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513
bio website http://-
location Switzerland
age 29
visits member for 2 years, 4 months
seen Aug 26 at 19:14

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


Aug
12
comment Rendering tilemaps at a specific position libgdx
Can you post what you have tried and what exactly your problem is. Otherwise we cannot help you. Please update your question with relevant information.
Jun
1
comment how to design transparent screen in libgdx
Check scene2d ui. I would add a stage for the ui. Add a table to your stage and when the game is finished (or the player hits pause) you can call table.setVisible(true) .
Nov
12
comment In-Game Encyclopedias
The civilization series had an encyclopedie, that basically was also a definitoon for the rules of the game, but offering some additional hirostical information about the topic. I think it is well done...
Oct
7
comment How do you set the movement speed of a sprite?
This won't fix the issue. It is a good improvement to the code but the problem is still there. Slick2d uses a variable update rate, which means that the movement speed will differ depending on the FPS of the target system. Justin Skiles answer should help to fix the problem.
Oct
7
comment Rotate an image in a scaled context
I'm not entirely sure if I understand you right but if you want to scale the image, I would apply the same scale to the halved width / height. Something like this: g.rotate(loc.x + (width / 2) * sx, loc.y + (height / 2)*sy, angle);
Oct
5
comment Open source level editor for HTML5 platform game?
Just for information. You can set properties for every tile in Tiled. So if you want to add special information, like the platform distance, you can simply add a property stating the distance... As far as I know, you can define these properties on the map par tile position and also in the sprite sheet selector, where the property will be used for every drawn tile.
Oct
5
comment How do I make time?
Like said before, store a variable with time left. When the text should be shown then set it to 1000, if you want to display it for a second. Every update, you subtract the delta time from the time left variable. If it reaches 0 or below, you can hide the text...
Sep
27
comment How do I create a Loading Scene in SLick?
You just have to make sure, that you only start using the resources, when they are loaded and not before. This means you need to track the state of the resource loading and skip actions, where the resources are needed, until they are loaded...
Sep
27
comment How do I create a Loading Scene in SLick?
To complete the answer. What deffered loading does in slick is, that the resource objects are instanciated directly, but not loaded. Every update frame only one resource is loaded. Normally the resource would load directly... This is a problem, when you want to display an animation or a progress bar, as normally the process is blocked (and therefore no render or update takes place) during the loading. With deffered loading, it may be that you experience some hangers (when loading big files), but generally you can display a loading bar animation in this way.
Sep
27
comment How do I create a Loading Scene in SLick?
Nice links. Think I have to take a look at launch4j. But I think this does not answers the question. If I understood right, SystemNetworks wants to display a loading screen / animation in the context of slick2d / opengl.
Sep
26
comment Which all are the best Android 2D Java based gaming libraries / frameworks?
This question has already been asked multiple times. See this post for some answers: gamedev.stackexchange.com/questions/89/…
Sep
20
comment Which all are the best Android 2D Java based gaming libraries / frameworks?
on the other side, if you currently don't care much about opengl and just want to start developing a small game, slick would be more appropriate. just check out the pages of both projects (or the other ones mentioned) and try out the code examples... maybe you can already see from the tutorials, which one suites you more, but I think thats just personal preference...
Sep
20
comment Which all are the best Android 2D Java based gaming libraries / frameworks?
I think if you are a beginner, then it shouldn't care that much. I heard of interesting projects done with AndEngine, and as long as you can implement those mechanics and graphics you want to, it doesn't matters if its less performant. When you just started with game programming, I would advice you to start with small and simple project (a tetris or breakout clone for example) to get used to the concepts of game dev. when you learned enough to tackle something big, you can still reconsider your toolkit. if you chose libgdx, you will have a steeper learning curve, but you can achieve more.
Sep
20
comment How to make an Image still when at position at Slick 2D?
Maybe also try to explain it a bit better, because now it's not really clear what you want to do. I tried to answer the question, but I wasn't sure, if I even was answering what you wanted to ask. Maybe you could create some images to show what you try to achieve, or show an example from another game, so we know we're on the same page.
Sep
20
comment Which all are the best Android 2D Java based gaming libraries / frameworks?
I'm currently trying to get slick2d running for android. Basically it works, but I still have some minor problems with some external libraries I am using. I can't compare speed with AndEngine and it will be slower than libgdx, but slick is easier to learn, if you don't know anything about opengl, but are familiar with java Graphics2d. I would include slick2d in the list, but most likely it will require some more work to get it running, as there aren't many tutorials for this topic for slick.
Sep
19
comment With Slick, how to change the resolution during gameplay?
Yeah, sometimes the answer is so easy you can't see it ;) glad I could help
Sep
18
comment Physics not synchronizing correctly over the network when using Bullet
An interesting read, that is partly related to your topic: gamasutra.com/view/feature/3094/… . Its about an rts and its not about physics, but they get to the point, where they have to sync a simulation on server and clients. The way they do it? They run independent simulations on both client and server, but the server sends sends packages that make sure, that the client simulation does not diverge and is corrected, if it does happen...
Sep
18
comment Can networking be platform independent in a libgdx game?
I'm not sure about web applications... If you run an applet or a java webstart, then you can use the same code... If you export to html 5, then you may need an alternative... To support all platform, the easiest way would be to implement networking with byte arrays (all data is just sent as bytes). I think node.js offers networking functionality for js, so you just have to create a network protocol and implement it in java and javascript. If you leave out html 5, than you can use kryonet for all versions.
Sep
18
comment Can networking be platform independent in a libgdx game?
I'm not entirely sure what you are asking. When you mean platform independent, do you think of linux, windows and osx. If so, then yeah, you should be able to use the same code (from the same library). The part about javascript in your question confuses me a bit. Are you talking about the libgdx html5 export functionality? Because java is not javascript. Those are two different languages. If you want a good networking API, use KRYONET => code.google.com/p/kryonet . It is very simple to set it up and to work with.
Sep
17
comment Networking middleware
What do you work with? Your language limits you to certain products/frameworks. You don't want to use a java networking library, if you work in C# or C++...