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1  Discussions / Miscellaneous Topics / Re: How to disable the DOTA game on my LAN? on: 2015-11-30 14:04:56

In my humble opinion, there is no addiction to games, it can't be compared to alcohol but it doesn't mean that what Stranger describes doesn't exist. Games are only a kind of shelter or haven for his brother. Stranger doesn't try to find the root cause of the problem, he's just looking for a superficial workaround. There is something that forces his brother to protect himself from the "real" world.
I'm a bit surprise to hear this from you. Denying that some addiction is not real is a very right oriented line of thought. It does not match your super leftist and (supposedly) empathic personality. It's not just because you can't get addicted to games it doesn't mean it does not exist.
Addiction to anything can be perceived when there's a repetition of some destructive behavior in search of an instant and short termed reward. If he dropped out of college, has no social life, leads a completely sedentary life, all of this caused by the repetitive instant reward of winning a dota match, that looks pretty much like an addiction.

It's not that he's not to blame - everybody should be responsible for their own acts - but denying that it exists just because you don't experience it, it seems to me very short sighted. Addictive behavior IS a genetic trait - being it to alcohol, cocaine or Dota 2.
Just because your eyes are green it doesn't mean there are no blue eyes.

2  Discussions / Miscellaneous Topics / Re: How to disable the DOTA game on my LAN? on: 2015-11-30 13:56:03
Dota2 is a hell of an addicting game. I started about 3 years ago, and as soon as you really learn the game, not only the rewards get better you also feel you have spent to much time learning it to just give up. Because the learning curve is so freaking steep. You need 3-4 months of playing before you'll actually understand a tournament match that is being broadcast.

I was a very productive game developer (see my projects here) and I almost stoped at all writing games, surprise, 3 years ago. I eventually (after about 2 years) realized how much time I lost with this shit, and how I was scheduling my activities in terms of "how many dota 2 matches I'll have left today if I do this or that".

After I realized this, I went back to gamedev (you'll soon see my project here Smiley ), and I still play Dota 2 but far far less. To be fair, I didn't "realize it" actually. I got a lot of complaints from my wife before I snapped Smiley

Long story short @Stranger: Until he realizes he's wasting his youth with last hits and ganks, he won't stop. Blocking your routers will only make him highly frustrated and will hate you when he finds out. As many other people here said, the best thing is to try to show that 14 hours of dota per day IS a waste of time, he can be doing so many other fun things with his life.
3  Java Game APIs & Engines / OpenGL Development / How to achieve those pretty effects on: 2015-09-30 19:06:29
I working in a 2d game with libgdx, and wanted to add some fancy light effects, like the ones seen here: (Revenge of the titans)
(the particles, the laser aim, etc)
and the effects that come out of their weapons here: (Soul Calibur)

I have some ideas but none of them seem adequate. I would like to hear some suggestions on how you guys would achieve that using libgdx with or without the use shaders.
4  Java Game APIs & Engines / OpenGL Development / Re: What can and can't be done with shaders. on: 2015-09-30 19:04:22
Thank you all for your responses, it helped me to opened my mind about shaders .

Yes, you can do those types of effects without shaders. Now a follow up question you might ask is how to do it, and you would with clever use of textures, transparency, geometry(primitives/meshes), and math.

Now I will say that if you're planning on building an engine for your game that you should definitely take the time to learn shaders. The reason is that your game will perform better* with less* work. *usually

Note: if you're making the move to shaders I also recommend that you abandon legacy openGL at the same time. I didn't and have ran into tons of quirks as a result.

You are right. I will make a follow up question on how to achieve the effects I wanted.

5  Java Game APIs & Engines / OpenGL Development / Re: Should I learn Shaders? What can and can't be done with shaders. on: 2015-09-30 14:40:36
Ok guys, I edited the part of my initial post where I asked " Is it worth learning shaders to achieve such effects ? " to see if I can get other type of responses.
6  Java Game APIs & Engines / OpenGL Development / Re: Should I learn Shaders? What can and can't be done with shaders. on: 2015-09-30 13:56:40
The answer to "should I learn XYZ?" is always... why not?

What do you gain by not learning something?
Because I have a job and family and my supply of time is limited.
I could learn mandarin to read originals of Sun Tzu and fully appreciate its beauty, but I prefer to under appreciate it and read it in English.

I could try doing it without shaders, but I'm trying to find out is the cost X benefit of learning it. In other words, is worth my limited supply of time or should I keep doing it without it ? 
7  Java Game APIs & Engines / OpenGL Development / What can and can't be done with shaders. on: 2015-09-30 13:37:33
I've been playing with openGL for about 4 years now. I am no specialist at it but I can make a fairly optimized Minecraft clone or a model renderer.
I am right now working in a 2d game with libgdx, and wanted to add some fancy light effects, like the ones seen here: (Revenge of the titans)
(the particles, the laser aim, etc)
or the effects that come out of their weapons here: (Soul Calibur)

For the first video I could think of some ways of doing it without shaders, using only textures and stuff, although it probably wouldn't look that good. For the second one I actually don't have an idea. So I thought probably shaders, although with my very limited knowledge of shaders I still have no idea how to implement it.

So, is it possible to do those kind of effects without shaders? Is it worth learning shaders to achieve such effects ? Or everything can be worked around with smart use of textures?
8  Games Center / WIP games, tools & toy projects / Re: Skullstone - a dungeon crawler game on: 2015-09-22 13:07:21
Latest video:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

It looks like you could make millions with your game!
9  Games Center / Showcase / Re: Stix on: 2015-07-14 21:14:03
The image is not working Sad
10  Games Center / Featured Games / Re: Gunslugs 2 - completed on: 2015-07-03 13:18:09
moved to Feature Games. Congrats on the release!
11  Discussions / Business and Project Management Discussions / Re: Caldera Games is looking for a 2D ANIMATOR on: 2015-06-22 18:37:38
KevinWorkman: I don't think your template post works here. They do have a project posted on this very forum, which he links to in his post. And he also has a team organized that he has shown on this very forum.

I totally agree with you.
My only 2cents to Hanksha is that this is a programming forum, that means he won't probably get any artists interested, not here.
12  Java Game APIs & Engines / Android / Re: distributing work-in-progress android projects on: 2015-06-18 12:14:14
I have a Motorola Moto G android, which is not a powerful device.
The first time I ran it, as soon as I hit the "play" button the horn (?) sound started, but choppy. the sound would break ~ 2 times per second.
When I turned on the chimes it became a little worse, like 3 chops pers second. I tried to start/stop the sounds a few times, not sure if it really worked since the sound kept playing. after a few button presses I got a "force close".

I plugged in my usb and opened logcat and started it again. this time the first sound didn't chop at all, the choppiness started when I pressed the chime. After a few button presses I got this (sorry but logcat doesn't allow a simple ctrl c ctrl v):
13  Game Development / Newbie & Debugging Questions / Re: LibGDX - Communicating between the main project and Android on: 2015-06-17 12:26:34
My first thought is that I could create an interface that the Android project implements and pass that interface over to the main project. I could then call the interface methods inside the main project, when needed and the Android device would perform whatever it's implementing. Is this the correct way to go about this? persecutioncomplex
But all the achievment logic should be on your main project, only the tiny part that unlocks and shows the Google Play "achievment unlocked" should be on your android project. So your interface should contain a single method like "public void unlockAndShowAchievment()". If you start putting too much logic in your android project you'll make your cross platform project an Android only game.
14  Discussions / Business and Project Management Discussions / Re: Android publishing problem, need a helping hand on: 2015-06-15 18:53:49
Would you mind sharing some screenshots/videos of your finished game ?
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-05-31 04:33:58
Hmm, it's a Google AdSense ad, so I cannot report it to ProjectWonderful, as is. Emo

The previously reported (by you) ads have been reported (by me) to ProjectWonderful and those advertisers have been banned/punished/murdered in quick succession, as per my request.

I probably missed a part of the conversation. but what exactly is the problem with those ads? it looks legit. The only not legit  thing about it maybe is the girl's butt. And maybe some people here do want to get a girlfriend ... so it's a well targeted ad.
16  Discussions / General Discussions / Re: Programmer jokes on: 2015-05-30 15:55:12
In my language, "make a program" has the same meaning of "what prostitutes do".
So, we usually call each other like "program guys".

Thaaaaat is hilarious. What language?

hue hue hue brbr (brazilian portuguese, I assume)
17  Discussions / General Discussions / Re: How many projects do you go through? on: 2015-05-29 17:35:38
I have not that many failed projects, since most of them are just prototypes that I come to conclusion that are shit anyways and leave them after a couple of days.

My longest failure was a project of almost 2 years (Reign of Rebels). It was a good failure though, learned a lot of things.

Right now I'm working on the same project for almost 6 months, but unfortunately now I depend on other person to finish this one - I finally found a good artist that didn't give up after 2 weeks (although he slowed down terribly on the past few months). Hopefully I will have something to show you guys in the next months.
18  Java Game APIs & Engines / Android / Re: From Java to Android, challenges on: 2015-05-27 21:24:25
You can. the only restriction is that you can't open a network connection on the main thread.
19  Game Development / Newbie & Debugging Questions / Re: [Nope, not fixed] ArrayList remove() problem on: 2015-05-06 14:50:22
You are iterating over a list and removing its elements WHILE iterating over it.

for (int i = 0; i < enemyList.size(); i++) {
                        if (enemyList.get(i).getTileX() == o.getTileX()
                                        && enemyList.get(i).getTileY() == o.getTileY()) {

this code will make it even worse:

if your enemyList has size=2, and in your i = 1, you will get
enemyList.remove(enemyList.get(1)); //ok, size=2
enemyList.remove(enemyList.get(1)); //BOOM, size=1

have a list called toRemove, and instead of removing stuff from inside your loop, add the things you want to remove to toRemove list.
AFTER you are finished iterating the enemyList, remove from enemyList all you added to toRemove list.
20  Game Development / Newbie & Debugging Questions / Re: Libgdx: Applying filter to multiple Textures : how to write code... on: 2015-04-30 14:21:27
You can save your textures in an array or hash or linkedlist (or any structure) instead of declaring a texture variable for each of them.
Afterwards you iterate through the collection of textures and assign them the filter.


Create a method like
private Texture loadTexture(String path)
 Texture t = new Texture(path);
t.setFilter(TextureFilter.Linear, TextureFilter.Linear);

You can combine both methods too.
I strongly advise you to store all your textures in some kind of list. Don't forget you would also have to dispose them , it will be very likely to forget to dispose some of them if you don't have a list.
return t;

but_play = loadTexture("ui/button_play.png");
21  Game Development / Newbie & Debugging Questions / Re: Pong power ups on: 2015-04-30 13:32:31
No, no threads in your game loop.

You just add a counter that is decreased at each iteration, until it reaches 0. Something like:
long powerUpCount = 20*1000; //miliseconds

private loop (long deltaT)
powerUpCount = powerUpCount - deltaT;
if (powerUpCount >0)

Where deltaT is the time passed from the last iteration.

22  Games Center / WIP games, tools & toy projects / Re: Pocket Rogue on: 2015-04-29 17:19:26
You will get a lot of criticism for using again Oryx tileset in a roguelike.
What do you have to offer other than what kevglass already did with legends of yore ? - That's a rethoric question by the way. But you should be prepared to listen to similar questions a lot.

Edit: Ok, I deserve a punch in the face. For some reason I skipped the part you said the art is temporary.

Good luck with the project!
23  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now with download) on: 2015-04-27 21:21:24
The game is getting closer to being completed, all levels and boss-fights are done, what's left now is sound and Google Play leaderboard integration.

Today I added a narrative screen that set the stage. The narrative is very deep and complex back story, and explains why you're naked in the woods  Roll Eyes

Click to Play

I really really suggest you rethink your narrative regarding the timing of stuff falling and text. I couldn't read any of the text because my eyes were always following the stuff falling.
24  Games Center / Showcase / Re: VERBAL - the fast-paced thinking word game on: 2015-04-27 16:18:40
ags1 can send you the apk file via email for example, and you can install the apk on your emulator.
25  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-04-24 13:55:11
The links in your post don't work (although is easy to google it).
26  Discussions / General Discussions / Re: Need halp (help) testing native binaries on Mac and Linux on: 2015-04-22 21:50:18
Ok, Actually I first tried clicking the .app and nothing happened.
Then as I told before I went to my terminal and checked the script, fixed it and ran  ./HelloWorld from the terminal.

Now I tried again clicking the app (having the script fixed) and still nothing happened :/
27  Discussions / General Discussions / Re: Need halp (help) testing native binaries on Mac and Linux on: 2015-04-22 20:52:06
when I first tried to run on my Mac Book Pro I had an error:

./HelloWorld: line 2: jre/bin/javaw: No such file or directory

I modified the HelloWorld to point to jre/bin/java and it gave a beautiful dialog saying HellWorld.
28  Discussions / General Discussions / Re: Need halp (help) testing native binaries on Mac and Linux on: 2015-04-21 03:26:34
I have a mac book pro.
my skype name is
String skypeName = "demian."+ myForumName;
29  Games Center / Showcase / Re: Jelly Splat! on: 2015-04-15 11:46:41
I tried turning my wi fi off, same white screen unfortunately.

I'm curious on how you did the ads implementation with libgdx . Which provider did you use ? And how is the integration of that kind of "watch a video for X coins" ?
Thank you.
30  Games Center / Showcase / Re: Jelly Splat! on: 2015-04-14 16:26:54
I downloaded it also on my Motorola Moto G - it did run flawlessly .

On my shitty tablet:

It hung on a white screen after the logo.

About the game itself, I'm not a big fan of virtual joypads so I couldn't enjoy that much.
The graphics are solid and consistent, however I feel the icons sometimes are too small. Some sort of feedback on the menus would also feel nice.
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