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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-27 09:59:03
His "web history" might have revealed to Google he is in the "25 - 35y male" demographic, and that might have been enough to trigger such ads.

I would say so. I've been getting ads for things such as Adventure Quest (yes, it still exists it seems!), Train Simulator, Clash of Clans, etc. despite not doing any form of casual or webgaming in years.
2  Games Center / Featured Games / Re: [Android] Crazy Shooter - Shoot'em up & Pixel art on: 2015-01-27 02:12:58

Err... You are aware that you have pretty much plagiarized from puppygames with the man in the corner... right?
You have almost made a direct copy of this:

What's funny is that you've ripped off of the most senior developer(s?*) on the forums.
And when you rip off of one person... the question about how many other people you've ripped off of arises.
Looking at your screenshots, you've got a severe mismash of art styles: between the detailed and noisy art style in the backgrounds of the pink one, the extremely inconsistent pixel size and the oddly outlined platforms, it makes me wonder if you actually produced any original art during this game, or whether you simply made slight copies of stuff that many other people have made?

If you want to retain credibility as a gamdev, you really do not want to be stealing art. It is disgusting to do, especially since you're profiting off of this game through ads.

*Off topic: is Riven still with puppygames? Was that even a thing or am I slightly delirious?

EDIT: Turns out some people over at TigSource already mentioned how much Path to the Sky "happens" to look a lot like your game.

Path to the Sky (click for full res)

Crazy Shooter

EDIT 2: Better comparisions

You can see that the palette is pretty much cloned from the middle one, along with the trees and the hanging down ladder.

It's borderline fraudulent to use this really nice artwork to draw people into your game with the promise of quality that you obviously cannot deliver yourself.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-26 23:48:34

Got an ad for an "adult store" on JGO...
I miss Project Wonderful and Ray's not-quite-a-perfect-loop-but-close-enough-to-annoy-you ad...
4  Discussions / General Discussions / Re: Old Forum Stuff on: 2015-01-26 05:41:26

5  Game Development / Newbie & Debugging Questions / Re: Sprite Sheet Instruction Needed on: 2015-01-13 03:57:08
You are using the hardcoded value
in your code, you should assign this to a variable for greater code readability. I'm going to assume that it is meant to be the width of your sheet. Assuming so, the mistake you've made is quite obvious. Since it seems that you're unfortunately making another minecraft clone, let me refer to this Figure 1.
Now, I'm going to be referring to the
coord, which is the texture coordinate along the bottom edge of the image, and the
coord, along the vertical edge.
takes the parameters
(S, T)
. As such, the bottom left is
(0, 0)
, the bottom right is
(0, 1)
, the top left is
(1, 0)
and the top right is
(1, 1)

(1, 0)
(1, 1)

(0, 0)
(0, 1)

Figure 1

Now, as you are currently seeing your entire spritesheet on your box, you obviously sending
(0, 0)
(0, 1)
(1, 0)
(1, 1)
. To pick out say, the dirt, you're going to have to know it's relative position in the sheet, in this case it is at
(6, 4)
, the width in pixels of the entire sheet (in this case, 16), and the width in sprites of the entire sheet (in this case, 16 again). From this, we can calculate where in the sheet you want to render.

Okay so I got this far through the post before you solved it...
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-12 20:53:28

Looks much better than before!
Although there is one thing I would suggest, simply using linear interpolation to transition from grass to sand looks kinda... boring? When you look at an actual image of a beach the has grass edges, it really doesn't just kinda fade but nor is there a sharp border. It kinda ends, then you see patches of grass inwards to the shore a little bit. For example:

A dev of Titan Quest created a blog post detailing how to make this really nice here
7  Game Development / Game Play & Game Design / Re: Lost beauties of Game Design on: 2015-01-08 21:15:40
8  Game Development / Game Play & Game Design / Lost beauties of Game Design on: 2015-01-07 23:10:27
So in the last few years we've seen almost all games' design, indie and AAA, stagnate as they move towards highly finessed design instead of the leaps and bounds of innovation that used to be seen by successive releases from companies like id software and valve corp. I want to take the time to discuss missing things in today's great orgy of hyper-realism and highly controlled design.

Quake II

Hidden areas used to exist to encourage people to search every nook and cranny of a level, and reward them for having encyclopaedic knowledge of a game. One would think that in a time where steam sales are inversely proportional to the capacity of one's wallet, games would have begun to look for ways to not only entice the buyer, but to keep them hooked. And yet, rewarding adventurers seems have been pushed aside in place of easter eggs and collectibles, in the few games that allow people to wander off at all.

Easter Eggs seem to be next evolution of secrets, with often hard to reach areas holding a funny joke or a miscellaneous poster on the wall advertising "50% off: Rage 2, Doom 5". While the few games that have these easter eggs, they offer no reward for the discovery of these places, either immediately or long term. The advantage of rewarding your players is that they get to have an advantage themselves over other players, perhaps getting a rocket launcher earlier than if they had not, or a speed boost for your speed runners of the game. Rewarding veteran players of your game is a no-brainer in creating a game for maximum success as it allows each player of your game to become a walking advertisement for your product. No longer are your players simply people who play the game, perhaps mentioning it in passing conversation, but avid "Hey, you must try this game!". Easter eggs don't do anything but had a humorous layer, very rarely are they done well enough to create a game with any form of longevity. Like everything however, there are exceptions, with things like the last easter egg from Halo 3 (2007) only being found last year, 7 years after the game's release.

Collectibles are another offshoot of secret areas, most commonly used in third-person open world fighting games such as the Assassin's Creed series and the Batman: Arkham series. While these games ensure players to keep coming back to the game long after beating the main story, it has several drawbacks. It has no integration with the game's story, providing rewards in the form of a number, not a physical reward such as something simple like some spare ammo. This design isn't a complimentary offering to the gameplay, but a forced supplement to extend the player's playtime. It's honestly little more than lazy design to create an expansive world and yet have most of it empty, barring collectibles.
Furthermore, collectibles offer a tangible way of knowing how many secrets you've yet to obtain. If your secrets are secrets then you know how many more are to be found, and by extension, have your customers put down the game upon completion. One could argue that collectibles bring more satisfaction to the players through it's tangibility as players can see how far they are from success, but I've never felt anything more than frustration when trying to find all the trophies and flags in an area.

Crash Bandicoot

Once upon a time, in every game you played, you had three lives, or attempts. Be this the game, the level, the area. Unless you found more lives in the game, you stopped playing after a few tries. This was likely due to the move from arcade games to home entertainment, but it was a good design feature nonetheless. Now, as a disclaimer, not all games benefit from lives. A game like Call of Duty simply isn't built to be compatible with lives, however something like bornader's Grapple would work perfectly with them. Lives are a great way to impose difficulty without feeling artificial, as they façade as a form of redemption, while allows the developer much more wiggle room in the border between challenging and punishing. It also allows you to impose a steeper learning curve on your player as he replays the game many, many times.

Nowadays either dying has no impact except putting you back a few minutes, or a lot by taking everything you own. Lives are a great way to act as an intermediary between these two things. While not punishing you for a single death, it punishes you for repeated failure.

f**k hit submit topic by accident
this post is still a WIP please be kind
okay pretty much done now you guys can discuss and whatever.
just stop laughing
9  Game Development / Game Play & Game Design / Re: Picking level to play on: 2015-01-07 00:34:39
It very much depends how you do it. If you have a number of side by side doors it will be bland, however if you create an environment where, say, all doors to world 1 are clustered in one place (thematically made to fit the areas you enter) while all the doors for world 2 are elsewhere and again aesthetically designed to fit the areas within. This is similar how Croc: Legend of the Gobbos did it did it.

Ultimately, yes, it's a good idea to try move away from menu screens as they feel jarring between starting up the game and the actual gameplay, but by doing this you run the risk of being more obtuse.
10  Discussions / General Discussions / Re: New rules regarding Game Engine topics on: 2015-01-05 21:59:19
Somehow it seems wrong to allow random, non-contributing members, to drop their latest Android game in showcase just for advertising

Off-topic, but can we do something about this? It's kinda annoying when these one off people drop and run.
Imho you should have to have X number of posts or rank Y to post a project, because JGO is a developer's forum, not a consumer's forum.
From what I can tell, nobody actually plays these spammy games, and generally games don't get commented on if they're not made by an active participant on the forums.
11  Games Center / Featured Games / Re: State of Fortune on: 2015-01-05 07:06:08

Very, very cool.

EDIT: More screenies of this beautiful sunset:

EDIT 2: Hey, 200th post!
12  Games Center / Featured Games / Re: State of Fortune on: 2015-01-05 00:27:47
I see what you mean about AMD GPUs, I have an R9 280X Toxic Edition and Light Scattering does not work.
However, with max settings minus Light Scattering on I get 40 fps, and without AA I get a solid 60.
Great work, its looking absolutely beautiful.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-04 10:05:18

So I made a heightmap loader. I guess next step is lighting.
(The lighter parts are just a side effect of the mipmapping of the grass texture I am using).
14  Discussions / Miscellaneous Topics / Re: The Escapists! on: 2015-01-04 09:19:16
And how does this justify thievery?
15  Discussions / Miscellaneous Topics / Re: The Escapists! on: 2015-01-04 01:25:34
This video was on your YouTube channel:

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

I think that it is in incredibly bad taste that you, as a self proclaimed "Indie Developer", criticize a game that you presumably pirated and went on to create a video showing how to pirate the game. When questioned about the legality (or lack thereof) of your exploits, you replied (via YouTube comments)

Quote from: Indie Developer
yup a 100% - the number of hours i spend on coding so its 100% - 2511252e245% so that means its ilegal by -2.511252e+249% xD, rly i dont think anybody cares so =D

Yes, this is very illegal and yes, people care. The people who developed this game are using this as their income and you've just walked in and tried to shit on that. Imagine if someone started walking up to, taking your wallet, taking out 15 dollars out and walking off to give it to someone else, only to return the next day to do it again?

Looking at your channel, you've done the same thing to Bordlerands: The Pre-Sequel, Rust, Far Cry4, Sony Vegas and Fraps.

I don't see how you will ever be able to sell a game, when people will be able to look at your channel and see a thief! It's extremely unprofessional, especially if you're expecting people to play your games! If you want people to take you seriously at all, you need to go find yourself a small number of things:
  • Dictionary
  • A moral code
  • Some form of filter between what you think and what you do
16  Discussions / General Discussions / Re: How do you feel about selling out? on: 2014-12-22 05:14:10
Enough to fund my next game.
17  Game Development / Game Play & Game Design / Re: Old 3d graphics on: 2014-12-22 04:14:04
One way of achieving something like this is to render the scene to a scaled down FBO, as seen here:

Got back to programming and started looking what kind of style I'm going with this project.

Probably going this way Smiley
18  Games Center / Showcase / Re: IndyRush on: 2014-12-22 00:02:26
In this thread:

Quote from: Person 1
Hey, this guy just published his game which he has presumably spent hours and hours working upon!
Quote from: Person 2
Here's a way to circumvent the system which promotes his work!
Quote from: Person 1
And here's another way to circumvent it so that it removes all the ads so that he makes none of the already negligible income he would be getting from this!
Quote from: Person 2
Ah, I didn't even know he had ads cause I circumvented not only his ads, but presumably many others as well!
19  Discussions / Miscellaneous Topics / [JGO Suggestion] Default image widths on: 2014-12-17 23:51:38
When posts are made on JGO that exceed something like 850px, a scroll bar appears at the bottom of the post, obscuring the full image and making it harder to read the text.
Could a feature be implemented whereby when you hit the
tag button, it automagically inserts
[img width=800]
? And if this feature cannot be implemented, can people just start using
[img width=800]
? It's not hard.


20  Discussions / Miscellaneous Topics / Re: JGO IRC on: 2014-12-04 08:57:51
In case anyone wants to IRC, this is still an active channel that regulars about 10 people on at any one time.
This is a good place for asking small-ish questions so that the forums don't get filled up.

Also Riven: any chance of the IRC being plugged at the top of the page?
21  Game Development / Game Mechanics / Re: Graphics like Towns and Gnomoria on: 2014-12-03 00:00:50
So the projection you're looking for is isometric.

Some isometric tutorials:

Ultimately once you understand the basics of isometrics the quality of your art simply comes from your artistic ability as a pixel artist.

Here are some pixel art tutorials I found useful:
22  Discussions / Business and Project Management Discussions / Re: [PAID] is Looking for Games on: 2014-12-02 21:34:20

You're sending quite a convoluted message if you're not looking for gambling games...

EDIT: Please note that I went to your site really hoping to find an arcade environment like you described. But the fact that you're lying to us about the nature of your site seems to be quite disturbing and I think people on this site care more for ethics than money. If you do decide to create a website like the one you're describing please come back but right now, we're not your target audience.
23  Games Center / Contests / Re: End of 4K. Thanks all! on: 2014-11-30 00:41:38
In my opinion, Gef's Socerer4K was the coolest game to ever come out of 4K. Yay Gef!
24  Discussions / General Discussions / Re: How to stop self criticism on: 2014-11-26 04:08:12

click on the image for full resolution
25  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 2D Map Scrolling on: 2014-11-24 08:42:53
Problem solving is a key component in game development. If you have a good grasp on the idea, have a go and get stuck in. If you hit a wall and it isn't working quite right, persist. If you really cannot solve the problem, then ask here.
26  Game Development / Newbie & Debugging Questions / Re: Vertex Array problem on: 2014-11-24 02:06:06
I pretty sure when u do bitshifts instead of * or /, the system can do those calculations faster. There really isn't any reason someone shouldn't learn bitshifts. Wink

I'd say the difference in speed is equivalent to typing 'u' instead of 'you' in a long sentence. i.e, negligible. 

Please learn to spell.
27  Discussions / Miscellaneous Topics / Re: Is drinking half a bottle of vodka safe? on: 2014-11-21 23:50:12
Relevant XKCD:
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-18 20:27:30
Today I added fonts into Crate sim 2017 .

click the image for full resolution
29  Game Development / Game Play & Game Design / Re: Fancy graphics without any skills on: 2014-07-21 08:34:14
I do strongly recommend InkScape, I've never seen it discussed on these forums, but it is an invaluable tool for creating nice, vector art. That said, it can also export to raster once you've created your art. I've found that it makes it extremely easy to make typical app style art, with lots of tutorials on it around the web.
30  Game Development / Newbie & Debugging Questions / Re: My bullet(missile,magic) doesn't want to go to mouse x,y!? on: 2014-07-19 09:51:17
To calculate the x & y velocity you need to use this code:
float x = xMouse - xPlayer;
float y = yMouse - yPlayer;
float length = Math.sqrt((x * x) + (y* y));
xVelocity = x / length * speed;
yVelocity = y / length * speed;

Sorry if it doesn't work I am very tired and I didn't test it.
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How do I start Java Game Development?
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2014-12-27 19:41:21

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2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
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