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1  Games Center / WIP games, tools & toy projects / Re: MakerBot 2D on: 2014-05-06 03:01:40
It's just a demonstration of linear collision haha
2  Games Center / WIP games, tools & toy projects / Re: MakerBot 2D on: 2014-05-02 04:09:49
It's got no real application as of now. Just a proof-of-concept for a 2D print generator
3  Games Center / WIP games, tools & toy projects / MakerBot 2D on: 2014-05-01 17:40:05
Have you ever printed anything in 3D? If not, it's super cool and you should watch this video:

https://www.youtube.com/watch?v=Tr_H8v0LiW0

I was inspired to make a 2D version of the MakerBot machine. Here is what I came up with:



You can make some really cool looking structures:



This program features a high precision collision detection system to simulate the globby plastic effect produced by the real 3D Makerbot.

Try it out here! (downloadable .jar):
https://github.com/doppl3r/MakerBot2D/raw/master/out/artifacts/MakerBot2D/MakerBot2D.jar

Feel free to fork the open source code too Cheesy
https://github.com/doppl3r/MakerBot2D

Thanks for reading! Here's one of my most favorite quotes related to the topic

4  Games Center / WIP games, tools & toy projects / Re: Level Editor Tool for 2D games on: 2013-11-24 21:23:16
I decided to cap at '0000' instead of hex conversions for a few reasons:

  • Even if you texture sheet is 32x32, the number of possible textures is 1024. In order to reach the limits, you'd have to have a 100x100 texture sheet which is not very practical in the 2D design world.
  • File size will remain consistent. You won't have to worry about your file workspace increasing after you save.
  • It encourages smaller texture sheets (my own personal preference)

5  Games Center / WIP games, tools & toy projects / Re: Level Editor Tool for 2D games on: 2013-11-24 00:29:24
That would work better than my current system haha. I chose to keep no spaces for reasons such as resource consistency, but I can see how this could create larger files in some cases. Good idea!
6  Games Center / WIP games, tools & toy projects / Re: Level Editor Tool for 2D games on: 2013-11-23 23:15:51
The current parser only supports up to 99 tile types. I didn't think I'd run into this issue until just now.

The file saves everything according to '00'-'99'. What i'll need to do is set it to '0000'-'9999'. That way you can have almost 10,000 different types of tiles.

When this is fixed, you can use my 'convertFileToMap(File file)' method to parse your own custom map files. 'Ctrl+F' to find this method example here: https://github.com/doppl3r/Dark-Saunter/blob/master/src/editor/FileBrowser.java

I'll add this issue to my list right now and hopefully fix it tonight.
7  Games Center / WIP games, tools & toy projects / Re: Level Editor Tool for 2D games on: 2013-11-22 01:05:52
Feel free to include this tool inside your game projects. Just leave the links that lead to the github page:  https://github.com/doppl3r.

I hope this tool helps you create some really cool levels!
Edit: I just updated the Compiler to work with ActionScript variable types...not that any of us will ever use this haha
8  Games Center / WIP games, tools & toy projects / Re: Level Editor Tool for 2D games on: 2013-11-16 18:14:23
That's a good point! I think I'll just have a pop-up field that allows users to choose which compiler to write to and the user can just copy/paste from the dialogue box rather than the hard-to-access .txt file.

I'm seriously going to try to implement this today, thanks man!
9  Games Center / WIP games, tools & toy projects / Re: Level Editor Tool for 2D games on: 2013-11-16 02:38:14
That's a great idea! If I give the 'Tile' class a "selected" boolean, I should be able to come up with a drag feature fairly quick. The last feature would be to select tiles from the 'Tile Sheet' box on the bottom right so that you can draw chunks of textures such as trees...o boy! haha
10  Games Center / WIP games, tools & toy projects / Re: Level Editor Tool for 2D games on: 2013-11-14 18:18:05
Thanks for saying that!

This is definitely the most complex tool I've built up to date, hopefully I can match some of the cool features from Tiled  Shocked
11  Games Center / WIP games, tools & toy projects / Re: Level Editor Tool for 2D games on: 2013-11-14 01:28:35
I plan on adding more 2D array formats for a few more languages (such as ActionScript3, Python, JavaScript etc) so that people can choose to use this tool according to their language of choice.

You can literally copy+paste (hardcode) them into your game and the data can be accessed by simply calling map[row][column];

Lots of my friends use C++ so it was an easy choice of conversion Cheesy
12  Games Center / WIP games, tools & toy projects / Re: Level Editor Tool for 2D games on: 2013-11-13 23:27:10
As far as the GUI goes, I designed all of the components in Photoshop and Paint.net. I use the 'paintComponents()' method built into awt.* as a way to draw the buttons to the screen. I tried using the GUI's built into swing for the prototype version of this app, but I got overwhelmed with the nasty complications embedded with that library haha!

You can see how I did it by looking at the EditorGUI class code I wrote: https://github.com/doppl3r/Dark-Saunter/blob/master/src/editor/EditorGUI.java

Feel free to download all the source code for this project from that link, maybe it can be of use Cheesy
13  Games Center / WIP games, tools & toy projects / Level Editor Tool for 2D games on: 2013-11-13 21:47:36
Level Editor - Doppler Indie Games

WARNING! I recently switched the parsing format from '00' to '0000'. This dramatically changes how files are loaded/saved. If you have issues loading your file, please do NOT update to the latest version!

Try it out now!
https://github.com/doppl3r/Dark-Saunter/raw/master/out/artifacts/Editor/Editor.jar

Source Code!
https://github.com/doppl3r/Dark-Saunter

Hello everyone! I recently "finished" my custom 2D level editor tool! Before I tie the bow on this project, I'd like to hear from you guys first. Here are the main features:

  • Flexable 2D array customization
  • Save/Load projects
  • History Tools (undo/redo)
  • Language Format Compiler (see below)
  • Fluid window resolutions for larger screens
  • Simplified navigation and shortcuts similar to Photoshop
  • Useful Tools (Draw, Erase, Fill, and Drag)
  • Custom Texture Pack Importations
  • Mac/PC/Linux Friendly

And here are some screenshots:




For those who like to hard-code their 2D arrays, you'll love the Language Format Compiler feature. Simply copy+paste your map format of choice! Credit to Mads for recommending an option for each format!

UPDATE: Now supports ActionScript 3 2D Array conversions!


I definitely plan on using this tool for future games and I hope you do too! If you're bored, feel free to download a game I made for Android last year: https://play.google.com/store/apps/details?id=pack.boxel.main&hl=en
14  Games Center / WIP games, tools & toy projects / Re: Bit Bit Bit on: 2013-10-05 03:32:42
I might add a randomly generated level system. For now, I'm going to create 10 levels and finish of the game. I'm glad you liked it!
15  Games Center / WIP games, tools & toy projects / Re: Bit Bit Bit on: 2013-09-21 22:41:47
For what ever reason, custom fonts load a bit slower than I would have hoped. I'll see if I can find a light library to run custom fonts when the game is initiated
16  Games Center / WIP games, tools & toy projects / Re: Copod on: 2013-09-13 21:35:09
This was a fun little demo! The player expressions, easy controls, and graphics; I loved them all!

I totally didn't expect the "love" feature. I was like, "What the hell happened to my character? Why do I look like a white dot with a tail...oOoOOOOOOOOO..." haha.

Keep up good work. This could easily be one of the "Featured Projects" on this page!
17  Games Center / WIP games, tools & toy projects / Re: Bit Bit Bit on: 2013-09-13 19:43:06
That's a good point. I guess when I was first conceptualizing it, I figured more "armor" would help if you were trying to stay alive longer, but in traditional bullet-hell shooters the hitbox is easier to dodge with when it is smaller.

I'll see what I can do about the weapon addon. That sounds incredibly fun to be honest
18  Games Center / WIP games, tools & toy projects / Bit Bit Bit on: 2013-09-13 19:00:06
Update: My friends and I are having another Software Jam! I decided to continue the development for Bit Bit Bit, so see what's new this weekend!

[10-04-13]
  • Added a shield system
  • Added a weapon cool down
  • Improved minor features


It only has 4 levels and 4 enemies, but the current engine works surprising "ok" for the Java Graphics2D library. If you'd like to take a look at the current source code, check out my git repository often:



Customize your own ship to defend against your enemies

Use your shield to defend against enemy bullets

Enemies will spawn with different a.i. qualities

Dat ship customization!
19  Discussions / General Discussions / Re: How should I replicating the fill or bucket tool in a 2d array? on: 2013-02-20 02:15:02
That's exactly what I was looking for! Thank you for the quick response.
20  Discussions / General Discussions / [SOLVED] How should I replicating the fill or bucket tool in a 2d array? on: 2013-02-20 01:10:21
Edit: Found a solution online while researching Flood Filling thanks to actual. It's a simple recursive method that works very well. Here's a link to the javascript example (also doable in Java): http://www.somethinghitme.com/2012/03/07/html5-canvas-flood-fill/

I'm currently working on a level editor for an Android game. My goal is to add cool tools such as:

  • pencil: Add single textures to the grid
  • eraser: remove texture from grid
  • bucket: fill in neighbor textures

I can't seem to find any tutorials on how to fill in an arbitrary geometric area for the bucket tool. I'm not necessarily looking for source code, I just can't seem to figure out how to go about filling in parts of a 2d array. I've considered using path-finding techniques, but I feel there may be a simple solution. Here is an image of what I'm dealing with:


I've created many level editors in the past, but never played around with the bucket tool idea. If you have any thoughts, please post about it; I'm sure other people would like to know how to do this as well. Thanks in advance!

PS - This tool is being written from HTML 5's Canvas (Javascript), not Java. I've worked with both, so syntax isn't really a problem; I'll take any pseudo code.
21  Java Game APIs & Engines / Android / Re: [canvas issue] Has anyone seen this problem? on: 2013-02-14 20:59:49
It's more than just blank space; it's dead space (pun not intended). The physical touch event doesn't even work in that area. The rendered background moves appears much further down on other devices.
22  Java Game APIs & Engines / Android / [canvas issue] Has anyone seen this problem? on: 2013-01-28 23:31:17
My friends recently showed me a bug that shows up for his android. He owns the Sprint Photon and the game runs off of the Canvas library. Here's what it looks like:


Any thoughts? I'd like to patch this up for future games.
23  Games Center / WIP games, tools & toy projects / Re: Boxel: Android Source Code Now Available on: 2012-12-10 01:14:12
Unfortuntately, that zombie picture has nothing to do with the game, but if anyone's interested, here is the source code for Boxel (full v1.0.3.1). This should be a nice guide for those who want to start their very own Android game: http://www.mediafire.com/?70fu6ndmo41p2pj
24  Games Center / WIP games, tools & toy projects / Re: Boxel: Now Entering Beta (Available on Google Play) on: 2012-11-20 11:06:28
If you have an android, go ahead and try out Boxel for free. I'd love to hear some feedback as well!


25  Games Center / WIP games, tools & toy projects / Re: Boxel: A Canabalt style game on: 2012-10-20 12:08:02
Any recommendations for the game would be extremely awesome. I'm all ears if you have any ideas.
26  Games Center / WIP games, tools & toy projects / Boxel: Android Source Code Now Available on: 2012-10-12 19:19:34
Post update v5

Own it for free through Google Play (for android v2.2+): https://play.google.com/store/apps/details?id=pack.boxel.main&feature=search_result#?t=W251bGwsMSwyLDEsInBhY2suYm94ZWwubWFpbiJd

I've recently decided to provide the source code to anybody who is interested. I'm a bit embarrassed to show how messy my code can get, but I'm sure someone out there might appreciate the code for their own use. Without further delay, I present to your the latest version of the source code: http://www.mediafire.com/?70fu6ndmo41p2pj

If you need help installing the code, please let me know. It's pretty easy to set up when you know what you're doing. I recommend using Eclipse to code with Java

Change Log: v1.0.3.1

  • Minor Bug Fixes
  • Improved FPS...slightly

Now that the game is finished, I can finally begin working on new games. Thanks for reading!
27  Games Center / Showcase / Re: Arrow Runner 2.0 on: 2012-09-09 02:17:31
I like it, maybe try to get your ship to rotate in it's direction. For example, if you press space, it evens out. Otherwise, it pencil dives into the ground. Nice job man; pretty fun
28  Games Center / Showcase / Re: Falling Pots on: 2012-09-05 23:24:10
I thought those looked familiar haha. Keep up the good work and definitely ask questions constantly; these guys love solving problems!
29  Games Center / WIP games, tools & toy projects / Re: Flack v1.3 on: 2012-09-05 23:03:42
I thought about making it android compatible. Maybe the controls would be too hard if it was tilt-motion based? The last update allows it to be resizable so converting it shouldn't be the issue.
30  Games Center / WIP games, tools & toy projects / Re: Flack on: 2012-06-17 17:04:59
Haha, sorry about that man. Also, I need to replace that beta with a demo soon. (The beta is pretty outdated).
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