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yannbane

Member Since 11 Sep 2011
Offline Last Active Jan 21 2014 10:09 AM

Topics I've Started

Very simple Java 2D graphics library?

20 January 2014 - 04:42 PM

I am looking for the simplest possible Java 2D graphics library.

 

The only feature I need is drawing geometric primitives: mainly rectangles that have been rotated, and circles. I also need some essential features, such as setting the FPS, creating the window and detecting when it was closed.

 

I will be using it for drawing a simulation that is running. It has to allow me an update() method that I can call like LWJGL, and not like Slick2D that takes this mechanism away from me.

 

Please suggest something for me, better yet, post tutorials! It has to be simple because I have like two days to create a graphical frontend for my application. A great example is the Pygame Python library - simple, intuitive, and well-documented.

 

I have tried:

  1. LWJGL: definitely not. OpenGL is too complex for what I need and I don't know it.
  2. Slick2D: too restrictive, doesn't fit my model.
  3. Java 2D API: too complex, I don't have time to learn what JPanel, JFrame, JApplet, JWhatever are and how and when I should extend them, also it's very unintuitive, and with very bad tutorials.

Thanks!


How to keep my game engine compatible with physics engines (HTML5

25 June 2012 - 09:46 AM

I posted this on GDSE as well, but it might be "too discussiony" for that site...

I'm making a game engine, but I would like to have the physics part handled by professionally built physics engines, because I couldn't do it my self. My engine supports Scene handling, Cameras, and has a Renderer. Also, it has a class called Drawable, which has the positions and the picture of an object. The picture property has width, height, rotation and a draw method. All game objects are supposed to inherit from this Drawable class, and are added to the Scene, along with a Map (collection of Tiles, that also inherit from Drawable), lights, and so on and so forth.

I am considering adding a shape property (user-defined polygon) to the Drawable class as well, which would be used for shadows and such.

I am asking this question with a premise that most physics engines work in a similar way, and impose similar limitations. Is there anything I can do to make my engine more compatible wuth those physics engines?

Edit: what exactly do physics engines need to control? For example, if a physics engine supported a way of creating objects with position and shape(bounding box?) properties, that would be in obvious collision with my model, where Drawables had their pos and shape properties.

I need advice on a progression system

11 June 2012 - 06:49 AM

Hello fellow game developers.

I am in the process of designing a multiplayer, top-down (2D), match-making mecha game. The technology that will be used is HTML5 canvas on the client side, node.js on the server side and socket.io for communication over TCP (although I will probably switch to UDP, as it is more common for multiplayer games).

I am not a designer, but a programmer, and this will be a relatively small game made just by me (although I might get other people to draw some sprites for me later).

I'm still designing the game (trying to, at least), and I'm stuck on a progression system. By "progression system", I mean things like levels, experience, achievements, ranks, and that sort of thing. I've already decided that I will implement achievements in the game, but I'm not sure about the rest.

Here are several models:

A.
  • Money is awarded for kills
  • XP is awarded at the end of the match
  • People buy upgrades and new weapons with money, and each level they get a "skill point" which they can spend on a small boost (+10% speed, for example)
B. The same as A, but XP is awarded for kills, and money is awarded at the end.
C. No money or XP, kills give you honor, and the only means of progression are ranks. All weapons are free at the start of the match.
D. Only money, no skill points. You have to buy weapons and upgrades.
E. Only XP, everyone is free to chose the weapons (as in C), they upgrade through skill points.

I'm simply clueless as to which one is the best and why! I really don't want to separate the new players from the older ones, and things like levels and new weapons that are unlocked would do just that (especially if I have a small player base)! But then again, if I were to remove them, there would be no progress in the game, and it feels like the weapons would lose their value (not to mention the amount of balancing I would need to do to make all the weapons equal).

Could you help me decide about the best progression system? I'm completely willing to change the current ones. I remembered Quake Live and Q3A while writing this, and it seems like they had a solution to this: the players don't progress at all, but they find weapons on the maps. I doubt that going in this direction would do me any good, though, because I think that I will not be able to make such big maps. It's a 2D top-down game, so space if kinda limited (not technically, but having big enough maps to hide weapons all over could probably mean that players would never find each other).


Edit: a relevant question on GDSE.

Where can I find free 3D models and other game assets?

26 May 2012 - 07:30 AM

Hi all.

I'm starting to make a 3D game in WebGL (using the Three.js engine), and I'd really like to find a place where I can download 3D models for free. I need to basic stuff like human characters, houses (maybe) and other things that a fantasy-themed game might require.

It'd be great if the models were already animated and in the .dae format, as that is what I use the most. Also, all other assets are welcomed, including audio and tutorials!

Guilds

11 September 2011 - 03:08 AM

Hi all!
I'm not sure if this is the right spot, but if it isn't just move me somewhere else!

I have taken the initiative to make a game. Not just any game, but a MMORPG with elements of a RTS! I was sick playing WoW, because nothing I did had an impact on the world. The general idea of my game is that the players actually build on the world map, and destroy each others' buildings too! I am making it using server-side JavaScript, node.js and socket.io, which are basically modules for networking. So, what do you think about this idea? Of course, before someone mentions that utter chaos and anarchy will arise, there will be some kind of a force that tries to stop you from destroying other people's buildings, but it sure as hell will be possible! Also, there will be 5 races, dwarfs, elves, orcs, undead and humans. A real economy system will be implemented, and the races aren't forced into combat by default, I let the players decide. Also, you don't have to play aggressive at all! There are no classes, but rather general talent trees where players have a greater freedom to pick their style of playing. It is done in 2D, because of simplicity.

If anyone wants further info, here is the dev blog: http://yannbane.blogspot.com/

I'm also not advertising, the game will be completely free and open source, I am asking for ideas and suggestions, because some people say that it's not going to work, and others say that it's a good idea.

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