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1  Games Center / Android Showcase / Re: Flying Bob - fast-paced game arcade on: 2013-04-24 22:14:08
Looks very nice, and fun!

The art style sort of reminds me of Angry Birds.

How long did it take you guys to create?

For a technical question, how did you create the level (custom level editor, an existing one, ect)? Did you use box2d/bullet for your physics?

Looks awesome, hope you guys do well! I've been thinking of creating a spiderman like game eventually (or at least something with "web slinging"), and it looks like you have captured some of the fun of that!
2  Game Development / Networking & Multiplayer / Handling differences betwen server and client states seamlessly? on: 2013-04-14 22:17:30
I am trying to figure out a good way to handle latency, in a multiplayer side scrolling type game.

Right now, the client is basically a "dummy terminal"- it just sends it's input changes to the server, the server handles them, and send to everyone the results of what happened.

Additionally, the client also pre-calculates for smooth movement- when they push left, they move left, until they get a response from the server if they are actually in the same spot they think they should be in.

But of course, if the client handles something instantly, and it takes time to get to the server, they are always slightly off. If I have some acceleration/ deceleration on the characters, I can eventually make them "stop faster" on the server if the client stopped, when the server had assumed they would keep moving.

But my main question is, what is a good way to handle discrepancies? If the client if slightly ahead of the server, should I slow it down slightly for the server to catch up, and vice versa? If The client becomes too unsynced with the server, is there any way to re-synch them up without just popping them into place?

Are there any other good articles on "latency hiding" aside from the one from valve ( ), and gaffron games( ?
3  Game Development / Networking & Multiplayer / Re: [KryoNet] Desktop can connect, phone can't. on: 2013-04-14 22:04:35
Yeah, I had the same problem recently- I copied some of the network code from a previous project that I knew was working. Add that to the checklist of things to do with new projects from now on....
4  Games Center / Android Showcase / Re: [Released] Ackmi Dress Up 2 for Android! on: 2013-03-19 19:46:57
Yeah, we picked it as our company name a few years ago- wanted something easy to say, short, and unique spelling (to get the domain name).

It's also just like 'acme' from Looney tunes- the company that would create just about anything, that 'wile e coyote' always got crazy contraptions from.

Anyways, if you check out the game- the main purpose is Avatar creation- it's a popular type of girls game, but we've had requests from people who want us to add a guy too.

It takes a lot of time to create all the parts, but there has been more games this year, even from big companies like Ubisoft(gameloft) creating versions of dress up games.

The main disadvantages are it takes forever to create all the graphics, people still see the number of items as limited (want like 20 of each item), and it's more of a 'toy' - you can't do much with your creation.

The good parts though were to build an animation engine for future games (but ended up changing to using Spine, which will be faster to use), we had more experience with creating the user interface and all the items, and we finally provided a follow-up to our first game that doesn't max out the textures, so we can add a lot more items to the people who have requested them.
5  Games Center / Android Showcase / Re: [Released] Ackmi Dress Up 2 for Android! on: 2013-03-19 04:52:51
Yeah, market research. We spent 3 months on our first "girls game", and it's still making about grocery money every month.

Whereas we spend like 8 months on a box2d, physics game somewhat like "Angry birds", and it barely makes $5 a month :-o

The game was created with LibGDX, so I can have an HTML5 link up sometime soon for people to try it out Wink

It's actually a little too much practice if we ever want to make a customization system for an RPG game Shocked
6  Games Center / Android Showcase / [Released] Ackmi Dress Up 2 for Android! on: 2013-03-19 03:05:27
Started this back in October - finally got it pushed out in the last 30hrs :-o

It's a "Barbie" like game, for dressing up an avatar, and completely customizing it.

I ended up changing from using Flash for animating, to using Nate's(of BadLogic/ LibGDX) "Spine" animation application, which worked very well.

Check it out - let me know what you think. I'm going to eventually develop it into a "sims" type game...   :|

I uploaded the html5 version of the game, so you can try it out without having to install it on Android:
7  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-02-25 08:52:45
Maybe adding some kind of visual editor to LibGDX to make simple games- something the hipsters can do Wink

Programming is hard for a reason.
If you can't do it, then you shouldn't be doing it.
LibGDX is a library.
Libraries make programming easier by combining complicated functions for practical usage.
LibGDX already makes programming with OpenGL really easy. (So I've heard)
Making a game with a Visual Editor is not programming.
Making a game with a Visual Editor is using a stencil to draw a picture and saying you are an artist.
Libraries != Making a game with a Visual Editor.
LibGDX != Making a game with a Visual Editor.

If you want a Visual Editor, use Unity or GameMaker.

I know what LibGDX is, I use it full time........

Guess why I threw in "hipsters" - not "hardcore experienced developers".

Programming IS hard- think there might be a reason for hipsters to pay money for development on a template engine, for simple games, powered by LibGDX?

Do a little research- one of the top searched for phrases is "game maker"- a lot of people want to make games, without putting in much work. They don't want to be professional programmers, or indie developers.

I was just suggesting it as something that could be used to generate attention + funds towards LibGDX development, since they don't get paid, and the work on it benefits a lot of people.

Not suggesting LibGDX is a magic MMO generating engine....
8  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-02-24 23:44:14
I hadn't even heard of Graz. What do you guys like about it?
Looks like from the weather, you get 5 months of nice temperatures, and 7 months of pretty cold (<50F) ones!

Congrats on the end of the kickstarter!

Now Mario needs to do one for a different tool- or just for "adding iOS support to LibGDX without mono". Publicity and money + more helping out the community Wink

Maybe adding some kind of visual editor to LibGDX to make simple games- something the hipsters can do Wink
9  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-02-24 03:25:57
It was only discounted during the kickstarter from what I remember- So they probably forgot to change it sooner.
10  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-02-23 23:27:31
lol, yeah I am in Arizona, but would like to "move up" to San Fransisco, Oregon, and Eventually check out Germany, France, Italy, Hungary, and maybe explore some other places I don't know much about yet at all.

The best place I have is a 6 hour drive to San Diego, or 2hr drive to the mountains, where trees exist.

Do you currently live in the middle of a big city?

How do you and Mario survive, if you're working on OSS pretty much full time? :p
11  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-02-23 21:18:40
It would be awesome to live in Europe, even for a short term- I don't think I'd get much coding done though Wink

Did you and Mario work together before you came over?
12  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-02-23 21:16:53
Yeah, maybe have a poll or something at some point. Personally, I would rather have some kind of fully, usable demo (for the whole pipeline- animating something and seeing it in my game), then being able to do wonderful animations, and then have to spend money to see if it would actually work.

But, with the demo project files included in the runtime, it at least lets them see someone else's output from spine, and allows them to integrate it, so they can at least try it out there.

But I still think there would be a larger market of even LibGDX users who would be happier with being limited to only animating something stupidly simple, and actually seeing it in their games, becoming more advanced, seeing the value and buying it so they could do more advanced things. Maybe give the option on the current demo version to allow it to export, but with only up to 3 bones, or only 2 frames, but allow it to work completely.

I think it's definitely worth the money, it's a  great application, and the animation side + runtimes are two separate products you could have probably charged twice for Wink

And it's very awesome- with 1500 backers, and the program taking 7 months to make, you'll be saving everyone 875 years of trying to code something similar!
13  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-02-23 02:44:02
Ah, where are you from? I thought you and Mario were both from Austria?

You guys should try to think of a way to make a different type of "basic"/free version for really low end hobby users.

I'm not sure the best way to "neuter" it, to give them some very basic functionality, and entice them to upgrade.

Right now they can do everything in spine- and have to upgrade to actually export to their game (which is a good way of doing it)- but maybe there could be a way that they can only use up to like 3 bones, or 3 graphics- something to limit them a lot, but allow people just exploring it to use it for something basic, and run into a wall early on, but still find use in the free version.

If I did a tutorial for it, only people with the full version can follow along. I think it would open it up to more people using it+ being able to use it, so that you have a lot more people that can "try before they buy", or just use a basic version of it.

Andreas Lowe's Texture packer does a good job with that- he uses a crappy packing algorithm in the free version that wastes a ton of space, but is completely usable (except in a final product, where you need to try to limit memory use, and need efficiently packed textures). So you can use it fully for putzing around, and it works for very basic stuff, but you're severely limited on a normal project.
14  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-02-22 22:20:59
Wow nice, up to $55k, congrats! You guys pretty excited? It sounds like a decent amount of money, but it also can be seen as "sales" - with a lot of work needed to add all the stretch goals.

It looks like all the stretch goals will be able to be reached, aside from the free form deformation. Why is that $20k more (Money is probably relative to the time investment- So I'm assuming you're estimating it will take 2-6 months full time to implement)?

I would like to try to deformation on a texture in one of my games- do you have any advice on where to start? Or what your plan would be, if you guys do reach that stretch goal?
15  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-02-21 08:22:03
I'm still hoping the free-form deformation stretch goal hits Cheesy Wink

If you do hit that- how do you plan to implement it in the runtime? Would you keep it to the 4 points, or be able to have more points that you could deform?
16  Games Center / Showcase / Re: Card Pyong - Play almost any card game online! on: 2013-02-06 22:49:45
Awesome, thanks for the reply!

Another thing you might want to think about is tying the multiplayer somehow in with the facebook API, so that they can "invite friends", ect.
It seems sort of gimmicky, but in truth it helps spread the application, and I know friends that only play some of the mutliplayer turn based games (like words with friends) because they can play with friends from Facebook.

Check out some of them on the play store for ideas if you haven't already- "word with friends" was huge, "Ruzzle" is a top paid one (which looks like an easier version of Words with Friends).

You can also deploy to the "Chrome store", which might also get you more exposure. I put a test, simple app up there awhile ago, and it gets a decent number of views. You still host it on your site, it just allows they to install a link on their chrome home page to your "app".

Games these days seem to be a lot about exposure.
17  Games Center / Showcase / Re: Card Pyong - Play almost any card game online! on: 2013-02-05 01:24:59
Looks pretty neat- didn't get to play against anyone else, but everything looked very nice.

Out of curiosity, for the networking side, do you have a server running somewhere that you use for match making? Any references on what you used to handle the networking (I've used kyronet, but only for server+multi client connections).

Looks like it would be lots of fun! And with LibGDX and kyronet you could publish it as a android app, where multiplayer games seem to be doing well right now.
18  Game Development / Networking & Multiplayer / Re: Networking & Multiplayer - Resources on: 2013-02-03 09:33:05
I'm still looking for more resources, but one that had a lot of general networking tips + solutions was the book:
"ActionScript for Multiplayer Games and Virtual Worlds":

They use their own socket server, but they go through some stuff on syncing the client/server, interpolation, lots of stuff that helped when I was working with kyronet. More concepts, and things to think about when trying to work on multiplayer programming.

19  Games Center / Showcase / Zombie Marshmallows From Space!!! on: 2013-01-31 23:13:59
I had worked on a flash prototype a few years ago, and enjoyed the basic gameplay, so finally got around to finishing it off enough to make it a basic game, and have it now on google play.

Try it out and let me know what you think!

Lots of stuff I'd still like to add, but want to see if people would be interested in it. The basic gameplay is fun, and has a lot of areas where I can expand on it/ enhance, add more stuff.

20  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-01-30 07:27:48
Thanks Nate!

How do you make an image not visible for a slot? I see on the head of the goblin, it has places for eyes close/ eyes open (so you can probably swap them out, like you would with hands, mouth, ect), but I am not sure how to make one visible/invisible.

(looks pretty good)

vs: (the joint aparentally wasn't put perfectly, or the edge isn't rounded well enough, ect)

The round edge on the arm isn't perfect, so when you rotate it around the joint, it works mostly, but there are some parts where the edges poke out badly. At that point it would be nice to be able to... I guess have the image attached at a slightly different point on the bone... or somehow move it to get rid of bad overlaps. I'm not sure if you can even do it in Flash with their bone system though.
21  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-01-28 22:53:37
Cool, yeah, setting the alpha number works now.

One other thing (might be more of a preference thing) would be if you set a value for the color channel, when you hit 'ok', it set it. Right now it sets it when you click a different, or hit enter, which is nice. But it might also be nice to have it set on 'ok' as well.

Looking really good! I'm guessing the forum on the site will be overflowing with suggestions when the kickstarter is over, and everyone has been using it.

Will you guys be releasing tutorials? Some of the features in the video looked beyond awesome, but I'm guessing by just fiddling around I haven't discovered half of it.

Also, if you have multiple hidden pieces (like say you have 5 different hands/ mouths that might be switched in during the animation), none of them will be taking "render" time when alpha=0?

Is it also possible to do non bone animation (just rotating images, setting keys), or at least modifying positioning, in case the image didn't rotate perfectly, and you have to make slight adjustments so hard edges don't show?

22  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-01-26 09:20:40
Ah, ok thanks, yeah now I see- you have to select the 2nd lowest object in the hierarchy, then click the colored area underneath, select a color, then click on the key to set it for that "frame".

One other bug- when I click on the text for the color (RGBA), all work for changing the value except 'A'. The only way to change it is using the left alpha slider, but all the other channels can be set with the text box.

Thanks for working on this!

Flash IDE crashes constantly, so this will definitely save some time Wink

Glad you guys found some way to get paid for a tool- I am also using Nate's Kyronet (and although hard to find), I wouldn't be doing any kind of networking yet without it.
23  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-01-26 04:46:34
Hey Nate,

I downloaded the trial, since I saw the post on BadLogic, but having trouble finding something.

I am looking at the powerup example, and I can see the stars changing alpha/ "slot color"- but see no way of setting a key value for it.
How do you set/change it?

Also, is the only method of moving around "the camera" just zooming in and out at different points, or is there also some way to drag around on the screen (like middle mouse button in 3ds max)?

Thanks, looks cool! Sucks to have to wait a month to see how it works in LiBGDX(for the kickstarter to end), but I have a project I was using flash to animate then import as XML into the game, so curious to try out this!

(also small bug- if you double click on the title when using it on my second monitor to make it full screen, it appears to take on the main monitors height resolution, and cuts off the bottom of the window. But if instead you click on the box/full screen icon, it works maximizes full screen correctly)
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