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devO6

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About devO6

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  1.   Yup, that's very true. Fits quite accurately with my situation!  Thank you very much for all these answers, I'll definitely try to change around my working scheme when it comes to developing games.   
  2. Hey there! I actually haven't heard of this, sounds quite interesting  . I did show some of my games to a bunch of people and their reactions would usually be pretty positive. But if, for any reason, i stop 'feeling' the game, It's really difficult to get my mindset back onto it... I'm going to try the approach of  "Speak to some people to get some ideas, make some assumptions on what and why people are enjoying, then test and validate those assumptions before going back to said people for feedback and more inspiration". Really sounds like a great way! 
  3. Hey, thanks for the kind words!  That seems to be the most intelligent approach. 
  4. First of all, congratulations on your games, nice to hear some success stories .  I guess my problem is not so much the getting burnt out of developing but getting burnt out of playing them. I honestly find it somewhat hard to come up with a good, somewhat simple core mechanic without feeling like It has been done before a bunch of times. That just doesn't feel good to me.  Guess i'll have to try some more and, as  @Gian-Reto said above, prototype alot!
  5. Thank you very much for your answer, i think you're right; prototyping a lot, tweaking and more tweaking is something that i usually don't do... I usually spend quite some time JUST thinking about an idea, and end up coming with a clear one, often not changing it much from the start... Guess I've been failing there.    Once again, thank you, this has been a huge boost.  
  6. Hello there,     I was wondering... how do developers come up with fun game ideas that are somewhat original (at least not clones or similar to that)?   I've been working on a few mobile games myself, but, at the end of the development process, i end up finding some games on the Google Play store that i personally find really enjoyable, thinking to myself "Wow, that's a great idea, wish i had come up with this.". Then, coming back to my own games, i don't find any of them to be truly 'fun', something i would actually play for quite a while. The thing is that i'm so ferociously committed whilst actually programming those games, and enjoying it so much that i can't tell from the very beginning if they are indeed fun.   So, for the past week or so, with a bunch of scrapped mobile game projects laying in my repository, I've just been gathering, from other mobile games, all the elements that really attract me, trying to come up with something that i find truly fun, something I'd be proud to have created and shared. But, quite honestly, It's being pretty difficult to come up with an original idea (or even an original mechanic) based on the characteristics of the games i found to be really fun... Maybe i'm just rushing it way too much, because most of my ideas go more or less directly to games that already exist.   Not wasting more time, my questions would be:   is it normal for a game developer to get burnt out of their own games?   is there any tips for telling if a game is going to be fun from the start? I know I'ts a very subjective topic, but i guess there should be something that separates fun from boring?   in a marked so overcrowded like the mobile games' market, how can one boost their creativity in order to create something fun without feeling like somewhat of a copy of other games?   Thanks a lot in advance.
  7. Hey, thanks for the help. I did fix a couple of things based on your anwswer, here's how the fling method is looking so far: @Override public boolean fling(float velocityX, float velocityY, int button) { // Unprojecting the mouse coordinates here (screen into world coordinates). unproject(mouse); ball.getBody().setActive(true); System.out.println("Mouse pos is " + mouse.toString()); // Forgot about the * PPM there. ball.getBody().applyForce ( new Vector2(mouse.x - (ball.getBody().getPosition().x * PPM), 25), ball.getBody().getWorldCenter(), true ); return super.fling(velocityX, velocityY, button); } So, right now, the results are slightly better, meaning that the body somewhat moves accordingly to the mouse position. Yet, the "mouse.x - ball center" value isn't for sure the right choice here; i'd like to make it so it would only be possible to start flinging if the mouse is dragging the body itself, something like this: @Override public boolean fling(float velocityX, float velocityY, int button) { unproject(mouse); // Something like this... if (ball.contains(mouse)) { ... ... ... } return super.fling(velocityX, velocityY, button); } where, my contains method looks like this:   public boolean contains(Vector2 worldCoordinates) { return getBounds().contains(worldCoordinates); } and getBounds() returns a rectangle like so:    @Override public Rectangle getBounds() { return new Rectangle( body.getPosition().x * PlayState.PPM - size.x / 2, body.getPosition().y * PlayState.PPM - size.y / 2, size.x, size.y ); } I've tried this under the GestureListener's Tap method and the contains seems to be working. Yet, i'm not sure how to do it for the fling. Should something like 'touchDragged' from the InputProcessor be more suitable? 
  8. Hello everyone,   It's my first time using the Box2D physics engine for a LibGDX project, and i'm struggling with this one thing: I'm trying to swipe a ball (wich is a b2D body) using the fling method from the GestureListener. So, when there's a fling, i apply a force to the ball, like this:   ( Excuse my paint skills, hope its understandable... ) https://i.gyazo.com/94e6c3ad347eff9688d707e6bb7f4ce2.png   Here's my fling method so far:   @Override public boolean fling(float velocityX, float velocityY, int button) { ball.getBody().setActive(true); System.out.println("Mouse pos is " + mouse.toString()); ball.getBody().applyForce(new Vector2(mouse.x - ball.getBody().getPosition().x, 30), ball.getBody().getWorldCenter(), true); return super.fling(velocityX, velocityY, button); } So, how exaclty could i achive something like in that picture above? Any tips would be greatly appreciated!      
  9.   They probably are, it's really not all that intensive to render 2D textures. I've seen people render over a few thousand independent entities in Java. What you really want to do is utilize psudo-random numbers.   Simply do something like this below:   NOTE: I do not add a function to destroy old objects, you will need to do this if you want to reduce lag over its lifespan. ALSO NOTE: This is using Java2D, which comparatively to OpenGL is much slower. So, even using a less optimized way to draw things you still don't really see any lag.   Here is a link to the executable jar using the code below. Example.jar   'Falling Object' class. import java.awt.*; /** * Created by Brendyn Todd on 1/14/2016. */ public class FallingObject { public int x,y; public FallingObject(int x){ this.x=x; } public void render(Graphics g, double delta){ //Draw the square down by 2 every step. y += 2; //Render a white square on the screen. g.setColor(Color.white); g.drawRect(x,y, 25, 25); } } 'Main' class import com.framework.framework.Framework; import java.awt.*; import java.util.ArrayList; import java.util.Random; import com.framework.display.Window; /** * Created by Brendyn Todd on 1/14/2016. */ public class Main extends Framework { ArrayList<FallingObject> objects = new ArrayList<FallingObject>(); double time, lastTime = 15; public Main(){ //Do not mind these boilerplate lines of code. They are from my own personal Framework. register(new Window("Example", 480, 320), null); start(); } public void update(Graphics g, double delta) { //Set the background color. g.setColor(Color.black); //Draw the black background to our window size. 480w x 320h g.fillRect(0,0,480,320); //Allows us to control time. Woooooo. time += delta; //Checks if enough time has passed. if(time > lastTime){ addObject(); //Update the last time we created a new object. lastTime = time + 15; } //Loop through and render the objects. for(int i = 0; i < objects.size(); i++){ FallingObject fo = objects.get(i); fo.render(g,delta); } } public void addObject(){ /Initialize the Random class. Random random = new Random(); //Set the objects X Position to a random location within the windows width. int xPos = random.nextInt(480); //Add it to the array list to render it, also setting its random xPosition. objects.add(new FallingObject(xPos)); } //BEGIN! public static void main(String[] args){ new Main(); } } Damn i wasn't aware that, as you said, rendering multiple 2D textures isn't that expensive really ^^. Got the main idea now, thanks a lot for the detailed example! :)
  10. Hello there!   I'm looking to implement a 'dynamic' background (meaning, with objects moving randomly) in my libgdx game, something similar to what you can see in this video (from the Google Play game 'Finger Dodge'):     In the above example, the background has a bunch of moving squares and triangles (and some blinks) that move randomly, independently from each other. So, what exactly should be the best approach to get something like that? I'm guessing that those background elements aren't just a bunch of single, independent textures that all get rendered at the same time with a random direction, because that would seem a bit TOO much stuff to render... Or am i wrong and that's what it might be?  So, is there any way to consistently and efficiently achieve this effect in libgdx (or if not, any other way)?   Thanks in advance! 
  11. @vcjr12 Very nice dude, keep them coming! 
  12. Yeah i should definitely check on OpenGL for this, thank you man. :) 
  13. Thank you very much, i will look into it! :)
  14. Hello,   I'm trying some different ways to draw really thick lines in libGDX, but none of them are really what i was aiming for... I've researched about this and, based on what i saw, here are a couple of example tries:   https://gyazo.com/eea05f31fc89bad57d2313171d1d0017   The problem is that the lines look really jagged in all of these examples; I also tried using a 1x1 plain white texture region and drawing the lines from it, but the result was similar. Is there actually a somewhat efficient way to make the lines look better? If there isn't, I would probably pick example case 'C' ( using the shape renderer, which ,i guess, looks a bit better than the others ), but i'm really not sure if that's very adequate efficiency-wise. Got any tips, please?   Thanks in advance! 
  15. @dmatter Thank you so much! That's a very clear and helpful explanation, i'm going to try it out right away. Thanks! 
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