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1  Game Development / Newbie & Debugging Questions / Re: Libgdx Freetype font glitches on android? on: 2016-04-23 15:26:44
I can't see what's wrong with that, but then I don't know what your
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Renderer
class looks like.

You could try running something like this to figure out at what sizes it fails, and then look at the data generated by the font generator to figure out what's going wrong;
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package com.bornander.stuff;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputAdapter;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.GlyphLayout;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator;

import javafx.scene.text.Font;

public class MyGdxGame extends ApplicationAdapter {
   SpriteBatch batch;
   FreeTypeFontGenerator generator;
   BitmapFont bitmapFont;
    int size = 4;
   
   @Override
   public void create () {
      batch = new SpriteBatch();
      generator = new FreeTypeFontGenerator(Gdx.files.internal("ArchivoBlack.otf"));
       getNextSize();

        Gdx.input.setInputProcessor(new InputAdapter() {
            @Override
            public boolean touchDown(int screenX, int screenY, int pointer, int button) {
                MyGdxGame.this.getNextSize();
                return super.touchDown(screenX, screenY, pointer, button);
            }
        });
   }

    private void getNextSize() {
        ++size;
        FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter();
        parameter.size = size;
        parameter.color = Color.WHITE;
        parameter.shadowOffsetX = 2;
        parameter.shadowOffsetY = 2;
        parameter.shadowColor = Color.GRAY;

        bitmapFont = generator.generateFont(parameter);
    }

   @Override
   public void render () {
      Gdx.gl.glClearColor(0, 0, 0, 1);
      Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
      batch.begin();
      String text = "HIGH SCORE:" + size;
      GlyphLayout layout = new GlyphLayout();
      layout.setText(bitmapFont, text);

      float x = (Gdx.graphics.getWidth() - layout.width) / 2.0f;
      float y = (Gdx.graphics.getHeight() - layout.height) / 2.0f;
      bitmapFont.draw(batch, text, x, y);
      batch.end();
   }
}


That will write a string of your choice centered on screen, and increase the font size every time to tap the screen.
2  Game Development / Newbie & Debugging Questions / Re: Libgdx Freetype font glitches on android? on: 2016-04-22 12:28:47
This is difficult to answer without more information. Is there any code you can share with us?
3  Games Center / WIP games, tools & toy projects / Re: Lala - Android bridge building game for young kids on: 2016-04-22 06:13:41
For building the UI for the menu and on-screen controls I am using  Scene2d, which is libGDX's way of composing screens using Actors and Actions.

While I am not the biggest fan of the way layouts are handled, the way you can add animations to your UI elements is really cool.
By adding Actions to Actors most transforms (and other manipulations) becomes easy to add and fine-tune.
Click to Play

To make the level selection buttons fall in like the example above I simply need to add an action for it;
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float timing = MathUtils.random(0.8f, 1.0f);
button.addAction(moveTo(xPos, yPos[row], timing, Interpolation.sine));

The timing variable is the amount of time the entire animation will take and it's set to a random value so that all the buttons fall in at slightly different speeds.

As the "old" level selection buttons needs to be removed from the scene when they've fallen off the screen I utilize the sequence Action which conveniently allows me to stack a series of Actions to be executed in order;
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float d = MathUtils.random(0.8f, 1.0f);
button.addAction(sequence(
    moveTo(button.getX(), -button.getWidth(), d, Interpolation.pow4),
    Actions.removeActor()));

This way the animate (with interpolation of my choice), to a position that is below the bottom of the screen (-button.getWidth() in this case) and then the next action of removing it is automatically executed for me.

Sometimes Actions needs to run in parallel, when a level is completed a star is added to the level that fades in and pulses, and the padlock of the next level is dropped whilst spinning;
Click to Play

Creating this effects are as simple as;
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// Fade in and pulse the star
image.addAction(
    parallel(
        alpha(1, 1, Interpolation.sine),
        sequence(
            scaleTo(2, 2, 1, Interpolation.sine),
            scaleTo(1, 1, 1, Interpolation.sine)))
);

// Drop and rotate the padlock
image.addAction(
    parallel(
        moveTo(actor.getX(), -image.getHeight()*2, duration, Interpolation.swingIn),
        rotateTo(180.0f * (RND.nextFloat() - 0.5f), duration, Interpolation.sineIn)));
4  Games Center / WIP games, tools & toy projects / Re: Lala - Android bridge building game for young kids on: 2016-04-16 15:19:55
I really like this idea for little kids...a nice idea that's not too difficult.  And I bet kids will get satisfaction out of seeing the alien able to walk across the screen.
Yeah, I think making sure that it is not too difficult and that the chance of getting stuck is low is important when your target age group is 3-6.

The game will have the normal sort of "unlock" mechanism where you get access to the level 2 only when you've completed level 1, but after the first sort of tutorial levels completing a level will unlock more than just one other level.

I am hoping that doing it that way will make it feel like there's more choice will there still is an incentive to try to complete all levels.
5  Games Center / WIP games, tools & toy projects / Lala - Android bridge building game for young kids on: 2016-04-14 17:56:37
For longer than it should have taken me, I have been mucking about with a prototype for a game that is sort of a bridge-building kind of physics puzzle intended for young kids.

I am doing this partly because I wanted to try doing a game where hand-eye coordination isn't the most important thing (like Hovercraft), and partly because I wanted to do a game that my kids can play (unlike Grapple, which got an age-rating of 13 and up because of the blood persecutioncomplex).

So with my daughter's "help" I've been building Lala, a game about helping aliens from planet Lala to reach their space-ships so that the can get back home.



The game is, as I am guessing most of you can see, based on Kenney's tilesets and it will when (if) finished have five different types of aliens, in five different environments in sixty different levels.



After Hovercraft I promised myself my next game wouldn't be one where I had to do a lot of level design. I broke that promise with Grapple and I am already regretting it Smiley

Game play will be about dragging blocks to make it possible for the alien to go from the left side of the screen to the right, where his space-ship is waiting.

Click to Play


The player does not directly control the alien, it's all about building by placing blocks.

Basic game play is implemented, but it's still a far away from being finished (I am sort of hoping that if I run a devlog here it will push me to finish it).

Main platform will be Android, but since I am using libGDX a desktop version might also come out of it. I am using Box2D for the physics and the levels are made using Tile Map Editor to create the levels.

Any feedback is greatly appreciated.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-12 17:32:24
Decided that to turn my current prototype into a finished game I need to start writing about it as a WIP-project. That should force me to produce somewhat regular updates instead of occasionally tinkering with non-important details.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-22 07:05:40
Wish me luck.

Good luck, I hope your venture works out!
8  Games Center / Showcase / Re: Grapple - Android 2D platformer (finally released to Google Play) on: 2015-12-18 14:14:25
Played this one after seeing it in wip... it's well done.

Interesting concept, well implemented.  I liked it.
Thank you! I appreciate the feedback.

Uses box2d right?
It does, yes. It's built with libGDX and the physics is Box2D.

Did you do the art yourself?

Where'd you get the music/sounds?
Most of the art is from OpenGameArt (A Platformer in the Forest and deadEarth's music), I can't really do any graphics or music so I'm relying on Creative Commons assets. Some of the sounds are done by me but most are from freesound.org.

(I'm assuming you're solo or small team)
I am just me. By myself. On the train to and from work. Smiley
9  Games Center / Showcase / Re: Grapple - Android 2D platformer (finally released to Google Play) on: 2015-12-15 08:35:52
Moved Smiley

Much obliged.
10  Games Center / Showcase / Re: Grapple - Android 2D platformer (finally released to Google Play) on: 2015-12-10 07:45:18
I just realized I've left this here in WIP, does anyone know what I need to do to move it away from the Work in Progress board and onto the Showcase one as I am considering this one done?
11  Games Center / Featured Games / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-12-06 08:28:13
Spotted a typo, when you assign the initial points for a new character (yes, I am starting over again on this game now that there are so many updates) it says ¿Why does everyone hate you?, and it comes with weird upside down Spanish question marks Smiley
12  Games Center / WIP games, tools & toy projects / Re: Floodgate - Randomly Generated Sewer System Search Thingy on: 2015-11-18 08:20:20
"Randomly Generated Sewer System Search Thingy", now that's a game I didn't know I wanted to play until I saw it  Smiley

Looking forward to seeing what sort of problems or puzzles you can come up with for this game mechanic.
13  Games Center / Featured Games / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-11-18 08:16:31
Last updates:

v.0.5.828 - 15/11/15

-Save your game at will! You can save in any outdoor area.

Does this mean I can save just before entering a dungeon (for example) and if I get killed I can just reload the save and try again?

Yes. Still there are a few limitations:

-You don't choose slot, each game you play is always saved in the same slot, so you'l overwrite the previous save.
-There can't be enemies nearby.
-You can't be very low on hitpoints.

The first one is there because I want this to be a choices&consequences game, mainly in the dialogues. I want people to make meaningful choices in conversations.

The second and third are a consequence of that. If you save your game in a situation of unavoidable death, you'd effectively lose your game.

Good, I like that you're making sure actions have consequences. I think the game play would be ruined by a too forgiving save-load methodology.
14  Games Center / Featured Games / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-11-17 07:52:28
Last updates:

v.0.5.828 - 15/11/15

-Save your game at will! You can save in any outdoor area.

Does this mean I can save just before entering a dungeon (for example) and if I get killed I can just reload the save and try again?
15  Games Center / WIP games, tools & toy projects / Re: The Count Lucanor on: 2015-11-11 07:56:03
I just watched your Announcement Trailer on YouTube, your game is gorgeous.
16  Games Center / Featured Games / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-10-29 08:01:33
I've not played this for a while (trying to learn a new language instead of playing games on my way to work) but I gave it another go today. I really like the lighting you've added, the towns look much more of welcoming, safe havens when you arrive at night. Really adds to the feel of the game, well done.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-29 07:57:49
Realised my Hovercraft game has reached 10,000 downloads on Google play.
It made my day.

Congrats man may the download keep rising! Our game hasn't reached even thousand yet maybe in time Sad
Thanks!
It took mine close to a year to get to 10,000, be patient Smiley
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-27 07:56:11
Realised my Hovercraft game has reached 10,000 downloads on Google play.
It made my day.
19  Games Center / Featured Games / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-10-26 08:47:33
The game seems to be one of the best 2D RPGs out there
You are not wrong.
20  Games Center / WIP games, tools & toy projects / Re: Questica -- A procedurally generated rpg adventure! on: 2015-10-06 08:20:55
This is looking really promising!
Do you have any estimate on when you think you'll have something ready for us to try (in a week, a month or a year)?
21  Games Center / Featured Games / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-09-11 06:18:29
Spotted a weird artifact by the Orc stronghold south east (?) Of Kingstride.  It looked like I was up on the palisade,  also the loot dropped by an Orc also appeared "up there".

22  Games Center / Featured Games / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-09-10 12:36:57
Is there a life-or-death reason for choosing colored Comic Sans as the font for NPC names?

http://www.comicsanscriminal.com

Hmmm been wanting to change it for a while, other people has been telling me the same.

Don't change it without listening to it's defence speach!

Although, having said that, change it if you can.  persecutioncomplex
23  Games Center / Featured Games / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-09-10 06:14:31
So I spotted something weird today, when I get to Kingsbridge sometimes Grisela is a man. If I then leave (for example go to New Garand and stay at the inn there) and come back she's back to looking how she looked the first time I met her.

24  Games Center / Featured Games / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-09-09 09:44:34
YOUR PROFILE PICTURE IS THE HEAD OF ITHARRAK THE FIREDANCER!!!  Shocked
25  Games Center / Featured Games / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-09-07 06:25:30
v.0.5.797 - 5/9/15

-Traps added! Be careful in dungeons.

--
Regarding this, please if you want to help testing them, the dungeons including traps are Lannegar Mine, Bandit hideout near Kingsbridge, and tombs near New Garand.

I have been looking at the traps and they're annoying. Usually I am told I stepped in one where  I am surrounded by Bandits that I am fighting, there's no way I could see the trap och even read about spotting them in the combat log.

Also, Adam spotted some traps on to step into them right after (classic Adaon).

And once Adaon spotted a trap whilst unconscious on the ground, which leads me to think he was just faking the injury to avoid combat (again, classic Adaon).

Perhaps a visual que could be added so that I could spot the traps earlier? I like the idea of the traps but right now it feels a bit too random.

I tried the traps in Lannegar mine and the Bandit hideout.
26  Games Center / Featured Games / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-09-04 06:49:01
The new sprites are way better than the old ones, thank you for making them crisper.
The game does seem less resource intensive after the last update, I'll try to see if I can spin it up on one of my older devices that previously struggled to run it.

I like how complex some of the quests are, the main quest line in particular, it's much more engaging than a lot of other games were essentially all the quests are variation on "fetch 10 of these" or "kill 5 of those".
(story spoiler below!!!)
The part where you get imprisoned and lose all your gear is excellent, and really does make you want to pursue the main quest line to completion.


How much time are you spending on this on a daily basis, if you don't mind me asking?
27  Games Center / WIP games, tools & toy projects / Re: [Android] Blu’s Travel: Now with online leaderboard! on: 2015-09-04 06:41:18
On the jump controls; the new ones are way better than the old one where you "charged" a jump and then released it, but it's still very difficult. I think it's because the jumps are too sluggish.
On some levels it's just luck if you complete them on the first try as it's a lot about remembering when to jump, rather than seeing the obstacles ahead of you and deciding when then appear.

Addition of leaderboard was a nice touch.
28  Games Center / Featured Games / 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.
29  Games Center / Featured Games / 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.


30  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.
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