Java-Gaming.org Hi !
Featured games (84)
games approved by the League of Dukes
Games in Showcase (593)
Games in Android Showcase (168)
games submitted by our members
Games in WIP (646)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 5
1  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (so close to finished now) on: 2015-07-03 21:43:30
Good to see you have kept the cartoony effects on death, although I would to see similar over-the-top effects for all deaths. Sometimes the sprite explodes in red, and other times there is just a quiet message saying DIED. Maybe for incinerations you could have a mushroom cloud animation?

There's supposed to be excessive blood spray when dying from falling, being crushed, cut by saw blade or bitten by a snake. If you get burned there's an excessive amount of smoke, if that wasn't obvious in the video I'll fix it in the next attempt at a trailer.

Thank you for your comment and suggestion.
2  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (so close to finished now) on: 2015-07-03 09:15:44
Feels more like a gameplay teaser than a trailer. I think it could be easily condensed to one minute, I doubt most people that browse through games on the market will watch a 2 1/2 minute video.

That's a fair point, I'll make another one where there's less pointless walking around.
I'll also do a build where the texts on the signs aren't showing up because it's just confusing in the trailer when there's not enough time to read it anyway.

Thank you for your suggestion, it's appreciated.
3  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (so close to finished now) on: 2015-07-02 20:07:30
I am getting very close to finally finishing this off and releasing it into the wild (which will be nice because to be honest I want to get onto other projects).

I have created a short trailer that will go with the Google Play store listing, any comments you guys might have are very much appreciated;

<a href="http://www.youtube.com/v/FvROYsPML0c?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/FvROYsPML0c?version=3&amp;hl=en_US&amp;start=</a>

(Also, for those of you that prefer gifs, here's an imgur album showing some recent game-play; http://imgur.com/gallery/39dYK).
4  Games Center / Featured Games / Re: Gunslugs 2 - completed on: 2015-07-01 08:25:54
I spotted Gunslugs 2 listed under Editors Choice on Google Play, well done and well deserved!
5  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now with achievements) on: 2015-06-26 07:16:51
I think I have now gotten this game feature complete (there's still a little bit of content missing), and if anyone with an Android device would be willing to help me test it I'd very much appreciate it.

Send me a message with your gmail address (needs to be the one from your android device so you can download it from Google Play), and I'll add you to the alpha testers group.

Thanks.
6  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Testers Wanted!!! on: 2015-06-22 16:28:30
I'd like to know your opinion on the combat log.

I am not a big fan of the combat log, it doesn't add much in terms of things I need to know (the damage number that appears when receiving or dishing out damage is enough), and it draws my eyes away when it updates.

I think the latter can be fixed by letting it scroll in smoothly rather than doing ig by fixed lines.

Also, I'd prefer it if it referred to my character as "You" rather than by first name.
7  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-06-14 14:07:26
Right, I have aquired a newer device and will pick up testing of this again. A minor comment is to make the hired hands stronger. I hired someone for 100 gold in the first town only to see hI'm slaughtered by the first goblin we ran into Smiley
8  Games Center / WIP games, tools & toy projects / Re: Java 2D Multiplayer Coop Rpg on: 2015-06-09 08:24:50
This looks cool and it seems like you've gotten a lot of the core mechanics in place already. Well done!

I like how the shop keepers are animated with a walk-loop even though they're standing still Smiley
9  Games Center / WIP games, tools & toy projects / Re: Space Grunts - turn-based/action roguelike on: 2015-06-01 14:04:06
took the whole afternoon to get these flames to look nice
I'd say from looking at the result it was time well spent, it looks really cool.
10  Games Center / WIP games, tools & toy projects / Re: Space Grunts - turn-based/action roguelike on: 2015-05-29 08:43:07
I just checked out your Week 14 Development video, it looks really cool.
The music and sound effects works well together and the cute pixely graphics provides a cool contrast to the violent bloody battles. Well done, keep it up.
11  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-05-29 07:42:20
Minor point; I think the game runs in locked landscape mode, can you get it to run in orientation-landscape?
I want to be able to turn my tablet 180 degrees if I am playing while charging, otherwise the cable get's in the way.
12  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now text and falling sprites) on: 2015-05-16 18:22:15
I have (pretty much) finished implementing the Achievements, now all I've got left before beta-testing is Leaderboards and sound.

The game has 12 achievements and they are as follows;

NAKED BUT NOT SCARED

Completed a level.


FINDER'S KEEPER'S

Found and opened a chest.


NO HEEL SPRINGS

Taken damage from a fall.


THE DEEPEST

Gotten cut by a saw-blade.

GET OUT OF THE KITCHEN

Gotten burned by fire.


BEER AND CIDER

Gotten a snake bite.


SPEED RUNNER

Replayed a level and gotten a better time.


BRINGS OUT YOUR EYES

Found the woodsman's outfit, and completed the level.

HOOK ME UP

Found the grappling-hook, and completed the level.


GET BACK HERE

Almost caught the Impostor.


VINCE CLORTHO

Found all key fragments.


THE KING

Destroyed the Impostor and won the game.

Some are achievements in the loosest sense of the word as they are rewards for failure  persecutioncomplex
13  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-05-15 06:43:15
I have a big memory optimization pending related to sprites, which I have to work on before the Beta release in June. So, to certain extent, I am not too worried if it's just memory.
I'll skip trying it on a newer device for now, and instead I'll see if I can figure out what it takes to reproduce the weird flicker bug.
I am running it on a fairly old tablet, so it might not hit a large part of your possible install-base anyway.

Mainly I just want the bug fixed so I can keep playing your game  Roll Eyes
14  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-05-14 20:49:46
But the flicker worries me, no one had reported it before. A sudden application exit sounds like an out of memory error to me...
I tried to record a video of the flicker, but now it's stopped happening. I can even load the first save-game again. I'll see if I can figure out what caused it. Might have been a memory issue as you say, as closing a few other applications and freeing up memory might have fixed it.

Quote
Chapter 4 or Level 4? Because I think Chapter 4 probably puts you in the top 10% in the world Smiley
EDIT: man, that last level was hard. But not as hard as your cold heart for not putting some "you win" message at the end Sad
You think that's bad? You should talk to my the guy doing the alpha-testing, he had to find the bug where the achievement for completing the game isn't awarded upon finishing the game Smiley

Seriously though; I am impressed by the fact that you finished it. Even I haven't finished it. There's a reason I named it "Impossible"  persecutioncomplex
15  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-05-14 12:34:39
Okay... that sounded like a challenge! I'm already on Chapter 4 of Hovercraft... Smiley
Chapter 4 or Level 4? Because I think Chapter 4 probably puts you in the top 10% in the world Smiley

Anyway, for the UI issues I talked about in Exiled Kingdoms, the main menu looks like this on my 10" tablet (give or take a small amount of JPG-loss);


And the antialiasing is particularly visible on the letter 'e' and on the fact that the right border of a button is wider than the left as seen in this zoomed cut;

The version number is also subject to this effect.
Again, it's not a massive issue but I think it takes away from the polished feel of the game.

And in other news; I am running into an issue where the screen just flickers and won't accept input at all. It happens every time I try to continue my saved game (so I had to start again) and I've seen it a few times when trying to leave the inventory screen. It doesn't crash so I haven't been able to send you a stack-trace. I don't know what's causing it but I am going to try the game on a newer device with a smaller screen to see if I can reproduce it there.

16  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-05-12 13:05:46
After 13 months of development, there's things you no longer see, even if they're in front of you Cheesy
I couldn't agree more. I released a game that's near impossible to play because I didn't listen enough to user feedback Smiley

Although I still maintain it is playable if you try hard enough  persecutioncomplex
17  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-05-12 09:37:43
As for UI elements and text, yeah, I don't have a 10 inch tablet but I've been told text looks weird. I'll see what I can do. Regarding UI, I'm aware I'm a terrible graphic designer, maybe if the project works I'll seek some help with art. Smiley
I'll grab you a screenshot tonight and send you, it might help you to figure out what you need to change.
18  Game Development / Newbie & Debugging Questions / Re: LibGDX World units and width and height.. on: 2015-05-12 08:18:23
Yeah, I wrote that quickly while I was playing around with the texture regions and forgot. Already fixed.

I also just divided the width and height by tile size, but do I need to do that to everything? Or is there a better way?

You're going to have to scale something, you could change the scale of the tilemap instead, but that means changing the graphical assets to compensate.

It sounds like you've already figured it out yourself, now you just need to figure out a way to make it convenient for you to apply across all your entities.
19  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-05-12 07:44:28
I have had my first go at this, I haven't had time to play lots of it but what I've seen so far I really enjoyed.

The combat system works well, albeit it sometimes get a bit hectic. One thing I don't like is the auto-targeting of the enemy that most recently joined the battle, I want to finish of the weakest one first (maybe there's a setting for that).

The world seems large and I had fun exploring it, it is a bit weird though that you get that black area when you go to the "edge" of it before a new area is loaded. Textures were a little blurry, as if they had been scaled up too much (I played on a 10" Samsung Galaxy Tab).
When I was in a dungeon, it was sometimes difficult to get the guy to enter narrow corridors, something with collision detection not matching what I thought was the boundaries I guess.

The thing that bugged me the most was the UI, the fonts had a lot of artifacts (button text too anti-aliased, other text too pixely) and I don't think that, overall, the UI components fit well with the rest of the game.

I did't get any crashes but I once the game just froze and the entire screen flickered, this happened during load after selecting "Continue Game" in the main menu.

Now don't get me wrong, I know it might sound like I am thinking your game was crap and it really isn't! This is a good game, and it already feels very complete with large maps, plenty of narrative, quests and items.
I had fun playing it and will definitely come back for more (and I will continue to log what I find here).

Very well done, keep up the good work!
20  Game Development / Newbie & Debugging Questions / Re: LibGDX World units and width and height.. on: 2015-05-11 07:15:27
Try scaling your player sprite by the world unit scale.

1  
batch.draw(downRegion, playerX, playerY, 0, 0, 24, 32, 1.0f/16.0f, 1.0f/16.0f, 0);


Note that you might need to change the origin-parameters (the 4th and 5th arguments) if you need to center the sprite.
21  Game Development / Newbie & Debugging Questions / Re: Anyone have experience with LibGDX 3D? on: 2015-04-29 13:58:50
libGDX let's you get quite close to openGL but also offers some decent helper classes on top of that. So you could say that the libGDX does not really limit what you can do with 3D as you can go straight to the openGL calls.

I am not very experienced in 3D but I had no problem picking up and using libGDX for a 3D game.

That being said, as with everything it depends on what you're doing. If you just want to learn new stuff, it's not a bad choice I think.
22  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now with download) on: 2015-04-29 07:14:20
This also seems excessively long-winded and is displayed in a very slow manner. Short bits of text like that tends to lose people.  Other than that it seems nice.
I'll shorten it and try to make it more concise, that coupled with making the text easier to read and the falling items less annoying should help I hope.
23  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now with download) on: 2015-04-28 06:43:10
I really really suggest you rethink your narrative regarding the timing of stuff falling and text. I couldn't read any of the text because my eyes were always following the stuff falling.

Fair point, I'm going to try to fix it by making the text appear faster and last longer while also spreading out the things that are falling a bit.
24  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now with download) on: 2015-04-27 18:40:48
The game is getting closer to being completed, all levels and boss-fights are done, what's left now is sound and Google Play leaderboard integration.

Today I added a narrative screen that set the stage. The narrative is very deep and complex back story, and explains why you're naked in the woods  Roll Eyes

Click to Play
 
25  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now with download) on: 2015-04-10 21:08:52
I can see a severe texture shaking on the stairs. and sometimes on on other elements too. I was facing the same problem in my game and the following steps helped to reduce the shaking a lot:
try:
1)adding mipmap filter to your textures
2)reducing the size of your spritesheet texture. When I had my spritesheet in a 1024x1024 texture the "shaking" was horribly bad. I separated the sprites in 4 512x512 images and the shaking reduced a lot. That is caused by float imprecision, and it gets worse when you run your game in low end android devices.
I'll look into that, it seems more prominent in the .gif that it does in the game (to me, at least), but I need to restructure my sprite sheets anyway so that'll be a good time to heed your advice.

I downloaded the desktop version from the link on first page but it looks like it's an outdated version since the main character is quite different in the gifs, and the physics were slower on my version.
It's older, but the reason the main character looks different is that he starts the game naked, you need to find the green outfit (well, you don't need to but it provides a small amount of extra protection). The physics look faster in the .gif because I run it at a slightly sped-up rate, partly to show more game-play in shorter time but also to reduce the size of the file (this .gif weighs in at 9 megs I think  persecutioncomplex).


looking good, good luck!
Thank you! I am hoping to complete this soon, I want to move on to other things.
26  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now with download) on: 2015-04-10 17:38:47
I decided (based in a comment by richierich in this thread) to have the player run into the boss before the final boss fight.

The first time you fight him it's more about mechanics than skill, the process for defeating him is as follows;
  • 1. Press the button on the center platform, this starts to move the two big saw-blades that obscures two other buttons.
  • 2. When the saw-blades have moved away, go to one of the revealed buttons and press that, that will release a falling saw-blade from the center-platform.
  • 3. Make sure to time step 2 so that the blade falling hits the boss.
  • 4. The big saw-blades are now coming back down, run back to the center-button and press it again.
  • 5. The boss can take four hits but will run away when there's only one hit, allowing you to open the chest.

In action, it looks something like this;
Click to Play
27  Games Center / WIP games, tools & toy projects / Re: Tikotep Adventure - adventure action platformer on: 2015-04-10 17:31:39
This looks very cool, well done on the graphics!
28  Games Center / WIP games, tools & toy projects / Re: Seeders - puzzle platformer [demo available] on: 2015-04-02 12:53:00
This is coming along nicely, it feels very polished. I tried the demo download and I thought it was fun, I really like that the puzzles don't just have one "correct" solution, it gives the player some freedom.

And as someone who's currently working on his own 2D-platformer, the sheer number of levels you have is impressive (I've gone from an initial plan of 64, to 32 to now 25  persecutioncomplex).

And I also hate that C++ does not allow float f = 1f, like Java does. I now understand why Notch was so angry that you have to write .0 everywhere.

Dude, just define something like this:
1  
#define __MY_AWESOME_FLOAT_OF_VALUE_ONE 1.0

Then you can just use it like this
1  
float f =__MY_AWESOME_FLOAT_OF_VALUE_ONE;

And you won't have to type .0!!!  Grin
29  Games Center / WIP games, tools & toy projects / Re: Battle Tank 3 --- an old school style RTS WIP on: 2015-03-28 14:51:02
This is really cool!
Very well done, keep up the good work!
30  Game Development / Game Play & Game Design / Re: How to win the boss-fight on: 2015-03-26 12:56:09
End game bosses well it doesn't really matter, make them as hard as you like or even virtually impossible. The player won't mind so much if they know they've otherwise completed the game. It's probably most important for the end game boss to be highly memorable rather than anything else. Like the last song on a record or the last scene in a film, it will be the lingering memory in the mind of the player.
I am not sure everyone would agree with that, I think a lot of people would feel frustration if they can't fully complete the game, including disposing of the final boss. I do agree that making him memorable adds a lot, and that can compensate for other shortcomings (such as being too hard or too easy to defeat, for example).

My favourite is when you don't finally defeat mid-game bosses but they run away seriously hurt, and actually the later bosses are the same boss who has learned new stuff and got stronger. Then you feel a real emotional involvement with them by the end - another thing is the game can sort of teach you in stages or at least drop hints how to beat the final boss.
Meeting the end-boss throughout the game only to have him retreat and build up for the final fight is a cool idea. I would really want to incorporate that into my game, so that you meet him and the setting is such that you have to use one method to win, but the next time you run into him he's in a different setting, requiring you to attack him in another way.

Thanks for the suggestion, you've really given me some food for thought. I was initially only going to have him at the very end, but this approach is much more interesting (having said that, I don't know if I'll have time to actually add it Sad )
Pages: [1] 2 3 ... 5
 
Riven (21 views)
2015-07-03 11:22:16

deepthought (46 views)
2015-06-30 15:39:44

deepthought (49 views)
2015-06-30 15:39:09

deepthought (62 views)
2015-06-30 15:36:52

Za\'Anzabar (33 views)
2015-06-29 05:44:54

TritonDreyja (45 views)
2015-06-24 17:10:40

CopyableCougar4 (44 views)
2015-06-23 00:34:45

BurntPizza (48 views)
2015-06-21 20:36:46

cookiecompiler (90 views)
2015-06-11 15:42:53

cookiecompiler (54 views)
2015-06-11 15:41:14
How Do I Expand My Game?
by bashfrog
2015-06-14 11:34:43

List of Learning Resources
by PocketCrafter7
2015-05-31 05:37:30

Intersection Methods
by Roquen
2015-05-29 08:19:33

List of Learning Resources
by SilverTiger
2015-05-05 10:20:32

How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21

Resources for WIP games
by kpars
2014-12-18 10:26:14
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!