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1  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.

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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
2  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.
3  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/.
4  Games Center / WIP games, tools & toy projects / Re: Star Four on: 2014-11-18 13:44:00
Originally this wasn't supposed to go in a horror or survival game direction. And honestly, even now I'm not sure what it will be at the end.
I think what you have can go in pretty much any direction right now. The only reason I got the horror-vibe was the deserted environment and the lack of sound.

Unfortunately the next 2 -3 weeks I will have almost no time to work on the game. But nevertheless I'll try to make some progress and post the results here in this thread.
Cool, I am looking forward to seeing your next update.
5  Games Center / WIP games, tools & toy projects / Re: Star Four on: 2014-11-14 21:19:18
Right, I've tried it (sorry for taking so long to do it after having nagged you for a playable version  persecutioncomplex) and I like it.
It has an eerie feel to it, emphasized by the lack of sound (except when firing the weapon) that made me fear some monster coming at me at any moment, even though I know enemies weren't in this version Smiley

Get the guy a flashlight and allow him to dynamically light up dark areas and you'll have a horror game on your hands.

Well done, keep it up!
6  Game Development / Game Play & Game Design / Re: Unlocking features of a game on: 2014-11-14 13:37:16
I take your point and I think it's valid in the case where the features refer to stuff the player can do.
In my case the features are more like additional types of obstacles and problems to solve in the game, so that's why I was looking to have them introduced to the player incrementally.
7  Games Center / WIP games, tools & toy projects / Re: Minigun Massacre (My first "Game" !!!!) on: 2014-11-05 08:05:37
There is nothing mini about that gun!  Roll Eyes
8  Games Center / Showcase / Re: Hovercraft on: 2014-10-31 07:51:11
Mmmm a bit of a tease, huh? Curious to see what you will bring us next Smiley

Time-trials are done!
Well, at least three levels, each backed by it's own global leaderboard for those not content to try to beat only their own best time.

Hope you like it.
9  Games Center / Showcase / Re: Symbol Jump on: 2014-10-26 20:25:25
If you're hosting on Google Play your developer console will have recorded the stack trace from the crash for you.

Yeah, normally. I can see the dialog that asks me if I want to send a report but it only flashes past for a fraction of a second and then that's gone to. I tried it again whilst monitoring the log-cat output. Seems like there's an API issue, you're hitting a method I don't have on my shitty phone running Android 2.3.3.

I grabbed a screenshot of my stack for you;


Hope this helps.
10  Games Center / Showcase / Re: Hovercraft on: 2014-10-26 19:01:19
Maybe it's a bug
I wouldn't rule the possibility out  persecutioncomplex

It's not something I've seen or have had anyone else report, but I'll look into reproducing it and see if I can get to the bottom of it.
Sorry if it made it less enjoyable to play the game for you, and thanks for reporting it.

As compensation I'll let you feast your eyes on the level-pick screen for the Time Trials that I am adding to the game, which is currently work in progress.


Again, thanks for commenting, I appreciate all the feedback I can get so I'm always happy when someone takes the time to tell me something (even if it is that they had to replay all of chapter one because of a bug   Roll Eyes)
11  Games Center / Showcase / Re: Symbol Jump on: 2014-10-26 18:45:42
It plays well and the bare-minimum graphics works works. Got 11448 points on my third try  Roll Eyes

There's something weird happening after I've played it two times though, it crashes when I click START. I can see the crash dialog flash past but I'm not given the option to send a stack dump. Clearing the data for the app seems to resolve the issue but it reappears after I've played it twice again.
12  Game Development / Game Play & Game Design / Re: Unlocking features of a game on: 2014-10-26 13:02:48
Thank you for the comments, everyone. I'm going to do a mix between the things you've suggested and I am going to abandon my idea of not revealing game-mechanics "too early" and take your advice that it's just making the player more keen on unlocking further levels.
13  Games Center / WIP games, tools & toy projects / Re: Star Four on: 2014-10-26 08:55:53
I think I can show you something later at the weekend.

It's the weekend, show us something already! Smiley
Make it a playable demo, I want to try it out.
14  Game Development / Game Play & Game Design / Re: Unlocking features of a game on: 2014-10-23 07:18:26
For every N regular levels you unlock 1 time trail.

That's what I was planning, but that means that if I want the user to "discover" new things in the normal levels as they progress, any time-trial level unlocked can't contain any game-play mechanics not yet found in normal play.

15  Game Development / Game Play & Game Design / Unlocking features of a game on: 2014-10-23 06:47:40
I've made a game where as the player completes a level the next one is unlocked (like most games), and I use this to ease the player into the increasing difficulty of the game.
For example new obstacles and/or objectives are introduced incrementally meaning in the beginning the game is very basic (get from A to B) and towards the end there are game mechanics such as collecting items and unlocking doors. This all works reasonably well.

Now I want to extend the game with four new levels that aren't part of the "normal" sequence of levels, they're time-trial levels that you're supposed to play not to unlock the next one but to try to improve on your previous time.
I don't want these levels to be exclusive to players that have finished the normal levels, but at the same time I'm worried that introducing them from the get go will make the game not only seem too difficult but also take away a bit of the "exploring" gained by incrementally giving the player new features.

How should I introduce my time-trial levels?
16  Games Center / Showcase / Re: Hovercraft on: 2014-10-22 07:23:27
Good game, like it  Wink
Thank you! I'm glad you liked it and I really appreciate you taking the time to tell me so.

How are the numbers of stars calc. you get after finishing a level?
It's just done based on time, but the limits for each star is individual to each level.

What do I need for unlocking a new chapter?
You need to finish all the levels in the previous chapter.

You could/should answer those ingame Smiley
Fair point. I thought that it was obvious that you had to complete chapter one to see chapter two, as that is how the levels work (you have to finish level one to unlock level two), but for the stars it's a little bit more obscure, and I have gotten the same comment from other users.
I don't know a good way, short of telling you at the end of the level "if you had been 1.2 seconds faster, you would have gotten two stars", to indicate this though. If I figure something out I'll add it, unless you've got a suggestion?

17  Games Center / WIP games, tools & toy projects / Re: Star Four on: 2014-10-19 06:11:54
I think it looks like you're off to a very good start.
Well done, keep it up!
18  Games Center / Showcase / Re: Hovercraft on: 2014-10-16 19:30:11
The new UI options are great. And I wouldn't mind too if you added some ads here and there.
Cool I am glad they helped. Yeah I know what you mean, Ads done right can be Ok, but done incorrectly (and I think many games does it badly) can ruin a game I think.

I still find it quite a fun game even though I still can't manage to solve that level.
Keep up the good stuff!
Thanks, as a reward I'll let you feast your eyes on the new menu screen  Roll Eyes



Tantalizing with that key in the corner, no? What does it do? What does it open?  Grin
19  Games Center / Showcase / Re: Hovercraft on: 2014-10-16 19:11:26
I love it love it love it!
I showed it to some friends and got really hooked with it!
You should be really proud Smiley
Oh you, stop it, you're making me blush.

its a fun, simple, lovely, and brillant game.
I said stop it!  Roll Eyes

A critic? mmm I havent tryed the last update, but maybe some ambient or instrumental music?
The main reason there isn't any music is that I haven't found any fitting music released under a suitable Creative Commons license. If I manage to locate that I will add it.

Also, i would have no problem if you add some ads on the pause dialog, and main menu.
I think I am going to leave this one ad free. Comments like yours is reward enough.

Ah, also too, a splash screen i think it could add some more seriousness/profesionalism, if thats what you want.
I've always thought that a splash-screen should be very minimalistic, it should spend zero time loading things for itself and essentially only be the required wait until resource are loaded. But since my game have a fairly limited number of users I also thought I should pay attention to their opinions, so I added stuff both to the splash-screen (as per your suggestion) and also the menu screens.
And I must say I think it looks a lot more polished. Maybe the menus look a bit cluttered now but I still like it better than what I had before.

I've just pushed out version 1.7 (or the scanevaro update as I like to call it  Wink), if you have time; update your version and let me know what you think.

On an un-related note; how far into the game have you gotten?
20  Games Center / WIP games, tools & toy projects / Re: GNetLib V0.0.0.2 (A Simple Java Networking Library) on: 2014-10-16 11:16:40
This looks like an easy-to-use, neat library.

When do you estimate to have UDP support done?

21  Games Center / Showcase / Re: Spacejumper! on: 2014-10-15 18:44:21
Dude, is that Megaman?  Smiley

I like it, looks cool and the music fits the pace well.
I am sorry to say I am rubbish at it though, I kept jumping into the laser beams. Not a successful strategy.
22  Games Center / Showcase / Re: Hovercraft on: 2014-10-15 18:37:57
Looks great.
Cheers! Again, thanks for suggesting it.

1. When you restart the level the sound keeps playing.
Fixed.
2. When I'm holding the phone/tablet upside down (I have to because it's charging and I'm in bed and the cable is too short  Smiley ) it would be nice if the screen turned as well.
Fixed.

I just pushed version 1.6 to Google Play, you'll have to wait for that to filter out before you can comfortable play while charging in bed  Roll Eyes

And I can't tell you how grateful I am that you're not only pointing these issues out, but also suggestion solutions. It is very much appreciated.
23  Games Center / Featured Games / Re: Meditating Monk - A crazy arcade game about a monk, meditation... and ducks on: 2014-10-15 07:46:08
Love the Duck Hunt like duck flying in.
Game looks cool, good work, well done!
24  Games Center / Showcase / Re: Hovercraft on: 2014-10-14 16:23:05
Here's how I'd do it (since you asked)  Smiley

Damn it Mr Babuskov! That is a way better suggestion than what I actually implemented, couldn't you have let me know before I rushed off? Smiley

Right, I'm starting version 1.5 tonight where I'll re-jig the HUD to what you suggest. It will be known as the mbabuskov update.

Thank you for the feedback.
25  Games Center / Showcase / Re: Earth's defender on: 2014-10-13 07:52:50
Very cool art style. I'm trying this game tonight.
26  Games Center / Showcase / Re: Hovercraft on: 2014-10-12 18:51:55
As for the gameplay, there are two frustrating moments:
1. when you fall on the "roof". You have to restart the level, but there is no button on the screen for it, I have to use the back button on the device to get it to show. Looks like a nitpick, but making the game dynamic is what made Flappy Bird a hit.
2. falling all the way down. You have to wait until it gets there. Of course, having a restart button on the screen would fix that. But maybe, you could add a huge horizontal platform at the bottom that bounces. So if you fall off, you could bouce and try to climb back up.
Also, could you please enable the immersive mode on KitKat. My son keeps hitting the back and home button on the device all the time. If you're not sure how it's done, and you're using libGDX here's the code:

I've implemented these now. If you're on a KitKat (or higher) device the game will go into Immersive Mode. Doing that forced me to fix your other two points as well as there's no way to restart the game when the back-button is hidden.

I added two buttons at the top of the screen (took some re-shuffling of the HUD), one for quick-restart and one brining up the game's standard pause-menu. The problem is that the buttons aren't that intuitive so at the beginning of the level a message is show to tell you what they do. That message fades away as soon as the game starts;



I hope this will remove some of the frustrations you had.

/bornander
27  Game Development / Game Play & Game Design / Re: Creating zombie game showcasing players' programming skill- Looking for advice on: 2014-10-12 17:05:38
I was pondering implementing something similar myself, but I was also going to allow people to implement the behaviour of the humans. I think that could add an interesting twist to it. It would be like the old .NET Terrarium (which by the way seems to still be alive in some form; http://terrarium2.codeplex.com/) where you could implement either carnivores or herbivores.

In anycase, I would follow your project with interest so keep us posted on your progress.
28  Games Center / Android Showcase / Re: [Free] Pixel Doors - Puzzle Platformer on: 2014-10-11 22:18:37
I like it.
I think it's a good platformer, and the pixel art is cool (it reminds me of Fez). One thing though, some of the graphic assets seems to be more pixely than others. Like the boulders doesn't have the same look as the little guy. It's a small thing and it might just be me.

And a question; Why does it need permission to View/Modifiy my Photos/Media/Files?

/Fredrik
29  Games Center / Showcase / Re: Hovercraft on: 2014-10-11 22:08:26
So I am working away implementing the comments given to me when a user emails me this screenshot from him playing the game.
He somehow managed to land the hovercraft with no landing gear or no engines attached.

I might just have to add an achievement for that particular scenario Grin

30  Games Center / WIP games, tools & toy projects / Re: 3d maze shooter on: 2014-10-11 18:19:02
Clowns freak me out, and clowns that move like those really freak me out.

Game looks like it's off to a good start though, keep it up. But get rid of the clowns. persecutioncomplex
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