 »

ja, do you use any space partitioning ? .. nothing, a grid or a tree ? just curious  Wink

Scroll back a few posts and you'll get the general gist of it... basically I traverse the tree from the root to the leaves, applying constraints to the widths and heights of each component, first from its parent (a component can never be bigger than its parent), then its own constraints. Then recurse down to the children. When all the children are done (or if there are none) we ask the component how big its contents are going to be based on the constraints we've been given, and that becomes our minimum size. The contents is the larger of any text area, or child component, or the size of any calculated layout.

Maximum size overrides minimum size. If we discover that our maximum size now equals our mimimum size, we're done at this level and we know exactly how big we are going to be, and that means we  can tell all our child components that they can now position themselves within our bounds, recursively. Where any child component does not yet have matching minimum or maximum size we decide to use the minimum size.

That's the layout part.

The interpolation part isn't all that complicated or clever and literally just interpolates things like colours and constraints.

The event handling stuff is... more fiddly Smiley Basically it's a tick-based state transition manager which receives events from the input system every tick (it's possible to get several mouse events per video frame, which is how often the LWJGL input system is polled). Every component gets every event every tick. Then they all sort of figure out what's happened in isolation from each other, leading to events being fired.

It will doubtless end up open-sourced at some point in Battledroid, the plan for which is most likely to give the source away in some charitable event one day.

Cas Smiley

Offline basil_
« Reply #285 - Posted 2014-07-23 15:42:24 »

ja, do you use any space partitioning ? .. nothing, a grid or a tree ? just curious  Wink

Scroll back a few posts and you'll get the general gist of it...
aaah, chicken-partitioning!  Grin

no, i know what you mean. i see a rectangle-tree now. thanks Smiley
Offline danieldean

Senior Member


Medals: 5
Projects: 1



« Reply #286 - Posted 2014-07-23 16:04:46 »

I've made a semi-transparent alien image for you.

 

Animated frames and there in...  Shocked
Offline SHC
« Reply #287 - Posted 2014-07-23 16:53:28 »

Made new background by messing up with the filters in GIMP.


Offline Roquen
« Reply #288 - Posted 2014-07-24 07:41:05 »

DISCLAIMER: This is Rust, not Java.
I keep attempting to motive myself to look at rust.
Online princec

JGO Kernel


Medals: 390
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #289 - Posted 2014-07-24 09:00:35 »

Looked at Rust, discovered some willfully teeth-grinding grammatical irritations. Wonder if someone might care to remake Rust using Java-like standards of readability and grammatical consistency. Core concept behind Rust is great, and well prepared for hundred-core home computers. Probably it needs an appropriately designed operating system too though, which more or less means, not Unix or Windows.

Cas Smiley

Offline Roquen
« Reply #290 - Posted 2014-07-24 09:22:23 »

I've been waiting for a viable C++ replacement for longer than some kids here have been on the planet...maybe someday I'll get my wish.
Offline PandaMoniumHUN

JGO Coder


Medals: 32
Exp: 3 years


White-bearded OGL wizard


« Reply #291 - Posted 2014-07-24 10:58:47 »

I've been waiting for a viable C++ replacement for longer than some kids here have been on the planet...maybe someday I'll get my wish.
Or you know, you could just learn C++. Tongue

I know it's quite a pain but lots of devs are using it and it's not so hard to get used to.
I develop both in Java, C# and C++ and once you get over the most annoying little things like using headers, manually deleting pointers, makefiles, compiler options (yes, that's actually quite a lot to learn) it's not that bad. However, I still prefer Java out of these 3 because of the JIT compiler and the cross-platform capabilities. Smiley

My Blog | Jumpbutton Studio - INOP Programmer
Can't stress enough: Don't start game development until you haven't got the basics of programming down! Pointing
Online princec

JGO Kernel


Medals: 390
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #292 - Posted 2014-07-24 11:45:47 »

Hahaar, I don't think you know Roquen eh Smiley

Cas Smiley

Offline Phased
« Reply #293 - Posted 2014-07-24 11:56:51 »

Tune Locks 2

A sequel to my Ludum Dare game "Tune Locks" for LD26.

EDIT: Link to my Tune Locks LD26 Entry
What the player can see without placing down lights:


When the player places lights down:


It it not all done today, I have been working on it for ages, now and again on and off. For a long time, it turned into my "tech demo" where I was just updating the rendering to VBO's, and trying to get more performance, as well as playing with shaders.

The game started out with just Immediate Mode rendering, then I learnt how to do VBO's more, so I changed the rendering. Then it became my text rendering test. I then decided to learn more about shaders, so I had to learn how to send the VBO data to the shader, and started to learn how to create lights.

By about the time that I learnt all of those, I set the project as "tech demo", planning to never finish the game, but use the current state to just learn new stuff. University started shortly after, and I didn't do much for a while, other then redo my text rendering, it is definitely not great, but idea was, lets just get text working, how ever ugly it looks, then polish it later, not just the code, but the image for the text is definitely not great and some letters are to far over, or to far up.

I then improved on the rendering again, fairly recently (within the last 2 or 3 weeks), I use to cap my lights at 10 or 20, because I would started to get like 300 FPS, down from like 2500 FPS with like 2 lights, and any more it would just go down a lot more. By the time i fixed the rendering, I was getting about 5000 FPS with 2 lights, and 300 FPS with about 126 lights. I can probably increase it a bit better, at the current state, the light is not limited to a certain distance. As well as making the puzzles a lot more easier and cleaner to implement into the game.

What I have done today, and yesterday was removed the limitation of having the level restricted to 32x20 pixels, as well as made the camera follow the player, but not go past the edge of the level, the player will stay in the middle until the camera locks to the side, then the player can gets unlocked until moved in the opposite direction to unlock the camera. I have also decided that I am going to remove it from my "tech demo" and try and finish the game, I have always wanted to, but never got around to it.
Online BurntPizza
« Reply #294 - Posted 2014-07-24 16:10:10 »

Looked at Rust, discovered some willfully teeth-grinding grammatical irritations. Wonder if someone might care to remake Rust using Java-like standards of readability and grammatical consistency. Core concept behind Rust is great, and well prepared for hundred-core home computers. Probably it needs an appropriately designed operating system too though, which more or less means, not Unix or Windows.

Cas Smiley

One of the things they're working hard on at the moment is ergonomics, they are well aware of some of the thorns. Although if you mean things like abbreviated keywords then I think most of that is there to stay.
My main issue with it right now is the constant breaking changes, but once 1.0 hits I'll be reading the docs and tutorials through and through.
Offline kevglass

JGO Kernel


Medals: 172
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #295 - Posted 2014-07-24 16:30:57 »

Today I refactored a bunch of code into re-useable libraries. I would post a screenshot but of course it looks exactly the same. So satisfying!

Cheers,

Kev

Offline CopyableCougar4

Senior Member


Medals: 11
Exp: 1 year



« Reply #296 - Posted 2014-07-24 16:56:54 »

Finally started on a lighting system that runs at 60fps. This was the sixth and final option I tried, so this victory is long overdue Smiley It's still very primitive and ugly but it's "smart", reacts to it's surroundings, goes well with other lights, and runs well overall.



CopyableCougar4

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

Github: http://github.com/CopyableCougar4
Offline Leif.Ross

Senior Newbie


Medals: 1
Exp: 3 years



« Reply #297 - Posted 2014-07-24 22:11:47 »



Today:
- Waiting for sun to set so my lovely, but very "un-airconditioned" 18m^2 apartment could get to a livable temperature.
- Battle system.
- Talking npc's.

Considering to make a dev-log or something to keep track of progress, should i do it on this forum?  ^^

Algorithms designer, freelance developer and professional duck-assassin trainer.
Offline Drenius
« Reply #298 - Posted 2014-07-24 22:14:34 »

Created a thread in WIP board. Technically it was yesterday.
Online princec

JGO Kernel


Medals: 390
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #299 - Posted 2014-07-24 22:43:54 »

Text editing widget working. Started on checkboxes. A surprisingly fiddly component.

Also did a fair amount of fiddling with Basingstoke, but that's Unity, and the Devil's work. We shall say no more of it here.

Cas Smiley

Pages: 1 ... 8 9 [10] 11 12 ... 22
  ignore  |  Print  
 
 

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Pippogeek (39 views)
2014-09-24 16:13:29

Pippogeek (30 views)
2014-09-24 16:12:22

Pippogeek (19 views)
2014-09-24 16:12:06

Grunnt (45 views)
2014-09-23 14:38:19

radar3301 (28 views)
2014-09-21 23:33:17

BurntPizza (63 views)
2014-09-21 02:42:18

BurntPizza (33 views)
2014-09-21 01:30:30

moogie (41 views)
2014-09-21 00:26:15

UprightPath (50 views)
2014-09-20 20:14:06

BurntPizza (54 views)
2014-09-19 03:14:18
List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!