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  What I did today  (Read 2587070 times)
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Offline death_angel
« Reply #1320 - Posted 2015-01-03 01:18:13 »

Waiting to have the money to pay for a domain  Emo

I am just a guy
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #1321 - Posted 2015-01-03 01:19:09 »

Waiting to have the money to pay for a domain  Emo

https://www.gkg.net/

Less than $12 for .com Wink

There's a few places cheaper out there, but these are the guys I use.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline death_angel
« Reply #1322 - Posted 2015-01-03 01:21:37 »

Thanks Ray!

I am just a guy
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline JayManHall
« Reply #1323 - Posted 2015-01-03 04:38:48 »

Today I watched "The Matrix" for the first time (Half of it), beat my dad in chess, and got my c++ setup working correctly.

 persecutioncomplex

With great code comes even greater disorganization.
Offline SHC
« Reply #1324 - Posted 2015-01-03 08:19:12 »

I have styled the the index page for the jgo_recovery directory I have setup using HTAccess file.



It is not so good, but is better than the default index page.

Offline death_angel
« Reply #1325 - Posted 2015-01-03 12:07:11 »

I left the forum that i create (phishing problem) and created a facebook group.
Dev: Started creating the coop mode , everything working so far  Pointing

I am just a guy
Offline lcass
« Reply #1326 - Posted 2015-01-03 12:41:15 »

I am working on implementing a particle system into my effects handler class , ill generate coordinate points randomly around a location then load them to a vertex shader , this shader then generates the movement based on a time variable and a central given position , when the current time reaches the decay point it deletes the VBO. it passes the points into a geometry shader which then generates squares from it.

Hopefully to be very efficient.
Offline ags1

JGO Kernel


Medals: 364
Projects: 7


Make code not war!


« Reply #1327 - Posted 2015-01-03 16:23:42 »

Released Verbal 3.2 which fixes a lot of bugs related to wierd lags and pauses. Started work on the paid-for version, Verbal Gold.

Offline lcass
« Reply #1328 - Posted 2015-01-03 17:29:38 »

Since it's 3AM, This might technically be a "What I did yesterday". But I'm pretty proud of this one:

Click to Play

The look of that is brilliant , mind if I ask how you calculate the path of the projectile?
Offline death_angel
« Reply #1329 - Posted 2015-01-03 17:52:10 »

Ninja reunion - Coop Mode

EDIT:
<a href="http://www.youtube.com/v/8uzr-BW3vUE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/8uzr-BW3vUE?version=3&amp;hl=en_US&amp;start=</a>

I am just a guy
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline JayManHall
« Reply #1330 - Posted 2015-01-04 06:18:57 »

Used the Virtual Box to install Ubuntu. It looks really amazing  Shocked

With great code comes even greater disorganization.
Offline NegativeZero

JGO Kernel


Medals: 329
Exp: 1 month or less


Zero but not.


« Reply #1331 - Posted 2015-01-04 10:05:18 »



So I made a heightmap loader. I guess next step is lighting.
(The lighter parts are just a side effect of the mipmapping of the grass texture I am using).

Offline lcass
« Reply #1332 - Posted 2015-01-04 14:13:38 »

Started work on adding billboarded sprites to the game.



- Jev
are you using a geometry shader for that?
Offline lcass
« Reply #1333 - Posted 2015-01-04 14:56:59 »

Hazzah! finished my particle generator. Just for a test I did I had 3 spawn locations each with 200k particles , I had an fps of 500. Ill share the code after I implement a bit more circular nature to it.
Offline Gibbo3771

JGO Kernel


Medals: 128
Projects: 5
Exp: 1 year


Currently inactive on forums :(


« Reply #1334 - Posted 2015-01-04 15:19:27 »

Since it's 3AM, This might technically be a "What I did yesterday". But I'm pretty proud of this one:

Click to Play

The look of that is brilliant , mind if I ask how you calculate the path of the projectile?

My limited math would guess that he interpolates between A and B using a Hermite curve. I remember reading a good website on it a while ago, of which I cannot find Sad.

"This code works flawlessly first time and exactly how I wanted it"
Said no programmer ever
Offline lcass
« Reply #1335 - Posted 2015-01-04 15:26:44 »

Thanks for telling me how though , it's a beautiful effect and it's extremely smooth aswell.
I was thinking of generating a random point at a point along the line and then create a bezier curve path along it.
Offline lcass
« Reply #1336 - Posted 2015-01-04 16:29:04 »

Finally finished my particle system. But anyways here is the code behind it have fun!
Particle Demo
Offline Olo

JGO Coder


Medals: 15
Projects: 3
Exp: 5 years


Metaphysical solipsism AFFIRMS your existence


« Reply #1337 - Posted 2015-01-04 16:56:29 »

Bought this :

-Can you fix it?
-No, I can't. But I can bypass it with one of these.
Offline ClaasJG

JGO Coder


Medals: 42



« Reply #1338 - Posted 2015-01-04 19:47:55 »

I searched for the constant: GL_TEXTURE_1D_ARRAY in GL11 in lwjgl3, it drove me crazy.
After what felt like half the day i coppied it to google to search for it...

1  
GL_TEXTURE_1D_ARRAY


I have no clue how I made that... is there a shortcut on the keyboard?

-ClaasJG
Now with normal blood-pressure...

My english has to be tweaked. Please show me my mistakes.
Offline kpars
« Reply #1339 - Posted 2015-01-04 21:06:11 »

are you using a geometry shader for that?

Nope. Didn't really need one.

Just a bit of rotation hackery will do the trick.

- Jev
Offline Sabomoth

Junior Devvie


Medals: 4
Exp: 3 years



« Reply #1340 - Posted 2015-01-04 21:16:19 »

I wasted several ours on this:

1  
2  
Bullet::Bullet(Spritesheet *sheet, etc, etc..){
   this->spritesheet = spritesheet;


Thats what i did today... wooo.
(C++, but still something i did today!)
Offline divxdede
« Reply #1341 - Posted 2015-01-04 21:27:12 »

I forgot GL11.glEnable( GL11.GL_TEXTURE_2D ); and searched for 2 hours why my texture was so white....

So, i continued today to review some personnal stuff using old fixed pipeline openGL with more modern version... i have to work on it for some times :-/
Offline ags1

JGO Kernel


Medals: 364
Projects: 7


Make code not war!


« Reply #1342 - Posted 2015-01-04 21:28:28 »

Found the smoking gun in my broken texture mapping code.

Offline JESTERRRRRR
« Reply #1343 - Posted 2015-01-04 21:52:02 »

Gl with Blender Olo, is it an amazing program once you get it down
Offline mag
« Reply #1344 - Posted 2015-01-04 22:33:02 »

Started to learn myself how to draw pixel art over the last days.
Came up with this little knight, still not satisfied with his arms but I'm happy with how it looks anyways.

p.s: I hate jpg even more from now on.
Offline wessles
« Reply #1345 - Posted 2015-01-04 22:41:03 »


From left to right,
1600x900@60Hz 20", 1920x1080@60Hz 27"
The placement of the main-panel has been swapped to the right monitor since this picture was taken.

Got a second monitor (the big one). This is practically a TV screen! Very excited for the efficiency boost.

-wes
Offline lcass
« Reply #1346 - Posted 2015-01-05 09:14:45 »

Did some more updates with my particle shader, got some pretty nice effects.
Click to Play
Offline kevglass

« JGO Spiffy Duke »


Medals: 319
Projects: 25
Exp: 22 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #1347 - Posted 2015-01-05 09:26:28 »

Started to learn myself how to draw pixel art over the last days.
Came up with this little knight, still not satisfied with his arms but I'm happy with how it looks anyways.

p.s: I hate jpg even more from now on.

Good work, nice style! You're right about the arms, the black confuses them with the helmet slot, considered more definition in the body and following that through to the arms - shading front and back arms significant shades of grey different would pull the separation through too.

Cheers,

Kev

Offline mag
« Reply #1348 - Posted 2015-01-05 22:11:42 »


Quote
Good work, nice style! You're right about the arms, the black confuses them with the helmet slot, considered more definition in the body and following that through to the arms - shading front and back arms significant shades of grey different would pull the separation through too.

Thank you for your criticism, It really helped me out! I added more detail to the body and worked on the arms.
The main problem I had was drawing the second arm since it is a bit obscured by the first one. But I think it ended up nicely.



Smiley
Offline KudoDEV

JGO Ninja


Medals: 79
Exp: 6 years


Game Dev Hobbyist


« Reply #1349 - Posted 2015-01-05 23:30:33 »

First of all:
Quote
Looks awesomeeee.

And here's my work for today:
Started on my game's map creation sculpting tool.
Click to Play

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