Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 10 Apr 2013
Offline Last Active Oct 23 2016 01:23 PM

Posts I've Made

In Topic: 2d game lagging.

02 August 2014 - 12:19 PM

Alright, if no one else experiences it then it's definitely related to something local on us computer. Hope you find the culprit :)

In Topic: 2d game lagging.

02 August 2014 - 11:38 AM

Off the top of my head I would say it's not Java related in the sense that Java needs to be reinstalled, since rotmg is created in flash. I would probably try to reinstall the graphics drivers, maybe something went wrong during an update.

If this doesn't work, maybe you should make sure that you are clearing the memory in the game so that you don't just continuously allocate more and more memory just because u aren't flushing/clearing ur graphics after each redraw or something like that.

Otherwise I think we need more information, when exactly did it start, what's the difference between the code when it worked and the week that didn't work etc. What did you add? Without this it's extremely difficult to give an accurate answer.

In Topic: When to Implement Game Loop

17 December 2013 - 05:35 AM

A game loop can be thought of as the core of a game. Pro's why you would want to try using a game loop in your game:
For learning purposes. Thats really all the reason you need!

Generally a game loop handles 3 parts: initializing the game,updating and drawing.

Even though you don't really need this in your text game, it's a nice way to learn the basics I guess.
Basics as in, learning how to set the speed of the cycle, aka fps(frames per second) and ups (updates per second).

I'm not sure how your game is constructed but chances are that you will need to edit some stuff or the entire game to get it working.

But if you wanna learn how it works then go ahead and implement it!

Generally I would say that the first thing you should always do is implement a game loop.

Good luck!

psst, a little example about how your gameloop would probably look (in psuedo code):


    init(); // Initialize
    clearMemory(); // clear/empty allocated memory.

As you see, it does not need to differ much from the game loop of a graphical game

In Topic: Best Game Engine for java?

16 December 2013 - 01:27 PM

I would definitely recommend libgdx for java. It's a nice api that offers a lot of functionality. Naturally you'll need to learn how it works and I dunno how much experience you have with actual game development, however, I do think it's a good start to use libgdx nonetheless.

There are lots of tutorials available for beginners.

As to using flash for the animations, I'm not sure about how you'll handle that part within libgdx. I'm sure there are ways, but you could just split the animations up into a sprite sheet and animate it from there using a texture atlas. Alternatively you can buy spine2D and use it for animations(fantastic software).

As I said, it all depends on your experience.

Also, a little friendly advice:
Dunno if you've developed before, but when you start using a new api or develop your first games, don't try and overdo it!
There's quite a lot of learning and programming to be done before you get some results, taking on to big of a challenge in the beginning can be discuraging!

I would definitely throw out a few simple games before starting on anything larger.
I'm saying this because you used the term business/dev partner

Hope I was of some help!
Cheers and good luck! :)

In Topic: drag and drop menus

25 August 2013 - 02:48 AM

your gonna need to be more specific then that!

are you asking how to check if the item your dropping has been dragged outside the menu window?
Then yes, you could simply do a position check when you drop your item.
If it's outside the window then it will return a boolean to that specific item and handle it accordingly. (i.e. remove the item from an array in the menu)

But thats just one way to do it, it all depends on the menu your making and the effect you want to achieve