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61  Games Center / Showcase / [Mercury] Ground Control - A shoot-em-up by Radirius | OUT NOW on: 2014-12-16 04:54:22

Concept & About

Ground Control is a small game meant to showcase Mercury's current state in development. The particle system is the main showcase here, with the beautiful clouds and explosions. The game itself is simply a shoot-em-up about shooting down attack balloons during World War IV, in which technology has digressed after the nuclear catastrophe that ended World War III.


>>> Official Site <<<
Itch.IO Page
GameJolt Page
Downloadable JAR
Mercury Game Library

Videos and Screenshots

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

We hope you enjoy our first actual game! More of them are coming soon.
If you have any questions just ask! If you run into any serious issues contact us through our Twitter.

We do plan on making a few patches throughout the next couple weeks, mainly fixing small bugs and enhancing the controls.

Requires Java 1.7 or higher.
Have fun with this!

- Radirius
62  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-15 15:43:05
Revamped the title screen in our latest game. (Click for full-sized image)

I also finished up some music for it too.
Will give more info soon. Smiley

EDIT: It's done!

- Jev
63  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-14 07:54:10
That is absolutely adorable. Smiley
It'll never beat Santa Descartes though.

Today I polished up one of the three game's we're going to be pushing out in the next few weeks.
It'll probably be on JGO tomorrow or the day after.

- Jev
64  Games Center / Archived Projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-12-12 21:19:27

It's funny that you say that, saucy.
We recently gave the framework a huge makeover; it's pretty awesome.

The Runner is gone. Most/All of the Runner's functions have now been moved to other classes. Core also no longer handles the LWJGL display stuff, we've now created a Window class for that.

The way Core classes are made has also been changed, hopefully the following code will be self-explanatory.

public class Example extends Core {
    public Example(CoreSetup coreSetup) {

    public void init() {}
    public void update() {}
    public void render(Graphics g) {}
    public void cleanup() {}

    public static void main(String[] args) {
        CoreSetup coreSetup = new CoreSetup("Window Title");
        coreSetup.width = 1280;
        coreSetup.height = 720;        

        new Example(coreSetup).start();

Basically you just tell the CoreSetup what flags should be set. It's a pretty simple change, but makes things much more flexible and intuitive.

We've also converted the game loop to a fixed timestep.

Have fun with this,
- Jev
65  Games Center / Contests / Re: Ludum Dare 31: "Entire Game on One Screen" on: 2014-12-09 00:15:43

- Jev
66  Games Center / Contests / Re: Ludum Dare 31: "Entire Game on One Screen" on: 2014-12-08 18:15:28
Click to Play

Only a few hours away from finishing this up.

- Jev
67  Games Center / Contests / Re: Ludum Dare 31: "Entire Game on One Screen" on: 2014-12-06 08:47:45
Here's an image from a few hours ago, the game is a bit different now:

Click to Play

Just got done implementing guns, about to take a dorito break to celebrate.

Making a game without scrolling is not creative or interesting. It's just some stupid restriction.

Tetris didn't have scrolling. It still sold incredibly well and had (still has to some extent) a wide fanbase. Whether or not it was creative or interesting is up for debate, but the point still stands.

- Jev
68  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-05 18:45:44


- Jev
69  Discussions / Miscellaneous Topics / Re: JGO IRC on: 2014-12-04 09:08:07
I second this.

I'm glad this IRC channel actually became a thing. If it weren't for me staying on there 24/7 I probably wouldn't even continue to be on JGO.

- Jev
70  Games Center / Contests / Re: Ludum Dare 31 on: 2014-12-04 04:52:52

It's winking at me I swear.

Snowmen aside, I'm in. Gonna probably use Mercury this time.

- Jev
71  Games Center / Archived Projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-12-04 01:50:10
How about no. We're fine with it and the majority of the people we've asked on the forum are also fine with it. Smiley

We may update the logo in the future, but it's a pain to go through every single document just to make another replacement that people will probably hate. It's a waste of time and effort in my opinion.

You can't please everyone. Emo

- Jev
72  Games Center / WIP games, tools & toy projects / Re: Spade (was Paint.JAVA) on: 2014-12-03 17:50:32
Never thought about that. SEO was never something I was concerned about. I'll see how it goes over the next few weeks or so.
Honestly, if the biggest problem is people having a hard time searching for it, it will mean I've succeeded at my task of making a good editor.

You're going to be fine.

As your project is starting out it'll be a bit tough to get up there on search engines, but as long as your homepage is optimized for the task and you always refer to it as the "Spade Image Editor" in your titles you should be okay.

As long as "Spade Image Editor" or "Spade Editor" shows your homepage when searched you shouldn't have any problems. People worry way too much about having SEO-friendly names.

- Jev
73  Game Development / Newbie & Debugging Questions / Re: Why does a triangle have 6 vertices? on: 2014-11-23 04:00:35
Following what Slyth said, visualize it like this:

vertices.put(new float[] {
    (+0.0f, +0.8f), <- 1st with X/Y coords
    (+0.8f, -0.8f), <- 2nd with X/Y coords
    (-0.8f, -0.8f) <- 3rd with X/Y coords

You have 3 vertices, so each individual vertex will have its own X and Y coordinates. That's why you're passing in 6 values.

- Jev
74  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-22 15:11:19
I made a post in the 'What I did today' thread on JGO.

- Jev
75  Discussions / General Discussions / Re: my art good no? on: 2014-11-18 19:14:47
It's highly inconsistent.

Make sure everything is kept to scale, don't just take a bunch of random sprites and draw them onto the screen at random sizes. That's a huge turn-off for many people in pixel-art.

You seem to recognize the importance of simplicity in pixel-art, and that's a good thing, but consistency is just as important.

- Jev
76  Discussions / General Discussions / Re: java jar file rejected by folks at "Demo Derby", need .mov ASAP on: 2014-11-18 14:44:57
Use OBS to record the video as a .avi and then convert it to a .mov file. CamStudio is terrible for recording those type of things.

I'm not 100% sure if it'll work on Windows XP though.
Why the hell would you still use Windows XP in 2014?

- Jev
77  Games Center / Archived Projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-11-17 16:19:33
I'd also like to clarify that right now I'm giving the website and forum a huge makeover.

There's also going to be a showcase video for the library in roughly a week from now, so stay tuned! Smiley

- Jev
78  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-17 03:56:14
Now let's see you actually make a game instead of playing around with the engine. Wink

- Jev
79  Game Development / Game Play & Game Design / Re: Any decent links to Java2D / BufferedImage / Math type FX tutorials? on: 2014-11-13 19:00:18
Already know about that, I'm always studying Java. I've also played all of his others, that fedora cap game, Minicraft*, Miners4k* etc. Hes got cool ideas but didn't Cherno* clearly states that hes inspired from Notch's* idea and that there friends? Notch also used ideas for Minecraft* from that space block game, Bill Gates used ideas from Altair*, Steve Jobs used ideas from Xerox*, everyone 'steals' ideas. It's all to do with putting the work down and making it evolve n if it turns out more user friendly and people seem to get on with it more and find it more fun (Flappy Bird* for example) your onto a winner. I mean, someone invented electricity but someone would of found out about it eventually but the bloke who's not on alive anymore still receives all the credit for it, now its evolved.

Everything is a remix, you're certainly right about that. Wink

Don't get me wrong, I'm not trying to state that I have a problem with him using Notch's code. I just think he could've given him more credit and told people at the beginning of the series that he was using his code. He doesn't say anything about it until way later in the series after getting spammed by people in the comments about it. It would've been much nicer if at the beginning of the series he actually told people what game they were going to imitate and how they're going to go about approaching it. If he said something along the lines of this, "We're going to use Notch's code as a base for this tutorial, you can find it at GitHub in the link in the description. We're going to be using this game as a 'model' for our series." then I wouldn't have had many problems with it.

Now back on to the actual topic.

You might be able to use generate some of the images you're talking about on your own provided that you know the algorithms and formulas required. If you're only looking for tutorials you're gonna have to look around a bit.

There are quite a few Java2D tutorials for things like the Mandelbrot set as you've mentioned earlier though. Finding good video tutorials is an order of magnitude harder than finding text tutorials, so make sure to do a lot of googling.

- Jev
80  Game Development / Game Play & Game Design / Re: Any decent links to Java2D / BufferedImage / Math type FX tutorials? on: 2014-11-12 22:12:49
Just don't listen to any of the b/s he says about Java itself. He's terrible with that.

Everything in that series was also ripped off from one of Notch's games. It's called Prelude of the Chambered, look it up.

- Jev
81  Game Development / Game Play & Game Design / Re: Any decent links to Java2D / BufferedImage / Math type FX tutorials? on: 2014-11-12 11:06:10

TheCherno is a terrible tutor and is highly inexperienced. Don't watch his tutorials unless you want to destroy a few IQ points.

- Jev
82  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-12 06:58:28

+1 for using puush!

- Jev
83  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-11 20:47:18
Made a wallpaper to get myself hyped for Ludum Dare 31.

It starts in only 24 days from now. Cheesy

16:10 wallpaper (1920x1200)
16:9 wallpaper (1920x1080)

16:10 alternative (1920x1200)
16:9 alternative (1920x1080)

16:10 PSD (1920x1200)
16:9 PSD (1920x1080)

- Jev
84  Games Center / Archived Projects / Re: Mercury: A Simple 2D Game Library | -> Beta coming soon <- on: 2014-11-08 08:12:27

It's been a while since we've said anything big about the library lately, so here's a post that'll hopefully give people a better perspective as to what's been happening recently.

General Updates & Reminder

It's ~2 months until the libraries first beta release.
We've been going for over a year and three months now, getting close to 500 commits.

December is going to be an interesting month for us. We're going to be releasing the first beta version of the library, launching one of the games we're making with it, giving the website and forum a slight makeover, lots of stuff really.

Here's the thing; to get a stable build out by the end of december, we need more people working on the library with us. If you're willing to join the team, contact either me or wes on JGO and we will get back to you as soon as possible.

  • Must have at least 4 years of Java and overall programming experience.
  • Must be actually dedicated to working with us on the project.
  • Must be familiar with git and have a GitHub account.

In your message you should also tell us what you would be specializing in on the library's development.
Samples of your code are mandatory.

Code Updates

GUI might be put on hold for a bit; not entirely sure. I have a lot of code-cleaning to do on it.

Shape rendering has also had some massive updates, now you can texture any shape in the library with no hassle. Plus they have more accurate boundaries now as well, so that should improve collision and intersections.

Camera rotation is also finally in; no idea why it took us so long to toss that in there.

TMX Loading might be in before December. We've gotten a lot of request to add it in, so hopefully Tiled users will be happy about this.

We might not get full-blown networking support in before the release, mainly to prevent awful code from spawning. If there are any networking guys out there wanting to contribute, send us an email.

I'm also in the middle of writing a document based on the Google Style Guidelines for Java, which we will be officially following as of the release.

The default font will also be changed from Open Sans to Roboto, just a little side-note for the typography geeks out there.

Wiki Updates

Yep. We haven't worked on it as much as we should've lately.

The wiki will be updated after the release. It would be a waste of time to write a bunch of pages that we're just going to have to update in two months anyway. Sorry to the newcomers who probably have no clue how to use the library. Sad

We have so many new articles to write for it though, mainly regarding the particle engine, GUI toolkit, scene-graph, game state manager, etc.

Hold up... Did you just say...

Yep. There's a game state manager and scene-graph now. Both are very simple to use Smiley

The implementation of both of these are still a bit rough, so don't expect anything too fancy yet. The scene-graph is still pretty bare-bones and the game state manager isn't perfect, so there's still more to come.

But regardless, I'll show you what I can.

Using the scene-graph is pretty simple. You just take any random class that extends GameObject (in this case,
) and pass in the object into the 'addObject(...)' function of GameScene.

public void init() {
   GameScene.addObject(new Thing());

The rest of the updating/rendering is done for you automatically.

Adding child nodes and controlling the current objects in the graph is a whole other thing; I'll talk about that in the wiki article.

GameState is also pretty simple. It's like any other Mercury component except it has
functions that are called when entering and leaving the game state. The rest will be included on the wiki article.

Game Updates...?

Yep. We're actually making games with this. We aren't that bad!

We're in the middle of making this little twitch game called RFLEX. More info on it will come about later.
The website for it will be fully available once the game itself is ready for JGO to critique and play around with.

This is also why Wes hasn't been on development much lately; he's doing most of the work on this.

Let us know if you have any questions or concerns.

Happy Coding,
- Jev
85  Games Center / Archived Projects / Re: SJGL (Now on GitHub!) on: 2014-11-08 05:04:43
You should seriously consider changing

Also, why the hell are you taking in Java2D's graphics object in the paint function when 'GL' is doing all of the rendering? I know that it's overwritten from AWT, but you should still have a different function for that.

Also, I'd recommend changing the name to something like BJGL (Beginners Java Game Library), since that's really the only audience you can target with this.

Also, that changelog is actually pretty small. Tongue

- Jev
86  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2014-11-07 19:08:22
That's fine when your target audience is primarily other developers, but for the general public something without so many dots is much much more comprehensible.

Terraria seems to handle the endless number of dots pretty well.

- Jev
87  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2014-11-07 02:49:05

Wouldn't it make more since to number the other builds like InDev 6-21-2014b as something like 'Indev 1.1' for example?

Seems more 'proper' IMO.

- Jev

88  Discussions / General Discussions / Re: What defines a Game Library or Collection of Utilities on: 2014-11-06 17:53:32
I'm perfectly fine with people making their own libraries for personal use. There are plenty of advantages to doing so, and you can learn a lot as well.

If you want something that's intended for the general public, however, you're going to have to spend a lot of time working on it no matter what.

Hell, Mercury's been in development for over a year & three months now and it still won't make its first official release until December. I can already tell that in another few months from now we're going to be laughing our asses off at the the first release of the library just for how bad it was and what it lacked. That's just how time goes.

The biggest problem with making libraries for your personal use is that you become incredibly vulnerable to hacks and shitty solutions to certain problems. When you have something that is public, open source and open to contributions, things become so much easier. Seriously. The only way to improve upon libraries like these is to help contribute to them as much as possible and let people know that they can have a say. Want less awful libraries? Help the ones which are growing, both old and new. There is nothing wrong with giving people out there more choices, there is something wrong with stopping that from happening.

Have fun, experiment, and let people help you out. Coding is all about contributing. Without the help of others, bad code and a lack of knowledge is the only thing that is gained.

Just my 2¢.

- Jev
89  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-06 07:34:36
W-what do I do?! Who do I talk to?!

Call up John Carmack.

- Jev
90  Discussions / General Discussions / Re: What is wrong with Jars? on: 2014-11-05 08:54:59

- Jev
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