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1  Games Center / Showcase / Re: Kingdom of Heaven on: 2014-09-21 05:09:18
Downloaded it because I liked the images you posted, but it turned out that the game doesn't have assets for larger screen devices and everything is blurry.

There are no instructions, but figuring out what to do wasn't too hard, since all you do is press your finger on the screen.

Frankly, it's a bit too boring for me.
2  Games Center / Showcase / Re: Need for Speed Childhood Edition on: 2014-09-21 04:52:48
Downloaded it and played for a bit.
The difficulty was a bit too high for me (the space between cars wasn't large enough for me to adequately time taps).
3  Games Center / WIP games, tools & toy projects / Re: Art To Map - Create Game Maps from Artwork on: 2014-08-18 22:39:49
Looks interesting. I was researching level editors that were non-tile based but didn't find any I liked. This however... this looks nice.
How exactly does it export the map? Would it just be like a text or xml file I would read into my game? And if so, how would the collision boxes/shapes/changes made in the editor be represented in the exported file?

Thanks for having an interest in this.
The locations of all the data points are saved in a file.
4  Games Center / WIP games, tools & toy projects / Re: Art To Map - Create Game Maps from Artwork on: 2014-08-13 14:21:51
Looks nice but still very basic. Is the background just an image and you added the collision boxes, or is the background also composed out of multiple parts?  And is this java2d?
Also I work with tiled but I don't assign properties to tiles. You can have object layers in tiled and draw tile objects freely or add shapes like rectangles or ellipses. I build my graphics with the tiles, but for example  the collision box of my level is simply defined with shapes. Maybe it would help you to have an in depth look at what is possible with tiled and other editors, so you can see what concepts work for you and what don't.

Some things i'd find nice to have in such a level editor:
- mirror sprites
- rotate sprites (smooth rotation and snapped to 45° increments)
- scaling
- tinting of sprites (incl. Alpha value)
- grouping/ungrouping of objects. So you can move or transform a group by only changing one of the grouped objects...
- create shape with outline. Use an image outline to create a shape...

I'd be interested in trying your tool out, but it would require a runtime which works with libgdx, android and  gwt, otherwise I don't find much use for it (don't have the time or the nerves to build another renderer XD). Keep up the work.

It is Java2D.
The background is an image I added to the map editor, and I added collision boxes.

This tool is really for people who don't wish to make maps that have a "tile" feel. If you want to have complicated and intricate artwork in a game, you can paint the entire map in an image editor, and then export it as a PNG. Load it into this program, and use the various tools to outline collision boxes.

I'll include all those features, and I'm definitely going to create runtimes for LibGDX, and Java.
5  Games Center / WIP games, tools & toy projects / Art To Map - Create Game Maps from Artwork on: 2014-08-12 17:54:14
Art To Map is a tool that I am creating to give game developers a new way of creating maps for 2D games.

The typical way of making maps for 2D games is to divide the game world into tiles and assign a "property" to the different tile objects. Art To Map changes things by relying purely on geometry. You are free to use any image you want to create a map, and not have to divide it into tiles.


Image used is from http://opengameart.org/content/simple-nes-like-village-tiles

Using different tools, you can turn complex artwork into a game map.



Current Tools:
  • Select Tool
  • Line Tool
  • Ellipse Tool
  • Rectangle Tool
  • Polygon Tool
  • Bezier Tool

Using this program you could turn something like THIS into a map for your game.

Features:
  • Tools: Select, Line, Ellipse, Rectangle, Polygon, Bezier, Rotate and Scale
  • Organize shapes and images into layers (with each layer having a different color)
  • Multiple projects open in different tabs
  • Save and Load projects
  • Add images to project
  • Mirror and Rotate images
  • Tinting and Transparency of images
  • Grouping/Ungrouping of objects. So you can move or transform a group by only changing one of the grouped objects.
  • Create shape with outline. Use an image outline to create a shape
  • Zoom
  • Export projects into JSON (and/or XML)
  • Improve UI and graphics
  • Undo, Redo, Delete shapes
  • Create libraries in different languages, so that the exported file can be used in games.

More features to come. Make some requests and I'll see if I can implement them.

What do you think of this? Would you use it?
I'm thinking of making it opensource when I'm done, but I do need to make some money. Perhaps a kickstarter to make it open source?
6  Games Center / WIP games, tools & toy projects / Re: Jumproom on: 2014-08-02 15:47:04
This game is very cool. I had it on my Galaxy S2 and had no problem, but on my new S4 sometimes some problem occur.
If I'm playing the game, and I need to go to my home screen, I press the home button and my phone freezes. I have to restart my entire phone. That never happened on my S2.

Also, there are a few bugs in this game. One of them is as such: When the mushroom hits the laser and dies, a group of lasers pop up and fall off the screen repeatedly, and the game doesn't give me an option to restart.

Look by the timer
http://i.imgur.com/teHmIE3.png
http://i.imgur.com/XSaRG5u.png
7  Games Center / Showcase / Re: Astronaut - a light puzzle game with a powerful twist on: 2014-06-30 19:07:07
Very very very good game. I absolutely loved it. Kept me entranced from beginning to end.
8  Discussions / Miscellaneous Topics / Re: The Game That Time Forgot on: 2014-06-22 22:39:49
Yeah, I just saw that video from browsing #gamedev and #screenshotsaturday on twitter.
9  Games Center / WIP games, tools & toy projects / Re: [Android] [LibGDX] Pulse Orb on: 2014-06-22 03:35:12
I've been working on it nonstop since the thread was created.

//UPDATE
-Created duplicate assets at different sizes for different android screen sizes
-Implemented Advertisements

//TO DO
-Implement twitter sharing from the app
-Marketing
10  Games Center / WIP games, tools & toy projects / [Android] [LibGDX] Pulse Orb on: 2014-06-15 17:01:23
@pezna_official

Pulse Orb is a simple and fun Android game that requires logic.

Your goal is to use the red "Pulsorbs" to direct the green and white ball (called "Ball") to the finish.

Each unique level, with infinite ways to solve them, presents a different challenge that will keep players of all ages engaged.



Click to Play



General Idea
You are to direct "Ball" to the purple finish orb using pulsorbs, collecting all necessary keys along the way.

There is a "pro" score in the pictures, and that tells you how many pulsorbs that a professional (at playing the game) can beat the level using.

There are many obstacles that you must avoid or use to your advantage.



I've been developing this game for about 2 years, and I've restarted 3 times in pursuit of good design.

More details to come in the near future. Any questions are welcome.
Follow @pezna_official on twitter
11  Game Development / Newbie & Debugging Questions / Re: [Solved] [LibGDX] Shader problem is beginning to piss me off on: 2014-06-11 16:39:09
I believe this can be "fixed" (as in the issue is ignored like before) if you set
ShaderProgram.pedantic = false;
before creating a ShaderProgram.

If I could kiss you right now I would, you magnificent bastard.
That's why it was working in my previous project but not in the current one.
12  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Shader problem is beginning to piss me off on: 2014-06-11 13:17:23
Okay, I've solved this issue.

Like I said, for some reason that exact shader code worked in a previous version of LibGDX, but wouldn't work the new one.

What I did:
I set the sampler2D to "u_texture"
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uniform sampler2D u_texture;


AND I also had to use the "color" variable so that it wouldn't get optimized out. So, my current fragment shader looks like this:

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#ifdef GL_ES
precision mediump float;
#endif

uniform sampler2D u_texture;
uniform vec2 u_resolution;

varying vec4 v_color;
varying vec2 v_texCoord0;

const vec4 glowColor = vec4(1, 1, 1, 1);

void main()
{
   vec4 color = texture2D(u_texture, v_texCoord0) * v_color;
   vec2 fragPos = gl_FragCoord.xy / u_resolution.xy; //will give range in [0-1, 0-1]
  float dist = distance(fragPos, vec2(0.5, 0.5)); //distance to the center of the screen
 
   color = mix(color, glowColor, dist);
   gl_FragColor = color;
}


It's very irritating how it works in previous LibGDX versions but not in the new one.
13  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Shader problem is beginning to piss me off on: 2014-06-11 12:49:17
You're not actually using u_sampler2D even in the original shader, as you're not using "color", so the whole uniform is optimised away.

Cas Smiley

That's not the problem. I switched it to this and it still gave me that stupid error:
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#ifdef GL_ES
precision mediump float;
#endif

uniform sampler2D u_sampler2D;
uniform vec2 u_resolution;

varying vec4 v_color;
varying vec2 v_texCoord0;

void main()
{
   vec4 color = texture2D(u_sampler2D, v_texCoord0) * v_color;
   vec2 fragPos = gl_FragCoord.xy / u_resolution.xy; //will give range in [0-1, 0-1]
  float dist = distance(fragPos, vec2(0.5, 0.5)); //distance to the center of the screen
 
   gl_FragColor = color * vec4(fragPos, 0, 1);
}


Also, like I said, I used the exact same shader code in another project and it worked. So, even in that one, the color wasn't being used, but it still worked without errors.
14  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Shader problem is beginning to piss me off on: 2014-06-11 12:39:07
Um yeah you need to actually have that uniform in the shader, which you don't. Of course it will throw the error if the uniform doesn't exist. Try renaming the Sampler2D uniform again and then post whatever error you have.

I said that I did rename the sampler2D to u_texture and it gave me the exact same error with the exact same stack trace.

Could it be because I created this new project with libgdx 1.1 instead of the nightly 0.9.9 that was used on the previous projects? This is absolutely absurd.
15  Game Development / Newbie & Debugging Questions / [Solved] [LibGDX] Shader problem is beginning to piss me off on: 2014-06-11 12:33:42
I've written and used shaders for libgdx in the past, but never run into this stupid f**king problem.

"no uniform with name 'u_texture' in shader"

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Exception in thread "LWJGL Application" java.lang.IllegalArgumentException: no uniform with name 'u_texture' in shader
   at com.badlogic.gdx.graphics.glutils.ShaderProgram.fetchUniformLocation(ShaderProgram.java:293)
   at com.badlogic.gdx.graphics.glutils.ShaderProgram.fetchUniformLocation(ShaderProgram.java:283)
   at com.badlogic.gdx.graphics.glutils.ShaderProgram.setUniformi(ShaderProgram.java:307)


Here's my shader fragment program
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#ifdef GL_ES
precision mediump float;
#endif

uniform sampler2D u_sampler2D;
uniform vec2 u_resolution;

varying vec4 v_color;
varying vec2 v_texCoord0;

void main()
{
   vec4 color = texture2D(u_sampler2D, v_texCoord0) * v_color;
   vec2 fragPos = gl_FragCoord.xy / u_resolution.xy; //will give range in [0-1, 0-1]
  float dist = distance(fragPos, vec2(0.5, 0.5)); //distance to the center of the screen
 
   gl_FragColor = vec4(0, 0, dist, 1);
}


I've tried for so long to get this shit to work. None of my other shaders have this f**king problem.

And here's the real kicker. I put my exact same shader code in a different libgdx project and it worked, but in this new project it keeps giving me this stupid f**king error.

I even tried setting the sampler2D's name to u_texture and that didn't work.
16  Discussions / General Discussions / Re: Replicating a stock market in game on: 2014-02-13 16:40:19
Yes, I feel like things like equity, assets, and liabilities would be too much for a game. I certainly wouldn't play a game that complex.

I think if you simply followed the law of supply and demand, it would be good at that.
17  Games Center / WIP games, tools & toy projects / Re: Pezna Story Engine on: 2014-02-09 23:35:28
Added some new features:
  • New command: alter variable values
  • Refined story syntax: choices can now conditions attached to them, determining whether they are shown or not
  • Variable values can be used in text by enclosing the variable names in percent signs. Eg: %var1%
18  Games Center / WIP games, tools & toy projects / Re: Pezna Story Engine on: 2014-02-04 16:19:07
I've stopped working on it several years ago.
...

I just ran the simulation. Nice.
For Pezna Story Engine there is currently only JSON export and import. Although it wouldn't be too hard to include XML.
19  Games Center / WIP games, tools & toy projects / Re: Pezna Story Engine on: 2014-02-03 21:13:29
...
It's not 100% bulletproof, but it worked quite nicely.

Just downloaded that. It was very confusing and had no idea what I was doing.
Are you still working on it or have you stopped?
20  Games Center / WIP games, tools & toy projects / Re: Pezna Story Engine on: 2014-02-03 11:54:41
I've added another picture to the original post. I felt like the first image didn't do it justice.
Currently, the boxes can't be resized, but I think that's something that will be included when it's released.
Zooming may be a possibility in the future, but it will be a struggle calculating the correct font size to use when zoomed.
Right now, my concern is simply making sure everything works and is as useful to everyone's needs as possible.
Currently, the runtime that we have is very flexible, and you can jump to any scene or line that you wish.
21  Games Center / WIP games, tools & toy projects / Re: Pezna Story Engine on: 2014-01-31 00:37:33
Interesting! But how difficult is it to implement the actual storyboard into a game? Do you provide a way to easily insert speech? Or does the programmer have to create a parser to use the data?

It's very easy. I've already created the library that reads the data and does everything for you.

You simply tell it what the filename of the story is and it reads and parses everything. The entire story can be run with only next() and nextLine().
22  Games Center / WIP games, tools & toy projects / Pezna Story Engine on: 2014-01-31 00:12:47
Hello everyone, this is the first project I'm posting on this forum.

My partner and I have been developing a story creator/engine to ease development and implementation of a story for and in games.




As you can see from the screenshot above, you are able to create a story in the form of a flowchart.
When I was working on a game (which is currently on hold), I searched for a way to easily create a story and use it within my game, but I could not find any such software. As a result, Pezna Story Engine was born.

With this, you don't need to waste time hard-coding your story into your game, you can easily use the flowchart system to write out your story. You are capable of having variables within the game that you can utilize with condition statements to branch into another scene or line.

The engine itself is already in a stage where it can be shipped off, but there are many features that we would like to add to it first. Although the engine is "complete", in a sense, the desktop software (GUI that is displayed in the screenshot) that will be used to create the story is incomplete. That is the only thing preventing a release of the beta demo version.

Current features:
-Conditions
-Goto statements
-Organized into scenes
-Choices for input from user
--Choices may direct the flow of the story, alter a variable's value, or both.
-Libgdx runtime complete
-When displaying Typewriter effect with variable speed

Many more features are planned for it, but if you can give me some feedback on what you would like to see in it, that's be great.

Added some new features:
  • New command: alter variable values
  • Refined story syntax: choices can now conditions attached to them, determining whether they are shown or not
  • Variable values can be used in text by enclosing the variable names in percent signs. Eg: %var1%
23  Java Game APIs & Engines / Android / Re: Supporting multiple devices. on: 2013-11-30 05:45:00
Most of the people on this forum don't know anything about android layouts. You'll have better luck asking elsewhere.
24  Game Development / Shared Code / Re: Calculating a SquareRoot on: 2013-11-16 03:18:48
Christ, all those lines and CPU hugging.

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   public final static float inverseSqrt(float x) {
      final float xhalves = 0.5f * x;
      x = (float)(Double.longBitsToDouble(0x5FE6EB50C7B537AAl - (Double.doubleToRawLongBits(x) >> 1)));
      return x * (1.5f - xhalves * x * x);
   }

   public final static float sqrt(final float x) {
      return x * inverseSqrt(x);
   }
25  Games Center / WIP games, tools & toy projects / Re: Copod on: 2013-11-09 21:39:16
The yellow on the new version just ruins things for me. Yellow causes great amounts of pain to my eyes with the contrast. Revert it to the old one please.
26  Games Center / WIP games, tools & toy projects / Re: The Entropy Game Engine on: 2013-11-08 01:55:26
I went to take a look at your Camera.java file and cringed at the monstrosities I saw.

First of all, you've limited the engine to a screen size of 1400x880. At least, that's what I deduced from this:
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        public double getLocationX() {
                if (objectSnappedTo == null) {
                        return locationX;
                } else {
                        return objectSnappedTo.getObjectLocationX() - (1400/2);
                }
        }
       
        public double getLocationY() {
                if (objectSnappedTo == null) {
                        return locationY;
                } else {
                        return objectSnappedTo.getObjectLocationY() + (880/2);
                }
        }

If someone snapped the camera to an object, then tried to use getLocationX() or getLocationY() and the window size was not 1400x880, their entire game gets screwed up if they use those values.

There's sooo many things wrong with smoothMove. First of all, why are you creating TWO threads??? One would have been bad enough, but two? Just to move the camera? And what about accounting for different framerates? What if I wanted the camera to take 5 seconds moving to a location? What if I wanted 0.5 seconds?
What you should do is change smoothMove to take a time variable, then set a boolean isSmoothMoving as true.
Give the camera an update(float deltaTime) function and have it check if isSmoothMoving is true. Based on its current location and angle between that and it's desired moveLocation, you should be able to figure out what to do. It's much more difficult than what you have now, but infinitely better.
27  Discussions / General Discussions / Re: Pattern Recognition research and game related use? on: 2013-11-06 13:18:14
I think making something that will attempt to get a better score based after watching you play sounds like an awesome idea.
28  Games Center / WIP games, tools & toy projects / Re: System FRONT on: 2013-11-06 13:12:45
None of your links work. They are all truncated with ellipses (...) and are not valid.
29  Games Center / WIP games, tools & toy projects / Re: Ancient Secret on: 2013-11-06 13:10:33
Wow, the game seems complicated, and unfortunately I don't have the time right now to play it.
Also, when I downloaded it, it downloaded as a zip file and I had to change the extension to .jar to run it.
30  Discussions / Miscellaneous Topics / Re: Speed Code Tutorials? on: 2013-11-06 02:23:56
Make a customizable game profile framework. Let me explain:
Some games require the user to create an account, and then the user will have a profile with stats and whatnot.

Like so:
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class Profile
{
   Stat[] stats;
   Username username;
}

class Stat
{
   String name;
   String value;
}

class Username
{
   String username;
   String id;
}


Actually, after looking at the snippet I just posted, I think I may have just created it.

How about you make a graphical mouth that moves and says things. I'm talking about a mouth that gets drawn on the screen, and it is pre-programmed to move along to words that are being played.
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2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

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by SilverTiger
2014-07-31 11:54:12

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2014-07-08 01:59:08
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