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1  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-23 14:23:47
Also thanks for reply. I'm not a linux user. Wat does this mean?:
Quote
Lose the CTRL-M's in the shellscript (doesn't work under Linux)
I have no chance to make the file executable under windows. Maybe I have to pack my app in a linux vm. Has anybody solved this problem?
I tested resizing my game, but it caused some problems with the nifty gui lib. Maybe I will include resizing in the future.
2  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-23 11:39:59
Nice game... I like retro ports -thats why I'am writing one. Runs fine on my winows 7 x32 system.
My tip: 1. Put the main class entry (loderunner.Game) into the Manifest file. Thats easy going when you export a game with Eclipse. 2. Move all natives (linux, mac, win 32/64) next to the jar. That may not you style if there are many files next to our jar, but its a great benefit for your user: They can play it on all supported systems with one download. And the batch file is no more needed for windows and mac, because the system search path for .ddl files it the working directory.
For windows user it would be also nice to have an exe file. You can create one easily out of your jar with Launch4j.
Greets,
Tobse
3  Games Center / Archived Projects / Re: DemolitionFX on: 2009-05-30 10:42:57
Nice game idea,

the physic simulations runs fast enough.
My problem is: Only every 15th mouse click is recognized. I have to hammer on my mouse buttons to activate a tool button. The same with using the activated tool. There, it would be very helpful to see a forecast where the the tool item will be placed by clicking. Unfortunately cause these problems, I am not able to place a balloon or a monkey.
The level statistic could be run a little bit faster.

Besides this, its a cool game with nice graphics. I hope you will go on with it!
Greets,
Tobse
4  Games Center / Archived Projects / Re: Dot n Munch on: 2009-05-16 10:34:22
Great Idea! Funny to play.
Stopped in level 46 because it wasn't challenging me enough.
I would also prefer a faster increase of the game speed. You could add a difficulty selection in the start menu.
Additional to the speed you could also zoom out (make the dot and the fields smaller). So you could extend the field much more.
5  Games Center / Archived Projects / Re: Dark Past on: 2009-05-05 21:23:13
A Games needs a Dragon!
Unfortunately I can't beat any enemy because:
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Exception in thread "Thread-11" java.lang.ArrayIndexOutOfBoundsException: -1
   at org.me.hello.Path.getFShort(Path.java:307)
   at org.me.hello.Path.checkNeighborsShort(Path.java:352)

Go on with it,
Greets Tobse
6  Games Center / WIP games, tools & toy projects / Re: Subby and the Fishes on: 2009-05-05 21:15:14
Oh, sou sweet that little submarine  Smiley
Very nice graphics!
The first time I tried to evade the fishes. Maybe a a hint "catch the fishes" could make this clear.
It seems to be an endless game or does it become more difficult after 100 fishes? -I stopped with 25. I would prefer a leveled game where the it get more and more difficult -eg. every 10th fish.

Best wishes,
Tobse
7  Games Center / Showcase / Re: Bunny Press - A game made in 48 hours on: 2009-05-05 20:45:59
I Won! -yes I did it Wink
Nice game and sweet -old scool- graphics
Very funny to play.

The time lapse coding video is genial!
Respect for coding such a game in hurry...
For me coding takes days, months and finally years

Greets,
Tobse
8  Games Center / Featured Games / Re: Quantum - Free RTS on: 2009-04-01 20:04:58
Hi marzec,

Quantum is relay a great realization!
I like Games which are easy to learn but require a lot of strategy.
Cool graphics... retro gaming still lives!

The first time I tested Quantum the triangle for moving ships wasn't painted. So I was confused how to play. But since the last update the gui works fine. I didn't knew Dyson but I knew Galcon which is very similar and also a very nice game. The funny thing is, that I also wanted to code a Java version of this game. But it ended only in little Swing benchmark.

Too bad that my graphic card doesn't supports the shaders.
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[Renderer] disabling shader support: glsl: error in fragment shader, Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'const' :  non-matching types for const initializer


My System:
Vista x32 Notebook
ATI Readeon HD 2600
Java JRE 1.6 Up. 13
Catalyst Driver v9.3

When I try to switch on the bloom effect the game crashes with this error:
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D:\Downloads\quantum-1.32-pack\quantum>java -jar quantum.jar
[FileManager] path to quantum is '', returning file './'
[FileManager] path to quantum is '', returning file 'config.dat'
[SoundManager] buffers size: 16384
[Texture] created texture 512x512
[Renderer] disabling shader support: glsl: error in fragment shader, Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'const' :  non-matching types for const initializer
ERROR: 1 compilation errors.  No code generated.

....
[Texture] created texture 512x512
[Texture] created texture 32x32
[Renderer] created offscreen fbo
Exception in thread "Thread-5" javax.media.opengl.GLException: java.lang.NullPointerException
        at javax.media.opengl.Threading.invokeOnOpenGLThread(Threading.java:271)
        at javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:410)
        at javax.media.opengl.GLCanvas.display(GLCanvas.java:244)
        at com.sun.opengl.util.Animator.display(Animator.java:144)
        at com.sun.opengl.util.Animator$MainLoop.run(Animator.java:181)
        at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
        at quantum.gfx.Renderer.render(Renderer.java:338)
        at quantum.game.GameLoop.render(GameLoop.java:159)
        at quantum.forms.LocalGame.display(LocalGame.java:305)
        at quantum.Quantum.display(Quantum.java:265)
        at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:78)
        at javax.media.opengl.GLCanvas$DisplayAction.run(GLCanvas.java:435)
        at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:194)
        at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:452)
        at java.awt.event.InvocationEvent.dispatch(Unknown Source)
        at java.awt.EventQueue.dispatchEvent(Unknown Source)
        at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.run(Unknown Source)


Maybe it would be better to deactivate the button if no shaders are supported.

Greets,
Tobse
9  Games Center / Archived Projects / Re: Sourcecode on: 2008-12-02 16:03:27
As for now you can get the most recent version here:
xswing_src.zip
It also available on
sourceforge.net
codeplex.com
ohloh.net

I'm hiding nothing  Wink
But you're right, there's no link on my website. I'll add this later in a special developer section.

Greets,
Tobse
10  Games Center / Archived Projects / XSwing Plus -Total Mindcontrol Remake on: 2008-12-02 10:44:10
Hallo,

I'm developing on a remake of the arcade game Swing Plus -Total Mindcontrol from Software 2000.
I think it's more than a Tetris clone and worth to be coded in a new version. The final game should have a tutorial, a multilayer option, many extras (like jokers, bombs etc.) and of course a online high score list.
The game play will be completely different in new version, as soon I as I can implement the scales which can catapult balls through the game. My aim is to bring the easy, fast, clever and addictive game play back in single & multi player mode.

Here is my first playable alpha version: (it's already very funny  Wink )

Webstart: XSwing.jnlp
Download: XSwing.zip
Homepage: xswing.tobsefritz.de
Current version: v0.344

Short instruction:
The objective is to simultaniously disband as many heavy balls as possible. To do this, simply place three balls with the same colour in a horizontal row. Now these and all anjourning balls of this colour will explode.
Five balls of the same colour in a column will shrink to one heavy ball.
Every 50 balls a new colour will be added.
Pay attention not to place more than eight balls on one stack.

Keys:
Left/Right: Move the crane
Down: Drop a ball
N: New Game
B: Change the ball set
E: Disable particle effects
ESC: Exit the game
F2: Toggle Fullscreen
S: Change game size (experimental)

The game is in a very early development progress.
Please inform me about bugs, suggestion or incitations.
I'll be happy for any response.

And now, have fun by testing XSwing Plus,
best wishes,
Tobse
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