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1  Discussions / General Discussions / Artist recommendations on: 2014-06-14 02:09:56
Hello,

I thought before I venture out to various artist forums, I would ask if anyone here could recommend an artist they have worked with.  My ideal candidate would love doing pixel art and must be reliable (that is not flake out midway through the job). This would be a paid job (~$1500-2000).

Any recommendations?

Thank you,

Tony
PS: Sorry if this is the wrong forum, since this isn't really a job posting and just asking for a recommendation I thought this was the most appropriate...
2  Games Center / WIP games, tools & toy projects / Re: 2D Top down shooter on: 2013-12-31 04:49:18
Hello!

We are close to finishing our first map.  Here are the latest updates:



3  Games Center / WIP games, tools & toy projects / Re: 2D Top down shooter on: 2013-12-23 02:54:55
@nerb -- The hit box for the menu items was a bit too small for the text, I adjusted them so hopefully now they feel correct.

@Genius Coder -- It's just a matter of getting the right reading material.  There is so much out there already on how to design fast paced action games.  I recommend reading http://fabiensanglard.net/quake3/network.php as good starting point.  If you have any particular questions, I'd be happy to try and answer them.

@Slyth2727 -- Thanks!  My buddy is chugging along on the art work, I'm excited to show off his new stuff which should be done in a couple of days.
4  Games Center / WIP games, tools & toy projects / Re: Clash Tune on: 2013-12-20 23:20:11
AMD Phenon II X4 965 Processor @ 3.4 Ghz
Windows 7 64bit
Radeon X1950 Pro (w/ latest drivers)
Java 1.7.0_21
5  Games Center / WIP games, tools & toy projects / Re: Clash Tune on: 2013-12-20 18:05:42
Same error:

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Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Fragment shader(s) failed to link,  vertex shader(s) linked. 
 
   at com.badlogic.gdx.graphics.g3d.shaders.BaseShader.init(BaseShader.java:151)
   at com.clashtune.engine.rendering.pipeline.GrassShader.init(GrassShader.java:570)
   at com.badlogic.gdx.graphics.g3d.utils.BaseShaderProvider.getShader(BaseShaderProvider.java:37)
   at com.badlogic.gdx.graphics.g3d.ModelBatch.render(ModelBatch.java:275)
   at com.clashtune.engine.rendering.pipeline.Pipeline.drawModels(Pipeline.java:619)
   at com.clashtune.engine.rendering.pipeline.Pipeline.draw(Pipeline.java:362)
   at com.clashtune.scenes.battle.layer.BattleLayer.draw(BattleLayer.java:709)
   at com.clashtune.engine.Layer.draw(Layer.java:192)
   at com.badlogic.gdx.scenes.scene2d.Group.drawChildren(Group.java:110)
   at com.badlogic.gdx.scenes.scene2d.Group.draw(Group.java:56)
   at com.badlogic.gdx.scenes.scene2d.Stage.draw(Stage.java:183)
   at com.clashtune.engine.Director.update(Director.java:79)
   at com.clashtune.ClashTune.render(ClashTune.java:89)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:207)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)
6  Games Center / WIP games, tools & toy projects / Re: Clash Tune on: 2013-12-20 16:22:30
Received this error:

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Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Fragment shader(s) failed to link,  vertex shader(s) linked. 
WARNING: 0:199: implicit cast from int to float
WARNING: 0:203: implicit cast from int to float
 
   at com.badlogic.gdx.graphics.g3d.shaders.BaseShader.init(BaseShader.java:151)
   at com.clashtune.engine.rendering.pipeline.GrassShader.init(GrassShader.java:567)
   at com.badlogic.gdx.graphics.g3d.utils.BaseShaderProvider.getShader(BaseShaderProvider.java:37)
   at com.badlogic.gdx.graphics.g3d.ModelBatch.render(ModelBatch.java:275)
   at com.clashtune.engine.rendering.pipeline.Pipeline.drawModels(Pipeline.java:610)
   at com.clashtune.engine.rendering.pipeline.Pipeline.draw(Pipeline.java:353)
   at com.clashtune.scenes.battle.layer.BattleLayer.draw(BattleLayer.java:709)
   at com.clashtune.engine.Layer.draw(Layer.java:192)
   at com.badlogic.gdx.scenes.scene2d.Group.drawChildren(Group.java:110)
   at com.badlogic.gdx.scenes.scene2d.Group.draw(Group.java:56)
   at com.badlogic.gdx.scenes.scene2d.Stage.draw(Stage.java:183)
   at com.clashtune.engine.Director.update(Director.java:79)
   at com.clashtune.ClashTune.render(ClashTune.java:89)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:207)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)
7  Games Center / WIP games, tools & toy projects / Re: Clash Tune on: 2013-12-20 05:13:02
Downloaded the nightly and received this:

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Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Fragment shader(s) failed to link,  vertex shader(s) linked. 
WARNING: 0:123: implicit cast from int to float
WARNING: 0:124: implicit cast from int to float
WARNING: 0:124: implicit cast from int to float
WARNING: 0:124: implicit cast from int to float
WARNING: 0:198: implicit cast from int to float
WARNING: 0:202: implicit cast from int to float
 
   at com.badlogic.gdx.graphics.g3d.shaders.BaseShader.init(BaseShader.java:151)
   at com.clashtune.engine.rendering.pipeline.GrassShader.init(GrassShader.java:567)
   at com.badlogic.gdx.graphics.g3d.utils.BaseShaderProvider.getShader(BaseShaderProvider.java:37)
   at com.badlogic.gdx.graphics.g3d.ModelBatch.render(ModelBatch.java:275)
   at com.clashtune.engine.rendering.pipeline.Pipeline.drawModels(Pipeline.java:610)
   at com.clashtune.engine.rendering.pipeline.Pipeline.draw(Pipeline.java:353)
   at com.clashtune.scenes.battle.layer.BattleLayer.draw(BattleLayer.java:709)
   at com.clashtune.engine.Layer.draw(Layer.java:192)
   at com.badlogic.gdx.scenes.scene2d.Group.drawChildren(Group.java:110)
   at com.badlogic.gdx.scenes.scene2d.Group.draw(Group.java:56)
   at com.badlogic.gdx.scenes.scene2d.Stage.draw(Stage.java:183)
   at com.clashtune.engine.Director.update(Director.java:79)
   at com.clashtune.ClashTune.render(ClashTune.java:89)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:207)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)



The game looks cool, excited to check it out!

8  Games Center / WIP games, tools & toy projects / Re: 2D Top down shooter on: 2013-12-17 17:41:26
@nerb - Thank you!  You are correct, clicking on the weapon select button doesn't consume the button click (this is a bug).  The server is being hosted by DigitalOcean in New York, I'm thinking of purchasing another one in San Francisco.  I'm guessing if you are outside of the US your ping rate will not be too good. 

What resolution were you playing at?  I'm curious if that may be the cause of having the cursor feel a bit off.  The weapons should auto-reload once the clip is dispensed (and there is more ammo) -- if that is not the case it is most likely a bug.

@CTucker - Thanks! I use NIO -- DatagramChannel and Selector.  The general strategy is to send UDP packets every 33 milliseconds.  A packet can contain multiple NetMessages (a NetMessage is some game specific message).  A NetMessage can be marked as reliable or unreliable, if the former the network library will keep resending the message until the client acknowledges it received it.  Only a select few messages are marked as reliable, so this helps keep network traffic minimal.

Thank you for taking the time to play it, and I really appreciate the feedback!
9  Games Center / WIP games, tools & toy projects / The Seventh - A 2D Top down shooter on: 2013-12-17 02:46:31
Hello JGO!

I've been working on a multiplayer 2D top down shooter called "The Seventh".  I initially started it as a World War II shooter (I was a huge Medal of Honor:Allied Assault fan), but my art buddy wanted something a bit more original.  We are in the process of updating the graphics so the continuity of the style is still a work in progress.

The game itself is in playable form, there are still some features that need to be implemented (more game types, improved AI to name a few).  We are kicking around some ideas for some unique game types, but our first priority is getting the core game play locked down.  All in all I would say the game is roughly 60% completed.






Current features:
  • Team Deathmatch and Objective based game types
  • Ability to play against (very stupid) bots
  • 9 different weapons
  • Single & multiplayer supported (no single player campaign)

Works in Progress:
  • The graphics
  • Custom sound effects
  • The menuing system
  • The ability to see LAN games in the server listings
  • Capture the Flag, King of the Hill game types and some custom game types
  • Smarter AI, team based AI

DISCLAIMER:
The current sounds are from COD2 and there are some filler graphics from Counter Strike 2D -- these will both be replaced with original content soon. Hopefully this doesn't violate any rules of this forum, if it does I will remove this post immediately.

Technology:
  • libGDX for input and rendering
  • Custom made networking library (uses UDP) -- I initially used kyroNet/TCP but found it to be too laggy
  • Pauls Sound library
  • Leola for scripting

Any and all feedback is welcomed!  Thank you for taking the time to read my post!



<a href="http://www.youtube.com/v/gnPXc4pVnoY?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/gnPXc4pVnoY?version=3&amp;hl=en_US&amp;start=</a>






10  Games Center / WIP games, tools & toy projects / Re: Knights & Arrows (7DRTS) on: 2013-07-30 02:43:11
Very cool! Nice artwork!
11  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2013-05-10 20:49:13
Break your maps into "sections".  If the player nears the end of a section, load the next section (from disk) in a background thread.  It's probably a good idea to keep the previous section in memory until the player nears another section.  If you need more detail, let me know.

The game looks really cool!  I like how you can create a block when jumping.  What would be neat is if you could create the block, jump off it and after a second or two, it drops (maybe on an enemy below -- killing it).

Keep up the good work!
12  Games Center / WIP games, tools & toy projects / Re: A Java scripting language -- Leola on: 2013-05-10 00:35:03
Yup, there is bytecode.  Leola is currently a VM on top of a VM.

Danny02 you are right, it would be more optimal to translate to JVM bytecode.  However, that was not the goal of this project.  My goal was to learn about languages, compilers and virtual machines.

Longor1996,

You can translate to bytecode via the 'b' option as Danny02 mentioned.   This will compile the source file(s) into the bytecode.  You can then run the compiled files directly as so:
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java -jar leola.jar b "./test.leola"
java -jar leola.jar "./test.leolac"
13  Games Center / WIP games, tools & toy projects / Re: A Java scripting language -- Leola on: 2013-05-01 22:04:45
Try this out:

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java -jar leola.jar "./live.leola" "./spaceinvaders/spaceInvaders.leola"


The NPE is from not finding the necessary libraries from not loading the "live.leola" file.
14  Games Center / WIP games, tools & toy projects / Re: A Java scripting language -- Leola on: 2013-04-21 14:51:55
That does sound like a great idea.  Alas, with two kids I doubt I would ever get the time.  As it is, I'm lucky to get ~5 hours a week to code on my personal projects.

Ludum dare sounds like so much fun though.
15  Games Center / WIP games, tools & toy projects / Re: A Java scripting language -- Leola on: 2013-04-21 14:39:27
The sound is currently disabled -- there is a memory leak that I haven't fixed yet.

As for the flashing, I have not encountered that.  Does it just seem like it is rendering very slow?
16  Games Center / WIP games, tools & toy projects / Re: Guardian II on: 2013-04-21 13:26:29
I love the art work, looking forward to playing!
17  Games Center / WIP games, tools & toy projects / Re: A Java scripting language -- Leola on: 2013-04-21 04:03:08
@Argo -- I'm not exactly sure what you are asking.  Are you asking if you can interop directly with Java classes without writing a "binding" layer?

The answer is yes, the "binding" layer is completely optional.  I only recommend using it when you want to have a closer integration with Leola.  For instance in the SQL library I have this construct:

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// conn is a simple "wrapper" around java.sql.Connection.  It adds some useful
// methods for taking advantage of Leola's features
var conn = db:connect("dbUrl", "myuser", "password")

/* wraps all of the delete statements into 1 transaction */
conn.transaction(def() {
 
  conn.query("delete from table where table.id = :ID").params({ID -> 1234}).update()
  conn.query("delete from table2 where table2.id = :ID").params({ID -> 9876}).update()
})


If you want to instantiate a Java object, it is as simple as:

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var javaArray = new java.util.ArrayList()
javaArray.add( 20 )
println(javaArray.get(0) ) // prints "20"
18  Games Center / WIP games, tools & toy projects / Re: A Java scripting language -- Leola on: 2013-04-21 03:40:21
There aren't any operator overloads in Leola (a slight lie).  A work around can be to use a Map to populate the constructor such as:

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// the map can contain values that you want to
// populate in the class.  If the value is not supplied, use a default
class Entity(settings) {
   var pos = settings.pos
   var vel = settings.vel

   var someOptionalParameter = case when settings.option != null -> settings.option else "defaultValue"
}


var hero = new Entity({
   pos -> live:math:newVec2(),
   vel -> live:math:newVec2(),
})

var enemy = new Entity({
   pos -> live:math:newVec2(),
   vel -> live:math:newVec2(),
   someOptionalParameter -> "Something that isn't the defaultValue"
})

/* You can even add properties dynamically after construction */
enemy.somethingNew = "a new property"
enemy.somethingElse = def() return "a new function"

println( enemy.somethingNew ) // prints "a new property"
println( enemy.somethingElse() ) // prints "a new function"
19  Games Center / Featured Games / Re: Daedalus on: 2013-04-21 03:27:32
I was able to play it by removing the contents of the main() in the shader.

Very well done.  Game play is smooth, graphics are fantastic.  The bots kicked my butt.
20  Games Center / WIP games, tools & toy projects / Re: A Java scripting language -- Leola on: 2013-04-21 03:22:26
@ReBirth -- with regards to calling it "scripting"; I think of a small little one-off program as just little scripts to quickly accomplish a task.  I got this nomenclature from shell scripts.  Same concept, at least for me.  I see what you are saying though.
21  Games Center / WIP games, tools & toy projects / Re: A Java scripting language -- Leola on: 2013-04-21 03:15:56
Yeah, the Bears suck  Wink


I use Notepad++ (with my own custom syntax highlighting) with the NppExec plugin -- works awesome.  I bound CTRL+SHIFT+C to compile and run the current file.  As ReBirth has mentioned, an IDE would be overkill.


You can download the jar file, a windows executable file (for convenience) and the space invaders game here: https://dl.dropboxusercontent.com/u/11954191/leola.zip

To install, just extract to a directory (ex. C:\leola)

To run the space invaders game, open a cmd prompt and navigate to the install directory and
run the following command:

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C:\leola>leola.exe "./live.leola" "./spaceinvaders/spaceInvaders.leola"



A cool feature about the game framework is that it detects when a file has changed.  If a file has changed, it will reload the game.  This helps facilitate the rapid prototyping by giving almost instant feedback when modifying the code.

If anyone is interested, I can put up a short tutorial on how to setup Notepad++ for nice easy integration with Leola.

Thanks!

Tony
22  Games Center / WIP games, tools & toy projects / Re: A Java scripting language -- Leola on: 2013-04-20 22:29:00
Thanks   Cheesy

There is a 'switch' and a 'case' statement, they only differ in that the 'switch' executes a statement when a condition is met, and the 'case' executes an expression.  They both support a type of pattern matching, not as robust as say Scala's pattern matching -- but still useful.

Here are some examples:
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// finds the first match
var myFavoriteTeam = "Packers"
var status = case myFavoriteTeam {
   when "Bears" -> "the worst"
   when "49ers" -> "OK"
   when "Seahawks" -> "Meh"
        when 1234 -> "Just showing the conditions can be anything"
   when "Packers" -> "The greatest"

   else "not so good"
}

println(status) // prints "The greatest"


class X();
class Y();

var x = new X()

// finds the first match
switch {
   when x is Y -> println("x is Y")
   when x is X -> println("x is X")  
   else println("Unknown")
} // prints "x is X"

class Z() is Y(); // Z inherits from Y
var z = new Z()


// finds the first match, in this case it is Y because Z inherits from Y
switch {
   when z is X -> println("z is X")
   when z is Y -> println("z is Y")
   
   else println("Unknown")
} // prints "z is Y"
23  Games Center / Featured Games / Re: Daedalus on: 2013-04-19 12:31:05
Please do!  This game looks amazing!  This is the type of game I've been wanting to make.  I don't know if this has been asked, any plans to open the source up?

Kudos.
24  Games Center / Featured Games / Re: Daedalus on: 2013-04-19 01:20:39
I gave that a try, now I get this error:

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java.lang.RuntimeException: Cannot compile shader /shaders/basique.frag : 
Fragment shader failed to compile with the following errors:
WARNING: 0:7: implicit cast from ivec2 to vec2
WARNING: 0:8: implicit cast from int to float
ERROR: 0:7: Compiler error: This built-in function is not supported on the hw.
ERROR:  compilation errors.  No code generated.

   at com.deathpat.shoot.util.ShaderUtils.createShader(ShaderUtils.java:36)
   at com.deathpat.shoot.util.ShaderUtils.createProgram(ShaderUtils.java:67)
   at com.deathpat.shoot.model.renderer.Shader.create(Shader.java:50)
   at com.deathpat.shoot.display.gui.PanelDisplay.init(PanelDisplay.java:197)
   at com.deathpat.shoot.display.gui.PanelDisplay.<init>(PanelDisplay.java:139)
   at com.deathpat.shoot.display.gui.sets.MainPanelSet.<init>(MainPanelSet.java:23)
   at com.deathpat.shoot.model.scene.scenes.MainMenu.onInit(MainMenu.java:69)
   at com.deathpat.shoot.engine.scene.Scene.init(Scene.java:182)
   at com.deathpat.shoot.engine.scene.Scene.update(Scene.java:114)
   at com.deathpat.shoot.engine.scene.SceneManager.update(SceneManager.java:97)
   at com.deathpat.shoot.engine.Engine.oneLoop(Engine.java:348)
   at com.deathpat.shoot.engine.Engine.start(Engine.java:325)
   at com.deathpat.shoot.Daedalus.<init>(Daedalus.java:58)
   at com.deathpat.shoot.Daedalus.main(Daedalus.java:42)


I didn't think my graphics card was *that* old, I guess it may be time for an upgrade  Cry

25  Games Center / Featured Games / Re: Daedalus on: 2013-04-19 00:56:08
The game looks awesome!

I'm getting this error:

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java.lang.RuntimeException: Cannot compile shader /shaders/basique.frag : 
Fragment shader failed to compile with the following errors:
ERROR: 0:7: '' : Declaration must include a precision qualifier or the default precision must have been previously declared.
WARNING: 0:7: implicit cast from ivec2 to vec2
WARNING: 0:8: implicit cast from int to float
ERROR:  compilation errors.  No code generated.

   at com.deathpat.shoot.util.ShaderUtils.createShader(ShaderUtils.java:36)
   at com.deathpat.shoot.util.ShaderUtils.createProgram(ShaderUtils.java:67)
   at com.deathpat.shoot.model.renderer.Shader.create(Shader.java:50)
   at com.deathpat.shoot.display.gui.PanelDisplay.init(PanelDisplay.java:197)
   at com.deathpat.shoot.display.gui.PanelDisplay.<init>(PanelDisplay.java:139)
   at com.deathpat.shoot.display.gui.sets.MainPanelSet.<init>(MainPanelSet.java:23)
   at com.deathpat.shoot.model.scene.scenes.MainMenu.onInit(MainMenu.java:69)
   at com.deathpat.shoot.engine.scene.Scene.init(Scene.java:182)
   at com.deathpat.shoot.engine.scene.Scene.update(Scene.java:114)
   at com.deathpat.shoot.engine.scene.SceneManager.update(SceneManager.java:97)
   at com.deathpat.shoot.engine.Engine.oneLoop(Engine.java:348)
   at com.deathpat.shoot.engine.Engine.start(Engine.java:325)
   at com.deathpat.shoot.Daedalus.<init>(Daedalus.java:58)
   at com.deathpat.shoot.Daedalus.main(Daedalus.java:42)


I'm on Windows 7, Radeon X1950 Pro
26  Games Center / WIP games, tools & toy projects / Re: A Java scripting language -- Leola on: 2013-04-17 16:56:36
Thanks davedes!

It's just like anything else, just by taking the time to dig into it.  I initially toyed around with parser generators (in particular Antlr) but found them extremely confusing and cumbersome to use.  Once I decided to write the lexing/parsing manually, things started going smoothly.  The book that helped out tremendously is http://www.amazon.com/Writing-Compilers-Interpreters-Software-Engineering/dp/0470177071.

My initial implementation was just a very simple Abstract Syntax Tree walker, essentially what BeanShell is.  Performance was not very good at all, but it motivated me in the sense that creating a language was "doable".
27  Games Center / WIP games, tools & toy projects / Re: A Java scripting language -- Leola on: 2013-04-17 13:59:11
It does borrow a lot of features from JavaScript.  The key differences are explicit language support for classes and namespaces.  I almost think it being so closely related to JavaScript is a good thing, in that it is easy to read and write.

I don't have a benchmark for the calculus, but I'd imagine they wouldn't be very good compared to C or Java.  Calculus isn't necessarily Leola's forte, the example was to show off closures and higher order functions.

For an interpreted language, it is actually fairly "fast".  The simple prototype games average ~60 FPS, which is pretty good given that 90% of the code is in Leola (the render calls and game loop are in Java).

I also use Leola for simple scripting tasks (updating/querying databases, moving/parsing files, etc.) and have never encountered performance problems.

28  Games Center / WIP games, tools & toy projects / A Java scripting language -- Leola on: 2013-04-16 22:47:49
Hello Java-Gaming.org,

I have been working on a programming language on and off now for about 3 years.  It doesn't really have an objective other than for entertainment for myself.  With that said, I have found it quite fun to program in!

It is written in Java and interfaces fairly well with Java.  If you are interested you can check out the project page at https://github.com/tonysparks/leola.

As a proof of concept I began to write a simple 2D game framework (currently just wraps Java2D) for simple/rapid prototyping.

Here is a screenshot of a simple Space Invaders clone:


Here is the Leola source code for the Space Invaders clone: http://pastebin.java-gaming.org/4584c18435b


Here is another screenshot of an in progress top down shooter:



Thank you all for your time!

-Tony
29  Games Center / Showcase / Re: Ricochet - An Android puzzle game on: 2011-01-06 02:57:25
Thanks Captain Awesome for the feedback!

What's interesting is I used JBox2d for the physics which seems to hold up OK.  I did have to go into the source and cache some values to improve performance.  I too have a Galaxy S phone and a couple of my friends have a Droid Incredible and Droid 2/X which all seem to run fine.  I'm interested in how it runs on lower end devices.  Some peoples comments mention it crashes -- which I can't reproduce on the emulator.  I'm guessing it's some sort of ClassNotFound/Method type of exception.  I'm thinking of catching any crashes and sending them to my server to analyze the exceptions.

Quote
Although I would like the ball to fly in the opposite direction of where my finger is, it seems more natural to me that way :p
Interesting, I'll have to test that out!  Maybe I'll include that in the options.  Thanks!
30  Games Center / Showcase / Re: Ricochet - An Android puzzle game on: 2011-01-05 01:01:40
Good to know, thank you princec.

Has anyone tried it out? If so what device? Was it fun?

Thanks you,

Tony
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