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Brendyn_Todd

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About Brendyn_Todd

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  1. Brendyn_Todd

    The Right Language To Create My Gameidea

    I prefer Java myself, it's inherently cross-platform because of the JVM. Java runs on basically anything. "Write Once, Run Anywhere". It's a very simple language to learn, and with a good knowledge of its core classes you can write games very easily. Not to mention the many libraries and frameworks available to use if you so choose to.   I'm not one to use engines for projects. I like to get in the nitty-gritty of my work and learn as much as possible. My way of developing, granted, is quite a bit slower. However I feel you gain a larger amount of knowledge for following this path, which in my opinion, creates a better programmer.
  2. I've created a JFrame with the size of 640x480. I notice that when checking for a boundary that prevents movement past 0,0 works normally, however when I check for a boundary at 640 or 480 it does not stop at the screens edge.   It seems that 640 and 480 are offset of the screens visual edges, the visual edges seem to be about 50 pixels offset from the actual max boundary allowing movement past the visual edges.   Does anyone know why this happens and how the offset may be fixed without constantly checking for (640-50) or vice versa?   (Posting JFrame code in case the creation is the problem) public class Test { JFrame frame; public Test(){ frame = new JFrame("Test"); frame.setSize(640,480); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setLocationRelativeTo(null); frame.setVisible(true); } }
  3. Brendyn_Todd

    Positioning objects relatively

    What is the offset? is it the origin from the parents origin to childs origin?      The offset is the number you want to move your child based on the parent.   So if: parent.x = 25; offset = 5;   AND child.x = parent.x + offset;   THEN child.x = 30;
  4. Brendyn_Todd

    Positioning objects relatively

    Just use the parent origin?   child.x = parent.x + offset; child.y = parent.y + offset;
  5. Brendyn_Todd

    Completely New, Where to Begin?

    You should definitely get a good grasp of a language. Whatever language you like, although C/c++, c#, and Java are most commonly used. I'm a java man myself.
  6. Brendyn_Todd

    Best practices worst practices?

    Worst practice : not practicing. Program everyday for however long, may it be an hour or seven. However, don't let up for a moment. Typically I try to learn at least two new things about whatever language im using per day, while also working on my projects. Every day you neglect is a day of learning you can't get back.
  7.  *Don't know why that double posted*
  8.   That is possible even with OpenGL, although you may find 2D easier to manage with Java2D.     I believe so? I use the terms frameworks and libraries a bit more loosely than I probably should, I think a lot of people do.
  9. If you want cross platform support I recommend Java or C, as they are both highly portable. For Java, I recommend just learning Java2D or OpenGL instead of the libraries, but if you're dead set on a framework use LibGDX or LWJGL. As for C you can use SDL.
  10. Brendyn_Todd

    Idea for android game, no experience programming

    I find its important to know the basic syntax and workflow of Java, and have a good grasp of the core classes. They will really help you down the line. However, don't be afraid to start working on your title without knowing everything. Just learn things as you need to while you work. It will be more enjoyable that way. And as always don't be afraid to ask questions! My inbox is open if you need a guiding hand.
  11. Brendyn_Todd

    Biggest game bundle sites?

    Same here. Humble bundle is really the best one. Put together with Steam and GoG I never run out of things to play.
  12. Brendyn_Todd

    Starting from the basics?

    You could write from scratch, if you wanted. However, SDL is very commonly used with C and is quite easy to get into. It's used by Valve too, if that means anything. They also have a fairly extensive list of tutorials, and superb documents with examples.     Remember though that C is procedural while Java is Object-Oriented.   The only thing left after the basics is to get a game out, I recommend following THIS if you have no idea where to begin.
  13.   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(); } }
  14. Brendyn_Todd

    Game Development Software

    Why not Java? Fairly simple, definitely free. Just use Java2D (Graphics) and Swing (GUI) for your project. Look into JFrame (Window) and Canvas (Graphics) for this. You'll also need some form of a game loop. Here are some that I find good to use. Game Loops!     Then the rest will be just getting buttons on the screen with Swing.   Now I can say if you want this to be browser based, there are better languages. However it is still achievable in Java, whether it be with an applet or some other framework.
  15. Brendyn_Todd

    Pong!

    Why was this moved? I specifically put it in the "For Beginners" thread because the rules said the following.     This is my "first game" I am looking for feedback My Source code is in the files. What part of my post called for a reason to be moved here?
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