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1  Games Center / Android Showcase / Re: 1000 Levels: Simple one-tap game on: 2016-08-23 22:57:01
Just released an update to the game. Fixed some bugs.
2  Games Center / Android Showcase / Re: 1000 Levels: Simple one-tap game on: 2016-08-07 21:32:44
What do you mean by your games are doing poorly? Are they not getting the downloads you hoped?

I checked them out and they look pretty cool, it said that One Life Quest and Beard Man have between 100 and 500 downloads each. Are people just not buying the IAPs?

They're not getting the downloads and retention I hoped for. They both have over 100 downloads, but most have uninstalled.
3  Games Center / Android Showcase / Re: 1000 Levels: Simple one-tap game on: 2016-08-06 22:03:29
so how does making a crappy one help exactly? Smiley 
(besides making the mobile games market even more crowded with even more crappy stuff)

In my depression I said, "f**k it, not gonna try anymore." It wasn't supposed to help.

Quote from: TheMeatMan
It doesn't look like that  bad of a game to me and it already had a lot of awesome reviews. You shouldn't be so hard on yourself man.

Thank you.
4  Games Center / Android Showcase / 1000 Levels: Simple one-tap game on: 2016-08-06 00:16:36
Hello, I've been very frustrated and depressed because of how poorly my games have been doing. Mobile marketing really does suck, like everyone on here has said in the past.

So I decided to make a low-effort crappy one-tap game.

1000 Levels


Click to Play

If you try it out, please tell me what you think. I think I've decided not to waste my money with advertising anymore because the returns are slim-to-none.
5  Games Center / Android Showcase / One Life Quest on: 2016-05-31 17:15:02
Click to Play

One Life Quest is an RPG match-4 game. For every match you perform, your character fires an arrow that attacks the monster you're fighting. You can upgrade your bows, damage, health increase, and there are even amulets and artifacts that can give you an advantage in the game.

When I first started this game I had a different idea of how I wanted it to be. I had a story in mind that could go with everything, but I decided against doing that because of how complex it would become.

Please tell me what you think about it.


<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
6  Games Center / Showcase / Re: Beard Man on: 2015-12-31 20:52:44

I really enjoyed playing this game, it is hard, really fun, and the controls are great.
The three bonuses really add some fun the the game, the "reverse time" bonus was a little disturbing at first, maybe because it was not specified, or I may have not seen it, that I had to touch the screen to stop it.

I could think of two axis of improvement :
- Adding some tutorial, maybe with a trophy system ; to help the user with the bonuses, and also to introduce the market place.
- Adding more benefits from the beards to unlock, maybe just visual effects, or maybe powers like a magnet, a currency multiplier, etc.


Thanks for the feedback. I'll definitely make a tutorial for it in the future. And your suggestions are noted.
7  Games Center / Showcase / Re: Beard Man on: 2015-12-31 20:51:42
It's a great game, especially for the graphics. The beard theme is comical.
I think the introduction should say that you drag down to fly up. It took me a long time to work it out. Also maybe have no walls for the first 10 seconds so the player gets the hang of it.
Nice job. Looks polished

Thanks for the feedback. You're actually dragging the background, not Beard Man.

8  Games Center / Showcase / Beard Man on: 2015-12-30 22:44:20

Beard Man is a cool and casual game where the player collects beard oil while flying through a cavern.

Collect gold coins to purchase powerups that enhance Beard Man's abilities. Avoid razors or he'll get shaved!


What do you think? Please give me some feedback, thanks.
9  Games Center / WIP games, tools & toy projects / Re: Pezna Story Engine - A tool for creating non-linear, complex stories for games. on: 2015-10-22 21:58:17
This looks amazing, keep up the great work!

Thanks. I hope to release a demo soon.
10  Games Center / WIP games, tools & toy projects / Re: Pezna Story Engine - A tool for creating non-linear, complex stories for games. on: 2015-10-20 17:37:48
Update 3 - Flowchart, Events, and Internal Variables - site blog post

It's been a while since I made an update. PSE is still alive and kicking, and I've made some awesome additions.


The flowchart is a visual representation of your story. Every node represents a statement in your story. The first node is the story object, the next level of nodes are acts, the next are scenes, and each scene has its statements below it. It is still in its beginning stages, and is nowhere near finished. The aim of having a flowchart in PSE is to allow the you to visually see how your story flows. It allows you to see which places have more "substance" than others.

Flowchart prototype of a story.

The edges (connecting lines) are currently not organized, and therefore it looks very ugly in its current state.


Previously, event statements could only take a single value/variable. Now, they can take multiple values separated by commas.

An event that sends multiple values when it is triggered.

Internal Variables

Internal variables are variables that are initialized automatically by PSE, not the user. They contain information about the story, and the current position with blocks. Currently, the only internal variables available are:

  • - This variable contains the name of the story
  • - This variable contains the name of the current act.
  • act.label - This variable contains the label of the current act, if it has a label.
  • - This variable contains the name of the current scene.
  • scene.label - This variable contains the label of the current scene, if it has a label.
  • choice.text - This variable contains the display text of a selected choice. Note that if this is used outside of a choice-block, it will contain the display text of the last selected choice. If no choice has been selected in the entire run of a story, it will be blank.

Only can be used outside of a scene-block. For example, you can initialize a variable to the name of the story, but you cannot initialize it to because there is no current scene.

Example of internal variables being used.

Be sure to follow me on twitter: @pezna_official
11  Games Center / WIP games, tools & toy projects / Re: Pezna Story Engine - A tool for creating non-linear, complex stories for games. on: 2015-08-06 17:47:14
Your not using a code repository like github? oO

TBH that would be a reason not to buy the software, very unprofessionell Smiley

I am now, not making that mistake again. Not sure why I didn't before.
12  Games Center / WIP games, tools & toy projects / Re: Pezna Story Engine - A tool for creating non-linear, complex stories for games. on: 2015-08-06 00:23:04
A Tragedy Occurred

I lost everything in a hard drive crash about a month ago.
Luckily, I made backups in June 8.
However, those backups do not contain major progress that I made in the months of June and July. I have just gotten a new, crappy laptop and I'm just beginning the process of recreating what was lost. Pray for me.
13  Games Center / WIP games, tools & toy projects / Re: Pezna Story Engine - A tool for creating non-linear, complex stories for games. on: 2015-07-04 12:44:01
Your event should not just have a name (variablename) but also parameters, that way you could (for example) notify the game of choices made inside the the questions, to hand out items or stuff. WDYT?

syntax could be as simple as:
event varname param1 param2 param3

That's a good idea. I'll put it on my list of things to do.
14  Games Center / WIP games, tools & toy projects / Re: Pezna Story Engine - A tool for creating non-linear, complex stories for games. on: 2015-07-03 23:24:38
Update 2 - (Website blog post)


This is something I've been putting on the back burner for a while, but today I decided I would finally implement this into PSE. You can use events to alert your game if an important action needs to occur. For example, if you want a transition after a line is displayed, you could do something like this:

line: person "Hello, World!"
event "transition 1"
# or, if a variable (string, number, boolean) has been initialized
# you can send its value with the event
event variableName


The problem  I had in the previous update with a stack overflow error has been fixed with the introduction of while-loops.

line: person "I will count to 10!"
while (var <= 10):
    var += 1
    line: person var+"!"
end while

Using events and a while-loop in PSE.

What are your thoughts?

Be sure to follow me on twitter: @pezna_official
15  Games Center / WIP games, tools & toy projects / Re: Pezna Story Engine - A tool for creating non-linear, complex stories for games. on: 2015-07-03 04:40:48
Update 1 - (Website blog post)

Stack Overflow Error in Loops

Update 2 fixed this problem by implemented while-loops.
Currently, in PSE, there are no while-loops. To imitate a while loop, you would need to use an if-statement with goto and label statements. For example:
label start
if (num < 50):
    num += 1
    goto start
end if

I thought that something like this would be sufficient for everyone's needs, but while running some tests yesterday I discovered a problem with this code:

After creating and exporting a story, you load the story file into your game using a runtime library. It reads the exported file, and let's you navigate through the story. Because of the way I created the Java library, with recursive function calls, a stack overflow error was produced after about 2000 loops. This was because it never had a chance to "return". I then replaced the recursive function calls with a loop, but a stack overflow error now occurred after about 4000 loops. This happens because of the way "goto" statements are implemented. Explaining everything in text is going to be difficult, so I'll just leave it at that.

To solve this problem, I'm going to have to create while-loops in PSE, so that users do not have to use gotos to make loops. I'll still look for a way to solve the problem with if-statement loops, but if there is no practical solution, I'll simply discourage people from making loops with ifs, labels, and gotos (at least, loops with over 4000 iterations).


I've worked on the GUI a lot in the last 2 days. When compiling and running a story within PSE, a new window would appear with the Run Console. Not anymore. Now, the Run Console is below the text editor.

The current look of PSE's GUI.

The panel on the left is the variable panel. It shows all the variables within the game, and their history (what values they previously held).

The panel to the right of the text editor will be the auto-generated flowchart that will help you visualize the flow of your story.
16  Games Center / WIP games, tools & toy projects / Re: Pezna Story Engine - A tool for creating non-linear, complex stories for games. on: 2015-07-02 04:43:23
This is kinda neat. Will the entire story be in one file?

The entire exported story will be in one file.
But during development of the story, you will be able to split it apart into stub files. This will also enabled more than one person to work on different parts of the story at the same time.

How exactly is this supposed to work? It sounds like a perfect fit for a visual novel engine, but how would I (theoretically) integrate it into one?

How would you integrate it into a visual novel engine? or a game?
Either way, it will be the exact same way: with events.

# create an event variable
event show_image "default value"

#later on, trigger event
trigger show_image

# or
trigger show_image "new value"

Events are not yet available in PSE, but will be available when the demo is released.
PSE is simply designed as an engine to create the text and flow of a story. After it is exported to a JSON file, and imported into your game with the use of a runtime, you will use listeners to be alerted when an event occurs. You'll create code to navigate through the story.

A basic story implemented in a game could be as simple as:
while (story.advance()) {
   showLine(story.getCurrentLine()); //showLine will display the line and any choices it has, it will send the selected choice back to the story.
17  Games Center / WIP games, tools & toy projects / Re: Pezna Story Engine - A tool for creating non-linear, complex stories for games. on: 2015-07-01 04:46:37
I guess h meant dynamic like "don't need to be previously defined for a scope", what you describe is type inference on assignment Smiley

Oh, right. The variables will be dynamic. Currently, all variables are global variables. I'm planning on creating local variables for act and scene blocks in the future.
18  Games Center / WIP games, tools & toy projects / Re: Pezna Story Engine - A tool for creating non-linear, complex stories for games. on: 2015-06-30 17:05:39
Are the variables you can set on a character dynamic? Or are you limited to a subset specified by you? Nice work, however.
No, the character variables are not dynamic. Their type is determined by the initial value set to it.
If you give a character the property name="James", you can't later set it to a number, like name=15.
Currently, there are only 4 variable types: integer, string, boolean, and character. I'm going to add a float type later on.

Very nice tool, I like the script language but how do you expect people to use it? Is there a runtime to integrate into your own game? Smiley

Yes, there will be runtimes to integrate the exported file into your game. I'm working on the Java and Python runtimes concurrently with PSE.
The thing is that I'll need volunteers to port the Java and Python runtimes to other languages. I'll get over that hurdle after I implement all the necessary features.
19  Discussions / General Discussions / Re: What projects are you guys working on? How's progress going? on: 2015-06-30 06:33:51
I'm working on Pezna Story Engine.
I'm making great progress on it. The hardest part is done. I'd say it's about 50% complete.
20  Games Center / WIP games, tools & toy projects / Pezna Story Engine - A tool for creating non-linear, complex stories for games. on: 2015-06-29 18:07:15

A PSE story called "The Concise Tragedy of Romeo and Juliet

When creating a game with a story, creating and implementing the dialogue into the game can be very tedious. This was a problem I faced when I wanted to make a game with branching dialogues that could alter the course of the story depending on the player's choices.

I searched for tools that could do what I needed, but they always fell into these categories:
  • Crappy - Did not have as many features as I needed.
  • Overkill- Was too expensive and had many features, but not the features I needed.
  • Tedious- Repetitive dragging and dropping and clicking, constantly moving the mouse to click buttons and menus, etc.

There was no program that fell into just one category; each met at least two categories. The only reasonable thing to do was to build my own. Thus, Pezna Story Engine was born.

A portion of a story file that was used to rigorously test PSE.

I needed a program that would let me create characters, variables, choices for the player, and dialogue branching. I needed the program to be like a text editor that I could simply start writing in, and not have to painstakingly drag, and drop, and click, and arrange. In some of the programs that I found, by the time you finish clicking, dragging, and arranging, you've forgotten important details about the story you want to write. If your mind is anything like mine, you can get a dozen different ideas a day, and when trying to flesh out an idea, a bad user experience is not ideal. For the amount of flexibility and customisability that I needed, I had to create my own scripting language.

That is essentially what Pezna Story Engine is, a tool that interprets a simple scripting language designed for creating non-linear, complex stories for games.

Created with non-programmers in mind, it is extremely straightforward and easy to learn.

For the list of current and planned features, please visit the features page. PSE is still under development, and has not been released yet because there are many features that still need to be added.

I will talk more on the syntax and structure of a story file in later blog posts. Hopefully, I'll be able to release a demo within a month. Please follow me on twitter @pezna_official

Click to Play

Typing out an example story.

Click to Play

Test running the example story within PSE.

21  Games Center / WIP games, tools & toy projects / Re: College Saga // BETA on: 2015-01-24 05:48:27
Downloaded the game on Android.

In the mini-games, I feel like there should be an option to retry, instead of going back to the university area and tapping the icon again.

I haven't gotten far, but I like it so far.
22  Games Center / Android Showcase / Re: RolleR on: 2014-12-30 19:32:51
Downloaded and played, but I honestly prefer your previous game: Blocus (which I still have and play regularly).
23  Games Center / Showcase / Re: Do Not Connect on: 2014-11-29 07:41:32
I've seen too much shit like this be non-sarcastic to get it Smiley, if its just sarcasm I would still recommend you remove it , and in that case the game looks nice, i just feel like there should be something other than clouds in the top part of the screen, maybe try putting that score bar at the top and sprinkle clouds around the screen.

Do you mean on the main menu screen, or in-game? Depending on the size of the size of the device's screen, the score and pause button are at the very top. But I see what you're saying. Most games have the score at the very top all the time.

Also, the tree in the background changes each time you play the game, and if you play for long enough, it starts to snow.
24  Games Center / Showcase / Re: Do Not Connect on: 2014-11-29 07:30:27
My advice to you, take off the 10k dollar thing.

It was meant to be a joke, but I guess sarcasm doesn't come across well through text.
25  Games Center / Showcase / Do Not Connect on: 2014-11-29 07:08:57
Do Not Connect is the opposite of the popular game by Hasbro, "Connect Four"
(also known as "Four in a Row/Line").

The longer the game goes without connecting four, the higher your score.

If you or the computer connects four, your score reduces.

Fill up the board to win points and unlock new chips to play the game with.


Twitter: @pezna_official

26  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.
27  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).
28  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.
29  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.
30  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

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.

  • 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?
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Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
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