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1  Games Center / Showcase / Re: Stix on: 2015-07-14 21:14:03
The image is not working Sad
2  Games Center / Featured Games / Re: Gunslugs 2 - completed on: 2015-07-03 13:18:09
moved to Feature Games. Congrats on the release!
3  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.
4  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):
5  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
Yes.
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.
6  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 ?
7  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.
8  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)
9  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.
10  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.
11  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.

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

this code will make it even worse:
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enemyList.remove(enemyList.get(i));
enemyList.remove(enemyList.get(i));


if your enemyList has size=2, and in your i = 1, you will get
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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.
12  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.

OR

Create a method like
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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");
13  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:
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long powerUpCount = 20*1000; //miliseconds

private loop (long deltaT)
{
...
powerUpCount = powerUpCount - deltaT;
if (powerUpCount >0)
 applyPowerUp();
...
}


Where deltaT is the time passed from the last iteration.



14  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!
15  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.
16  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.
17  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).
18  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 :/
19  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.
20  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;
21  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.
22  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:
http://www.dx.com/p/a13-7-capacitive-touch-screen-android-4-0-tablet-pc-w-tf-camera-wi-fi-g-sensor-white-148468

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.
23  Games Center / Showcase / Re: Jelly Splat! on: 2015-04-14 15:51:26
there seems to be some kind of problem.
I open the app, see the logo. After that I get a blank screen.
That's what logcat shows me (it does not allow to ctrl c ctrl v sorry):
24  Games Center / Showcase / Re: Jelly Splat! on: 2015-04-14 14:54:14
Your Googleplay url doesn't work :/
25  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now with download) on: 2015-04-10 18:14:00
I decided (based in a comment by richierich in this thread) to have the player run into the boss before the final boss fight.

The first time you fight him it's more about mechanics than skill, the process for defeating him is as follows;
  • 1. Press the button on the center platform, this starts to move the two big saw-blades that obscures two other buttons.
  • 2. When the saw-blades have moved away, go to one of the revealed buttons and press that, that will release a falling saw-blade from the center-platform.
  • 3. Make sure to time step 2 so that the blade falling hits the boss.
  • 4. The big saw-blades are now coming back down, run back to the center-button and press it again.
  • 5. The boss can take four hits but will run away when there's only one hit, allowing you to open the chest.

In action, it looks something like this;
Click to Play


I can see a severe texture shaking on the stairs. and sometimes on on other elements too. I was facing the same problem in my game and the following steps helped to reduce the shaking a lot:
try:
1)adding mipmap filter to your textures
2)reducing the size of your spritesheet texture. When I had my spritesheet in a 1024x1024 texture the "shaking" was horribly bad. I separated the sprites in 4 512x512 images and the shaking reduced a lot. That is caused by float imprecision, and it gets worse when you run your game in low end android devices.

I downloaded the desktop version from the link on first page but it looks like it's an outdated version since the main character is quite different in the gifs, and the physics were slower on my version.

looking good, good luck!
26  Java Game APIs & Engines / OpenGL Development / libgdx opengl - black borders sometimes showing on a texture region on: 2015-04-07 13:33:36
I'm having a very annoying problem, sometimes I get black borders on a texture region, depending on the distance the image currently is.
I think images will explain better.
The first image the wall is seamlessly merged:

When I zoom out a little you can see a black border between the two images making the image border visible and ruining the merging.
 

I'm using mipmaplinearlinear for the min filter.

Any ideas on how to avoid that ?
27  Games Center / Showcase / Re: [Free][Android][iOS]Zombie Cubes update 2.0 on: 2015-04-06 12:57:44
back in the time I downloaded and played it for a while, but tbh I forgot about the game. Congratulations on the 250k downloads mark! I am curious to know how you got to that mark, since I'm hoping to soon launch my libgdx based game. Do you mind sharing your marketing strategy ?
28  Game Development / Newbie & Debugging Questions / Re: Game loop not accurate. How can I make a better one ? on: 2015-03-28 23:18:48
actually it is okay, but you have to factor the delta value in your update() method.

Actually it is not ok.

When it says
Thread.sleep(17)

you are assuming you render takes 0ms - which is most probably not correct.

The sleep should be 17 - time to render. So you should tke note on how long it takes to render stuff and reduce that from the sleep time afterwards.
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-19 11:32:17
Finally learning to draw vector graphics, this is what I drew in 30 minutes in GIMP, and started my journey to get away from blocky pixel art as much as I can.



Still has to improve, and next up learn animating them using Blender. Yes you read it right, Blender can also be used to create 2D animations.

Haven't you considered using Spine ?
It's not difficult to learn, and it gives you beautiful 2d animation. The only "problem" is that it is not free. However I think it's well worth being able to use it seamlessly with libgdx.
30  Game Development / Newbie & Debugging Questions / Re: Libgdx font blurring on: 2015-03-18 19:57:42
I use
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TextureFilter.Linear, TextureFilter.Linear

and my fonts look nice.
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