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1  Game Development / Newbie & Debugging Questions / Re: Camera bug on: 2015-01-22 09:06:17
Can you show the code that calls
1  
Player.draw
?
It looks like you're not clearing the screen between frames.
2  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer on: 2015-01-17 14:01:50
So I added snakes to my game. Not because it makes any sense, but because there was snake sprites in the tileset I used for this  Roll Eyes
They're agressive and attack with speed;

Click to Play

They can't be killed by jumping on them as is usually the way to dispatch enemies in platform games.
Immortal, aggressive and fast. So watch out  persecutioncomplex
3  Game Development / Game Play & Game Design / Re: Lost beauties of Game Design on: 2015-01-08 20:33:13
I get what you mean, and while I think it would produce awesome results if a AAA studio would go nuts with creativity instead of playing it safe I totally understand why they develop games the way they do.
Also, it's not really taking that much away anyway as the innovative games are still being made, but they're being made by indie developers and/or being crowdfunded on kickstarter rather than being made by the big studios.
I think Jonathan Blow sums it up neatly in some of his talks on game design and how big companies are getting it wrong.

Once upon a time, in every game you played, you had three lives, or attempts. Be this the game, the level, the area. Unless you found more lives in the game, you stopped playing after a few tries. This was likely due to the move from arcade games to home entertainment, but it was a good design feature nonetheless. Now, as a disclaimer, not all games benefit from lives. A game like Call of Duty simply isn't built to be compatible with lives, however something like bornader's Grapple would work perfectly with them. Lives are a great way to impose difficulty without feeling artificial
I agree with you that many games benefit from a proper penalty for failing, and that many modern games are lacking this, but again this is something that is true mainly for AAA games as there are plenty of perma-death games still being made, albeit not by the big studios.

Also, you used the world "perfectly" in a sentence where you referenced my Grapple WIP which my very selective consciousness interpreted as "Grapple is perfect", and that made my day Roll Eyes
4  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer on: 2015-01-07 19:19:19
I got side-tracked and worked on damage and armor, and in testing that I compiled a list of ways to die/lose/fail in Grapple (blood is still very much work-in-progress).

Warning: The following video contains scenes of what looks like several peperoni-slices erupting from the player.
They're not peperoni, they're supposed to be blood.  Shocked
<a href="http://www.youtube.com/v/kLKv3rUIo7k?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/kLKv3rUIo7k?version=3&amp;hl=en_US&amp;start=</a>
5  Game Development / Game Play & Game Design / Re: Picking level to play on: 2015-01-07 16:11:20
I think that the idea we're all hinting at is that it has to be fun and engaging to just **move around** for this to work.
I fully agree with that.

Even in Kirby, the level-selection "meta level" was fun. The platforms were fun to get to, you could try out different abilities, etc. You could just waste time screwing around in the level-selection area, and that was fun.
I am hoping I will achieve some of that, like you can't get to all levels until you've found the grappling-hook for example. Some doors will be located such that you have to swing across some chasm. Also, and I am not sure I have the level design skills to do this, I would want the terrain such that you can find short-cuts, to keep it interesting.

Another one that comes to mind is Spider-Man 2 for PS2. Just slinging around the city was really fun, because the web slinging felt strangely realistic- and in fact, the developer of that mechanic, Jamie Fristrom, is making an indie game (Energy Hook) around exactly that.
Well there you have it, Jamie is making a grappling-hook based game where it works, so it must work in my grappling-hook based game  Roll Eyes

6  Game Development / Game Play & Game Design / Re: Picking level to play on: 2015-01-07 15:36:21
It very much depends how you do it.
Granted, but then you can say that about anything.

If you have a number of side by side doors it will be bland, however if you create an environment where, say, all doors to world 1 are clustered in one place (thematically made to fit the areas you enter) while all the doors for world 2 are elsewhere and again aesthetically designed to fit the areas within. This is similar how Croc: Legend of the Gobbos did it did it.
Ultimately, yes, it's a good idea to try move away from menu screens as they feel jarring between starting up the game and the actual gameplay, but by doing this you run the risk of being more obtuse.
I will have the doors pretty much side-by-side, there's not really a concept of different worlds in my game so I can't group them by that. But I take your point and I'll try to maybe group them a bit based on game-play mechanics required to beat them.

I really like the idea of moving away from a menu system but I think I won't be able to skip one completely (I will probably keep some sort of main menu), but when it's done well, like in Braid for example, I think it really adds to the immersion of the game.

This reminds me of how the original Kirby (for NES, back in 1993) did its level selection.

Oh man this is bringing me back...
You and me both Smiley
7  Game Development / Newbie & Debugging Questions / Re: A little problem..... (Rendering) on: 2015-01-06 21:51:35
You're always rendering the strange man after the player,  that's why he's being drain "on top" of the player when really the player should cover the strange man in the second picture.

To fix it, sort all the entities you're going to draw by their y-position and draw them in that order, i.e. the higher up on the screen the earlier they should be rendered.
8  Game Development / Game Play & Game Design / Re: Picking level to play on: 2015-01-06 21:29:59
Personally, it sounds pretty annoying.
That's what I was afraid of.

However, if you make it so the player doesn't lose **any** progress, either in the level picker or in the level itself, then it might not so bad.
That's my intention, I am also hoping that most people would tend to play the levels at least rougly in order making the distance required to travel to the next level short, say less than 10 seconds (most likely even less than 5 seconds).

I guess Fez is similar in that regard.
If I had time and there was more exploring involved in my game I'd love to try Fez-like navigation, but for this fairly short game it's going to be over-kill/misplaced I think.

But in the end, it's completely up to YOU. If it sounds interesting to program, and if it's a mechanic you'd like to play with, then I say go for it. It doesn't really matter what we say. Just try it out and see what happens.
I know, but while I really like building the games to the spec I thought up, it's also nice to produce something that appeals to people. Which is why I am going to try to get more feedback on game-play choices for this game than I did on my last.

I appreciate your comments and thoughts.
9  Game Development / Game Play & Game Design / Picking level to play on: 2015-01-06 19:24:57
In my current project, which is a 2d platformer, I want to move away from the common way of picking which level to play. Often, especially in mobile games, the user is presented with one or more screens where each level is represented as a (possibly locked) button, usually with a star-rating associated with it, this is something that I have used myself but I want to try something else this time.

What I've gone for is a central hub sort of thing, kind of like Super Mario 64, where you go to different doors to go to different levels or stages. My question is; is this something that suitable for a mobile game, or is it likely that users will find it annoying having to actually walk from one door to another?

I am going to have 30-35 levels, so there will be a noticable distance to travel between level one and the last level.
10  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer on: 2015-01-06 19:14:16
After a break from working on Grapple over Christmas I am back to tinkering with it, today I implemented finding new outfits in chests.
Click to Play


Next step will be making it possible to find the grappling-hook as the player starts out without it.
11  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer on: 2014-12-30 09:35:05
I like this. The nice color scheme really stands out and gives it mood.
Cool, I'm glad you liked it! I'm quite fond of the dark, gloomy mood the graphics sets.
I can't take any credit for the color scheme used for the graphics (except for deciding to use them  Roll Eyes), I've gotten more or less all graphical assets from OpenGameArt.
12  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer on: 2014-12-29 22:08:28
Id love to see what types of games you could also make if you moved away from android at any time because they styling of the game looks really good
Thank you!

Grapple is currently cross-platform and runs both on the desktop and on Android, I mainly use that as a way of achieving shorter turn-around times compared to using an actual Android device or emulator, but there's nothing preventing me from releasing the desktop version as well.

I'll probably do that, as the game is going to be free anyway.

The reason I like doing Android stuff is that I do Windows stuff at work, and it's nice to do something different.
13  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer on: 2014-12-29 20:19:44
So I am making slow but steady progress on this little project, music has been added and I am working on the pause/resume/return to menu functionality. I've implemented a minimalistic approach to this that I kind of like, but I am interested in any opinions on whether the controls are intuitive and make sense.

The controls are in the upper right corner and they slide in and out as they're needed:
Click to Play


Ignore the single-centered-button screen that is my main menu right now.
14  Game Development / Game Play & Game Design / Re: Does this work on: 2014-12-28 22:38:22
Agreed, that would probably work but I think it will be difficult convincing libGDX's particle system to do that.
The ParticleEffect, etc? Then don't use it.
Just a couple vectors and a sprite is pretty much all you need, here's a little bit from my current project (the TAFSJ thing), it's a little over-engineered to be more extensible, but you get the idea hopefully:
I could go down that path, but I am doing this game mainly to try out libGDX, so I want to do things in a libGDX way. And while that of course doesn't exclude embelleshing the existing particle system or writing my own, I would very much like it if I could get away with something created in libGDX particle editor and presented using the ParticleEmitter. Although all this talk about more realistic blood-spray have made me want to build a better particle system that is Box2D aware.

Very nice work, keep it up Smiley
I am glad you liked it, thank you!
15  Game Development / Game Play & Game Design / Re: Does this work on: 2014-12-27 22:28:06
Making the blood stick/drip can be as simple as heavily dampening the particle velocity when it's colliding with terrain tiles.
Agreed, that would probably work but I think it will be difficult convincing libGDX's particle system to do that.
16  Game Development / Game Play & Game Design / Re: Does this work on: 2014-12-27 22:25:30
2 things: 1 ADD LIMBS holy god that is always a good thing to have 2: centralize the blood in the first image I noticed that the blood was somehow spawning from below his toes.
Blood spawns from the point of impact, which is his toes in the examples above. If he had hit his little head, he would have been bleeding profusely from his head Smiley

17  Game Development / Game Play & Game Design / Re: Does this work on: 2014-12-27 22:12:51
Video for reference if you don't want to download the actual tech demo, and if you do, the link is in the video description.
That's some impressive looking blood in that video, I like the way it sticks to the walls. I was considering having the blood collide with the environment myself, if I can figure our a neat way of getting libGDX's particles to do that.

I don't believe libGDX really has a clean way to do that, you'll probably have to do what I did and write the entire particle system from scratch. It's actually not that hard once you get the hand of it, but you'll have to learn some things like pixel-perfect collision if you want the particles to look accurate.

I think you're right, libGDX has a Box2D particle emitter, ParticleEmitterBox2D, but it's not doing anything nearly as fancy as what I would require to get the blood to stick.

I'm not super-fussed about it (even though I think the sticky blood would look a lot cooler), mainly because this project is mainly about doing a game in libGDX.
18  Game Development / Game Play & Game Design / Re: Does this work on: 2014-12-27 20:20:50
I think the biggest thing towards making it work would be making it look more like blood and less like pepperoni flying everywhere.
Agreed, the current version is using place-holder graphics for the particle system, I plan to tidy that up before release.

You also might want the source of the blood to come from, well, the source of the blood. Currently it looks like it's coming from the bottom of the sprite, so it's just bleeding from its foot?
Right now blood sprays from the point of impact, so in the examples above; yes, he's only bleeding from his foot Smiley

Video for reference if you don't want to download the actual tech demo, and if you do, the link is in the video description.
That's some impressive looking blood in that video, I like the way it sticks to the walls. I was considering having the blood collide with the environment myself, if I can figure our a neat way of getting libGDX's particles to do that.
19  Game Development / Game Play & Game Design / Re: Does this work on: 2014-12-26 20:56:44
Now that's funny! I genuinely smiled.

Mixing cute and horror is a common theme for pixel art games. Go for it! Wink

The last one looks best, although a bit overkill.

Ok, loads of blood it is!
I might have to turn it down a bit though, as it's possible to take damage without dying and it would be difficult to play for the few seconds when the avatar is completely obscured by the excessive hemorrhage.

20  Game Development / Game Play & Game Design / Re: Does this work on: 2014-12-26 20:13:29
a ton of blood

In my first attempt I screwed up the parameters for the particle system and got this:
Click to Play
21  Game Development / Game Play & Game Design / Does this work on: 2014-12-26 20:06:35
In the game I'm currently developing I'm trying to contrast cute pixel graphics with excessive blood-spray when the player takes damage in an attempt to achieve some dark comedy.

I am not sure it works visually (although I like it and think it looks funny) and I'd appreciate any comments on whether it clashes too much.

Some examples:
Click to Play

Click to Play

22  Games Center / WIP games, tools & toy projects / Re: Cobot - 2D Platformer on: 2014-12-22 07:33:07
This is all well and good, but I think it's time you return to Star Four development, I want to play Star Four  Roll Eyes
23  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer on: 2014-12-22 07:18:45
I love it just the way it is, especially the music, very catchy Grin
Cool, thanks.

I wish i could take credit for the music but I can't, it's by deadEarth, I found it on OpenGameArt.org.
24  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer on: 2014-12-20 07:33:45
Looking good! You might want to add some backgrounds in with a bit of parallax, it feels a little 'flat'.

Thank you!
I know what you mean with it being a bit 'flat', right now there's only one parallax layer and I am not using it that much in the levels I've made so far.
Hopefully it'll get  a little less flat, but I am using a fairly limited tileset and can't really do graphics myself so it's going to be fairly sparse anyway.
25  Games Center / WIP games, tools & toy projects / Grapple - Android 2D platformer on: 2014-12-19 23:12:41
I've gotten to the point in my current project where  I have some game-play to show off so I thought I'd post it as a WIP.



Grapple is a 2D platformer for Android, with focus on speed and completing levels quickly. You play as a King who's gotten his clothes and crown stolen, and he's been locked out of the castle, so your mission is to find all the pieces of the broken castle key (as well as your clothes) and get back in.
<a href="http://www.youtube.com/v/Db9UFDwVbHA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Db9UFDwVbHA?version=3&amp;hl=en_US&amp;start=</a>

It has cute, pixely graphics from Buch at OpenGameArt.org (http://opengameart.org/content/a-platformer-in-the-forest).

It's possibly to die gruesomely;
Falling:
Click to Play

Burning:
Click to Play

Saw-blade:
Click to Play


The game is being written using libGDX, and I use Box2D for the physics.

And while I don't have a playable download for you, I am still interested in any comments/feedback you might have.

Thank you.
 
26  Game Development / Newbie & Debugging Questions / Re: Flip images as pixel array on: 2014-12-18 14:49:21
Wouldn't the diagonal be something like
1  
2  
xs = height - y - 1;  
ys = width - x - 1;


(Depending on which diagonal you flip about, of course).

27  Games Center / WIP games, tools & toy projects / Re: Cthulhu ftaghn on: 2014-12-04 10:46:23
I just finished to implement a new hostile detection for my monsters using arc vision.

I like it. The sense of urgency when the monsters spot you that then dies away when they lose track of you is hilarious.

Good job, keep it up.
28  Game Development / Newbie & Debugging Questions / Re: LibGDX removing tiles on: 2014-11-27 12:08:53
You can use the Cell and Layer to manipulate this.

1  
2  
3  
4  
5  
final Cell cell = new Cell();
final TiledMapTileSet tileSet = map.getTileSets().getTileSet("your tileset name");
// Set the cell to a tile, if tile is null, cell is clear
cb.setTile(tileSet.getTile(42));
layer.setCell(x, y, cell);


Hope this helps,
Fredrik
29  Games Center / WIP games, tools & toy projects / Re: The Final Jump - puzzle platformer [switching to pixel art] on: 2014-11-21 10:25:40
I like the darker version, I think it looks really cool.
Even the way the little man isn't animated (and I realize that it's a work-in-progress) works for me, it has an eerie feel to it Smiley .

I do want to make a game where you don't have to rush or be super precise, but it will require thinking.

I am currently trying to do the opposite; a 2D-puzzler where speed is key and the puzzles are not that important, but that's mainly because I am rubbish at level design and can't come up with any cool puzzles  persecutioncomplex.


Anyway, the game looks cool and I am looking forward to future updates.
30  Game Development / Game Play & Game Design / Re: Where can I get nice spritesheets and images? on: 2014-11-19 14:45:17
OpenGameArt is cool; http://opengameart.org/.
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