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  • Don't forget, it's supposed to be fun!
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Found 19 results

  1. As my project is beginning to take shape, most of the problems I've encountered, I've been able to solve, but this latest one cunningly beats me, not because of any complexities but because I don't know whats going on under the hood of the parser. I am using a pattern matcher() Pattern.compile("\\d+"); - (in JAVA) - to extract and read floats, but there were problems as white spaces are being interpreted as 0.0 808.00.0472.00.036.00.0202.00.018.00.024.00.0 782.00.096.00.036.00.0202.00.018.00.024.00.0 909.00.01028.00.036.00.0202.00.018.00.024.00.0 931.00.01149.00.036.00.0202.00.018.00.024.00.0 but should, correctly, be something like this 808.0 472.0 36.0 202.0 18.0 24.0 782.0 96.0 36.0 202.0 18.0 24.0 909.0 1028.0 36.0 202.0 18.0 24.0 931.0 1149.0 36.0 202.0 18.0 24.0 It was wrong because it was making white space to be 0.0 As said It was wrong because it was making white space to be 0.0 My quick fix was to use an if statement that exclude 0.0. Well I got away with it until the inevitable began to happen,- some of the real data started turning out to be 0.0, so my if statement was excluding the real data from being read. Any help on how to get this fixed? I need white space to be read as white space not as 0.0 public void readDataFromSelectedTextFile( File fPathplusName ){ List<Float> numbers = new LinkedList<Float>(); try { bufferedReader = new BufferedReader(new FileReader(fPathplusName)); while ((stringObjectData = bufferedReader.readLine()) != null){ Pattern p = Pattern.compile("\\d+"); Matcher m = p.matcher(stringObjectData); while (m.find()) { numbers.add(Float.parseFloat(m.group())); } } ListIterator<Float> floatIterator = numbers.listIterator(); int i=0, t=7, n=0; float s, size=0; while( floatIterator.hasNext() ){ if( (s = floatIterator.next()) > 0 ){ ... ... plenty of good coding here ... ... } } } catch (FileNotFoundException e) { e.printStackTrace(); } catch (IOException e) { e.printStackTrace(); }/**/ }
  2. Tile Picker

    First of all sorry, for my terrible writing im not good with it, but there is no need to hold back with your answers i only have problems when it comes to writing. I started to write my own 2D Game Engine in Java for practice(and for fun) reasons. Until now i've made very good progress but i got a problem, which i got stuck on. I started to build a basic tile picker (left click: setTile | right click: getTile). So far so fine, but here is the problem. The further away my mouse gets from the upper left corner of the screen, the more inaccurate the tilepicker gets. In the picture, you can see the overall tile i clicked on (black cross) and the accurat point (orange dot). This would get me the blue tile underneath. This is the code i used to translate the mouse coordinates to tile coordinates. if(input.mouseleft.isClicked()) { tx = (int) (Math.floor(world.getCamera().getX() + input.getMouseX()) / world.getTileSize()); ty = (int) (Math.floor(world.getCamera().getY() + input.getMouseY()) / world.getTileSize()); // Checks if the coordinates are within the tilemap if(tx >= 0 && tx <= world.getWidth() && ty >= 0 && ty <= world.getHeight() ) world.setTile(holdtileid, tx, ty); } I hope somone can help me and thanks in advance.
  3. Hi, I want to present my game called "What's that?". I developed it using Android Studio. Download from here: https://play.google.com/store/apps/details?id=com.threemgames.whatsthat&hl=en Youtube video gameplay: It contains Google Play leadboards so you can compare your score with your friends. It is an easy game in which u have to use your head and guess the names of 50 objects - things, animals or activities. Use your imagination and on the basis of a few strokes deduce what may be in the drawing. Open your mind because it will allow you to put together lines, dots and bows into one. When you are sure of what the drawing represents, enter the name using the letters at the bottom. If you have doubts or can not guess, use the tips. So to the work, wake up your mind, duck your mind in the missing elements and solve the mystery. Let the imagination be with you! * 50 different puzzles * An amazing quiz that stimulates the imagination * Different degrees of puzzle difficulty in the quiz It is FREE! I am waiting for your comments . Please, give me feedback. If you notice any bugs please tell me . Thanks !
  4. https://www.youtube.com/playlist?list=PLx2OWCj5oxNPuqz2o3Tk8exOQtAAtIeRd
  5. Im trying to create a simple " give order to Sprite, make Sprite do thing" game much like rimworld or oxygen not included. So far I have two controllers type objects, on for the player and one for each Sprite. When a Sprite is selected, the player controller takes a reference of the Sprite and sets a Boolean variable hasMoveOrder to true when the player clicks on a spot. My code right now is filled with if/else statements in order to get this to work. Once I add more work orders like digging, building, etc, a thousand if statements starts to get sloppy. The question is what kind of data structure or algorithms can I use to make this more efficient? Would an enumeration of the Sprite states be fine and just switch through them when the Sprite gets a new work order? Or would something more complex like a state machine make sense?
  6. About game Mini casino game in which you can games like: Clicker (Beginning game in which you can earn your first diamonds and experience points) Roulette (Spin roulette and win!) Towers (Try to reach the top and with every level double your winnings) Crash (riskiest game, fast way to the top) Dices (Roll the dice and double your bet, set winning chance or use automatic betting) Blackjack[21] (Play the most popular casino game, try to win against dealer) Try to complete all quests, buy all upgrades and don't forget to spin lucky wheel everyday! Information Trailer video: CLICK HERE! Android (Google Play): CLICK HERE! Website: CLICK HERE! Game screenshots You can find us at [TWITTER] [FACEBOOK] [INSTAGRAM]
  7. Hello! I am currently a student at Aberystwyth University between my 2nd and 3rd years of my BSc in Computer Science. I am currently on an internship year where I am working at Google in London. I've always had an interest in game development and it's something I would very much like to go into once I graduate. I am most proficient in Java and Python, but am also currently learning C++ and Go. I can also do JavaScript and SQL and have experience in using SVN and Git for version control. In terms of game dev experience I have little other than a group project worth 75% of a module for my second year at university where I achieved the highest classification. For the engines I am familiar with I am learning Unity with a view as to learn Unreal at some point in the near future when I feel I have become very competent with Unity. Other than my programming skills I am also able to perform QA and basic business operations for products. I would also consider myself approachable and easy to talk with. I am looking for any kinds of projects currently just to get some experience in game development and am willing to answer any questions that you might have relating to myself or my skills. Thanks in advance, Liam
  8. Hello! My name is SirWhiteBear and I am currently searching for a game project where I could help/assist as a programmer. About me I'm currently a student who spends some of his free time coding, around 10h/week or more. I have experience working in a team (48h game jam =P) and accomplished some small solo projects. Coding experience By starting learning Java, I experimented with some simple games and went on to develop a game for Android phones with libGDX. After that, a long timespan began where I was coding with C++ and Summer 2016, I finished a simple 3D engine with C++/OpenGL. Currently, I am extending/improving it, but looking at how time consuming it gets, I'd like to focus on other projects. My experience in Unity comes from a 48h game jam, where I worked with a small team which consisted of 2 artists and 2 coder (including me). In addition working with the OpenGL-Pipeline helped me to understand some of the 3D mechanics of a game engine (Unity). My Projects ColorSplash (Android app, unreleased) 3D Simulation of a school (C++/OpenGL) NLights Engine (My own engine with C++/OpenGL/Lua) La Bohnilia (BeansJam) So, if you need of a coder (preferably in Unity :P) just PM me or reply to this topic! SirWhiteBear
  9. Using the LibGDX InputProcessor, what can I do with the keycode integer values generated in keyDown() and keyUp() to handle input correctly? To expand, what I mean by handling input correctly is to handle it in such a way so that GameObjects which need to be controlled by user input, do not themselves actually handle the user input or hold any input related values such as key down/up flags, and are instead influenced indirectly by something else which handles the input. One way in which I feel this can be done is with a Controller object which can act as a mediator between the input values and the object you want to be influenced by the input. The Controller would hold a reference to the object and methods to receive the keycode input value. Depending on this value, the Controller would then, using a switch case or set of if-else's, call relevant methods on the object such as move(x, y) or attack(). This decouples the object from the input and allows you to control it in a top down way. The problem with this approach, in my case at least, is that it does not provide a fine enough level of control over the object so that it responds appropriately to different sets of keys. A concrete example of this would be if the object is moving in a certain direction because a key is held and another key is pressed detailing that it should move in the opposite direction, I would want the key that would make the object move in the opposite direction to be ignored so long as the first key remains held. With the Controller setup that wouldn't happen. The second input would override the first, causing the object to move in the opposite direction. The way that I have managed to achieve the level of control I need over how input is acted on by GameObjects, which in my case is primarily the Player object, has been by making the Player receive the keycode directly from the InputProcessor and handle it through the use of flags and states in the form of State objects. The flags represent the state of input which is relevant to it and the states determine explicitly the state of the Player and what it can do at any one time, including how it handles input state. The current state updates every Player update and based on a set of conditions, including the state of the flags, it either changes to another appropriate state or continues updating. This setup is bad for a couple of reasons. It makes it so that the Player is responsible for maintaining key state in the form of flags, essentially becoming an input handler. It also tightly couples the States it uses to itself, making it so that they can only be used by the Player and not another kind of object. The problem I am facing is that I don't know how to change the setup so that GameObjects which should act on input can do so while remaining decoupled from the input, while also maintaining the fine level of control that states and flags provide over how the input is processed. What can I do to achieve this? Thank you.
  10. Please guide me?

    I want to pursue my career in game development . I don't know much how to start. Currently , I have knowledge of Java, C ,Python and little bit of javascript. Now I want to know the recommended learning path. I just want to start making simple games .Please recommend some learning too. Thanks
  11. This is the first game i have made and was more of a practice game before I try something bigger. But I might start another small app next as I'm still learning! This game was written in Java using the LibGDX framework which I love. It also means I can port it to IOS and HTML which I'm hoping to do. My sprites and textures were taken from free sources, such as www.freeclipart.org, as I can't do graphic design or game art. I'll need to fix this if I'm going to try something bigger. You can download the game here: SubSea My games FaceBook page Any bugs can be posted here, if anyone wants to play it. Thank you and good luck.
  12. Hi guys, So I'm wondering why cant I reference a value or even access a value that's in a method from another method.. like so public class Main { public static void main(String arg[]) { String bob = "bobby"; compute(); } public static void compute() { main.bob = "yoyo"; } } I don't know if I'd ever want to do this, but I'm just curious, does this mean that there's simply no other way to modify the variable values of a method without providing it with values through invoking the method ? So in the following way I can basically set what values (true to the predefined data types) these argument variables will have.. public class Main { public static void main(String arg[]) { String one = "Ping",two = "Pong"; String Result = ""; Result = compute( one, two); System.out.println(Result); } public static String compute(String first, String second) { String joined = first + " " + second; return (joined); } } What if instead of this I have String joined = first + " " + second; String joined_2 = third + " " + forth; String Altogether = joined + joined_2; return (Altogether); So say i get to the first line in that code and suddenly want to change a value in the second line, would that be possible ? Okay crappy example, I suppose parameters are then the only manner available for methods to get values from the invoking method ?
  13. Try Catch Statement Question [2]

    Hi guys, So I managed to get a book on Java! and I'm at a point where it's talking about try/catch/finally statements, from what I understand say I've got a java program and the user clicks on a button called "load recent save" .. the button click event would call a method called load_recent and have a try catch statement, within the try it will check say an ini file for the last known location, but now say the user deleted the file.. so the last known location would be incorrect and it would throw the exception java.io.FileNotFoundException, this is where I'd like to know what happens, say I catch the exception and popup a dialog allowing the user to browse for the file and also it will clear that location. Okay so I've handled the exception.. but now I'm wondering when the code block of the catch has finished running, does the try statement start over ? I'm kind of confused on how this works. The other thing is, I get the impression that try catch can be entirely avoided by just coding properly. For example if a person divides 0 by 0 it'll throw some exception, but it'll only throw that exception because as a coder I didn't think hey instead of using try catch what I can do is prevent 0 from being divided by 0 in the first place. So my guess is that reason try catch exists is to avoid extra code. By extra code I mean without using try catch a dev has to add more code to prevent that from happening by checking which values and operators are being used. How ever if try catch is used then no extra code is read, only when an exception is thrown does the compiler look for the relevant catch exception.. does that make sense ? So first question is when an exception is found, does the compiler move back to the try statement or carry on from the caught exception ? or carry on from where an exception was last caught ? the third possibility sounds about right. And then the second question is, is try catch really useful when errors can be predicted and handled with code in the first place.
  14. Hello everyone!This is my first project for android.I was very interested of making games, and find LibGDX framework, and there I started. After 6-7 month I finished first mode for my game.So here we go ^^ Undercore - hardcore runner for android. You have to use skills like jump and stay on line. And you goal is to make a highscore dodging obstacles. ○ Improve your skills - the way will be rough, will you become a master?○ Contest - your friend hit 40 points? Double score and make him jealous!○ Collect - buy new color themes that would make the gameplay brighter!○ Achieve - beat records, die, earn. Collect achivements. No pain no gain.PlayMarket: https://play.google.com/store/apps/details?id=com.sneakycrago.undercore&hl=en Youtube - Gameplay I hope you enjoy it and also wait for feedback I can't make clickable button.Sorry, just link: https://goo.gl/dG1dLj
  15. Hello everybody, I've been a bloody problem for a few days now. I created a button in LibGDX. This button I have packed on a table and the table I have packed on a stack and the stack again to a stage. The problem is that I have to push a few pixels next to the button in order to erase. That means when I press exactly on the button nothing happens. I will copy here the times the appropriate code slightly shortened. I could also shorten the code a bit. public class HUD implements Disposable { PlayScreen screen; public static Stage stage; private Viewport viewport; private Stack stack; public HUD(PlayScreen screen, SpriteBatch sb) { this.screen = screen; viewport = new FitViewport(PlayScreen.V_WIDTH, PlayScreen.V_HEIGHT, new OrthographicCamera()); stage = new Stage(viewport, sb); stack = new Stack(); // This is the Stack stack.setFillParent(true); stack.addActor(buildHudLayer()); // Here I add another Table to the Stack stack.addActor(buildButtonLayer()); // Here I add the Table with the Button to the Stack stage.addActor(stack); // Here I add the Stack to the Stage PlayScreen.multiplexer.addProcessor(stage); // Here I add the input of the Stage to an InputMultiplexer screen.setInput(); } private Label fpsLabel; private Label levelLabel; private Table buildHudLayer() { // This is another table Table table = new Table(); table.top(); fpsLabel = new Label(Gdx.graphics.getFramesPerSecond() + "fps", new Label.LabelStyle(new BitmapFont(), Color.BLACK)); levelLabel = new Label(Masterrunner.currentLevel + " - " + Masterrunner.currentLevel, new Label.LabelStyle(new BitmapFont(), Color.BLACK)); table.add(fpsLabel).expandX(); table.add(levelLabel).expandX(); return table; } private Table buildButtonLayer() { Table table = new Table(); // Here I create the table table.setFillParent(true); table.setDebug(true); table.top(); Button.ButtonStyle style = new Button.ButtonStyle(); // This is the Button style.up = new TextureRegionDrawable(PlayScreen.atlas.findRegion("Pause")); style.down = new TextureRegionDrawable(PlayScreen.atlas.findRegion("Pause1")); Button pauseButton = new Button(style); table.add(pauseButton).size(20, 20); // Here I add the Button to the Table return table; // Here I return the Table } public void update() { fpsLabel.setText(Gdx.graphics.getFramesPerSecond() + "fps"); levelLabel.setText(Masterrunner.currentWorld.getName() + " - " + Masterrunner.currentLevel); stage.act(); } public void render() { stage.draw(); } } I hope the information is sufficient, if not corrected me please. Dear greetings UbuLin ;D
  16. First Recon is an attacker/defender style FPS where the defender's room is randomly generated. It is quite basic at the moment, but I plan to add more content as time goes on! Download: http://firstrecon.net/ Controls: WSAD - Movement Left click - Shoot Right click - Aim Space - Jump G - Drop Item E - Pick Up Item M - Map Theme: The Defenders (Terrorists) control a randomly generated room. The room has 2 entrances that the Attackers (Counter-Terrorists) must use them to eliminate their target. The Attackers start off in an arsenal where they can pick their weapons and grenades. The Defenders start with pistols, but have to explore their map to see if there are any short-range guns laying around. Screen Shots: Future: I plan to rewrite the generation system to allow for much more complex maps. This is mostly a proof-of-concept at the moment. There will be more guns, and eventually game-modes. The first game-mode I plan to create is a bomb-defusal where the terrorists can plant the bomb anywhere inside their building. Closing information: You need a graphics card capable of OpenGL 3.2 and you need a 64 bit version of java. You should have a decently strong CPU 2.6 Ghz and above seems to work nicely. I've tested this on both Windows and Mac (not linux) and runs reasonably well. Windows has better performance (with the same hardware). The game has a few crash bugs that I am working on fixing. Though, it never seems to crash for me; always other people. They'll get tracked down eventually!
  17. Float array not working

    I have created a terrainFragmentShader with an int array attached to a float array as you will soon see. By looking at the console output I know that the correct values are being uploaded but when I try to get them... Well, I'm not sure. No errors appear in the console but no texture appears on the terrain - not even the default one that I load before I get before calling the float from the map. Here is my terrainVertexShader and the map I've previously mentioned is the biomeMap[]. I am certain that the size is correct #version 430 core in vec2 pass_textureCoordinates; in vec3 surfaceNormal; in vec3 toLightVector; in vec3 toCameraVector; in int biomeSize; out vec4 out_Color; uniform sampler2D backgroundTexture; uniform sampler2D sandTexture; uniform sampler2D stoneTexture; uniform vec3 lightColour; uniform float shineDamper; uniform float reflectivity; uniform float biomeMap[16384]; void main(void) { vec4 textureColour = texture(backgroundTexture, pass_textureCoordinates); float c = biomeMap[int(pass_textureCoordinates.x) * 128 + int(pass_textureCoordinates.y)]; if(c < 110) textureColour = texture(sandTexture, pass_textureCoordinates); else if(c < 150) textureColour = texture(stoneTexture, pass_textureCoordinates); vec3 unitNormal = normalize(surfaceNormal); vec3 unitLightVector = normalize(toLightVector); float nDot = dot(unitNormal, unitLightVector); float brightness = max(nDot, 0.25); vec3 diffuse = brightness * lightColour; out_Color = vec4(diffuse,1.0) * textureColour; } Here is my TerrainShader class: public class TerrainShader extends ShaderProgram { private static final String VERTEX_FILE = "src/shaders/terrainVertexShader.txt"; private static final String FRAGMENT_FILE = "src/shaders/terrainFragmentShader.txt"; private int location_backgroundTexture; private int location_sandTexture; private int location_stoneTexture; private int location_biomeMap[]; public TerrainShader() { super(VERTEX_FILE, FRAGMENT_FILE); } @Override protected void bindAttributes() { super.bindAttribute(0, "position"); super.bindAttribute(1, "textureCoordinates"); super.bindAttribute(2, "normal"); } @Override protected void getAllUniformLocations() { location_backgroundTexture = super.getUniformLocation("backgroundTexture"); location_sandTexture = super.getUniformLocation("sandTexture"); location_stoneTexture = super.getUniformLocation("stoneTexture"); location_biomeMap = new int[16384]; for(int i = 0; i < location_biomeMap.length; i++) { location_biomeMap[i] = super.getUniformLocation("biomeMap[" + i + "]"); } } public void connectTextures() { super.loadInt(location_backgroundTexture, 0); super.loadInt(location_sandTexture, 1); super.loadInt(location_stoneTexture, 2); } public void loadBiomes(float[][] biomeMap) { for(int x = 0; x < Terrain.VERTEX_COUNT; x++) { for(int y = 0; y < Terrain.VERTEX_COUNT; y++) { super.loadFloat(location_biomeMap[x * Terrain.VERTEX_COUNT + y], biomeMap[x][y] * 128 + 127); } } } } I tried using a double array but it never worked so I am using a flat-multidimensional array instead. The array is working perfectly inside java but whenever I try to get the float, nothing happens - as if the file just returns nothing as the color without giving an error. vec4 textureColour = texture(backgroundTexture, pass_textureCoordinates); Loads the background, grass in this case, then it goes onto the next line: float c = biomeMap[int(pass_textureCoordinates.x) * 128 + int(pass_textureCoordinates.y)]; if(c < 110) textureColour = texture(sandTexture, pass_textureCoordinates); else if(c < 150) textureColour = texture(stoneTexture, pass_textureCoordinates); The float c is a value between 0 and 255 and I try to assign a different texture depending on the value. I am going to add a blend at a later date but I'd like to get this basic version first. Why is it not loading any texture? The issue seems to be getting the float from the biomeMap as when I manually set it, it works just fine. Terrain.VERTEX_COUNT is equal to 128.
  18. Error Handling Question

    Hi guys, So I'm looking at another developers project for learning purposes and I'm just moving through the code so I can get an understanding of what's happening and how to write my own version of it. And the first thing I'm looking at is the 'try ..catch' statement. From what I can tell the purpose of try catch is to try a block of code and if an exception occurs then catch it, In this example I'm not sure how catching is actually working. try { Thread.sleep(1); } catch (InterruptedException e) { } I've also seen some basic examples where 0 is divided by a value and it's suppose to throw an Exception, the person then draws a line to say hey you can't divide like that. But in this case what will happen ? I think more importantly, if an error occurs, does the program crash, and whether or not it crashes will I see a message in Eclipse console telling me what caused the error ? And then, from what I've read some peoples approach is to determine what exceptions/errors may occur and then change their code to prevent that from happening. These questions will help me understand whether or not I can take the following approach, code, run the program, attempt all possible interactions, when an error occurs see what it says in the console or rather see what interaction I did that caused it then modify the code to prevent that from happening, instead of catching exceptions. Update: I looked up exceptions a bit, I see that InterruptedException is a specific exception that throws when a sleeping thread is interrupted using the interrupt(); method. And that I don't see interrupt being used in the project then the exception is actually not required.
  19. C Java JDBC JSP Resources

    The following link contains C, Java, JSP, JDBC tutorial for beginners. Tutorials