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  What I did today  (Read 3398657 times)
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Offline LiquidNitrogen
« Reply #4350 - Posted 2016-06-14 22:52:00 »

I've recently started working on an isometric game, got map rotation and edge wrapping working this morning, so there are no map corners to wedge your city into.

Offline NegativeZero

JGO Kernel


Medals: 341
Exp: 1 month or less


Zero but not.


« Reply #4351 - Posted 2016-06-15 09:58:04 »



I made this word cloud for the love of my life.

Offline Sickan
« Reply #4352 - Posted 2016-06-15 16:06:08 »

I put the finishing touches in on my Java interpreter for my small functional language experiment.

1  
main! => (printLine! "Hello world!")


The language is based on expression lists where each successive expression is applied to the previous expression if possible. The hello world example first evaluates printLine! and then applies a string constant to it, causing it to print. => is the declaration operator and is used to bind the result of an expression to a name.

Lambdas are curried by design (simplifies a lot, both for partial application of functions and for me as the interpreter implementer). Here we declare that add is a lambda with one argument returning a lambda taking another argument and summing the arguments.

1  
sum => x -> y -> (x + y)


The language is optionally typed and currently has no type enforcement, but typed syntax is allowed (just not implemented yet). That would look like this:

1  
sumInts => x: Int -> y: Int -> (x + y)


x is evaluated, + is applied to x (+ is a method of Int) which returns a partially applied function which is then evaluated when y is applied to it. x $ + $ y, you could say.

1  
KiloGram => type (amount: Int)


Declares a type with one field, amount, of type Int. Ints, Longs and other primitives are objects too. This makes the language quite slow but if performance becomes important I'll write a compiler instead. Or something. Performance isn't a priority currently.

1  
FiveKilos => (new KiloGram 5)


We instantiate the KiloGram type as you would expect. Same syntax as Java.

1  
member double => self -> (self amount * 2)


There's a method returning double the amount of the KiloGram. The member keyword by default attaches the method to the type that was last declared; but the language has open classes and we can add another method at any time and any place to any type.

1  
member triple of KiloGram => self -> (self amount * 3)


And since some of you may be wondering where the assignments are, they're done using the <- (store in) operator.

1  
index <- 0


Stores the value 0 in variable index. Type inference sets index to an Int.

There are more features that I haven't included in this post because I'm not sure anyone else is interested in seeing more and I feel I've scratched the itch of showing off the language for criticism now.

Some of the features not shown, but implemented, are:

  • Module syntax
  • Require for loading other files
  • C FFI (built on JNA for simplicity)
  • Conditionals as expressions

Technical details: the parser is generated by ANTLR according to a 60-line grammar, JUnit is used to test various cases (that's been invaluable so far), and JNA is used to access C libraries (for the FFI; because at this stage I prefer ease of use to speed).

If anyone is interested in hearing more or trying out the interpreter or seeing the source just ask and I'll gladly share Smiley

EDIT: I forgot, functional languages always show off their factorial functions, well, here's mine

1  
factorial => x -> if (x = 0) then 1 else (x * (factorial (x - 1)))
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #4353 - Posted 2016-06-15 17:08:38 »

Wrote a few articles for the JGLOOm wiki, we're almost done with the first release. Most of our planned functions are finished!

https://github.com/team-jgloom/jgloom/wiki

Offline princec

« JGO Spiffy Duke »


Medals: 1101
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #4354 - Posted 2016-06-15 20:10:09 »

Playtested a lot of Basingstoke this evening. It's slowly getting there.

Cas Smiley

Offline delt0r

JGO Wizard


Medals: 145
Exp: 18 years


Computers can do that?


« Reply #4355 - Posted 2016-06-16 06:48:45 »

I am looking forward to it. Tho I hope i am better at it than titans revenge.

I have no special talents. I am only passionately curious.--Albert Einstein
Offline Archive
« Reply #4356 - Posted 2016-06-16 07:15:27 »

This is software rendered, 11,000 polygons, 3 light sources, 25fps, texture mapping, full frustum clipping, gouraud shading with specular highlights.



Still addicted to software rendering, this will be replacing the graphics engine in Shard Master soon and I might remaster the graphics in VSim by implementing this new engine into it as well Smiley

Not related:
Also learning QT C++ and their Q3D engine.

Offline princec

« JGO Spiffy Duke »


Medals: 1101
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #4357 - Posted 2016-06-16 08:29:23 »

I am looking forward to it. Tho I hope i am better at it than titans revenge.
I am in a perpetual battle with Alli to stop the game being ludicrously difficult. I spent all day arguing with him that the game was too hard, but he just couldn't see it. Even though I, who know how the game is designed, couldn't get past level 1 75% of the time, and had never even seen level 3. Eventually he capitulated with a 5-line code change and oh! Look I can get to level 3 finally. Sheesh.

Here's a top tip: don't ever listen to yourself when it comes to difficulty testing. Listen to the testers.

Cas Smiley

Offline orange451

JGO Kernel


Medals: 524
Projects: 8
Exp: 8 years


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


« Reply #4358 - Posted 2016-06-16 11:18:15 »

This is software rendered, 11,000 polygons, 3 light sources, 25fps, texture mapping, full frustum clipping,
Apart from being more advanced, is it any faster than the previous rendering tech you wrote?

First Recon. A java made online first person shooter!
Offline Archive
« Reply #4359 - Posted 2016-06-16 15:24:41 »

This is software rendered, 11,000 polygons, 3 light sources, 25fps, texture mapping, full frustum clipping,
Apart from being more advanced, is it any faster than the previous rendering tech you wrote?
I'd say yes because it runs at similar speeds but with much better quality

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

JGO Knight


Medals: 69



« Reply #4360 - Posted 2016-06-16 19:25:50 »

I am in a perpetual battle with Alli to stop the game being ludicrously difficult. I spent all day arguing with him that the game was too hard, but he just couldn't see it. Even though I, who know how the game is designed, couldn't get past level 1 75% of the time, and had never even seen level 3. Eventually he capitulated with a 5-line code change and oh! Look I can get to level 3 finally. Sheesh.

Here's a top tip: don't ever listen to yourself when it comes to difficulty testing. Listen to the testers.

Cas Smiley

Don't you have difficult levels?                                                   
Offline princec

« JGO Spiffy Duke »


Medals: 1101
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #4361 - Posted 2016-06-16 20:51:25 »

Don't you have difficult levels?                                                   
I consider difficulty levels a failure in game design.

Cas Smiley

Offline J0
« Reply #4362 - Posted 2016-06-16 21:12:57 »

I consider difficulty levels a failure in game design.
Why is that, if I may ask? Smiley

Offline princec

« JGO Spiffy Duke »


Medals: 1101
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #4363 - Posted 2016-06-16 21:35:44 »

Because you ask the player to make a choice, up front, about how good they think they are, at a game they've never played before, using criteria they don't yet know. And they cannot choose the right answer! They'll feel like they're missing out if they choose "pweez don't hurt me"; they'll moan vociferously but refuse to back down if they choose "kill me now!!"

Far better to just design a game at which everyone has fun and sort of creates the difficulty level of their own making, so to speak.

Cas Smiley

Offline philfrei
« Reply #4364 - Posted 2016-06-16 23:31:02 »

Because you ask the player to make a choice, up front, about how good they think they are, at a game they've never played before, using criteria they don't yet know. And they cannot choose the right answer! They'll feel like they're missing out if they choose "pweez don't hurt me"; they'll moan vociferously but refuse to back down if they choose "kill me now!!"

Far better to just design a game at which everyone has fun and sort of creates the difficulty level of their own making, so to speak.

Cas Smiley

It occurred to me the other day that the good old pinball machine might be a nice model, when it comes to difficulty issues. There's enough variety and randomness that a novice can have fun, but room for skillful play such that an aficiondo will not be bored.

***

My WIDT: again, a task that I thought was going to take three hours took the better part of several days. I made an endless torch/fire, derived from a 5-second sample, and added it to the peacefulbrook "sound demo" jar.

In the process of working on it, discovered that several other things were broken and had to fix them, mostly pertaining to the synths and the event system.

I discovered an article describing how to output a stream of PCM data via OpenAL. LWJGL streaming sound with OpenAL. Am looking forward to digesting it. But there are several other things on the queue as well.

music and music apps: http://adonax.com
Offline Slyth2727
« Reply #4365 - Posted 2016-06-17 02:18:52 »

If you're interested in reverse engineering check this out. It's a ton of fun Cheesy
https://microcorruption.com
Offline elect

JGO Knight


Medals: 69



« Reply #4366 - Posted 2016-06-17 06:53:42 »

Because you ask the player to make a choice, up front, about how good they think they are, at a game they've never played before, using criteria they don't yet know. And they cannot choose the right answer! They'll feel like they're missing out if they choose "pweez don't hurt me"; they'll moan vociferously but refuse to back down if they choose "kill me now!!"

You are right, but it shouldnt be a definitive choice.

For example I have always liked setting the hardest level and then, if it is too much during gameplay, lowering it.
Offline J0
« Reply #4367 - Posted 2016-06-17 07:54:19 »

Far better to just design a game at which everyone has fun and sort of creates the difficulty level of their own making, so to speak.
Yeah I guess a good choice can be to make an increasing difficulty slope (what I like to do is make it so the player can always have access to levels of various difficulty so that if they feel up to it they can try to beat a tough quest or monster or whatever, or train somewhere easier. But in the end, whatever path you picked, you end up having to defeat stronger and stronger mobs and so on.

J0 Smiley

Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #4368 - Posted 2016-06-17 22:48:29 »

Far better to just design a game at which everyone has fun and sort of creates the difficulty level of their own making, so to speak.

Cas Smiley
like adding 5 difficulty levels up front or letting the player feel cheated on ?
Offline LiquidNitrogen
« Reply #4369 - Posted 2016-06-19 06:34:44 »

I've added variable water depth to my isometric terrain. Each tile has its own separate water depth, although they are currently all set to 'seaLevel'. This is in preparation for implementing dynamic flowing water. But it might be a good idea to leave flowing for a while so that I can actually get some gameplay type things happening.

Click to Play
Offline J0
« Reply #4370 - Posted 2016-06-19 07:00:19 »

@LiquidNitrogen I reckon you could use real shading to make the terrain easier to understand Smiley Other than that, I'd love seeing flowing water!

Offline Slyth2727
« Reply #4371 - Posted 2016-06-19 20:30:09 »

Happy Father's day to any dads here!

I'm working on a bit of a puzzle. My family is gone and I have no clue where they went, but I'm pretty sure it's for Father's Day. The weird thing is that they didn't leave a note, text, or wake me up to come with them. The water pooled up in the washing sink is room temp and my mother always makes it screaming hot so they've been gone for a good while. But! The plot thickens.... There's an unused pan filled up with soapy water in the middle of the dining room table. Wtf? In the kitchen there's 3 PAPER plates with 3 (metal) forks that are stained like they were used to eat a fruit. However the plates are 100% clean. There is also a plastic (we have no plastic plates or anything) bowl under the 3 plates and forks. This bowl is totally clean too. So they obviously didn't use these forks to eat on these plates. If they had there would be fruit juice stains. My father doesn't have any interests other than the occasional mountain bike and camping. So I have no clue what they'd go out to do (neither my brother nor my mother would mountain bike, and they aren't going camping since they obviously would've let me know somehow). The plot thickens more!: there's a piece of toasted cold bread in the toaster!!! There is something fishy going on.....
Offline TritonDreyja
« Reply #4372 - Posted 2016-06-22 01:04:48 »

Finished my games port to Slick2D and made smooth lighting work.
Each block light value is rendered to a 1:1 buffer which is upscaled with bilinear scaling.

Offline NegativeZero

JGO Kernel


Medals: 341
Exp: 1 month or less


Zero but not.


« Reply #4373 - Posted 2016-06-22 10:08:05 »

Awesome article posted by Dragonene_ on IRC, discussing how market share works (or rather, doesn't exist) in the games industry:

https://medium.com/steam-spy/your-target-audience-doesn-t-exist-999b78aa77ae#.xofz0xw4x

Huge thing to note, is that there are only 1.3 million (1% of total) steam users who can be considered "core" gamers.
"Core" gamers being the people who you can expect to purchase several games per year.

Offline Sickan
« Reply #4374 - Posted 2016-06-22 18:32:01 »

Awesome article posted by Dragonene_ on IRC, discussing how market share works (or rather, doesn't exist) in the games industry:

https://medium.com/steam-spy/your-target-audience-doesn-t-exist-999b78aa77ae#.xofz0xw4x

Huge thing to note, is that there are only 1.3 million (1% of total) steam users who can be considered "core" gamers.
"Core" gamers being the people who you can expect to purchase several games per year.

Great article. I only played MMOs because of World of Warcraft and now that World of Warcraft isn't that fun anymore (because Blizzard didn't manage to even maintain the quality of the game after WotLK, let alone improve it) I've moved on to other kinds of games. I was only an MMO gamer because of WoW, I was in the WoW market but not in the MMO market. I'm in the League of Legends market but not in the MOBA market, and so on.

Many people including myself tend to specialize in one single or a few games and play mostly them for long periods of time. They rarely go out of their comfort zone trying new games. As a game developer I either have to fill a niche that is requested but not filled (rare) or create my own market (hard) - if I want to make money off my hobby, that is.
Offline TritonDreyja
« Reply #4375 - Posted 2016-06-23 02:23:07 »

Implemented dynamic bitwise autotiling in TritonForge.
Took 8 hours of needless problems because I made the alpha Tileset opaque (facepalm)
but I learned a lot today, and are pretty happy with the end result.



I can switch out the mask file and all fades will change too, so look variation and
texture packs for players will be interesting.
Offline Archive
« Reply #4376 - Posted 2016-06-23 04:51:31 »

So I need help making a decision:

Should my software renderer have imperfect transparency or no transparency?

It's a tough decision for me because I don't like to have imperfect features :/


Offline elect

JGO Knight


Medals: 69



« Reply #4377 - Posted 2016-06-23 06:21:31 »

Make it as an option
Offline Archive
« Reply #4378 - Posted 2016-06-23 06:36:14 »

Make it as an option
Well I mean, transparency is something that I expect to be used primarily for windows, so if I make it an option, opaque windows would exist, which would make the window useless haha

Offline J0
« Reply #4379 - Posted 2016-06-23 07:15:20 »

Imperfect transparency is perfectly fine, as long as you use it only for simple objects. Anyway you only really use transparency for windows, glasses, perhaps bottles, but usually not for cars, so I think it's alright to keep it Smiley

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