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1  Games Center / Showcase / Pixel Puppet Released! on: 2015-07-12 09:47:39
Hi All,

Thought i would let you all know that i have released the game, i know it needs more work but the project was not supposed to take as long as it did. It was a great learning experience and i create a game that i wanted to play which for me is the most important thing. If people enjoy it that would be great and i would love to continue working on it but if no one really finds it enjoyable i will move on to my next game with stronger experience.

Again big thanks to everyone who made the game better,
it was really appreciated and i couldn't thank you anymore.

https://play.google.com/store/apps/details?id=com.deadpan_gamez.android

Thanks,
Andrew










2  Games Center / WIP games, tools & toy projects / Re: Pixel Puppet on: 2015-07-03 12:21:42
Hi All,

I have created a game and it is currently in beta, i am looking for people with all type of android devices to try it out. The game is a Arcade/Space/Shooter, you attempt to complete the levels gain resources buy weapons and complete levels with highest rank you can get. The higher rank you get the more resources you get to but more weapons/ammo.

Simple game, but very hard to complete!

To join as a beta tester request to join community on google+ (https://plus.google.com/communities/113413062813757527870…)

I am looking for some feedback, the game is hard and that is intentional.
3  Games Center / WIP games, tools & toy projects / Re: Pixel Puppet on: 2015-04-17 21:26:14
New Enemy Models:


New Game Jar:
https://www.dropbox.com/s/7xb3xk770gm6hih/Pixel%20Puppet%201.1%20Alpha.jar?dl=0

I think these will reflect the game a bit more, still can add a few more things into this but think it's a good start.
Used a row & columns array to generate each body part, so i can generate each enemy in this style.

Just wanted some feedback if possible on the change's.
Thanks in advance.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-04-12 13:56:36
Enemy redesign trying to make the game flow together:
Click to Play
5  Games Center / WIP games, tools & toy projects / Re: Pixel Puppet on: 2015-04-09 06:13:36
Thanks for playing and for the feedback really appreciate it Smiley
Am not putting on the GP until it is complete, sorry persecutioncomplex

Yeah audio is currently being worked on everything is made on my own so takes me a while.
What parts do you feel are out place  ?
6  Games Center / WIP games, tools & toy projects / Pixel Puppet on: 2015-04-08 22:32:10
I have been developing a game on the side for a bit now, might not look like much but a lot of effort and passion has when into this.
So i present to you all my game:

 Pixel Puppet:


Controls:

Movement:
LEFT, RIGHT (or A, D)
Change Weapon:
UP, DOWN (or W, S)
Shoot:
SPACE
Menu Navigation:
LEFT-CLICK

Key Features:
Travel through each level achieving your best score
Six Weapons Types
Fight Bosses

The game still has a while to go mainly because of the amount of time i have to work on it, but would like some feed back and some tips.
Planning on releasing on different platforms - Android, HTML5 and Desktop.

The coding part is basically done (kinda) am using tiled map for each level so only takes a few minutes to add each level. The art & music seems like it's going to take the longest.
It's not much but am taking it one step at a time, am not sure if putting this up at this point was the correct choice but really wanted feedback from other game developers.

And finally the link to the game: https://www.dropbox.com/s/ykt7uqjv9c4qp63/Pixel%20Puppet.jar?dl=0
7  Game Development / Newbie & Debugging Questions / Re: EXCEPTION_ACCESS_VIOLATION (0xc0000005) on: 2014-08-11 07:39:50
This might make more sense:

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Java frames: (J=compiled Java code, j=interpreted, Vv=VM code)
j  com.badlogic.gdx.physics.box2d.World.jniCreateBody(JIFFFFFFFFZZZZZF)J+0
j  com.badlogic.gdx.physics.box2d.World.createBody(Lcom/badlogic/gdx/physics/box2d/BodyDef;)Lcom/badlogic/gdx/physics/box2d/Body;+80
j  com.rayexar.slimeblaster.Projectile.initialise()V+24
j  com.rayexar.slimeblaster.weapons.ElectricBlast.fire(FFLcom/rayexar/slimeblaster/entities/Entity;I)V+82
j  com.rayexar.slimeblaster.entities.Entity.attackWeapon()V+89
j  com.rayexar.slimeblaster.InputHandler.keyUp(I)Z+240
J 1065 C1 com.badlogic.gdx.backends.lwjgl.LwjglInput.processEvents()V (478 bytes) @ 0x0000000002a94dc4 [0x0000000002a94820+0x5a4]
j  com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop()V+557
j  com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run()V+27
v  ~StubRoutines::call_stub


Think this is due to creating a body while World is locked if it is then
maybe:

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if (world.isLocked()) return;
8  Game Development / Articles & tutorials / Re: Java2D - Space Invaders on: 2013-09-22 10:56:35
yeah i realized my mistakes after i posted  Clueless, shouldn't have done it so late.
Sorry for the mistake i have sent a message endolf so should be sorted soon.

And the reason am using Java2D is just because of its simplicity you can just jump right into
it and not have to worry about versions or libs etc. I wanted to make it
simple and not difficult to follow, its more for people who know java but are not yet confidant enough
to code there own things yet.
9  Game Development / Articles & tutorials / Java2D - Space Invaders on: 2013-09-22 00:54:05
Hi i just wanted to post my tutorials on creating Space Invaders but trying to create it with pre-refactored (most of it aleast) code.

My main reasons for doing this is to hopefully let beginners/intermediate programmers be able to come in and easily understand
and change code when they want to.

Still need a lot of practice with commentary and confidence but i am sure that will come in time, and also sorry about the microphone i
need to get a new one.

This is just a hobby just now but if they acutely help some programmers then i will make a schedule but for
just now am kind of just posting them whenever. but they should be a video about 1-4 every 2 weeks depending
on the circumstances.

http://www.youtube.com/user/DregronProgram

But if you give it a chance i hope you enjoy and get something out of it,
Cheers Smiley



10  Game Development / Newbie & Debugging Questions / Re: BufferStrategy - CPU Usage on: 2013-04-28 23:01:14
Ah yeah should have known that Tongue

Cheers for the code (nice way of doing it Smiley ) & info
11  Game Development / Newbie & Debugging Questions / Re: what is the correct method to loads images on: 2013-04-28 22:40:03
This should work, this will work if your using applet or not.

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BufferedImage bImage;

try {
         URL url = this.getClass().getResource("graphics/hero.png");
         this.bImage = ImageIO.read(url);
      } catch (IOException e) {
         e.printStackTrace();
      }
12  Game Development / Newbie & Debugging Questions / Re: BufferStrategy - CPU Usage on: 2013-04-28 21:54:57
Yeah, i have a limit to FPS,
The commented code isn't really the problem i tested it out.
I've commented out each part to see what could be causing the issue and when i took away the BufferStrat it went down to 10-20%
13  Game Development / Newbie & Debugging Questions / BufferStrategy - CPU Usage on: 2013-04-28 21:32:26
Is there a less CPU intensive way to create a double buffer, bec just now when am doing it this way it takes up 50-60% of CPU without it, it's 10-20%.
I know i could use OpenGL or Slick etc.. but am trying to create this whole thing without any Libraries (except System Library).

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   public void draw() {
      if (this.getBufferStrategy() == null) {
         createBufferStrategy(2);
         return;
      }
     
      Graphics2D g = (Graphics2D) getBufferStrategy().getDrawGraphics();
      g.setColor(Color.BLACK);
      g.fillRect(0, 0, WIDTH+2, HEIGHT);
      g.setColor(Color.white);
      g.setFont(new Font("Serif", Font.PLAIN, 14));
      g.drawString("Ups: " + this.Ups , 4, 12);
      g.drawString("FPS: " + this.frameRate , 4, 24);
//      for(int i = 0; i < test.length; i++){
//         if(getCurrentState().toLowerCase().contains(test[i].getClass().getSimpleName().toLowerCase())){
//            try {
//               Method m = test[i].getClass().getDeclaredMethod("draw", Graphics2D.class);
//               m.invoke(test[i], g);
//            }catch (NoSuchMethodException | IllegalAccessException | IllegalArgumentException | InvocationTargetException e) {
//               System.out.println("graphics Error!");
//               System.out.println(e.toString());
//            }
//         }
//      }
      g.dispose();
      getBufferStrategy().show();
   }


Any information would be appreciated
Cheers
14  Discussions / General Discussions / Re: Is Java Missing its Window of Opportunity with Gaming? on: 2012-12-28 19:27:41
Don't really think java is missing its window with games because of they way the languages is it's self because its Easy to learn, easier to find solutions to your problems, Easy to show of your programs. So in my opinion people are finding their way to us with just finding someone with the same issues.

I've programmed a game in c++ and trying to get some help with something is a lot more difficult, which in my opinion that is going in the wrong direction things should be getting easier not harder. I know they are library's etc but they are still a lot more to when your just wanting to put something online or trying to find a fix for a problem you have been getting with the your code.

I also think it counts on developers showing off good quality programs that interest people and make people wondering how it was done.

Bit of a noobie but that's my thoughts Smiley
15  Game Development / Newbie & Debugging Questions / Re: Applet with lwjgl & slick on: 2012-08-09 20:37:45
I got it working, i think it was because i never took lwjgl.jar & lwjgl_util_applet.jar out of the applet version Tongue... finally got it working only took 2 days  Roll Eyes

Thanks for your help really appreciate it Smiley
16  Game Development / Newbie & Debugging Questions / Re: Applet with lwjgl & slick on: 2012-08-09 16:17:03
am using the lastest version of lwjgl, just double checked there by download them... still the same error Sad
17  Game Development / Newbie & Debugging Questions / Re: Applet with lwjgl & slick on: 2012-08-09 15:53:51
This occurred while 'Extracting downloaded packages'
error in opening zip file
java.util.zip.ZipException: error in opening zip file
   at java.util.zip.ZipFile.open(Native Method)
   at java.util.zip.ZipFile.<init>(Unknown Source)
   at java.util.zip.ZipFile.<init>(Unknown Source)
   at java.util.jar.JarFile.<init>(Unknown Source)
   at java.util.jar.JarFile.<init>(Unknown Source)
   at org.lwjgl.util.applet.AppletLoader.extractNatives(AppletLoader.java:1789)
   at org.lwjgl.util.applet.AppletLoader.run(AppletLoader.java:877)
   at java.lang.Thread.run(Unknown Source)

18  Game Development / Newbie & Debugging Questions / Applet with lwjgl & slick on: 2012-08-09 13:49:47
Hey am trying to learn how applets work with lwjgl & slick, but i can't seem to get it working... Here are the steps i take -

  • Export Game as "JAR file"
  • get - slick.jar, lwjgl.jar, natives-win.jar & lwjgl_util_applet.jar... i put it on my desk top
  • then i create a html file (notepad) the put the code it it.

this is the code i have in my html file -

<html>
<head>
<title>Applet Test</title>
</head>
<body bgcolor = "#222222">
<br><p>
<br><p>
<center>
<applet code="org.lwjgl.util.applet.AppletLoader"
        archive="lwjgl_util_applet.jar"
        codebase="."
        width="800" height="600">
 
  <param name="al_title" value="myslickgame">
  <param name="al_main" value="org.newdawn.slick.AppletGameContainer">
  <param name="game" value="Display">
 
  <param name="al_jars" value="Animation.jar, lwjgl.jar, slick.jar">
 
  <param name="al_windows" value="natives-win.jar">
</applet>
</center>
</body>
</html>


my game code -

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import org.newdawn.slick.AppGameContainer;
import org.newdawn.slick.BasicGame;
import org.newdawn.slick.Color;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.SlickException;

public class Display extends BasicGame {
   public static void main(String[] args){
      try{
      AppGameContainer app = new AppGameContainer(new Display());
      app.setDisplayMode(800, 600, false);
      app.start();
      }catch (SlickException e){ e.printStackTrace(); }
   }

   public Display() {
      super("Applet Game");
   }

   @Override
   public void render(GameContainer gc, Graphics g) throws SlickException {
      g.setColor(Color.white);
      g.fillOval(150, 150, 50, 50, 5);
   }

   @Override
   public void init(GameContainer gc) throws SlickException {
      // TODO Auto-generated method stub

   }

   @Override
   public void update(GameContainer gc, int delta) throws SlickException {
      // TODO Auto-generated method stub

   }

}


Error 'extracting downloaded packages'
Am not using any images in my code just appGameContainer using the Graphics to create an filloval

Cheers for taking a look Smiley
19  Discussions / Miscellaneous Topics / Re: Who would you consider a programmer? on: 2012-08-01 21:02:07
Am pretty sure we all know the biggest secret of knowing who's a programmer...


Having a beard or long hair... Or both & if not that cloths that just say "meh".
But yeah if not they things I think you can tell if you start having a conversation about programming what tools, engine you use etc. Smiley
20  Java Game APIs & Engines / Java 2D / Re: Sprite Animation on: 2012-07-30 20:14:46
Here is the main parts of my animation which i use to add the animation & get all the information i need to get it working. -

Animation class
   
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public BufferedImage sprite;
   private ArrayList<BufferedImage> frames = new ArrayList<BufferedImage>();
   private boolean running = false;
   private long previousTime, speed;
   private int frameAtPause, currentFrame;

   public void update(long time) {
      if (running) {
         if (time - previousTime >= speed) {
            currentFrame++;
            if (currentFrame < frames.size()) {
               sprite = frames.get(currentFrame);
            } else {
               currentFrame = 0;
               sprite = frames.get(currentFrame);
            }
            previousTime = time;
         }
      }
   }

   public Animation(ArrayList<BufferedImage> frames) {
      this.frames = frames;
   }

   public void setSpeed(long speed) {
      this.speed = speed;
   }

   public void play() {
      running = true;
      previousTime = 0;
      frameAtPause = 0;
      currentFrame = 0;
   }

   public void stop() {
      running = false;
      previousTime = 0;
      frameAtPause = 0;
      currentFrame = 0;
   }

   public void pause() {
      frameAtPause = currentFrame;
      running = false;
   }

   public void resume() {
      currentFrame = frameAtPause;
      running = true;
   }
}



BufferedImageLoader Class -
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public BufferedImage loadImage(String pathRelativeToThis) throws IOException {
      URL url = this.getClass().getResource(pathRelativeToThis);
      BufferedImage img = ImageIO.read(url);
      return img;
   }


SpriteSheet -

   
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public BufferedImage spriteSheet;
   
   public SpriteSheet(BufferedImage ss){
      this.spriteSheet = ss;
   }
   
   public BufferedImage grabSprite(int x, int y, int width, int height){
      BufferedImage sprite = spriteSheet.getSubimage(x,  y,  width,  height);
      return sprite;
   }


cheers for taking the time to look Smiley
21  Java Game APIs & Engines / Java 2D / Re: Sprite Animation on: 2012-07-30 19:34:09
This is how my current code works:

I have a screen manager & a display you input the display that you want to show, so it updates from the display from the screen manager here is the code:

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private void render() {
      BufferStrategy bs = getBufferStrategy();

      if (bs == null) {
         createBufferStrategy(2);
         return;
      }

      Graphics g = bs.getDrawGraphics();
      g.fillRect(0, 0, frame.getWidth(), frame.getHeight());
      screen.paintStage(g);
      screen.updateStage(this);
      g.dispose();
      bs.show();
   }


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public void paintStage(Graphics g){
      if(currentState == Stage1Name){
         Stage1.paint(g);
      }
   }
   
   public void updateStage(Display display){
      if(currentState == Stage1Name){
         Stage1.update(display);
      }
   }


& i have an ArrayList for BufferedImage this is getting the current image really. -


   
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public BufferedImage sprite;
   private ArrayList<BufferedImage> frames = new ArrayList<BufferedImage>();
   private boolean running = false;
   private long previousTime, speed;
   private int frameAtPause, currentFrame;

   public void update(long time) {
      if (running) {
         if (time - previousTime >= speed) {
            currentFrame++;
            if (currentFrame < frames.size()) {
               sprite = frames.get(currentFrame);
            } else {
               currentFrame = 0;
               sprite = frames.get(currentFrame);
            }
            previousTime = time;
         }
      }
   }



I know this is "sprite = frames.get(currentFrame);" the problem because when i comment it out it goes from 90 odd fps to 1000 odd fps.
Thanks taking the time to look Smiley
22  Java Game APIs & Engines / Java 2D / Sprite Animation on: 2012-07-30 17:10:42
Hey ive been doing some tutorials for Sprite Animation, & i have made an animation but my fps goes down really low & it just slows down the program in general.
I first thought it was BufferedImage but change it but still made no no difference. I'll post the main part that is making it lag so much (its updating each image).

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//Updating the animation image
public void update(long time) {
      if (running) {
         if (time - previousTime >= speed) {
            currentFrame++;
            if (currentFrame < frames.size()) {
               sprite = frames.get(currentFrame); <<< main part of the lag
            } else {
               currentFrame = 0;
               sprite = frames.get(currentFrame);
            }
            previousTime = time;
         }
      }
   }

//updating the animation on screen
public void update(Display display) {
         animation.update(System.currentTimeMillis());
     
   }


Thanks for taking a look Smiley

23  Game Development / Newbie & Debugging Questions / Re: Oval Collision on: 2012-07-27 21:42:23
bump
24  Game Development / Newbie & Debugging Questions / Oval Collision on: 2012-07-27 20:13:13
Hey am trying to find different ways to get hit detection but finding it hard to figure out how to get it with an oval here is what i have just now,
 wondering if they are a similar way to do this -

public cpuMovement(int x, int y, int width, int height){
   this.x = x;
   this.y = y;
   this.width = width;
   this.height = height;
   this.rect = new Rectangle(x, y, width, height);
}

public static void Collision(cpuMovement cm){
      for (int i = 0; i < Physics.cpuMove.size(); i++) {
         if(Physics.cpuMove.get(i).getRect().intersects(cm.getRect())){
            if(Physics.cpuMove.get(i) != cm){
               System.out.println("Working");
      }
   }
}
}

The top bit of code is working but how would i get an oval hit detection
Cheers for your time Smiley


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