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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-09 17:05:10
Today I finally brought myself to finish the wall editing part of editor. The automatic connection part for "wall painting" is trivial but with the graphical progression I needed more variations. Now I can go through the wall variants (normal/door frame/window/broken/etc.) by hovering over the wall and use mouse scroll. This of course broke my map format, so I was demotivated for a couple of days :-).

Also flirting with a more top-down view for the tactical combat:
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-28 16:27:38
While biking a pass by a couple of jinjas, and I thought, that the entrance gate would look cool in my game. So I “quickly” made one. Well, now I have and entity that is blocking more than one map cell and not the one in centre.  F#ck me for not thinking about that sooner Angry.

3  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-25 15:56:48
Still spending/wasting time on the editor, today I realized that it was time to dump Tiled. The basic functions and controls are nice but its not really efficient for placing 3D foliages and non-flat stuff in general Shocked.
So now I'm implemented the tile placing features (random fill, random paint and the stamp brush are really nice).

But this is sooo boring, must...  push.. trough ….  Cranky
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-21 16:05:03
Every time I work on "game tools" I want to shoot myself. I love Java, but for more sophisticated stuff that don’t need to look good I'm tempted to switch to .NET Winforms.

Nevertheless, here is today’s attempt on an in-game editor :

5  Discussions / General Discussions / Re: What? Your game isn't a pixelated retro masterpiece? on: 2014-07-18 23:48:19
For me, low-res pixel art always means casual games, therefore nothing I can dive into. It's fun, but I would not be able to play something serious in this style (which  is what I eventually want).

Still, I think that shitty pixel art is way better than the abominations we had to witness and create as programmers before  Wink.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-13 16:01:48
Technically yesterday, as it is now 1 o'clock in the morning. I spend too much time on first couple of tiles of this new desert tileset.

7  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-10 15:19:31
That's a lovely perspective, and quite difficult to do as well, so it's quite rare in 2D-tech games.

Cas Smiley

Some of the old "iso" 2D games had crazy perspectives, which I'm unable to reproduce. This is all 3D with shader post processing, so I can always find a nice angle for a screen-shot  Cool.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-10 15:03:23
Great job! That game is turning out to look really cool. Any ideas on what the mechanics will be?

In a perfect world something like this:

In this world probably an unfinished abandoned pet project  Tongue

Back to topic. Turn based combat system is roughly implemented.

9  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-07 14:15:11

Click to Play
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-01 12:49:53
Finished implementing first iteration of shadowmaps. New simple dialog ui skin.

11  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-06-27 12:21:18
Implemented silhouette shader.

12  Games Center / 4K Game Competition - 2014 / Caster2014k on: 2014-01-31 20:36:56
Hi,  I haven't done anything for some time, which made me feel irritated enough to push myself to do this: Caster2014k, a WIP of my Java4k entry for this year.
I know, it is ray caster again, but now with lights and pyramids Wink. I'm aiming for a tower defends game-play.
Right now you can spawn two types of entities which will fight against each other (keys 1 and 2) and test lighting (SPACE key).

You can try the work in progress version here.
Any comments or critique are appreciated.
13  Game Development / Newbie & Debugging Questions / Re: Libgdx: Table layout confusion on: 2013-11-09 17:18:27
@nate, yes I read all the docs  Tongue. The code I posted is a part of an larger UI.

Great advices, I will look into it, next time I procrastinate trough refactoring Smiley

14  Game Development / Newbie & Debugging Questions / Re: Libgdx: Table layout confusion on: 2013-11-09 15:59:39
The TableLayout is pretty powerful, but for me it is always trial&error to get it right. If I remember correctly, I don't use setFillParent method and do a lot of defaults

For example here is how i fight for a simple "add attribute row" :

Table attributeTable= new Table(skin);


label = new Label("Strength: ", skin);

strLabel = new Label("", skin);

strButton = new TextButton("+", skin);



15  Game Development / Newbie & Debugging Questions / Re: Bundling JDK into program - legal issue and small JDK on: 2013-10-25 20:24:47
I had similar question:
16  Games Center / WIP games, tools & toy projects / Re: T.H.A.D. on: 2013-07-06 08:17:21
prototyping death ...

17  Games Center / WIP games, tools & toy projects / Re: T.H.A.D. on: 2013-06-21 12:21:09
Hi, I was playing with visuals and animations last couple of weeks, so here is a new WIP image.  I'm still prototyping interesting tactical combat, dialog system,  character progression etc. etc.

And I'm slowly moving away from simple roguelike...

18  Games Center / WIP games, tools & toy projects / Re: T.H.A.D. on: 2013-04-02 06:22:46
Well, one thing is obvious, I'm not able to make game in 7 days that is not a simple action game. I put most of the 'game logic' in on the last day. So for example you don't start at the village, but in a dungeon level with different tileset, also the intro text is really horrible, sorry for that Smiley.

Right now this is really a tech demo more than a game, but I'm working on it.
19  Games Center / Cube World Projects / Re: Only one block in chunk being drawn when using textures on: 2013-03-31 18:17:47
The GL11.glTexImage2D part looks suspicious.
Edit: Nevermind, Riven is right.
20  Games Center / 4K Game Competition - 2013 / Re: Judging panel results. on: 2013-03-26 11:24:13
Big thanks to the judges for their work, really great to have such feedback. I always got worst score from Appel and that is cool by me.
The best part about it is the score metrics we get. You can make your game more popular by naming it FamouseIP4k and take a niche game-play mechanics form another game.

So Braid4k would be the BOMB!!! (seriously considering making it  persecutioncomplex )
21  Game Development / Newbie & Debugging Questions / Re: How to encrypt our code. on: 2013-03-26 11:00:35
Make the game logic part of your project on the server side. Now any dirty secret about your game-play is safe.
Of course your customers will hate you, but if Blizzard and EA can handle it, why would you not Wink

22  Discussions / General Discussions / Re: Question about bundling custom OpenJDK on: 2013-03-25 07:17:46
Thank you, really appreciate it. I'm happy to see such good responses on this topic.

First of all: No. We talked about this a lot on this forum, and 5 years ago maybe, but today, no.

As for the “size doesn't matter" issue, there are stores that will charge you for the size of your content (they are paying the 3G traffic) and you have to scale your price (and still be able to compete). So this will be another place where this myth doesn’t apply Wink.
23  Discussions / General Discussions / Re: Question about bundling custom OpenJDK on: 2013-03-24 07:37:53
I did some research on this topic. Following this document  it is OK to exclude some parts of Oracle JRE when you are redistributing it as a private application runtime. But modifying the jars (rt.jar) is prohibited. I'm using this for my conclusion.

(i) you distribute the  Redistributables  complete and
unmodified,  and only bundled as part of Programs,  (ii) the  Programs
add  significant and primary  functionality  to the  Redistributables,
(iii) you do not distribute  additional software intended to supersede
any component(s) of the  Redistributables  (unless otherwise specified
in the  applicable README file), (iv) you do not remove or alter any
proprietary    legends   or   notices   contained   in   or   on   the

On other hand OpenJDK is GPL v2 with Class path exception which means if I modify the source and build a smaller binary, I just have to provide the modified source. But It is hard to find anything about modifying the binaries. I suppose that by providing information that this is a derivative work, made by removing stuff it should be legit (maybe providing scripts used in the process).

Still if anyone have some interesting links or real life experience, please share Smiley.
24  Discussions / General Discussions / Re: Question about bundling custom OpenJDK on: 2013-03-23 14:11:44
shrinking the jre isnt necessary anyway...

I think that ~80MB is still a lot. Recently I got Legend Of Grimrock and the whole installation is 400MB, and that is a pretty popular game with lot of content. Netbeans is 80MB (Java SE only).
So if I want someone to try just a demo or an alpha, requiring them to download additional 90MB could make a difference. I know that I would raise eyebrows.
In my current situation it would by 7MB vs 90MB.

25  Games Center / WIP games, tools & toy projects / T.H.A.D. on: 2013-03-23 10:29:42
Hi, I had great time and gained lot of insights on my weaknesses trough the Java4k challenge. So when the 7DRL 2013 was announced, I was in.
I stripped down my year old project and started a new roguelike game. Sadly, the same problem has arisen, technically and visually I'm happy with the result, but the gameplay is lacking.
Now I want to use it as a base for a really polished and finished game (true chances are slim Wink).

If you are interested in the 7DRL version, you can get it here.

Any comments or critique are appreciated.

I'm using LibGDX so an andorid version is also plausible.
26  Discussions / General Discussions / Question about bundling custom OpenJDK on: 2013-03-23 09:36:23
Last week I have finally decided to upgrade to Java7. I downloaded the small online installation package, but it was unable to download anything. OK, so I downloaded the offline version. Ever since I can’t run ANY applets (it's not security policy, they just crash).
After the big anti Java news campaign these last months, many security issues, recommendation of uninstalling Java and the permanent “it's slow” dogma this last fail made me really worried.

So I started to look around on bundling my own OpenJDK JRE. I have come across some Cas' posts on couple of sites and basically did the same as he did with OpenJDK. The JRE is now only 6MB. The performance level is little lower but otherwise my pet project runs nicely (true I tested it only on my machine).

My question is:  is it OK to bundle such modified JRE? I know that Cas claims no one cares, and he is doing it with the Oracle/Sun JRE for years. Still, is it a gray area or is it 100% legit?

27  Discussions / General Discussions / Re: Anybody Else Watching These Excellent Tutorials? on: 2013-03-16 04:48:06
I was browsing this guy portfolio and found this gem

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

He entered Ludum Dare 24 with a game, but exept that, can anyone find some other work (not tutorials) from him?
28  Games Center / 4K Game Competition - 2013 / Re: fear4k on: 2013-02-26 15:17:35
Thanks, the goal is to survive as long as possible. The end screen is missing stats such as play time and killcount. The code is not well written, so there is not much space left for more powerups or monsters  Undecided.
29  Games Center / 4K Game Competition - 2013 / fear4k on: 2013-02-26 12:57:47
Hi, this will be my third and last entry. Probably the most annoying and unplayable game this year  Tongue. I was unable to get any decent sound of heartbeat so I tried to make for it with visual effects.
There is a small chance that you will spawn in wall, in that case press R for restart.

Latest version is here.

30  Games Center / 4K Game Competition - 2013 / Re: 4096 B.C. on: 2013-02-15 12:16:49
Actually, I try to have these games done quickly by not getting every glitch under control. For example, the texture scratching is just a clamp of infinite wall height, because it took me 3 seconds and a proper solution would take couple of minutes (or hours as I'm horrible at time estimating).
My greatest weaknes in software development is that I can't let go a software before it is  'perfect'. I'm not comfortable to show something that has flaws, so I try to use these small contests as training to get the 'shit' good enough Wink.
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