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1  Games Center / 4K Game Competition - 2013 / Re: Community Voting starts March 1st! on: 2013-03-01 12:10:27
Nice touch with the feedback!
2  Games Center / 4K Game Competition - 2013 / Re: Sorcerer4K on: 2013-02-28 13:07:52
Good job!
Very nice graphics and good flow.
The only thing i didn't like was that the ghosts spawned too fast, i didn't had any time to play the en environment Smiley
3  Games Center / 4K Game Competition - 2013 / Re: Meltdown on: 2013-02-28 08:37:35
That's one good-looking and seriously difficult game! Cool stuff. Though I couldn't kill a single enemy in a couple of tries.

On a related note, I see on the page that Daniel Frostberg helped design it. Tell him hello from Måns. Smiley

Thanks, you'll have to practice more! Smiley
I will, me and Daniel checked out Flywrench4k yesterday, very smooth and polished.
4  Games Center / 4K Game Competition - 2013 / Meltdown on: 2013-02-28 08:11:27
Super late submission for the competition this year, I almost missed it Smiley
Despite the 4k graphics the game requires a pretty high-end computer to run smooth. The reason is as usual SIZE!

I would be happy to get some feedback and will try to find the time and space to correct the bugs you guys find.

Known issues:
  Occasional strange AI behavior
  Weird laser across screen
5  Games Center / 4K Game Competition - 2012 / Re: PORT4K on: 2012-05-21 08:44:04
I've upped the code on the game page, it was to large to paste here.
If you have any questions don't hesitate to ask.
6  Games Center / 4K Game Competition - 2012 / Re: PORT4K on: 2012-05-15 06:26:59
I'll upload the source on the entry soon Smiley
7  Games Center / 4K Game Competition - 2012 / Re: Judging panel results! on: 2012-03-22 03:28:11
Thanks for the reviews and a big hand to Marwane, awesome game!

I realize now that i focused too much on the music,
forgetting to test the game properly which in turn lead to buggy physics on some platforms, damn Smiley

8  Games Center / 4K Game Competition - 2012 / Re: Community voting results on: 2012-03-17 11:09:15
Well done zeroone! A slamming victory  Grin
9  Games Center / 4K Game Competition - 2012 / Re: PORT4K on: 2012-02-27 18:32:21
Good job!
Check out for the complete source.
10  Games Center / 4K Game Competition - 2012 / Re: Music player for 4k games on: 2012-02-26 11:33:12
Here's the repo at bitbucket:
11  Games Center / 4K Game Competition - 2012 / Re: PORT4K on: 2012-02-26 10:36:51
How many levels, Bysse ? You may add the option to go to the next level, so everyone could see them all. Without it, I'm not sure I will be able to see this last super hard one.

It's only eight levels so it shouldn't take too long Wink
I don't have enough space for a level skip, trying to squeeze in the aim again... I'll think about it
12  Games Center / 4K Game Competition - 2012 / Re: PORT4K on: 2012-02-25 13:21:58
Ok, i've removed the aim and added the last super hard level Smiley
13  Games Center / 4K Game Competition - 2012 / Music player for 4k games on: 2012-02-25 13:21:08
If anyone is interested in how the music player for PORT4K looks the source is available here:

Included in the zip is the tracker and player ( which together with a song compresses to about 800 bytes.

Each track in the synth can be configured for one 'instrument', which is:
 sine/square or noise oscillator.
 delay loop.
 volume and pitch in base 16.

It's very important to understand that the instrument transpose is in base 16.
Which means that to shift one octave you enter 16, two octaves 32. This also
means that 12,13,14,15 is not used and will cause the player to crash.

Anyway, I've been working pretty hard to get the size down and still try to retain a lot of features. If you need even smaller synth I suggest you remove the wave tables and stick with only one wave form.
14  Games Center / 4K Game Competition - 2012 / Re: PORT4K on: 2012-02-25 13:07:05
Here is the source release for TinySynth which is the tracker and player i use in PORT4K.
15  Games Center / 4K Game Competition - 2012 / Re: PORT4K on: 2012-02-25 10:07:49
What i meant is that if you for example listen on it trough the laptop speakers you will only hear the high frequencies.

But yeah, the noise in the song is there by design Smiley For instance the lead is using a square wave oscillator and the drum track is, of course, just noise with a fast envelope and a delay effect. But I'll review the sound settings for the published song later today. If it's too much noise I'll lower the delay effect or volume on that track a bit.

For those interested, here's the synth itself. As you can see there are plenty of room for bit loss in the calculations, but it's very compact!
It features three oscillators, a delay effect, envelope, transpose on each track.

I'll publish the complete code including the tracker, with more comments, in a few days.

      final int[][] wave = new int[3][WAVE_BUFFER];
      for (index = 0; index < WAVE_BUFFER; index++) {
         wave[0][index] = (int) (FP_S1 * (float) Math.sin(index * (2f * PI / WAVE_BUFFER)));
         wave[1][index] = index < (WAVE_BUFFER >> 1) ? FP_S1 : -FP_S1;
         wave[2][index] = (int) (FP_U1 * (float) Math.random()) - FP_S1;
      while (true) {
         for (int track = 0; track < NUM_TRACKS; track++) {
            final int[] ins = song[INSTRUMENT_OFFSET + track];
            ins[ENV_LEVEL + 1] = FP_U1;
            final int pattern = song[SEQUENCE_OFFSET + (track >> 1)][((track & 1) * SEQ_LENGTH) + (sequence >> 5)];
            final int note = song[PATTERN_OFFSET + pattern][sequence & 0x1f];
            if (note == 1 && ins[ENV_STAGE] < (2 << FP)) {
            ins[ENV_STAGE] = (2 << FP);
            if (note > 1) {
               ins[OSC1_RATE] = frequencies.charAt((note - 2 + ins[PITCH]) & 0xf) << ((note - 2 + ins[PITCH]) >> 4);
               ins[ENV_STAGE] = 0;
            for (index = 0, offset = 0; index < SAMPLES_PER_TICK; index++, offset += 2) {
               if (track == 0) {
                  out[offset] = 0;
                  out[offset + 1] = 0;
               final int stage = ins[ENV_STAGE] >> FP;
               ins[ENV_STAGE] += ins[ENV_RATE + stage];
               ins[OSC1_PHASE] += ins[OSC1_RATE];
               int value = wave[ins[OSC_TYPE]][ins[OSC1_PHASE] & WAVE_BUFFER_MASK];
               final int env = ins[ENV_LEVEL + stage]
                     + (int) ((long) (ins[ENV_LEVEL + stage + 1] - ins[ENV_LEVEL + stage]) * (ins[ENV_STAGE] & FP_U1) >> FP);
               value = (((value * env) >> (FP + 2)) * ins[VOLUME]) >> 6;
               value += ((delay[track][(ins[DELAY_POS] - ((ins[DELAY] * SAMPLES_PER_TICK >> 1))) & DELAY_MASK]) * ins[DELAY_MIX]) / 128;
               delay[track][ins[DELAY_POS]] = (value * ins[DELAY_FEEDBACK]) / 128;
               out[offset + 0] += (byte) value;
               out[offset + 1] += (byte) (value >> 8);
               ins[DELAY_POS] = (ins[DELAY_POS] + 1) & DELAY_MASK;
         index = 0;
         while (index < BUFFER_SIZE) {
            index += line.write(out, index, BUFFER_SIZE - index);
         sequence = (sequence + 1) & SEQ_WRAP;

16  Games Center / 4K Game Competition - 2012 / Re: PORT4K on: 2012-02-25 09:01:32
Very good and impressive game ! Stuck on level 5. Futhermore, I'm not sure about the music. It is cool, although it seems there is a bit of extraneous noise. Is it voluntary, or is there a problem with my computer ?

Thanks, thinking about cutting the aim and add a new level instead.
The music do contain a fair bit of high frequencies and noise. But if you use headphones or 'real' speakers it shouldn't be too noisy. You need to be able to hear the base tones to appreciate it Wink

Hint: On Level 5 you need to shoot a portal midair.
17  Games Center / 4K Game Competition - 2012 / Re: PORT4K on: 2012-02-23 12:39:36
Holy oranges on steroids, I love how the room rotates with you. The physics can mess up a bit(slow down when doing the infinite portal thing after a few travels) but hey, it's a tiny game, and it's better than I could ever do in my entire life xD Nice job!

Thanks! Yes, it's a "time lock" on the portal transitions. It's an ugly, but small, hack to fix the floor to floor portal scenario.
18  Games Center / 4K Game Competition - 2012 / Re: PORT4K on: 2012-02-23 07:57:38
I just encountered a collision detection bug - on the 5th level (I think, the one with the two diagonal jumps up and down) I launched sideways and walked through the left-hand wall in mid-air.  This might be because of some tweaks you made to the physics code?  It's pretty minor, though, and as soon as the character when off screen, the game recognized it as a death and started the level over, so it worked itself out.
No, it has happened before, that's why the check was implemented Smiley I didn't have enough space to implement the collision detection properly so it's only done in one step. Hence the artifacts...

It still misses the jump button sometimes, I fell through the floor a couple of times and died when I landed on a portal. It is a lot better than before though.
Sad to hear that it still doesn't work properly. But on the flip side, at least it works.

Anyway, what do you think about the aim? Is it counter intuitive with the colors?
19  Games Center / 4K Game Competition - 2012 / Re: PORT4K on: 2012-02-22 19:31:45
The jump button seems to work fine now, but now the fps is crappy Tongue

Okey thanks a lot, I'll fix this issue ASAP Smiley

EDIT: So does it work now perhaps? Smiley
20  Games Center / 4K Game Competition - 2012 / Re: PORT4K on: 2012-02-22 19:02:07
Thanks this was an unexpected turn, because it works very well on bot my laptop and my computer at work.
The problems might be caused by too fast or too slow fps. I've updated a version with a 20-60fps limit.
If you could try it out i would appreciate it very much.
21  Games Center / 4K Game Competition - 2012 / Re: PORT4K on: 2012-02-22 15:18:07
I'll try to tweak the input system a bit, i have some ideas of what may cause this.
Thanks for your help!

EDIT: Ok, just reread my code. And there shouldn't be anything strange there, same inputcode as i used last year. I've noticed that mac users can't run the game either, which is strange....

On mac, the game receives the input but it's only the animation that reacts to it....
22  Games Center / 4K Game Competition - 2012 / Re: Indiespot compression not working on: 2012-02-22 07:46:58
I also made a python script for 'brute force' compression with KZip.
It tries different block sizes with random seed and takes the best one of them.
This usually gives me an additional 10-20 bytes.

EDIT: Ah this has already been mentioned, perfect!
23  Games Center / 4K Game Competition - 2012 / Re: PORT4K on: 2012-02-22 07:28:58
The jump behavior is very strange. What system are you running? I've tried it on both slow and fast computers but the input response have always worked. The physics can be a bit strange, i had to cut corners. 'die by falling' is actually when you fall though the floor. As for the portal they don't adjust to from which way you shoot them as in the real game, so that is one reason why they can feel fiddly Smiley

elamre & Damocles:
Light gray areas can be shot at, might look different on certain monitors? With 10bytes to spare i don't think i can project a portal on the wall but i might be able to squeeze in an aim. A very cool idea however.

My focus this year was to get music in the game so unfortunately a lot of eye-candy and features was thrown out.
24  Games Center / 4K Game Competition - 2012 / PORT4K on: 2012-02-21 19:59:38
I've just submitted my entry for this years competition, hopefully it will appear on the site ASAP.
The game is basically a 2.5D demake of Portal with music. I've worked hard on this game so i hope
you like it, i might be able to squeeze in 1 or 2 more levels before deadline.

If you have problems starting the game, please turn off all other sound sources. If it still doesn't
work, give me a shout.

The synth and tracker will be released after the competition ends.
25  Games Center / 4K Game Competition - 2011 / Re: 3D Engine: Any Tips? on: 2011-11-14 08:19:40
No problem, I'm glad if I can help. Btw I've found my source for 4kube and uploaded it to the game.

Please let me know if something in the code is retarded Smiley
26  Games Center / 4K Game Competition - 2011 / Re: 3D Engine: Any Tips? on: 2011-11-10 08:13:20
I think i rendered the level and and cube separately in 4kube, first the level then the cube. The faces aren't sorted, only backface culling is used to get the cube rendered correctly.

  • Get a tool chain script going so you can see approximately at what size you are.
  • Functions can be ok IFF they will be used in several places with varying parameters and have a reasonable size to them.
  • Accept that the code probably will look like shit.

27  Games Center / 4K Game Competition - 2011 / Re: Java 4k Resources Thread on: 2011-03-30 18:10:13
I hope you guys can get busy with J4K2011 again, now that Compile 'n Shrink is back up. Cool

Compile 'n Shrink is simple awesome! If i could have used it for my submission i could have squeezed in another 12 bytes! A sad day for my shell-script Smiley
28  Games Center / 4K Game Competition - 2011 / Re: Judging panel results on: 2011-03-30 18:04:32

I've never seen cu-on-pa, but i guess that it makes my game a mere 'demake' not worthy of the great Yakatoris approval. Making a 4k submission requires a lot of both imagination and creativity, even if the concept is from another game.

I guess i'm preaching to the choir, but still Smiley
29  Games Center / 4K Game Competition - 2011 / Re: Judging panel results on: 2011-03-26 23:44:34
I'm surprised i won, so many great games this year!

Big thanks for the comments on the forum and of course to the judge panel for doing the reviews!
How long did it take to review all games?

30  Games Center / 4K Game Competition - 2011 / Re: February 28th is approaching!!! on: 2011-02-28 05:55:49
ulfjack: yes you can, until midnight:)

The page isn't working, what happens to the voting?
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