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1  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-08-27 06:01:09
Getting some crashes (sent reports) after the latest update. It started when I was fighting in Gorx, but now I can't even resume the game.
Makes me wish I had backed up my game.

Oh well, it's a reason to try a different class next time.
2  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-08-25 07:13:48
This game is just getting better and better, the main quest-line is exciting and engaging.

I can't seem to find Anton Gerdt though. Where am I supposed to find him after having found the Journal?

There's like a weird palisade south-west of Kingsbridge, there are goblins up on ladders that I can't attack and if I stand in the middle of the palisade I can rest there. What's up with that?

Also, cross the river north of Lannegar and then after the river take the canyon to your far right, there's a cave there that you can't enter.

Also, I'd like to re-iterate my point about the hired help, I know you told me to get a companion but you really need to make the ones you can hire last at least a little longer.

Anyway, if anyone needs me I'll be in Inori dessert collecting venom sacs.


3  Games Center / WIP games, tools & toy projects / Re: Ooze - Android 2D Jumper on: 2015-08-24 07:35:48
A few things I would like to hear about:
  • Are the game mechanics easily understandable/learnable? I wanted to minimize the amount of text that is displayed; with that in mind, I'm hoping the game is self explainable.
It was easy enough to figure out the mechanics, although I did play it for a bit before realizing that I could double-jump.

  • How does the gameplay feel? Too difficult or too easy? This is meant to be a competitive game. (there is an obstacle that requires an accurate jump to bypass, should this be nerfed? Does it ruin the gameplay?)
I've only played it for a little bit but it does feel pretty hard to traverse the obstacle that is made up of two blobs on the floor and one on the ceiling between them.

Does it ramp up in difficulty as you progress?

  • Does the game perform well on your device? Are you experiencing lag in certain situations?
I tried it on a Samsung Galaxy S5, ran smoothly. I'll try it on some lower end hardware tonight.

  • Are the game menus easy to understand and navigate? (As I've mentioned before, I want to minimize text... so I'm trying to use symbols for buttons rather than specifically saying what the button does... 'Play', 'Restart', ect..)
This was all easily understood.
One weird thing, when the game is paused, I have to hit a pause button to resume it. A play button would have been more intuitive for me.

Thoughts on the interstitial ad:
   An interstitial ad currently displays on the 'game over' screen after 1 minute of actual gameplay time when the user clicks the retry button, but I'm displeased with how I'm showing the interstitial. It literally jumps pops into your face (which may cause accidental clicks which I absolutely want to prevent)... how should displaying an ad be handled? Would you mind sharing your own experience with displaying ads?
I not a big fan of ads in games but I think that if you're going to use a full screen ad you placed yours in the best place. It appears after I click continue so it does sort of reduce the risk of click-stealing.


General comments;
I would expect my phone's Back-button to take me back to the main menu if I click it when paused.
Sounds and music are good, but I'd prefer it if the music didn't re-start when I die. It's almost disruptive to have the music on when it keeps restarting.
Graphics are cool, font used fit well with the graphical theme of the game.
Is the bottom bar thingie on the splash-screen supposed to be a progressbar? It does not fill for me when I start the game.


Overall I think it looks and feels polished, well done. Keep it up.
4  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-08-20 19:29:11
Found two bugs.

First one is some chests (the one in the example below is from the Bandit camp just west of the New Garand farmlands) seems to have incorrect bounds. This means you can walk into them.


Second one is really perculiar and you're going to think I am making this up.
I was rescued Constanze from the Bandits in the cave just outside of Kingsbridge, but I died on the way back. So I restarted from the Inn and this time I walked all the way to Constanze's cell without running into any Bandits, not NPCs appeared. And Constanze wasn't in her cell. I then explored the caves a bit to see if I could find any NPCs and I managed to spot one and when he attacked me he walked backwards! Strangest thing ever, he sort of moon-walked over to me and attacked me whilst still facing the other way. Behavior was reproducible every time I restarted the game. It stopped happening after I had another sleep at the Inn, and then I was able to rescue Constanze again.
5  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-08-19 07:00:29
Spotted a weird bug today. When I walk up-and-left or up-and-right, and only when I am actually in motion, there's a a black dot flickering above the head of my avatar (at a distance of about the same height as the avatar).

In other news; I let go of my OCD and stopped exploring the game in my I-am-doing-one-area-at-a-time sort of strategy and just went off. That was a lot more interesting and I must say it's a very impressive game you've got here. I played it on my way to work today and for the first time in my life I wished my commute was longer so that I could have played more Smiley

6  Games Center / WIP games, tools & toy projects / Re: [Android] Blu’s Travel (Testers wanted!) on: 2015-08-18 08:13:33
Here some gameplay of the new jump-system.
I'm still not sure whether this system is good for the gameplay or not.
Not trying to sound too harsh, but this is not good for gameplay. It's unplayable if you ask me.

Can you not try "traditional" platform controls where you jump higher the longer you press, but you still begin the jump as soon as you press the jump button?
7  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-08-17 11:13:04
Quote
It could obviously be me being crap at the game.

I think it is Karma. Hovercraft is too difficult!!!!  Grin
Could be.

Now seriously, Skills are unbalanced. Looking at my metrics I've found that depending on skill choices, some players struggle too much. For instance, for a low-level warrior, Resilience and Whirlwind make the game much easier. A rogue with Stab is sooo much better. And in later levels, new skills are needed, to incorporate new combat mechanics and make the game more interesting in the long term.
I am playing as a warrior, low level (because I started from scratch again), and it is not exactly hard, but it's difficult to go far before I have to run back to the tavern for some well earned sleep.

In sum, current skills are just a "sketch". The good news is, I already have the skills designed and drawn in my board...
Looking forward to that. I don't mind it being hard, it's the repetitiveness of slowly gaining enough money to buy gear to progress further that I am not fond of.

Any update to skills will include a refund of skill points, so current testers can re-allocate all their skill points.
That is cool, a very good idea.


hehehe, funny! that could get a spot in many modern art museums.

Yeah, sorry, I've been fooling around with asset manager, it is a loss of openGL context since some of my assets are still loaded static... Please close game entirely and reopen, I'll try to get it fixed in the next days.

EDIT: in theory, fixed in .772, just uploaded.
What a coincidence, that's where I fix my bugs as well; in theory.
8  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-08-16 16:25:35
The game isn't too easy, nor is it too difficult (as long as you play it somewhat safe). The fighting mechanics work well. The conversations with the NPCs are hilarious and the questing is fun!
When you say "play it somewhat safe", how safe do you play?
I am asking because I feel that my skill progression is a bit slow. It feels like I go back and forth from the town and Lannegar mine and on every new trip I only make it slightly further into the mine.

It could obviously be me being crap at the game.
9  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-08-12 21:55:02
Bug report (sorry):
I ran into a weird issue, I had just saved and exit to the main menu and when I then picked continue game the screen look really strange.





I was using a Samsung Galaxy 5.
10  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (finally released to Google Play) on: 2015-08-11 19:50:48
Changes look good, some more feed back

The grappling hook graphics - They block the help text when you go past help sticks. I can't therefore read all the help, it might be the size of graphics for the controls that I have on, the level that introduces the grappling hook is a prime example.

The grappling hook length is fixed, to me its intuitive that if I jump closer to a ceiling the length of the rope is smaller. when you need to use the grappling hook to open more doors the rope is too long to get on the next platform. I managed it but I am not really sure how Wink

Other than that, I agree with ziozio. The lenght of the hook shouldn't be fixed, if you throw it to a closer wall/ceiling, I'd like it more if it resulted in a shorter chain.

@ziozio, I've moved the text that's displayed when you read a sign higher up on screen, hopefully that alleviates the controls hiding the text issue.

I've also changed the way the King grabs onto the grappling hook chain, so that he doesn't always grab hold at the very end. If it attaches to something early, he will grab hold higher up, leaving the extra bit dangling below him. This should fix the concerns of @ziozio and @DavidBVal.

It's all in version 1.09 which should be with you shortly (when it has filtered through Google Play).
11  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-08-11 10:53:28
Back on testing this.
Where can I see the Achievements I have been awarded?
12  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (finally released to Google Play) on: 2015-08-11 06:51:52
Tried the game. Works fine on my oneplus one.
Thank you for trying it.

At first congratz for the nice, great art in your game. I really like it.
I wish I could take credit for the sprites, but I got them off opengameart.org.

And it is a game: easy to learn hard to master.

Some thoughts:
- it is a speedrunner but why is the main character sooooooooooooooooooooooooooo slow?
- the get off the ladder you need really the second thumb ... mhhh I dont like it. I like to play a game with one hand. But when you know it is ok.

The character is slow (or slower compared to other platforms) because of the complexity of the controls. I felt that the player needed a slower game to compensate for using onscreen-controls to do complex actions. I know it seems like he's unnecessarily slow in the early stages, but as you progress the game get's a lot harder and it helps that the pace is slowed down.

As for the controls and the issue with the ladders, all I can say is I am working on something else for this, but it will never be a perfect solution I think. It's an ambitious task coming up with a control scheme that allows for the actions required, whilst still suiting most players.

Thank you again for trying the game, and thank you so much for taking the time to provide me with much needed feedback.
13  Games Center / WIP games, tools & toy projects / Re: [Android] Blu’s Travel (Testers wanted!) on: 2015-08-10 17:59:05
I think you need to give the player some control over how high/far he wants to jump. As it stands level 12 is more down to luck than skill.

Yes, I agree with you - same issue with level 13,14,15.
I'm currently working on a new jump-system.

I'm also interested in your opinion about the new UI, because you criticized it last time Smiley
Font rendering is a lot better. Buttons still need work, go to opengameart.org and look for some buttons there.
14  Games Center / WIP games, tools & toy projects / Re: [Android] Blu’s Travel (Testers wanted!) on: 2015-08-10 17:08:24
I think you need to give the player some control over how high/far he wants to jump. As it stands level 12 is more down to luck than skill.
15  Games Center / WIP games, tools & toy projects / Re: Yetis Snowman on: 2015-08-10 17:06:32
Looks cool, can you say anything about what type of game play (beyond Puzzle) it will feature?

I like the graphics style, it reminds me of the first Zelda game.
16  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (finally released to Google Play) on: 2015-08-10 09:40:45
In other news, work on your proposed changes for the controllers are moving ahead at a slow-ish pace.

Great! I am eager to see how you actually design it, because I can't come up with a perfect interface that allows movement, jump, AND the ability to throw hook while holding any of the other two.  Huh
I am not sure I'll get it the way I want, but with other changes such as the one suggested by you and @ziozio, it might work anyway.

Other than that, I agree with ziozio. The lenght of the hook shouldn't be fixed, if you throw it to a closer wall/ceiling, I'd like it more if it resulted in a shorter chain.
I'll try to implement this before finishing the new controls.

About the crash, I am sooo curious. Can you share the stack trace?  Grin
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#00 pc 0002034c /system/lib/libdvm.so (dvmPlatformInvoke+112)
#01 pc 00050fcf /system/lib/libdvm.so (dvmCallJNIMethod(unsigned int const*, JValue*, Method const*, Thread*)+398)
#02 pc 000297e0 /system/lib/libdvm.so
#03 pc 00030c6c /system/lib/libdvm.so (dvmMterpStd(Thread*)+76)
#04 pc 0002e304 /system/lib/libdvm.so (dvmInterpret(Thread*, Method const*, JValue*)+184)
#05 pc 00063431 /system/lib/libdvm.so (dvmCallMethodV(Thread*, Method const*, Object*, bool, JValue*, std::__va_list)+336)
#06 pc 00063455 /system/lib/libdvm.so (dvmCallMethod(Thread*, Method const*, Object*, JValue*, ...)+20)
#07 pc 00058133 /system/lib/libdvm.so
#08 pc 0000d248 /system/lib/libc.so (__thread_entry+72)
#09 pc 0000d3e0 /system/lib/libc.so (pthread_create+240)

This is most likely something going through Box2D code at some point. I just love errors like this.
17  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (finally released to Google Play) on: 2015-08-10 07:20:48
Just sent a crash report.
Oh joy! A native crash with pretty much nothing indicating where it went tits up.

Also, made the impostor flee but didn't get the achievement Sad
This is dissapointing, I will have a look.
In other news, work on your proposed changes for the controllers are moving ahead at a slow-ish pace.
18  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (finally released to Google Play) on: 2015-08-08 10:35:45
Hi

I have downloaded the game and have completed about 7 or 8 levels so far, Its quite a fun game to plan and the last update made controlling the character much easier.
Cool, I am glad you enjoy it.

Some game play comments from me :

Having controls on the left and right side is very confusing, I'd prefer left-right on one side and jump on the other. I keep getting confused as I see both sets, my fingers also move around when not looking and I press unwanted button
Yeah, I agree this is confusing. I made that that way because when you get the grappling-hook you fire it wither with your left of right thumb (depending on the direction you want to fire it in), and that means I had to double the controls as you always need to be able to jump and move whilst firing the hook. Or so I thought. I am working on a different solution for the controllers, suggested by @DavidBVal, and will hopefully soon have a first draft of this.

Stepping on pressure pads doesn't always make the platforms keep moving. I know some need boxes on them to do this, but the ones that don't seem to have issues (example the first one I saw which told me about them)

When you need to put boxes on the pressure pads, its a total pain to try and get them on, I can't push them on, I need to jump on the box then fall off a corner in the hope it might topple. Its not consistent. I am not sure if moving a box on to a pressure pad is meant to be one of the challenges aspects in the game (could be wrong Smiley)
You are absolutely right about this, thank you for pointing it out. I've just released a fix for this so when version 1.08 filters through Google Play pressure plates should be a lot easier to navigate.

mmediate obvious how to get off a ladder, you need to hold left or right while going up the ladder. When I try and jump off (like a lot of other games) nothing happens.
This is also something I am working on. I haven't got a good solution for this and what ever solution I come up with depends on what I do with the controllers. Rest assure I agree with you though and I am trying to fix it.

Thank you for taking the time to provide me with this feedback, it is very much appreciated!
19  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-08-07 11:31:58
The player entity is just a blip in the world. I basically hate those RPGs where the NPCs just stand about waiting for you to interact with them. They should get a life!
That is an ambitious target but one well worth aiming for. Looking forward to following the updates on this one!
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-08-06 18:43:41
Started prototyping ideas for my next project.
Which is likely to cause me to lose focus from fixing issues with current project, but I've always liked starting things better than ending things.
21  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (finally released to Google Play) on: 2015-08-06 16:56:25
Started all over. Jump feels much more precise now, I die less silly deaths.
Sweet, thanks for letting me know it's gotten better.

I just noticed something... I have the "all key fragments" achievement, but I am pretty sure I didn't get them all.
Yeah, I managed to get that as well on completing my first door after one of the patches. I must have screwed something up. Sad
22  Games Center / WIP games, tools & toy projects / Re: [Android] Blu’s Travel (Testers wanted!) on: 2015-08-05 18:39:47
I need more levels!

What editor are you using to create the levels?
23  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (finally released to Google Play) on: 2015-08-04 07:34:45
I think the game is just too slow and floaty for me. Platformers need precise control and Grapple just doesn't have that. That's not to say that it's not fun however, it's just a little frustrating when I die because I don't have enough control to affect a jump in the way I want.
It's intentional. I wanted the player to have less control over horizontal movement when in mid air, to force them to make sure they got the jump right from the start.

But if that''s not fun to play I will change it, and I'll make the player able to control horizontal movement to a degree closer to that when walking. Keep an eye out for version 1.07, it will attempt to address this issue.

Thanks for the feedback.
24  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (finally released to Google Play) on: 2015-08-03 18:11:14
And regarding testing Exiled Kingdoms, it is okay, I probably wouldn't test my own game due to lack of time Cheesy
I am getting back onto Exiled Kingdoms soon.
Exiled Kingdoms is the sort of game I want to play on my phone, so testing it does not feel like a chore as it's already better than any other like it I've tried.
25  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (finally released to Google Play) on: 2015-08-02 19:00:09
Having great fun here, I am at a few levels from completion.
You're making fast progress!
And here I am still trying to clear Lannegar Mine  persecutioncomplex

One minor problem I ran into. I completed the level where you get the outfit, but just in the nick of time. I got out and wearing the outfit, but I got the "level not completed, open all chests, etc" message, I didn't get the achievement either. The door, curiously, had the "completed" mark. I had the green outfit too.
That definitely sounds like a bug. I will look into it.

Then, while I kept playing, I noticed I wasn't getting any achievements, although it could come from earlier than that, because I didn't get the "completed a level" one even. I was correctly logged into game services.

Eventually, I completed again the outfit level, and all the achievements came in a row. completed a level, grapling hook, outfit, improved time, etc.
It sounds like the game didn't think you were logged into game services, even though you were.
I stack the achievements in an outbox and when I see a successful connection I submit all the pending ones.

On the negative side, I don't like very much the grapple controls. Maybe it's just me, or maybe I need time, but I find it not intuitive, I have to "plan ahead" of a certain jump, what I will need to tap, and plan ahead if I must use left or right on one controller or the other, depending on if I need to throw the hook one direction or the other. I admit, I am not sure how to make it better. But one idea is, left controller for <- -> arrows, and right controler for a jump button, with a full 180º arc over it to throw the hook. I see that becoming "intuitive" as you get used to it.
I don't like them that much either. I can't figure out a way of doing them though. The problem with your suggestion is that if you have the grappling on the same thumb as the jump, then you'll always have to fire the grappling after the jump button is released, and since you jump higher the longer you hold it this then becomes restrictive (in theory, it might not be a problem in practice, I'll experiment with it).

Have you tried touching the screen to fire the grappling instead of the arc-buttons?

Other than that, I like it, you have good taste and vision for platformers. And I like the small humorous details, in things like level names, or those random sentences when you open the game. They are appreciated Smiley
Thank you!
Receiving positive feedback like that makes making free games worth while.

I appreciate you taking the time to try and comment on the game.
26  Games Center / WIP games, tools & toy projects / Re: [Android] Blu’s Travel (Testers wanted!) on: 2015-08-02 07:33:10
When I dismiss the die-dialog by pressing "Again" the game also reads that click as a jump, and on level 9 this means I always jump into the traps at the start.


Will there be an end to Blu's travel? Are you planning a finite number of levels or to just keep releasing more as players progress?
27  Games Center / WIP games, tools & toy projects / Re: [Android] Blu’s Travel (Testers wanted!) on: 2015-08-01 15:54:09
Well done on completing your first game!

I tried this and completed the first 8 levels.

I liked the environment, the changing nature of it added to the feeling that Blu is indeed travelling somewhere instead of just jumping around in the same forest. I think the animation of Blu should be sped up so that his feet move at a pace that corresponds better to his running velocity.

The picture showing what is was that killed me when I died was cool. The controls where responsive but I wished I could have adjusted how high I was jumping by pressing longer or shorter.

The only real negative was the UI, both the menu and the HUD feels too much like place-holder graphics. The font was weirdly anti-aliased and the buttons were plain and did not indicate that they were pressed.

I liked that the ads were non-intrusive and did not interfere with the game-play.

Overall; I liked it and will continue to play the next levels when you release them, I can't wait to find out what Blu's destination is Smiley
28  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (finally released to Google Play) on: 2015-07-28 20:47:15
I posted my game on /r/playmygame and someone created fan art for it Smiley

First fan art ever.
Best day as hobby game developer ever.

29  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-28 12:23:45
Finally released an open beta of my latest project to Google Play.
30  Java Game APIs & Engines / Android / Re: AndEngine Documentation? on: 2015-07-28 10:05:42
Download the Examples project (https://code.google.com/p/andengineexamples/), it will build you and app where you can try out most of the features of AndEngine. Also, if you download the andengine source you can generate JavaDocs from that.

In addition to that, I found these links useful when working on Hovercraft:
http://www.raywenderlich.com/12065/how-to-create-a-simple-android-game
http://www.matim-dev.com/tutorials.html

I liked AndEngine, but I prefer libGDX as the cross-platform aspect will make developing so much easier.
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