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YourBestNightmare

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Everything posted by YourBestNightmare

  1. @'Helladen': > .NET is coming cross-platform soon, plus there are already 3rd party libraries like Mono that allow cross-platform easily. Java IDE's suck hard. Visual Studio is free for the community edition which has all the features any normal developer would need. I am not rooting that language, but I do give it credit where it is due. It is made for easily deployment and development. Java is excellent at server infrastructures and backends, plus it performs good for devices such as on Android. .NET is good for the tools it provides, it makes programming really speedy. For quick programming there's nothing better out there. Yep, third-party. That is what it is. Give me one CLI tool, that can compile .NET solutions under all platforms (Windows, Mac, Linux). And Java IDE sucks? Which one? You can choose from atleast 4\. And they are all less resource hungry than Visual Studii, what iw only choice for .NET projects. See what I am telling you? With .NET you have no choice but to use Microsoft products (and MonoDevelop is bugged). From your arguments I can see that you have very limited knowledge about both .NET and Java. I am not saying that Java is perfect but for now it is still a lot better choice for building cross-platform software. If I would ever want to make something only for Windows, I would choose .NET and C#. Until Microsoft will do something about all that bound-to-Microsoft shit, I will stick to Java. They are maybe making .NET open-source, but Java is open source from beggining (see OpenJDK) and it is more community-based than Microsoft dictatorship over all .NET technologies.
  2. @'Helladen': > We all know Java has had its last legs. With .NET being cross-platform and now Apple's new programming language Swift also being cross-platform. The two tech giants are going to just demolish Oracle as a side note and just a opinion.. ;) > > The gaming industry is not ruined by mobile games. It is ruined by terrible game designers trying to pocket the normal person who don't like videogames. They play videogames to kill time when they are on break at work, at parties, and other aspects of life where social media doesn't fill the time kill moment. > > Basically, what game designers who have this mentality need to understand, is that you need to realize this niche of people. Hardcore videogame players do not like mobile games and likely never will. Even if you make an awesome game for mobile, they like controllers/physical parts to interact with. These "gamers" are living in the golden age of gaming and gaming has long passed that. The gaming industry as a whole is about to have a giant change in the next 5 to 10 years (next console generation). We're going to go to streaming and eventually touch screen will be the norm. Games will still come out that use keyboard/mice/controller, but really, there will be multiple ways to interact with games in the future. It won't be standardized to really use one form or another to play a videogame. Videogames do not have to meet this golden age definition. I am personally a fan of the golden age of videogames, where games were tough and had the tutorials built in to the levels, because people were treated as humans and not idiots. Although, it is likely we will ever go back to this time again. > > Honestly, if you were born later, you would hold a very different opinion about videogames. It is the human bias. You can never say your opinion is better than anyone elses'. Humans like it easy. Those who grew up playing videogames in the golden age will like games to have the same effect as they grew up playing, but are these games truly better? I don't think so. Our definitions change from each generation. You know what makes Java Java? You can develop on Windows, Linux and also on Mac. .NET? Younare forced to use fucking Windows. .NET supports all platforms that Java does + WP (shitty platform anyways). But you are forced to use Xamarin, which is making bussiones on porting shitty .NET things to mobile devices. And there is lack for one unified building tool for .NET, you are again forced to use Visual Studio (which is not fully free again). Also, Java have tons of free open-source libraries (more than .NET), Java is also equally fast (in some cases even faster). So I do not get this boom about .NET. I do not want to be "bound" to Microsoft when making games. No thanks.
  3. @'Sekaru': > LibGDX is cool but it doesn't have anything that I want that I couldn't add myself. If you think the fact that it supports two platforms that are slowly destroying the industry is a worthwhile feature then you need to re-evaluate. Maybe they are destroying the industry, but even most bullshit game can make you a lot of money there, because iOS and Android are full of kids who plays bullshit games and what are "borrowing" their parent´s credit card just to buy another bullshit game.
  4. @'Sekaru': > @'YourBestNightmare': > > > @'Sekaru': > > > > > @'YourBestNightmare': > > > > > > > Yep, something like Blueprints. Also, when it is in Java, rewriting interface in Swing to support desktop shouldn't be that big problem. Because as others said, developing games on tablets is great, but that you cannot also work on them on your PC is a big limitation. > > > > > > Swing? Is this 2008? > > > > Said guy who is using Slick. Swing is great. > > I've made games that people play. Slick is a nice framework which I haven't found a good alternative for. Swing is a clunky outdated interface framework that you should never cross your mind when making video games. Slick is outdated also. I prefer Swing because of same reason that you prefer Slick. Swing is super easy to use and I personally do not like so!e parts of JavaFX. And I was not telling him to use Swing for in-game GUI, but for the editor GUI on desktop. And for that you do not found good alternative, what about LibGDX. It have a bit more complicated API than Slick, but it is also faster and have more features (and also supports Android and iOS, what is really nice bonus).
  5. @'Sekaru': > @'YourBestNightmare': > > > Yep, something like Blueprints. Also, when it is in Java, rewriting interface in Swing to support desktop shouldn't be that big problem. Because as others said, developing games on tablets is great, but that you cannot also work on them on your PC is a big limitation. > > Swing? Is this 2008? Said guy who is using Slick. Swing is great.
  6. I was bored (and that means really really bored) so I decided to do something usefull (finally). There is only one "working" and popular library for Java that embeds and interprets Lua, called **LuaJ** (which is **rewrite of entire Lua VM in Java**). I did some benchmarks, and gosh, it is slow. So I decided to write something by myself. First, I looked at other well-know (but broken) library for Java called **LuaJava**. This had a bit better performance, because it was linking **native Lua to Java via JNI**. So I forked it and started working. First, I needed to learn how to fucking cross-compile with C and C++. Wasn´t that hard. Then, how to compile LuaJIT. This was hard. After I finished everything, only thing what left was to join it everything together through JNI. And voila, **60x better performance than LuaJ**. Here are some benchmarks comparing native Lua 5.2, LuaJ and Nonlua (my implementation): ``` -------------------- Lua 5.2 - richards_loop.lua -------------------- Benchmark starting Starting finished qpkt count = 23246 holdcount = 9297 these results are correct end of run Time: 0.300267 -------------------- LuaJ 3.0 - richards_loop.lua -------------------- Benchmark starting Starting finished qpkt count = 23246 holdcount = 9297 these results are correct end of run Time: 0.637 -------------------- nonlua - richards_loop.lua -------------------- Benchmark starting Starting finished qpkt count = 23246 holdcount = 9297 these results are correct end of run Time: 0,029677 -------------------- Lua 5.2 - richards_oo_loop.lua -------------------- 0.317031 -------------------- LuaJ 3.0 - richards_oo_loop.lua -------------------- 0.795 -------------------- nonlua - richards_oo_loop.lua -------------------- 0,042081 -------------------- Lua 5.2 - richards_oo_meta.lua -------------------- 0.347223 -------------------- LuaJ 3.0 - richards_oo_meta.lua -------------------- 1.198 -------------------- nonlua - richards_oo_meta.lua -------------------- 0,071686 -------------------- Lua 5.2 - richards_oo_meta_cache.lua -------------------- 0.347799 -------------------- LuaJ 3.0 - richards_oo_meta_cache.lua -------------------- 0.989 -------------------- nonlua - richards_oo_meta_cache.lua -------------------- 0,075797 -------------------- Lua 5.2 - richards_oo_meta_tail.lua -------------------- Benchmark starting Starting finished qpkt count = 23246 holdcount = 9297 these results are correct end of run Time: 0.344058 -------------------- LuaJ 3.0 - richards_oo_meta_tail.lua -------------------- Benchmark starting Starting finished qpkt count = 23246 holdcount = 9297 these results are correct end of run Time: 1.405 -------------------- nonlua - richards_oo_meta_tail.lua -------------------- Benchmark starting Starting finished qpkt count = 23246 holdcount = 9297 these results are correct end of run Time: 0,066472 -------------------- Lua 5.2 - richards_oo_tail.lua -------------------- Benchmark starting Starting finished qpkt count = 23246 holdcount = 9297 these results are correct end of run Time: 0.299772 -------------------- LuaJ 3.0 - richards_oo_tail.lua -------------------- Benchmark starting Starting finished qpkt count = 23246 holdcount = 9297 these results are correct end of run Time: 0.816 -------------------- nonlua - richards_oo_tail.lua -------------------- Benchmark starting Starting finished qpkt count = 23246 holdcount = 9297 these results are correct end of run Time: 0,037498 -------------------- Lua 5.2 - richards_tail.lua -------------------- Benchmark starting Starting finished qpkt count = 23246 holdcount = 9297 these results are correct end of run Time: 0.298897 -------------------- LuaJ 3.0 - richards_tail.lua -------------------- Benchmark starting Starting finished qpkt count = 23246 holdcount = 9297 these results are correct end of run Time: 0.69 -------------------- nonlua - richards_tail.lua -------------------- Benchmark starting Starting finished qpkt count = 23246 holdcount = 9297 these results are correct end of run Time: 0,032288 -------------------- Lua 5.2 - scimark.lua -------------------- FFT 2.67 [1024] SOR 5.59 [100] MC 1.63 SPARSE 3.11 [1000, 5000] LU 3.77 [100] SciMark 3.36 [small problem sizes] -------------------- LuaJ 3.0 - scimark.lua -------------------- FFT 1.9138876404494385 [1024] SOR 4.284102447353442 [100] MC 1.8526077738515876 SPARSE 2.6364572605561274 [1000, 5000] LU 3.156752490875014 [100] SciMark 2.768761522617122 [small problem sizes] -------------------- nonlua - scimark.lua -------------------- FFT 75,89 [1024] SOR 298,13 [100] MC 53,07 SPARSE 72,13 [1000, 5000] LU 154,97 [100] SciMark 130,84 [small problem sizes] ```
  7. Everything is about great trailer, well-written info about the game and catchy gifs, screenies, gameplays. And of course, no grammar mistakes, it can really distract people from even downloading your game. Imo very few even bothers to read the story. Good atmosphere is more important (but I agree that story is also part of it). Also, marketing. That is 80% of game success. * * * @'Nate: > - This one is a long shot, but I really am tired of the same old graphics. Over the past 6 or so years all games using recycled graphics seem to come off as the same. Custom graphics is large for me, which is why I never seem to play anything from these forums anymore. I totally do not agree with this. There are tons of games made with RPG Maker graphics (f.e even on Android store, with millions of downloads). If you know how to use them properly, it is okay.
  8. @'Growlith1223': > @'YourBestNightmare': > > > Constant in function. I have not touched VB6 for years, but I am sure you will go to programmer hell for doing this. > > I don't see any problem here, it's only being used within that sub specifically not to mention that's like dims are horrible in subs, wtf are you on about. You want to defend your code? Okay, leaving this thread, I have nothing to talk about with you then.
  9. Constant in function. I have not touched VB6 for years, but I am sure you will go to programmer hell for doing this.
  10. @'James': > HTML 5 would be better Java is kind of being phased out So you are basically saying to him to move from compiled language to interpreted language? Yes do it, if you do not care about performance and usability. Good luck with that.
  11. Also, for Lua, you can use my implementation. It will be finished probably next week and soon it will be approved as libGDX 3rd-party extension, so also I redcomend you to switch to libGDX and you will have everything you need in one package. Here is link to my Lua implementation (based on LuaJava): https://github.com/nondev/nonlua/tree/experimental
  12. @'GalacticGlum': > @'YourBestNightmare': > > > @'Sekaru': > > > > > Lua isn't an acronym. > > > > > > What framework are you using to make this? > > > > Sekaru you joined again just to fix grammar? Da teacher. > > > > @GalacticGlum What Lua backend are u using? LuaJ right? > > I don't know what Lua backend I'll be using yet, but I'll defiantly look into LuaJ. LuaJ is slow, don't use it ;)
  13. @'Sekaru': > Lua isn't an acronym. > > What framework are you using to make this? Sekaru you joined again just to fix grammar? Da teacher. @GalacticGlum What Lua backend are u using? LuaJ right?
  14. @Jayce I never experiences such issues with GitHub and I am using it for like 2 years lol.
  15. @'abhi2011': > I'm not sure about this but you can probably invert a Dx8 texture by put the width and height of the destination to be a negative. I'm guessing that DX8 it will invert it. The other way would be to reload the png spritesheet in GDP, flip it, save the image, load it up in Dx8 and then render it. Though this may result in a drop in fps. You are right. Negotiating width and height will flip the texture.
  16. Make it so there will be reflection for all other objects (trees, barrells etc) so it will be interesting because making feature like this only for player is super simple.
  17. I like that site. © 2015 :D Looking interesting.
  18. Display shoutbox only on forum index page please, it is annoying when it is everywhere.
  19. @'Jaxx': > Let's just revert, please. > > I've spoken with other members of the community and it's unanimous amongst them. > > Revert plox. Please do not revert. IP.B is a joke. I am glad you guys finally moved to something open source and great. Also, change favicon please, right now it looks very similar to Google Chrome loading spinner.
  20. Install https://github.com/jasonliehr/MyBB-GoMobile as MyBB do not comes with default mobile-friendly interface as IP.B does
  21. We talked on Skype and we came to an agreement, so now he has my permission to do whatever he wants with my part of work on features of both paid and open-source version of his engine.
  22. @'Jaxx': > Seeing as I paid for that 'light system' and have since improved it I didn't think it necessary. But whatever, credits to Deathbeam for the original base of the Light system Even if you bought them, you bought them for Skywardens and that gives you no rights to open-source it or even sell it without my permission.
  23. @'Jaxx': > Ah yes, Deathbeam credited for Dynamic Projectiles. And that "light" system and time engine from what I see on screenie ;) EDIT: I did quick search in your source code. I remeber now. I gave you my source from older Prospekt Reborn because you was active member on Prospekt forums I think. But, I see that you are selling "extended" version of this. No offense, but I am asking you to stop doing that until you will remove all mine features from there or until proper credit is given. I was banned from these forums for not giving proper credits 2 or 3 times, but what are u doing is even worse, you are basically selling other peoples work.
  24. You should also credit me :) If you do not remember, I am deathbeam.
  25. Wow that concept art is really awesome.
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