Author Topic: [Project JAK]  (Read 15642 times)

0 Members and 1 Guest are viewing this topic.

Ashbad

  • Guest
Re: [Project JAK]
« Reply #15 on: February 23, 2011, 04:22:09 pm »
the lightweight java game library, which really isn't a game library -- it's just a way to access OpenGL in Java, and OpenGL is a lowlevel way of rendering graphics.  To tell the truth, I can't understand any of the shit that's goin on with the OpenGL code, but all  I know is that 20 lines of code is too much to render one cube in a 3D array.  And then even stupid it requires 40 more lines to add textures to that ONE cube.

Anyways, I learned that Java3D is a good 3D library (non-OpenGL commands, but still utilizes it) but Xith3D is a GREAT one (faster, no flicker, etc.)  So I'll be using that from now on.  Plus it has better tutorials :)

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: [Project JAK]
« Reply #16 on: February 23, 2011, 04:36:29 pm »
Ah ok X.x, good luck whatever you decide.

Btw does this means you are quitting calc stuff, along with TanF and Pyrix? (noticing the lack of updates on both for the past weeks) :(
« Last Edit: February 23, 2011, 04:47:48 pm by DJ_O »

Offline zzCoRRoDe

  • LV2 Member (Next: 40)
  • **
  • Posts: 36
  • Rating: +2/-0
    • View Profile
Re: [Project JAK]
« Reply #17 on: February 24, 2011, 01:29:12 pm »
So by shadow complex style I meant that the gameplay is similar but its probably not going to be 3d until maybe a later version of the game. It will use mainly modern guns.
Working on Miracular of Project JAK
<Pictures Coming Soon>

Ashbad

  • Guest
Re: [Project JAK]
« Reply #18 on: February 24, 2011, 01:31:03 pm »
Also, just changed the warmonger coding to Xith3D -- almost as fast as LWJGL and JOGL but much easier to program :)

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: [Project JAK]
« Reply #19 on: February 25, 2011, 03:09:45 am »
Cool to hear :D

Ashbad

  • Guest
Re: [Project JAK]
« Reply #20 on: February 26, 2011, 03:21:08 pm »
I think I can get out a screenshot tomorrow ^-^

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: [Project JAK]
« Reply #21 on: February 28, 2011, 02:17:36 am »
Well I hope you post it soon :D

Offline zzCoRRoDe

  • LV2 Member (Next: 40)
  • **
  • Posts: 36
  • Rating: +2/-0
    • View Profile
Re: [Project JAK]
« Reply #22 on: February 28, 2011, 01:49:18 pm »
I wont have screenshots anytime soon because im not that great generally at java. I mean im in high school and the only previous java experience i have is my dad teaching me a little a couple months ago. That and programming a robot. Ill keep you people informed. Im making it on pc first and it will be A and D to move around, click to fire, space to jump. Should i make it a fixed jump or should you be able to move side to side while in midair?
Working on Miracular of Project JAK
<Pictures Coming Soon>

Offline zzCoRRoDe

  • LV2 Member (Next: 40)
  • **
  • Posts: 36
  • Rating: +2/-0
    • View Profile
Re: [Project JAK]
« Reply #23 on: March 01, 2011, 09:20:54 pm »
Answer the question someone, it would be helpful to me to know which would be better. Also if the game should be against zombies, or just modern combat. Or modern combat with an extra zombie mode.
Working on Miracular of Project JAK
<Pictures Coming Soon>

Offline Madskillz

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 488
  • Rating: +32/-2
    • View Profile
Re: [Project JAK]
« Reply #24 on: March 01, 2011, 09:31:29 pm »
I like the ability to move while I'm jumping, but that's just me

Offline ruler501

  • Meep
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2475
  • Rating: +66/-9
  • Crazy Programmer
    • View Profile
Re: [Project JAK]
« Reply #25 on: March 01, 2011, 09:43:29 pm »
i like fixed jump that takes your initial forward velocity and keeps you moving that direction. It just seems more realistic that way
I currently don't do much, but I am a developer for a game you should totally try out called AssaultCube Reloaded download here https://assaultcuber.codeplex.com/
-----BEGIN GEEK CODE BLOCK-----
Version: 3.1
GCM/CS/M/S d- s++: a---- C++ UL++ P+ L++ E---- W++ N o? K- w-- o? !M V?
PS+ PE+ Y+ PGP++ t 5? X R tv-- b+++ DI+ D+ G++ e- h! !r y

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: [Project JAK]
« Reply #26 on: March 02, 2011, 02:33:46 am »
Answer the question someone, it would be helpful to me to know which would be better. Also if the game should be against zombies, or just modern combat. Or modern combat with an extra zombie mode.
Sorry, I was busy and didn't have time to check this thread yet. I would prefer if we could move mid-air, but it would be less realistic. On the other hand, fixed would be too hard IMHO. Even in first person shooters we can move a little bit while mid-air. Maybe a compromise of both jumping styles like in Super Mario Bros 1?

Also I think Zombies would be cool. :D

Also if you need Java help a few other people knows it here, so maybe you can post another topic asking for help.
« Last Edit: March 02, 2011, 02:35:34 am by DJ_O »

Offline zzCoRRoDe

  • LV2 Member (Next: 40)
  • **
  • Posts: 36
  • Rating: +2/-0
    • View Profile
Re: [Project JAK]
« Reply #27 on: March 02, 2011, 02:06:26 pm »
Ok thanks for all your help guys. I decided to make a normal mode, which is not very realistic (ie. Higher than realistic jump, no bullet drop, hud...) and a hardcore mode (ie. realistic jump, no hud, bullet drop, as realistic physics as possible...) This shall be hard but doable. In the hardcore mode, there will be animations for everything, including picking up weapons, less health, no health regen... I'll see if i can make the controls not involve the accelerometer so I could port the game from pc to android faster. Any thoughts on how I should make the control layout?

Working on Miracular of Project JAK
<Pictures Coming Soon>

Offline zzCoRRoDe

  • LV2 Member (Next: 40)
  • **
  • Posts: 36
  • Rating: +2/-0
    • View Profile
Re: [Project JAK]
« Reply #28 on: March 02, 2011, 02:39:03 pm »
Just look at that amazingness in paint.
Working on Miracular of Project JAK
<Pictures Coming Soon>

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: [Project JAK]
« Reply #29 on: March 02, 2011, 02:59:06 pm »
Just as an head-up: Don't double-post unless you have a signifiant update to show (1 hour later minimum). You have to wait several hours, otherwise. You also need to be patient when no replies are made. The calc section usually gets the most attention, plus it's school time, so very few people are online.

Personally for PC games in 2D, I am used to Z for shooting and X to jump, but I know some games use spacebar to jump. For menu, I would use Esc. I do not know how an Android looks like, so I can't help on the android side.

The two game modes sounds nice by the way.