Java-Gaming.org    
Featured games (79)
games approved by the League of Dukes
Games in Showcase (477)
Games in Android Showcase (107)
games submitted by our members
Games in WIP (536)
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  Game Development / Newbie & Debugging Questions / Re: How to use Gemserk's commons-gdx library? on: 2013-03-31 18:48:27
We had a bash script to calculate the total size given the images packs but the idea of calculating the GPU texture size in runtime is to know how much we are consuming on each game screen so we could try to optimize the related textures. Also, calculating that in runtime gave us some idea if something was wrong, for example, if we weren't releasing some textures the GPU memsize would increase when moving from one screen to another and then returning.
2  Game Development / Newbie & Debugging Questions / Re: How to use Gemserk's commons-gdx library? on: 2013-03-30 20:48:31
The strange part is we are not accessing the GPU at all when calculating the GPU usage but LibGDX managed textures map, so it should be pretty direct but at the same time it could not reflect the real GPU usage.
3  Game Development / Newbie & Debugging Questions / Re: How to use Gemserk's commons-gdx library? on: 2013-03-29 20:17:03
Hi @nosferat, glad you tried to use our solution, however I have to clarify some stuff. Our code is open source just for the purpose of share the things we do, not as a library but as reference for other people to look for. Why not as a library? because we use a lot of stuff that are not on maven central and that sucks when trying to share your library, for example, libgdx is not on maven central and even though we created a mavenizer for it, we still need to upload it to sonatype and upload other libraries we use also. So, that is one of the reasons we don't share it as a "use this library" because it is not going to be easy to make it work. Another reason we typically say to people who want to use our library is/was that we are/were making changes all the time and it could not be stable, and we like it that way since it is a library mainly for our games, so it needs to change to adapt to us.

TLDR use it mainly as reference, it was not made to be easily usable as a library, but was a decision, it is not because maven sucks (yeah, I am looking at you @nate).

My recommendation is, just copy paste the packages you need whenever you can Smiley

Good luck.
4  Games Center / Featured Games / Re: Clash of the Olympians on: 2013-01-19 22:55:58
All the animations were done by Ironhide Game Studio using Adobe Flash + Photoshop. We just take their exported PNG files and load them to the game Smiley
5  Games Center / Featured Games / Re: Clash of the Olympians on: 2013-01-06 20:28:59
The idea of the global pause (or, how we call it: super pause) is to pause all the game, music, etc, no matter which gamestate/screen you were, so if you receive a phone call, block the phone or press home button, when you come back, the game is not auto resumed and hence the music is not auto resumed either. This is to avoid problems, the typical example is the guy which is playing a game, has to block the phone for some reason and later, he is on an important job meeting, has to see something on the phone and when he unlocks it the music of the game he was playing starts out loud.

I don't know if I explained myself clear.
6  Discussions / General Discussions / Re: Using IKVM.NET to compile Java for Mono and access other platforms? on: 2012-12-30 13:54:16
LibGDX is using a modified version of IKVM.NET, and Monotouch to support iOS backend. Performance is pretty good, although there is still room for improvements.
7  Games Center / WIP games, tools & toy projects / Re: WIP - Halfway Game Engine on: 2012-12-20 12:35:02
Just to let you know there is a name collision with HGE - Haaf's Game Engine Smiley.
8  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2012-11-27 13:17:11
Tested on Ubuntu 11.10 32bits, it works too. I agree that switching animations wasn't intuitive, I was about to ask you/Shiu how to before I read davedes post.
9  Discussions / Miscellaneous Topics / Re: How to make ground tiles in 5 steps using photoshop! on: 2012-11-22 13:44:01
GIMP is free and works on all platforms (including Linux which is what I use). If the tutorial was on GIMP I agree it could reach a bigger audience. However, as a reader of the tutorial, if you know how to use GIMP you should know how to transfer the idea from Photoshop to GIMP.
10  Java Game APIs & Engines / Engines, Libraries and Tools / Can Tune This - Library and Tool on: 2012-02-03 00:17:58
We are starting a Java project named cantunethis which, in a basic description, will allow developers to edit properties of a game in real time.

The core library provides a way to let a game developer register values to be modified during the game, for example, the maximum speed of the main ship, or if the the orc spawner should be enabled or not.

Then, there is an optional editor, implemented using swing, which will automatically generate the corresponding GUI components for registered properties, for example, it will add sliders for float values, etc.

Here is the Github of the project.

One idea for the future is to be able to edit values remotely, so you could for example run your android game in debug mode which will open a sever and then the editor in your desktop machine will access it to modify your registered properties in runtime.

Another feature in mind is to allow developers to create their own custom GUI components for custom types (Color, Vector3f, etc).

The project is in alpha state, we want to hear your opinions and/or ideas before developing new features.
11  Games Center / Showcase / Re: Crusaders of Yore on: 2012-02-02 14:13:24
Great pixelart graphics and skill.
12  Games Center / Showcase / Re: Ludum Dare 22 - Leave me Alone!! - arielsan - Gemserk on: 2012-01-13 20:48:39
Hi guys, I am testing some new controls to make an Android version of this game. If you are interested in testing it, I would be really happy:

LINK TO THE APK

And a QR-Code for convenience:



Hope you find it usable.

Thanks.
13  Games Center / Showcase / Re: Ludum Dare 22 - Leave me Alone!! - arielsan - Gemserk on: 2011-12-21 13:06:46
@philfrei

If you mean this game and Vampire Runner when you say "pair of games", note that Vampire Runner was written for the previous Ludum Dare.

Thanks again everyone for playing it.
14  Games Center / Showcase / Re: Village Bastard [Ludum Dare 22] on: 2011-12-21 02:04:08
Hope so, I want to play it :p
15  Games Center / Showcase / Re: Village Bastard [Ludum Dare 22] on: 2011-12-21 01:09:58
I tried to download the game but I believe the server is down Sad
16  Game Development / Shared Code / Re: easily deploy JWS and applets with Scar on: 2011-12-20 12:52:55
googlecode search: Scar -> http://code.google.com/p/scar/
17  Games Center / Showcase / Re: Ludum Dare 22 - Leave me Alone!! - arielsan - Gemserk on: 2011-12-20 12:50:25
1) Green particles moves randomly on the world, blue particles wants to go always to your location. Both particles uses physics for the movement, that is why the movement looks smooth instead just moving to your position in a line. Both behaviors are really simple, no mouse tracking.

2) As you can see, the game is a bit incomplete, that is one of the reasons you can "jump" over the enemies, I am just updating the player position with the mouse position in each frame, not performing a smooth movement between the last position and the new position of the mouse. The result is you can cheat in that way, luckily, not always.

3) Particles are spawned always with some distance to the player, however, as they spawn from invisible to visible, you can move the mouse after a particle is starting to spawn and it feels like it spawned over you. I agree with the "see death approaching", maybe all particles should appear from outside the screen always or at least make bigger effect when they spawn, even before spawning.

Thanks for playing and for the comments Cheesy
18  Games Center / Showcase / Re: Ludum Dare 22 - Leave me Alone!! - arielsan - Gemserk on: 2011-12-19 21:46:36
@ra4king

If you are participating in a LD and you already know how to use a physics library like Box2D, is there any reason to not use it? why would I spend my time developing a new Circle/Circle collision library while I should concentrate on gameplay, graphics, story and sounds?
19  Games Center / Showcase / Re: Ludum Dare 22 - Leave me Alone!! - arielsan - Gemserk on: 2011-12-19 20:47:26
Why not? It has all the physics behavior implemented, all the bouncing and movement is just applying forces and let the magic happen.
20  Games Center / Showcase / Re: Ludum Dare 22 - Leave me Alone!! - arielsan - Gemserk on: 2011-12-19 17:00:46
Feels natural to have box2d collisions and improves the gameplay.
21  Games Center / Showcase / Ludum Dare 22 - Leave me Alone!! - arielsan - Gemserk on: 2011-12-19 14:29:22
I didn't know there were tons of games named Leave me alone for this ld22 before choosing the name. Anyways, I also joined this Ludum Dare, to continue with Gemserk tradition.

I had little time to spend making the game so I targeted a simple game with almost no graphics nor sounds but fun.

The story behind the game is, you have to isolate a particle from other particles to keep the world safe, if they make contact then the world explodes in a mega hyper super duper explosion (use your imagination).

Here is a screenshot of the game:


[size=36pt]PLAY[/size]

For more information you can read our blog's entry too.

note: instructions are on Ludum Dare entry.

Enjoy it.
22  Game Development / Game Mechanics / Re: What's up with JBullet? on: 2011-12-12 15:31:47
Yes, I used Generic6DofConstraint constraints, it has been a while since I touched that code so I don't remember exactly what I did and why, I found some code:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
      final Transform frameInA = new Transform();
      final Transform frameInB = new Transform();

      frameInA.setIdentity();
      frameInB.setIdentity();

      frameInA.origin.x = -2.5f;
      frameInB.origin.x = 2.5f;

      Generic6DofConstraint generic6DofConstraint = new Generic6DofConstraint(rigidBody0, rigidBody1, frameInA, frameInB, false);

      generic6DofConstraint.setLinearLowerLimit(new Vector3f(-5f, 0f, 0f));
      generic6DofConstraint.setLinearUpperLimit(new Vector3f(5f, 0f, 0f));

      generic6DofConstraint.setAngularLowerLimit(new Vector3f(0f, 0f, (float) (Math.PI / 6)));
      generic6DofConstraint.setAngularUpperLimit(new Vector3f(0f, 0f, -(float) (Math.PI / 6)));

      world.addConstraint(generic6DofConstraint, true);


But as I was saying, I don't remember why it was for exactly, only wanted to share to give an idea.

Hope it helps.
23  Games Center / Featured Games / Re: Vampire Runner - Gemserk on: 2011-12-08 16:48:15
Thanks Cheesy
24  Games Center / Showcase / Re: Boxtrix on: 2011-11-27 21:03:53
Nice work kalle/pitbuller, wish you luck in the Android Market.
25  Games Center / Featured Games / Re: Gemserk - Vampire Runner on: 2011-11-23 14:12:29
There is a new version of the game, we added a new type of obstacle, the fire obstacle. So now you will have to transform in the correct mode to avoid each type of obstacle. The new mode is the bat form, it is used to avoid the fire obstacle while the mist mode cant go through, and vice versa with the normal obstacle. Another change is you make more points when you are in normal form, that is not explained in the game, we should give some feedback for that I believe.

We changed a bit the instructions, dunno if they communicate everything that needs to be said, but they look nicer than before.

@dishmoth We like the ideas, we were testing some of them but by enabling multipliers (used to multiply the score when you are no normal form the next time) instead increasing only a fixed amount of points but that way could work too, both options need visual feedback as you said. We like the second idea too but it is a bit more complicated because it implies another decisions like, what happens if I transform to mist mode and there is no obstacle? it is not clear what to do to maintain coherence and it is harder to explain that to the player.

Thanks again everyone for playing.
26  Games Center / WIP games, tools & toy projects / Re: Warcraft Remake on: 2011-11-16 01:44:20
Looks really nice, I was a big fan of Warcraft 1, I also want to play your remake Cheesy
27  Games Center / Showcase / Re: Ludum Dare 21 - Vampire Runner - arielsan - Gemserk on: 2011-09-13 20:40:18
I wrote a small post mortem of the game if someone interested.
28  Game Development / Newbie & Debugging Questions / Re: doubt about entity/Component system on: 2011-09-13 18:51:10
I suggest you take a look at Artemis Entity System Framework and discussion about it in slick forums, could be of help.
29  Games Center / Archived Projects / Re: The Cell - Ludum Dare 21 - 48 Hours on: 2011-09-13 14:48:48
Congrats! I was 290 Sad really bad but it is ok, my game has no audio and no theme relation, I don't know how I made a score of 1.29 in audio and 2.0 in theme xD
30  Games Center / Showcase / Re: Gemserk - Super Flying Thing With No Name – New game prototype on: 2011-09-02 21:05:11
I like always to write about Super Flying Thing new stuff, here is the changelog:

* Added replays to show how you died a lot of times Tongue, could be disabled if you don't want to watch it.
* Changed the Splash screen to load all stuff once to improve performance during the game and to show loading progress.
* Changed screen buttons, moved them up to avoid touching the ads when trying to touch a button.
* Changed to avoid showing a title bar when the game started.
* Changed Settings screen, moved controllers stuff to another screen.
* More performance improvement.
* Fixed (probably) the bug of OutOfMemoryException when the game was left open for a long time.

As always, hope you like it.
Pages: [1] 2 3 ... 5
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

CogWheelz (8 views)
2014-07-30 21:08:39

Riven (20 views)
2014-07-29 18:09:19

Riven (14 views)
2014-07-29 18:08:52

Dwinin (12 views)
2014-07-29 10:59:34

E.R. Fleming (32 views)
2014-07-29 03:07:13

E.R. Fleming (12 views)
2014-07-29 03:06:25

pw (42 views)
2014-07-24 01:59:36

Riven (42 views)
2014-07-23 21:16:32

Riven (29 views)
2014-07-23 21:07:15

Riven (30 views)
2014-07-23 20:56:16
HotSpot Options
by dleskov
2014-07-08 03:59:08

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:58:24

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:47:22

How do I start Java Game Development?
by ra4king
2014-05-17 11:13:37

HotSpot Options
by Roquen
2014-05-15 09:59:54

HotSpot Options
by Roquen
2014-05-06 15:03:10

Escape Analysis
by Roquen
2014-04-29 22:16:43

Experimental Toys
by Roquen
2014-04-28 13:24:22
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!