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513
bio website http://-
location Switzerland
age 29
visits member for 2 years, 7 months
seen Dec 4 at 8:30

i like turtles... and music, games, coding... and dungeons and dragons XD


Sep
6
comment PokeMMO. How they do it?
Sorry, as I don't know both the original pokemon game and the PokeMMO project, you have to give some more information, as I don't know what you mean by scripting. If I understand you right, then the answer is no. They most likely written an engine (or used an existing one) and only written an importer, that extract the graphics from the rom file. If the game has scripting capabilities for storyline etc, these things are also stored in the rom and therefore can be extracted. But I think they wrote their engine to support the source sprites/scripts/texts etc.
Sep
6
comment Coding games similar to Machinarium in Java?
I know both and Java is as easy to learn as C#, but it offers platform independence (that is btw. the reason, why I chose java over c# for my projects). If you use a framwork like slick2d or lwjgl, you can do very nice games pretty quick. I agree, if you want to make a AAA+ 3d high end graphics game, both c# and java are the wrong way to go, but I think in that case you would stick to an engine like UDK or CryEngine. It really depends on your goal. and sorry about my first comment. It sounds somewhat harsh. Shouldn't have that tone.
Sep
6
comment Coding games similar to Machinarium in Java?
If you want to learn a lot about opengl, graphic cards etc. I would recommend you to use LIBGDX, as you can target windows, linux, mac and android very easily. When you want to make the game as easy as possible and don't care about the technical things, then stick to slick2d, as it abstracts the whole opengl stuff into a very accessible 2d rendering system... The performance is a bit worse than in libgdx, but it shouldn't have any impact on a game like machinarium.
Sep
6
comment Coding games similar to Machinarium in Java?
Oh and another thing. You don't have to let the user install a jvm. You can embeded a jvm in your games assets. There are even some special jvms optimized for gaming, that can be distributed with the game, and the user does not have to install any JRE/JDK or whatever.
Sep
6
comment Coding games similar to Machinarium in Java?
Besides that, that c# also runs in a vm, there isn't even an official version on any system other than windows. Yes, there is mono, but mono is not feature complete against the original .net. Also, libraries like libgdx can export games, that can be run on linux, windows, mac, android etc. Btw, just want to state that I work as a programmer and C# / .NET is my main development environment, so this is not a bash against C#. I just want to say, if the OP wants to use java, it is his decision and should be respected...
Sep
6
comment Coding games similar to Machinarium in Java?
I don't completely agree with this answer. A agree to 1 and 2 though. If you use java with an opengl wrapper (lwjgl, jogl etc.), that graphics heavy parts are calculated by the graphics card and not by the processor. For simple games (I count machinarium as simple game) it is sufficient and provides the advantage, that it is much easier than c/c++. For something graphics heavy, as machinarium, flash is also a viable solution (basically, flash was made for such things). One last word, I find it a bit hypocrit to taunt java and then suggest c# in the same breath, as it has the same implications.
Sep
6
answered PokeMMO. How they do it?
Sep
5
comment 2D basic map system
Ah sorry, didn't see the comment about the camera... You shoul'd update your question to reflect that information in the question itself, otherwise it is a bit misleading.
Sep
5
answered 2D basic map system
Sep
3
comment How is the terrain generated in Commandos and Commandos game clones/look-alikes?
Noooo, my number of the beast XD Don't worry bout that, I'll miss it but live goes on ;)
Sep
3
comment Legality of AngelCode's BMFont
seems like a duplicate question to me, that has been answered here (though, it's about another font, the same rules should apply): gamedev.stackexchange.com/questions/25386/…
Sep
2
revised How is the terrain generated in Commandos and Commandos game clones/look-alikes?
fixed some typos
Sep
2
answered How is the terrain generated in Commandos and Commandos game clones/look-alikes?
Aug
16
comment Trying to generate some unique numbers
Btw, its basically an implementation of the fisher yates shuffle stated in another answer en.wikipedia.org/wiki/Fisher%E2%80%93Yates_shuffle
Aug
16
comment Trying to generate some unique numbers
You can have duplicates if you want by adding a number multiple times to the list. But if you use my code you won't get any duplicates. What you do is you generate a list [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]. Then you create a second empty list. Then you pick one of the numbers from the first list at random, put it in the new list and remove it from the old. After 2 loop cycles, the first list could look like [0, 1, 3, 4, 5, 6, 7, 9] and the second is [9, 2]... After the next run it could be like [0, 1, 3, 4, 5, 7, 9] and the second is [9, 2, 6]. You just have to remove the number from the old list.
Aug
16
answered Trying to generate some unique numbers
Aug
16
answered What file types should I exclude from my game's source control repository?
Aug
13
revised Menus for LWJGL - Swing or other?
added 161 characters in body
Aug
13
comment Menus for LWJGL - Swing or other?
Oh yeah, I also read about feng gui, but never tried it, as it seems to be discontinued (last update on page is from 2009). There is a list of alternatives on the feng gui page. I add it to my answer.
Aug
10
answered Menus for LWJGL - Swing or other?