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1  Games Center / Showcase / Re: City Jumper on: 2014-03-12 11:41:26
I think the jump should start right away when the player taps the screen, so it would be much more intuitive. Smiley But looks good otherwise.
2  Games Center / Showcase / Re: Louhigames GGJ14 entry on: 2014-01-30 07:21:29
Yes, there definitely is a reason why voice is not used on games. It is quite unreliable and slow and therefore most of the time you can do everything better with buttons or something else. This was more like an experiment to see could it be done and would it bring any value to the game. I've had a feeling that it _could_ give better immersion if used right. But on the other hand, if you are not alone, you don't want to use voice commands with a game, just like you don't want to give Google Now commands - people think it sounds stupid.

Thanks for taking the time to comment. Smiley I've been thinking whether to continue the game a bit or not. The artillery could be at the centre of the map (where now is just generic stuff to defend), and the player could also shoot smaller enemies with another gun, but bigger enemies should be killed with the artillery. You would see the artillery firing (which could be nice), and you could also lose it. Wouldn't be a big thing to do but I'm not sure yet if it's worth my time.
3  Games Center / Showcase / Louhigames GGJ14 entry on: 2014-01-28 18:02:11
Hi! We participated to the Global Game Jam this year (too) and the result is a 2D artillery observer game with speech recognition, for Android (Jelly Bean and up).



<a href="http://www.youtube.com/v/F6W2fVlDlAM?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/F6W2fVlDlAM?version=3&amp;hl=en_US&amp;start=</a>

Here is more about the game: http://louhigames.com/2014/01/28/global-game-jam-2014/

In the game you need to defend the center of the map. You can't shoot and the only way to fight is to *tap* the radio button, and give fire commands. Like "Enemy at alpha one", and then the artillery fires at the target named "alpha one".

Beware, this is a jam game and _can_ contain bugs. A lot of them. For me it has been quite stable, but I haven't been able to test it with many different devices.
If you have an Android phone, it would be really fun to hear what you think of the game. Smiley It's a bit unfinished and simple, and of course it's not the best way to control character with voice commands, but it's a nice experiment. It can be frustrating, but can also feel empowering and add an extra layer of immersion.

Thanks everyone. Smiley

Arttu, Teemu


Edit: You can also comment on Google+: https://plus.google.com/+ArttuViljakainen
4  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2014-01-19 12:24:35
New stuff. Now the game zooms in when player wants to build or dig blocks. Video on my Google+ page:

https://plus.google.com/u/0/+ArttuViljakainen/posts/dSPCRiopVCk

I also added new on-screen controls and my friend made some new textures. A good weekend! Next weekend it's time for GGJ.

Btw, if someone would like to test the Android version, I could add them to alpha testing group - but right now the performance is not very good and for example Galaxy S3 Mini has some problems running the game.
5  Games Center / WIP games, tools & toy projects / Re: Paint.JAVA - Attempt at cloning Paint.NET (with cross-platform support) on: 2014-01-14 06:07:42
Very nice project!
6  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2014-01-12 14:47:37
Time for our yearly (or so it seems) update.

<a href="http://www.youtube.com/v/qREnofpJgW4?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/qREnofpJgW4?version=3&amp;hl=en_US&amp;start=</a>

I've started to add moving platforms to the game, for the second time. Jumping physics are custom made (box2d is used only for lights now), so there's a lot of things to do. I'm doing this kind of physics for the first time so it's kind of hard. On the other hand, the game is tile-based so it shouldn't be too hard.

Runs on Android quite fine, at least without the moving platforms that are not optimized yet.

We are also doing a level editor, so the levels will not be random generated.
7  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2013-07-21 18:30:19
I think I came up with a game play Idea. You could have some blocks be corrupt, and kill you when you touch them. And make some coins! It would totally be the new doodle jump idea!

Hmm, corrupted blocks/areas could be a good idea!
8  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2013-07-19 18:23:21
A short video:

<a href="http://www.youtube.com/v/MWrFUOIHpr4?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/MWrFUOIHpr4?version=3&amp;hl=en_US&amp;start=</a>
9  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2013-07-19 07:42:30
That just looks so good! It really changes it with the lighting..

Yeah it's amazing how much it changes the atmosphere of the game! I'm gonna concentrate a lot more to the lights and maybe use it as a game element. The graphical style might change quite a bit, but we will definitely use lights.

I'm not sure what the graphical style should be. I've been thinking about some kind of steampunk-kind-of-style mecha/tank, that could move and jump around, break blocks, and maybe get upgrades (jet packs and so on). The underground could be dark, and you'd need to use lights in the vehicle. Well, we'll see.
10  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2013-07-17 07:58:54
I've started adding lights with Box2d lights.



Next I should probably try to start using Box2D for collision detection too, and check if the physics would feel good in platformer. I like the game play feel of the game right now so I don't want to mess it up with too realistic physics simulation. Box2D would just allow us to make so many cool features that we are not going to be able to make ourselves.
11  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2013-05-11 21:11:43
One video to show those map sections loading:

<a href="http://www.youtube.com/v/0IWoWuarjhE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/0IWoWuarjhE?version=3&amp;hl=en_US&amp;start=</a>
12  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2013-05-11 21:10:03
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.

Yep I've done that. The map begins from (0,0) and each coordinate point is a section of a map containing blocks. The section in which the character and all adjacent sections are active, others are serialized to disk. It is not yet threaded because I had some weird problems and need to clean the design before adding concurrency. I'll post later how it works. :b I have some performance issues with Android and I think I'm killing the gc with those section loads and saves.

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!

That sounds fun, I'll need to try it out! All the physics are not perfect yet. Earlier I had also moving blocks "done" but I had to redo most of the game when I started using Libgdx and haven't done them again yet.

Thanks a lot for the feedback!
13  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2013-05-09 17:48:20
We have started using Libgdx for this game and it feels very promising so far. We will target both desktop and Android from now on.

http://louhigames.com/2013/05/07/we-are-back/

Here you can see "chunks" working:

<a href="http://www.youtube.com/v/HU3FMl0hsFI?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/HU3FMl0hsFI?version=3&amp;hl=en_US&amp;start=</a>

And here some new blocks:

<a href="http://www.youtube.com/v/elHqm3j_I20?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/elHqm3j_I20?version=3&amp;hl=en_US&amp;start=</a>
14  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2013-02-04 14:57:23
Does anyone have an idea of how I could (should) make a "continuous" map, meaning that if you go far enough to one direction, you'll end up to the beginning at some point? And without the player noticing any "joints".
15  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2013-02-04 07:35:26
Now there is line of sight too. LoS and block activation / deactivation runs in a separate thread scheduled to run in intervals.
16  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2013-02-03 09:07:12
I want the maps to be very big, so I've been implementing a way to activate and deactivate blocks based on the distance from the player. The base functionality is done and surprisingly also somewhat working, but I still need to do some performance tuning. At some point I was able to play 100x100 map without the modification, and 1000x1000 with the modification, so I think it's going to work just fine. Enjoyable programming.
17  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2013-01-29 09:52:58
If your OS is Windows, you can use Microsoft Expression Encoder for screen recording.

It has amazing performance even with high quality recordings.

And it's free for the full version.

http://www.microsoft.com/en-us/download/details.aspx?id=27870

That might help you get a better video.

Thanks a lot, I've added a better video. Didn't get the audio though, but I'll figure it out when I have the time.

http://www.youtube.com/watch?v=wMhLiHLCCnI

Edit: I also fixed a bug that caused a nullpointer ex and added some delay so that you could more easily jump from the edges (certain amount of time after the falling has started when the jumping is still ok).
18  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2013-01-29 07:29:36
I've added digging and building, and simple sounds.

Arrow key + x => digging.
c + arrow key => building.

Seems to be buggy and may crash. Deleting objects probably causes some nullpointers.

Jar also works as standalone:
http://louhigames.com/2dplatformer/
19  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2012-12-29 20:29:14
I added a bit longer tether to the camera and now this

http://louhigames.com/2dplatformer/

version looks "good" I think.

Content would be nice.
20  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2012-12-28 23:47:26
A small update. Rendering is now done in a separate thread which could make things smoother... But somehow something is still missing. You can compare the old and new implementations:

Old:
http://arttu.louhigames.com/game

New:
http://louhigames.com/2dplatformer/


The new one doesn't look as good because it has smaller blocks. I'll figure out a way to draw them more nicely.

All feedback is welcome as well as tips on how to make the game run smoothly.
21  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2012-12-12 09:01:24
Looks like I got the hardware acceleration to work after all. It would be nice to hear how smooth the game feels if someone has tested the Applet? You can also open the Java console while playing to see if the hardware acceleration works on your machine.

Edit: I've added one video (quite poor quality): http://www.youtube.com/watch?v=sTBJmiiL7Wo&feature=plcp
22  Games Center / WIP games, tools & toy projects / Re: Android RPG with no name on: 2012-12-11 13:00:45
This is very impressive. Hopefully you'll manage to make the gameplay enjoyable and support gamepads.
23  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2012-12-11 10:23:28
The graphics look very nice. What program do you use? (I use Paint.NET for pixel-art, and gimp for making backgrounds)  Smiley

Teemu did mock-ups with Google Drawing. I usually use Paint.NET for everything I need to do (which isn't much or sophisticated). The drawing in the game is currently just filled rectangles - the intention is to change tile size depending on the screen size.
24  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2012-12-11 10:08:18
I think new graphics are pretty (Teemu did those). Tongue

25  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2012-12-10 13:45:54
I've added a way to "attack" by pressing down when the character is jumping.

Looks like hardware acceleration is not an easy task achieve with plain Java. I want to make this game without any external libraries which makes it hard to get smooth drawing... I'll need to get back to this later.
26  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2012-12-05 12:27:12
I've been trying to port this to Android, but something is not working as I think it should. Without any heavyweight things I get around 17fps, and with everything (especially physics) on, the game freezes to < 1 fps. Apparently I'm doing something very, very wrong.
27  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2012-12-01 17:31:00
I made the highness of the jump depend on how long the player presses the up button. I don't know if it's better than before, but I like the idea of being able to control the jump better.

I should refactore the physics and collision detection part of the engine. Too many magic numbers, and the code isn't well structured.


Edit: Now you can also jump from the walls. Just lean to the wall (press to the side) and then jump. This can be done only once per jump (the character needs to be grounded in between).

I also noticed that when playing in browser, the game doesn't look as smooth as when using the Eclipse Applet viewer. Anyone got any thoughts on that?
28  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2012-11-30 08:15:28
Nice! Seems to have potential. This reminds me of how mine started out (insert nostalgic smiley here) http://www.java-gaming.org/topics/bounce-2d-platformer-w-destructable-terrain/27023/view.html

Thanks, and wow! Cheesy Seems like you have put a lot more effort to your game. I'm trying to keep this small(ish), so I would actually finish the project at some point, and make it polished. I started this out as a "quick work sample" to my website, but it just keeps getting bigger (as they always do).

Two main things I'm considering right now are multiplayer and procedural map generation. Especially multiplayer is something I've never done, so it could be a real problem... And that's probably the reason I should do it.
29  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2012-11-29 17:12:12
I made the game area a bit bigger, 600x300. I also fixed one bug on physics, but you may still go inside walls sometimes. The problem might be, that if the position of the object is corrected, I don't go through all the other objects to make sure it doesn't affect them. I need to start polishing the code and then figure it out.

I made a randomly created path so there would be a bigger area to test the game, and noticed, that at some point drawing starts to bug a bit. I think it might be when the x-position goes negative.

Edit: use + and - to change the size of the character.
30  Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman) on: 2012-11-29 08:23:37
What are you supposed to do?  Clueless

I've just recently started to make the game, so there isn't much to do yet. Right now you can just jump around and so. I haven't even made the map editor yet, although I also try to add some kind of procedural map creation to this.

Edit: Right now I'm trying to make collisions work 100% accurately.

Problems:
a) Moving box on top of another moving box is not working all the time (sliding away)
b) Leaning against an object on the left seems to put you 1 pixel inside that object.
c) Some other problems I've not identified yet.
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