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1  Games Center / Showcase / Super Meat Boy alike game(Pojahns Game)(Open Source) on: 2014-06-14 23:27:54
Preview #1, Sandopolis:



Preview #2, Mountain Race:



Preview #3, Square Town:



Pojahns Game 2.0(beta) is a heavily inspired by Super Meat Boy and N+.

The game offers fun and difficult challenges for serious gamers and as well as easier stages for casual players.
This version contains 16 stages, all of them with their unique own music and theme.

There are some great features present in this game/engine. One of them is the replay function. Whether you win or loose, a replay file few kilobytes large is saved in the games replay directory.
This file can be used to view the replay and thanks to their small size be easily sent to other players.

A bit more about this project; it is a game built with my engine, called Pojahns Game Engine.
The goal is to make it easy to create Super Meat Boy-alike maps.

Downloads(205 MB):
Links updated 2014-06-16 to fix some crashes.
Google Drive mirror
Mediafire mirror
Speedy Share mirror

Requires Java 8.
Sadly, the game only runs on Windows.

Source code & bug reporting:
https://github.com/PojahnM/GameEngine
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LibGDX on OS X? on: 2014-05-01 18:39:37
Thanks, really kind of you!

PMing you now.
3  Java Game APIs & Engines / Engines, Libraries and Tools / LibGDX on OS X? on: 2014-05-01 17:24:19
I am trying to test my LibGDX game in OS X which runs in Virtual Box.

The game crashes instantly with the following stack trace:

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Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Unable to create OpenGL display.
   at com.badlogic.gdx.backends.lwjgl.LwjglGraphics.createDisplayPixelFormat(LwjglGraphics.java:223)
   at com.badlogic.gdx.backends.lwjgl.LwjglGraphics.setupDisplay(LwjglGraphics.java:156)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:131)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)
Caused by: org.lwjgl.LWJGLException: Could not create pixel format
   at org.lwjgl.opengl.MacOSXPeerInfo.nChoosePixelFormat(Native Method)
   at org.lwjgl.opengl.MacOSXPeerInfo.choosePixelFormat(MacOSXPeerInfo.java:58)
   at org.lwjgl.opengl.MacOSXPeerInfo.<init>(MacOSXPeerInfo.java:53)
   at org.lwjgl.opengl.MacOSXCanvasPeerInfo.<init>(MacOSXCanvasPeerInfo.java:61)
   at org.lwjgl.opengl.MacOSXDisplayPeerInfo.<init>(MacOSXDisplayPeerInfo.java:48)
   at org.lwjgl.opengl.MacOSXDisplay.createPeerInfo(MacOSXDisplay.java:325)
   at org.lwjgl.opengl.DrawableGL.setPixelFormat(DrawableGL.java:61)
   at org.lwjgl.opengl.Display.create(Display.java:846)
   at org.lwjgl.opengl.Display.create(Display.java:757)
   at com.badlogic.gdx.backends.lwjgl.LwjglGraphics.createDisplayPixelFormat(LwjglGraphics.java:205)
   ... 3 more


I double click on the runnable jar file to run it.

Runs fine on Ubuntu and Windows 7.
4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX]Draw laser beams(LaserFX) on: 2014-04-09 21:43:07
I am in process of writing my own laser drawing function. Does not looks as good as Laser FX, but performs better.

I have ran into a math problem and hope someone here can help me.

Have a look at the following image:



The laser is set to fire at a certain point(the top-left corner of the red guy), which it actually does. The top-left, or the bottom-left(not sure which one) corner of the laser beam is exactly at the target coordinate.

What I want to do is to have the lasers middle point at the target point, not the corner.

Here is my code, I am using the following method to draw the laser:

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SpriteBatch.draw(TextureRegion region, float x, float y, float originX, float originY, float width, float height, float scaleX, float scaleY, float rotation)


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float angle = MathStuff.getAngle(srcX, srcY, destX, destY); //Calculate the angle between the source and destination point.

batch.draw(beamImage, srcX, srcY, 0, 0, MathStuff.distance(srcX, srcY, destX, destY), beamImage.getHeight(), 1, 1, angle);

         
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX]Draw laser beams(LaserFX) on: 2014-04-02 22:59:07
First of all, the parameters.

region The AtlasRegion to use, I dont get this one. Is this a collection of all the laser images?

Then, what do I do with the returned float array?
6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX]Draw laser beams(LaserFX) on: 2014-04-02 17:54:40
No one knows? :/
7  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX]Draw laser beams(LaserFX) on: 2014-03-31 21:20:41
I use SpriteBatch in my game.
8  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX]Draw laser beams(LaserFX) on: 2014-03-31 21:04:48
I appreciate that you are trying to help, but that wasn't helpful at all.
9  Java Game APIs & Engines / Engines, Libraries and Tools / [LibGDX]Draw laser beams(LaserFX) on: 2014-03-31 20:47:07
I found a tutorial which explains how to draw cool looking laser effects in LibGDX:
http://codepoke.net/2011/12/27/opengl-libgdx-laser-fx/

However, I find the tutorial incomplete. There are no concrete coding examples on how to implement it.

Could someone explain in a better way?

For example, what to do with ending mesh?
10  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX]Particle Effects/emitter collection? on: 2014-03-20 15:02:16
hmmm...I really should get around to doing a "how to create good looking particle effects with libgdx's particle editor" as I think even the effects from TimelineFX and the such look half-assed. Best way to get great looking effects is to use something like fumeFX in 3dsmax or w/e then export to a sprite sheet for use as animated particles.

If you need some place hold stuff, here are some public domain animations

http://opengameart.org/content/more-explosions
http://opengameart.org/content/explosion-sheet


That tutorial would be appreciated Smiley
I personally don't think effects from TimeLineFX and such look "half-assed". I guess its from person to person.
I got a couple of thousands emitters for Particle Illusion and a couple of hundred for TimeLineFX. So I am all set.

FumeFX probably gives results the best results, but is also the most time consuming way. Plus, you must be a 3D artist, something you don't become over a few nights.
11  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX]Particle Effects/emitter collection? on: 2014-03-18 23:20:34
TimelineFX..... o_0

Holy shit those looks amazing. Very simple to use as well.

Thanks! Smiley
12  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX]Particle Effects/emitter collection? on: 2014-03-18 22:01:00
Yeah. Its easy to use, but hard to make something that actually looks good.

But my question is if are was some sort of library/collection of LibGDX particles.
13  Java Game APIs & Engines / Engines, Libraries and Tools / [LibGDX]Particle Effects/emitter collection? on: 2014-03-18 21:47:23
Can I download a bunch particle effects/emitters somewhere? They are kinda hard to create plus they require good imagination.

If we could port Particle Illusion emitters to LibGDX's system, we would have a sea of amazing particle effects.
14  Java Game APIs & Engines / Engines, Libraries and Tools / [LibGDX]Update game logics in ApplicationListener.render() method? on: 2014-03-17 16:51:18
I am a bit confused. Should game logics be updated in ApplicationListener.render()? Because thats the only method the game loop calls every frame.
15  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Slick2D game flickers on Linux on: 2014-03-16 01:34:09
No. The very same flickering issue exists on other computers as well.
16  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Slick2D game flickers on Linux on: 2014-03-16 01:05:07
Bumping this.

Alright, I have just ported my game to LibGDX. Works great in Windows.
But guess how it looks in Linux. Its flickering! How is that even possible? My games flickers in Linux on both frame Slick2D AND LibGDX!!!! >_>

What is causing this? Really.

I want to note that the only things that are flickering is animated entities.
17  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX]Do we really need OrthographicCamera? on: 2014-03-13 21:08:27
Mistake in my post above. The positioning is now correct. draw(texture,0,0) will render the image at the top left corner.

So my last problem is that the entire thing is upside down. How do I resolve this?


no need to be fancy just abstract away this flip as so
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public class Entity extends Sprite
{
float x, y;
...
    public void move(float dx, float dy)
    {
             x += dx;
             y -=  dy;
    }  
}


I am converting a pretty big engine. Switching every upward and downward movements is going to be a nightmare.

Edit: Phibedy, flipping seems to work. But flipping every single image? That will also probably destroy my pixel perfect collision method.
18  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX]Do we really need OrthographicCamera? on: 2014-03-13 20:53:53
If you want to set the coordinate system to Y-down then you can simply call setToOrtho(true) when you create the camera, or you can change the up vector to (0, -1, 0) and the direction vector to (0, 0, 1), which is pretty much what that method does (note that you have to call update to recalculate the matrices).
Well, that did not work. The X position is correct now but the Y is still way of. Plus, the image is up side down now :O
19  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX]Do we really need OrthographicCamera? on: 2014-03-13 19:14:34
I am confused now.

I thought the image below was the standard coordinate system for 2d games(at least in Slick2D):



The top-left corner is x:0, y:0. Moving right increaes x and moving down increases y.
20  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX]Do we really need OrthographicCamera? on: 2014-03-13 19:04:20
So I have been experimenting with the Ortho-something-Camera and I cant get the behavior I want.

For example, when I render a sprite at position 0,0, it should be rendered at the top left corner. But thats not the case here.
Furthermore, when I increase the y-variable, the entity moves up. It should move down.

Here is my code:

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   float x, y;

   @Override
   public void create()
   {  
      cam = new OrthographicCamera(800, 600); //This is the size of the window.
     batch = new SpriteBatch();
     
      texture = new Texture(Gdx.files.internal("data/libgdx.png"));

      sprite = new Sprite(new TextureRegion(texture));
      sprite.setOrigin(0,0);
      sprite.setPosition(-sprite.getWidth()/2,-sprite.getHeight()/2);
   }

   @Override
   public void render()
   {  
      cam.position.set(0,0,0);
      cam.update();      
   
      Gdx.gl.glClearColor(1, 1, 1, 1);
      Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
     
      batch.setProjectionMatrix(cam.combined);
      batch.begin();
     
      batch.draw(sprite,x,y);
     
      batch.end();
   }


What am I doing wrong?
21  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX]Do we really need OrthographicCamera? on: 2014-03-13 17:36:53
Quote
You might need to know deeper linear algebra to make a rotating, moving 2D Camera.

I am not so sure about that. Matrix4 have the method translate(x,y,z) which can be used to move the screen. We also have rotate and setRotation.
22  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX]Do we really need OrthographicCamera? on: 2014-03-13 16:18:54
^^Leave the z value to 0 on all occurrences and you will get two dimensional effect.
23  Java Game APIs & Engines / Engines, Libraries and Tools / [LibGDX]Do we really need OrthographicCamera? on: 2014-03-13 14:57:13
Do we really need the cryptic OrthographicCamera?

Personally, I think it is easier to work with the Matrix4 class.

SpriteBatch have setMatrix(Matrix4), which should afaik be able to do everything OrthographicCamera can plus more.

Correct me if I am wrong.
24  Java Game APIs & Engines / Engines, Libraries and Tools / [LibGDX]Making a game work for desktop AND android? on: 2014-03-13 11:07:08
My game is using Slick2D and I am considering switching to LibGDX.



One thing that I dont get is how the hell is a game supposed to work for desktop AND android?

For example, when playing on desktop, I use my keyboard to move around. Thus, my game is listening for keystrokes.

When playing on android, I have to add buttons to the screen which we will use instead. This is a totally different behavior.
25  Game Development / Newbie & Debugging Questions / Make the camera follow multiple characters on: 2014-03-09 19:16:41
Currently, I use the following code to make the screen follow the main character:

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            //focus is the entity the camera should focus on.
           float focusX = focus.currX + focus.width  / 2,
                  focusY = focus.currY + focus.height / 2;
           
            //visibleWidth and visibleHeight is the size of the container/window.
           //width and height is the size of the entire map
           translateX = Math.min(stage.width  - stage.visibleWidth,   Math.max(0, focusX - stage.visibleWidth  / 2));
            translateY = Math.min(stage.height - stage.visibleHeight,  Math.max(0, focusY - stage.visibleHeight / 2));
            //scaleX and scaleY are untouched


This code works fine as long as there is one entity to focus on.

I want a code that supports 2-4 objects. I have seen games that have it. Basically, when the entities are to far from each other, the scaleX and scaleY are decreased to zoom out.
But I am not sure how to code this.

Some help?
26  Game Development / Newbie & Debugging Questions / Re: Uploading a project to Git, readme file? on: 2014-03-02 17:43:38
So it would be dangerous to upload resources?
27  Game Development / Newbie & Debugging Questions / Re: Uploading a project to Git, readme file? on: 2014-02-26 18:42:06
Thanks for the answers.

I have an other related question, resources.

Should I commit resources(images, sound effects and music) as well? Note that most resources used in my project are taken from games/movies etc. Could I get in trouble for that?
28  Game Development / Newbie & Debugging Questions / Re: Uploading a project to Git, readme file? on: 2014-02-25 21:06:28
Thanks. I assume by "small description", you mean a description about what my projet is?
29  Game Development / Newbie & Debugging Questions / Uploading a project to Git, readme file? on: 2014-02-25 20:37:53
I read somewhere that whenever someone upload a project to Github, they should always include a readme file, for legal reasons.

What should this readme file say? I dont know much about laws. My project is 100% free and open-source. I use Slick2d(along with LWJGL) and TinySound, the rest have I code myself.

Should I be worried that some douche may sue me?
30  Game Development / Newbie & Debugging Questions / Re: Effecient way to use z-index for 2d games on: 2014-02-20 21:48:17
Alright. I guess I had the wrong idea about the sorting.

I assume Collections.sort use quicksort algorithm?
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