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1  Discussions / General Discussions / Re: JGO's 16 most prone to prose (in order of probable-rhymes) on: 2014-02-23 20:41:22
i also just realized that there is a new feature, called experience. Since i can't set my experience in negative figures......

I will also take the prone to prose as a "i am awesome and super important to this community" award
2  Discussions / General Discussions / JGO's 16 most prone to prose (in order of probable-rhymes) on: 2014-02-22 21:35:15
umm yeah, so i was bored and i found this. i am apparently in this list, "see how you fare in the official JGO social rankings!"
http://www.java-gaming.org/content/social
 JGO's 16 most prone to prose (in order of probable-rhymes)
     Yuri6037_1 (1000.Cool
     pixelprime (754.Cool
     goblinJoel (733.2)
     philfrei (634.3)
     StephenJSweeney (625.0)
     Tom Strickland (577.9)
     ctomni231 (548.Cool
     StrideColossus (483.Cool
     Longor1996 (468.4)
     davedes (463.1)
     Oskuro (459.5)
     Tim Spekler (452.9)
     DavidW (446.1)
     niroshido (431.1)
     CodeHead (429.0)
     Bassex96 (424.3)
what does this actually mean.
3  Discussions / Miscellaneous Topics / Re: Record Broadband Speed on: 2014-01-24 13:51:47
I would believe it to be accurate however. Those speeds will rarely be available to the general public, mainly oriented towards massive industrial hubs, universities and research institutes.
4  Discussions / Miscellaneous Topics / Re: I present to you: the BS-LC ratio! on: 2014-01-24 13:49:46
i would like to call myself a legit coder, but i cannot. I know some programming in java, but i do struggle with many aspects, mainly the logic itself, i am not much of a problem solver which i would consider rather ironic, to further add irony to the situation, i have been "familiar" with java for close to 10 years yet admittidly i struggle at making a calculator with a GUI while trying to implement (or understand) the mvc, i guess though many of the issues i have is that i spend more time reading about programming than actually doing it, thusly almost 6+ years of education laying to waste.
5  Game Development / Newbie & Debugging Questions / Re: Trying to get my head around the factory design pattern on: 2014-01-23 20:29:36
Thats a very detailed response Troubleshoots, thank you. I will have to re-read the reply so i can fully absorb what you are explaining but i certainly appreciate it
6  Game Development / Newbie & Debugging Questions / Re: Trying to get my head around the factory design pattern on: 2014-01-22 13:21:16
hi everyone, thanks for the replies, i think i need to go into more detail about what i am trying to achieve.
I like RPG's and RTS games, my idea was to eventually piece together an RTS. my entity based system was designed to include stuff that typically cannot be interacted with by the player as well as those that can, it is supposed to encompass all types of object, i wanted to keep it abstract enough so that i could simply just add a new class to define a new type of entity when i come up with an idea.

i chose the factory pattern because my understanding is the factory pattern abstracts what is being instantiated. An entity can be anything within the game world, it can be a treasure chest or it could be a soldier, it may be passable it may not.
7  Game Development / Newbie & Debugging Questions / Trying to get my head around the factory design pattern on: 2014-01-22 01:35:30
Hey again, so yeah i have been messing about trying to figure out the practicalities of the factory design pattern in java.
before i show you my code let me try to explain what i am trying to do. I am trying to create some functionality that will allow you to create any type of entity (lets say you wanted to build infantry as opposed to tanks) you wish on runtime and also allow me to extend on what types of entities i want to allow be created without having to mess around. So anyways here is what i have.

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//this is actually the factory for creating entities.
package com.niroshido.gameObjects;

public class EntityFactory {
   
   public Entity create(String name){
      switch(name.toLowerCase()){
      case "aircraft": Entity air = new Aircraft();
      return air;
      case "tank": Entity tank = new Tank();
      return tank;
      default: return null;
      }      
   }
}

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//yup this interface doesn't do anything, i had spent a while trying to figure out
//what if anything should be inside this interface, but i draw a blank.
package com.niroshido.gameObjects;

public interface Entity {
   
}

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//this is a super class that most entites would inherit from, the exception being things that can't move/attack like //buildings
package com.niroshido.gameObjects;

public class Units implements Entity{

   private int healthPoints;
   private int attackDamage;
   private int speed;
   private int rotationSpeed;

   public void move(){
     
   }
   
   public void drawUnit(){
     
   }
   
   public void attack(Entity e, Entity target){
     
   }
   
   public int getHealthPoints() {
      return healthPoints;
   }
   
   public void setHealthPoints(int healthPoints) {
      this.healthPoints = healthPoints;
   }
   
   public int getAttackDamage() {
      return attackDamage;
   }
   
   public void setAttackDamage(int attackDamage) {
      this.attackDamage = attackDamage;
   }
   
   public int getSpeed() {
      return speed;
   }
   
   public void setSpeed(int speed) {
      this.speed = speed;
   }
   
   public int getRotationSpeed() {
      return rotationSpeed;
   }
   
   public void setRotationSpeed(int rotationSpeed) {
      this.rotationSpeed = rotationSpeed;
   }  
}


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//this is rather obvious, its a subclass, a specific type of unit.
package com.niroshido.gameObjects;

public class Tank extends Units{
   
   public Tank(){
      System.out.println("tank");
      this.setHealthPoints(200);
      System.out.println(this.getHealthPoints());
   }
   
   public void move(){
     
   }
}


in my mind this is how i see my code as is
factory <- Creates- Entity <-implements- Units<-extends- Tank

now my main issue really comes down to, moving, drawing, attacking etc. In my factory class i decided to try and see if i could call a method from Tank, i can't it wont allow me, i assume that this is actually logical and expected after all the factory design pattern is supposed to abstract the creation process and simply stop people from screwing around with the actual sub class of Units directly, am i right with this?. If this is the case what would the point of me having move or any of those methods in Units if i can't access them as a result (at this point i clearly need to guidance), should i not have those methods there and simply create a different class for processing orders (attack, move, defend) that take a type of Entity as a parameter, I am sure there is a lot of people here who could understand what i am trying to achieve, possibly.

to describe this is a nut shell, i obsess about good code design, if i feel that if its not designed to the point it shines like a lighthouse at night i have failed miserably.
8  Discussions / General Discussions / Re: How do you manage your ideas and resources on: 2014-01-05 16:23:12
It depends, sometimes when i am thinking something out i may use notepad or ms word. When i struggle to think clearly about some concept i usually grab a pen and notepad and leave the room either go outside the back or to the frontroom and plot out my ideas.

when i was working on a java game for my final project in college i used something called unfuddle and svn as a code repository and also as a backup.
9  Game Development / Newbie & Debugging Questions / Re: Creating a GUI on: 2014-01-05 00:38:22
Start with Java2d and when you are satisfied that you can't go further use openGL
using OpenGL now might confuse you and make you simply just quit on the game, since you wont be familiar with the library
10  Discussions / General Discussions / Re: what do you code on? on: 2014-01-01 22:13:19
http://www.modsrigs.com/detail.aspx?BuildID=32900

here is a link to my super awesome pc on EVGA's website
11  Discussions / Miscellaneous Topics / Re: Welcome to 2014! on: 2014-01-01 02:06:14
well to start this off i am quite the under achiever by comparison to the people above me

What did i achieve this year (2013)
I created my first game and published it on FaceBook
I made progress in developing a game in Java
I made some basic pixel art for a game


What i will achieve in 2014

I will read the 2 books that i have coming in the post (Killer Game Programming in Java - Andrew Davison & Developing Games in Java - David Brackeen)
I will create a 2D platformer game in Java
I will create a 2D platformer in GameMaker and publish it for windows/mac and tizen
I will create a 2D RPG game in Java
I will make the following pixel art (trees, roads, buildings, characters, boxes, grass, water)
I will make the following vector art (trees, roads, buildings, characters, boxes, grass, water, start screen, transition screens, ending screens)
I will compose more music tracks with my existing sound libraries and implement at least one into the above games.
I will continue to learn and finish off the courses (PHP, JavaScript, 3ds Max, HTML5, Java, Design Patterns, Android) on Lynda.com and restudy the entire content on Oracles Java tutorial website
12  Game Development / Newbie & Debugging Questions / Re: Looking for a Code Review on: 2013-12-30 12:23:34
I have copied and pasted your code, it looks nice, i am going to be analysing it for a while. Thanks for your help.
13  Game Development / Newbie & Debugging Questions / Re: Looking for a Code Review on: 2013-12-29 23:52:48
Hi, i realised i had not updated this in a bit and tbh my problem still exists. So i will give a tl;dr regarding my problem
I am encountering white screen flashes every so often, this is a pain in the arse for me tbh. I have implemented Eli's game loop for the better part
14  Game Development / Articles & tutorials / Re: Java Development Tutorial on: 2013-12-29 19:45:35
I hate to be a downer (well thats a lie, i am a very depressing person)

this site was aimed for people who have a strong interest in making games in Java, it was never designed to be for novices, in matter of fact the site requires users pass a series of questions on becoming a member for the reason of avoiding idiots from around the world asking how a for loop works (thats just an example) as it dilutes the main target of this site, creating games. Imagine all the people here having to thrawl through questions about basic programming where the topics they want (openGl, ai, game mechanics) get swallowed up in by the sea of questions.
15  Game Development / Newbie & Debugging Questions / Re: Looking for a Code Review on: 2013-12-19 12:57:13
oh shi... sorry guys, okay Ludum Dare actually finished on Monday, i was (for nothing bloody reason) just pointing out i participated in LD, i did it in HTML5 and JavaScript. So sorry for making it sound confusing.

well great scott! it works!. I adjusted the Thread.sleep(1) from 1 to 10 (this reduces the flickering, it doesn't get rid of it but it does reduce it ^^)

i also added a call to super.paint(g) which has now resulted in the rectangle moving around without leaving a trace behind.

i read saucymeanman's comment
Quote
It is recommended that one overrides the "repaint" method.
what do you mean by this, make a call to super.repaint create a new method that overrides repaint..
16  Game Development / Newbie & Debugging Questions / Looking for a Code Review on: 2013-12-18 23:36:15
Hi everyone, Okay so i will start, i participated in my first Ludum Dare during the weekend, my entry was not great... this isn't really what i am trying to ask.

So i made a promise to myself at the start of this year, make a Java game without the use of any libraries exception being Java's standard API. So now that the year is at its end i am stretching and crackling my fingers to get this "game" done.

and its called NiroshidoRPG (very creative name!)
So let me review what i have done, nothing really, the game loop is far from pretty, effecient, good but its a loop so i suppose thats a good sign. The game accepts keyboard input, i suppose thats good.

So what is it i am trying to get to, well you see, i respect this community and with that, by extension i hope that people will review my code, analyse it and offer recommendations on improving my approach.

Now a few things, yes the code is lacking, its pretty much a rectangle that moves left, right, up and down, but it isn't cleaning up after it moves. There is nothing else, but i wanted you to express your opinions before i go further with the development, as i am not the brightest lunch in the toolbox

http://pastebin.java-gaming.org/76a3b807679
17  Discussions / General Discussions / Re: Completely Lost, Don't know what to do. on: 2013-12-16 16:22:13
"Alright guys, I'm just completely stumped. I can't make up my mind about my first game"

This is your first game as you said. If that is truly accurate then your first game should be incredibly basic, stop thinking about your games storyboard and over all gameplay and focus on what truly counts, getting the most primitive of functionality working.
- Focus on getting a game loop working
- To see the game loop working test to see if you can move something on screen a very basic shape (fillRect(x, y, width, height);
- Focus on replacing the something moving on screen with a user defined action (user input, key listeners)
- Replace the primitive shape with a picture, correctly (try and catches, file input and output etc.)

once those stages work develop from there by adding additional objects to the game and then the most needed part the physics (collision detection, gravity, acceleration, deceleration)

A story could be summarized into a single sentance, consider space invaders for example

While your recommendation would be fine for someone who didn't have a clue, it's not really what I'm looking for.

http://www.java-gaming.org/topics/pokefrontier-the-online-pokemon-orpg/31359/view.html

^The above project shows that I know how to move things across the screen, and how to create a basic "game loop"

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while(updateRequired()) { }


I'm more or less looking for either

A: Inspritation

or...

B: Ideas on how to get past my mental block, which Varkas is trying to help me do, it seems.



oh, my apologise, didn't notice how many posts you have made nor the projects.

in that case, the best place i find myself drawing inspiration is from movies, watch a movie and ask yourself if you were at the helm, making that movie what would you change. That may not be intirely productive in relation to what you want. I personally like RTS or RPG styled games, as for platformers i find their stories limiting in a way, but its not a huge problem, RTS styled games can have relatively complex story arcs and RPG's would have hugely complex arcs. I just realised i am of no help at all, sorry.
18  Discussions / General Discussions / Re: Completely Lost, Don't know what to do. on: 2013-12-16 16:01:18
"Alright guys, I'm just completely stumped. I can't make up my mind about my first game"

This is your first game as you said. If that is truly accurate then your first game should be incredibly basic, stop thinking about your games storyboard and over all gameplay and focus on what truly counts, getting the most primitive of functionality working.
- Focus on getting a game loop working
- To see the game loop working test to see if you can move something on screen a very basic shape (fillRect(x, y, width, height);
- Focus on replacing the something moving on screen with a user defined action (user input, key listeners)
- Replace the primitive shape with a picture, correctly (try and catches, file input and output etc.)

once those stages work develop from there by adding additional objects to the game and then the most needed part the physics (collision detection, gravity, acceleration, deceleration)

A story could be summarized into a single sentance, consider space invaders for example
19  Games Center / WIP games, tools & toy projects / Re: The hunt for the lost rainbow jewels on: 2013-12-10 10:55:36
Nice job dude, yeah i too struggle with character designs, i will be spending a small bit of time developing on my art skills when im done with my internship, but nicely done so far. Just on that though, did u make all the art assets yourself?
20  Discussions / General Discussions / Re: Video about why indie is doing everything to postpone release. on: 2013-12-09 13:25:34
Well that video is pretty good and considering everything he had said, i am one of those people who will start something and never finish it, i thrash a lot.
Guess i should work on getting stuff done Tongue
21  Discussions / General Discussions / Re: Opinions of games engines on: 2013-12-09 11:20:04
Construct 2, Game Maker, Unity these are some of the many games engines (non Java related) that exist and i am wondering why would people opt to not using them. Can the community point out the flaws of such engines to me and whether i should avoid them, do you think they are a cheaters way to make games (my actual opinion at this time)

I don't think you should avoid them. There are a lot of quite successful game smade with Game Maker. These tools can greatly boost your productivity if you game fits to their domain, but they will put limits on what you can do in your game.

I think these tools are aimed at the less technology-oriented, and more game-oriented developers, while the ones who like technology prefer to program themselves.

now this is why i asked the question "if your game fits to their domain" when you say this, what do you mean by fitting their domain? a game engine, like Unity for example allows you to export on multiple platforms, such as IOS (no need to learn Objective C) and Android (no need to learn Java), where you can then use scripting languages to fill in the gaps.
Are you saying that these Game Engine producers would limit what can be released and where?

The other aspect you mentioned was limitations to what you can do, now this is an interesting one because it is an underlying fear i have about their usage, but what types of limitations, i would assume that they would have stuff like a game world editor which is useful (as it reduces time wasted on coding game maps (i would suspect)).

I am going to be honest i think my question was more open ended than i desired, my issues with the idea of using game engines are as follows:
> Increased flooding of the market
> Less focus on making solid games (since people will rely on the game engine to do its job and focus solely on graphics and music implementation).
> The good games developers who work their butts off to make a solid game (having spent months laboriously working through bugs, books, online tutorials to fix, implement and improve their game)  but are ignored because of the amount of other games on the market, made by people with less passion and are simply hungry for money.
> You wont learn as much about the games development processes (you obviously have to begin with an idea, you then develop your idea etc.)

maybe i am thinking too deeply about it, i suppose it would just be giving me more pride to actually work my butt off to produce something i could say is my own. However since i bought GameMaker professional for 25$ it makes sense to at least give it a go and maybe just use the game i make in it as a prototype and convert the game from that, to a Java game release.
22  Discussions / General Discussions / Re: Opinions of games engines on: 2013-12-08 14:35:14
Well i am certainly glad i had asked this question. As mentioned i had recently graduated from college, i was doing computing with Games development and design. The course had given me insight into a lot of areas but not too in depth (which was something i mentioned in a previous thread of mine and yes i am aware those courses only give you the basic tools to what is needed to pursue a career). I had used UDK in college at the request of a lecturer, i didn't take to it too much, it wasn't that it was difficult but like some of the people who replied so far, i felt that the engines don't offer the same experiences you would get when you solve a rather complex problem. About 1 week ago, Game Maker had offered a deal for black friday, buy the professional edition for $25, while this excludes the ability to export (which depending on what you want to export to could cost a fortune) it seemed a logical choice just to give it a try and see what the fuss is about.

I like Notch, due to his understanding of coding and its a symbol of what happens when you put the effort into something, but he isn't my inspiration as a games developer. I have always had the interest in making games (while lack of motivation is my biggest hinderence).

I became aware of most of the engines i mentioned (and ones i didn't mention as there are many out there and if i listed them all....) as a result of researching for HTML5 and JavaScript tutorials, i was rather perplexed by the number of engines out there and the fact that they all are now aiming at multi-platform releases and it makes me wonder about the saturation of the games market with crap games (as there currently is), from people who never really took an active interest in learning how to build something from nothing. I don't believe in the idea of letting other people do my work, i would rather be able to say in a total way "this is mine". It does make sense in a way, to actually use games engines as it reduces the time needed to produce a game, but i wonder about the limitations posed by the games engines in relation to physics, graphics and plugging in more content at a later point.
23  Discussions / General Discussions / Opinions of games engines on: 2013-12-08 03:41:18
Hi guys, me again.

I got into a discussion with a friend of mine about the difficulties of getting into the games industry as a recent graduate, along the way our discussion moved on to questions regarding games engines and i admit its a question that has been hanging over me.

Construct 2, Game Maker, Unity these are some of the many games engines (non Java related) that exist and i am wondering why would people opt to not using them. Can the community point out the flaws of such engines to me and whether i should avoid them, do you think they are a cheaters way to make games (my actual opinion at this time)
24  Discussions / General Discussions / Re: Sharing something with you on: 2013-12-06 14:59:48
Thanks for the comments, they are highly appreciated.
25  Discussions / General Discussions / Sharing something with you on: 2013-12-06 11:07:12
So, well... I have been part of this community for quite a while and have always admired the talented developers that showcase their work on this site. I however had nothing to showcase, which is quite disappointing because the question that needs to be asked, how could you be a games developer if you never developed  held in my mind for many many years.

In September i had the first opportunity to actually put a Degree to use and a realization that there is no excuse to not make a game, since i started working as an Intern games developer, how bout that eh!!

So my job was simple, the company i have been working for is not a programming house, games dev house and has limited understanding of technology (specifically programming), i was asked to make a game for them, for FaceBook.

So in spite of my underlying fears of rejection i decided their was no community better to showcase my work and no community better to scrutinize the game, its code and its graphics than this.

http://niroshido.com/index.html

A few notes, the game is done in HTML 5 and JavaScript, while not my language of preference, it was needed to make a game for FaceBook. I only started learning JavaScript when i started my internship. So i hope this community will offer feedback, my main hope here is that from now on i can only become better at programming.

Actually there is one additional note i'd like to make:
When i was doing my Degree, i struggled with my projects, specifically programming, i was convinced programming was never going to be a job for me, one day a lecturer (who knew i was struggling) asked me what i expected to do after i got my Degree, i outright said "Not programming anyways", the past 3 months have been an eye opener for me whilst i am still no where near where i would like to be in programming, i think i am becoming better.

and yes i understand that JavaScript is NOT Java. This was one lesson i learned very quickly at the start of my internship and while i am aware that this is a game development site dedicated to Java, i did feel that this group would know whats fun and what is not, if needed i will delete/edit this thread.
26  Games Center / WIP games, tools & toy projects / Re: The hunt for the lost rainbow jewels on: 2013-12-05 15:34:00
Nice, the font looks great, i notice there seems to be a straight line under "Mana" input box. I like the layout and color scheme. Looks nice even if its just a test, keep it up Smiley
27  Game Development / Newbie & Debugging Questions / Re: What to learn next? on: 2013-12-04 16:41:13
regarding the whole marketing and publishing, i don't fully agree with this per say. There are groups that you could go to in order to publish and market your game ...

It's been the last points in my list, and most likely the last to learn, if you ever come in the situation - you are kind of a game developer professional already at the point when you can sell your game. So forgive me, if those are not the quite most important points for a newby. I just wanted to give an overview what there is in the realm of game design and development, and that learning java and a set of libraries is only one thing, and that there are more.

But finally, if you are serious with the idea to sell your works, you should have some knowledge in the business area. You don't have to be a pro at all of marketing, taxes/laws and such, but having a good idea of how a business works, definitely will protect you from a number of problems. Be sure you know the tax laws in your country, and have a good idea what trademarks are. Once money and other pople (publishers)  is involved, things get very serious suddenly. You can find numerous stories about artists, musicians and also game developers who were ripped off by their publishers or got very bad contracts, crippling them for many years.


ah yes good point IP ( intellectual property) yes there are several steps i would recommend on how to deal with this. For Authors you can protect your IP by sending yourself a registered post (it may sound stupid  but by mailing yourself your work, that is registered, you will always retain an unopened copy of your work that has the date that the mail was sent) in the situation where your IP is being questioned you have evidence to back this up, obviously work on the internet is that bit more difficult due to Aliases, so it might make sense to do something similar to what an Author should do. You should also contact your solicitor about it, i am sure you may have to find solictor's who have a specific understanding of the legal system for online IP's etc.
28  Games Center / WIP games, tools & toy projects / Re: The hunt for the lost rainbow jewels on: 2013-12-04 16:23:23
Well nice job so far mate, i look forward to seeing updates on this, this is something i am going to keeping an eye on
29  Game Development / Newbie & Debugging Questions / Re: What to learn next? on: 2013-12-04 16:13:29
Game development really requires knowledge in many areas, and while you can achieve some results with limited knowledge, it will take years (many ...) to master even the basics.

- The Java language itself
- Program design, software architecture
- Input output, data storage
- Graphics handling, libraries
- Sound ...
- Network ...
- Databases ...
- Physics ...
- Artificial intelligence ...
- Input devices ...

Fruther skills needed as a game designer:

- Story writing, story telling
- Game mechanics, invention and evaluation
- Psychology, player motivation

Further skills needed if you want to sell something

- Publishing
- Marketing
- Business/economy, laws, taxes ...


Note how much more there is other tahn just Java.


You can't learn all this like you learned stuff at school. The best advice so far is the "just dive into it". You'll leanr by doing a few steps, run into problems, sole those problems, and do some more steps. You'll learn in all areas, and you'll earn exactly what you need. You can always learn some extra at any point, but I think it's best to do "learning by doing" in case of game design.

It's a hard way. The will be a lot of "it sucks" experiences. Persistence is valuable, but also know when you are riding a dead horse (i.e. give up a hopeless case before you waste too much time with it). On the other hand, don't give up too early, you might be one or two steps before success. I consider this one of the most difficult things as an amateur developer, to know when to give up, or when to continue. I know I have given up too early in some cases, and I have continued too long in others.






regarding the whole marketing and publishing, i don't fully agree with this per say. There are groups that you could go to in order to publish and market your game and while yes, when you want to know just how much market value your game contains you can't always guarantee honest publishing companies to do it, so its best to shop around. Yes it would be quite useful to do research in it, but i don't believe that you should stretch yourself as thin as that, remember that there are several factors that make your game a success, a good strong (that is not broken easily by bugs) game, drawing attention to your project and then effectively making the sales to make a profit. Getting the attention and making the sales requires a lot of time and sometimes that time could best be used elsewhere, also take into consideration that if your a solo games developer that is producing a game for commercial purposes, you have an obligation to your customers to fix bugs, if your the only person working on the project you are going to struggle with the pressures or advertising, bug fixes etc.
30  Games Center / WIP games, tools & toy projects / Re: The hunt for the lost rainbow jewels on: 2013-12-04 12:50:37
Looks nice, gotta asked how are you working out the game design and specifically your stats at the end
quote: "- Map data structure, map loading and saving: done
- OpenGL based isometric map display: done
- Map editor: 50%
- World design: 2%
- UI logic and design: 1%
- Game logic: 0%
- Item design: 0%
- PC/NPC/enemies: 0%"

I am asking because i am interested in seeing the processes you went/going through to get your game working. I look forward to seeing more updates on this game.
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