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1  Game Development / Newbie & Debugging Questions / Re: Random glitch in tiles on: 2016-05-23 06:36:44
make sure your window has a power-of-2 dimension.  Anything else, can make your textures not full fit together.
Guessing your FBO is a power of 2, so the problems aren't there.

possible the same as this problem:
http://www.java-gaming.org/topics/libgdx-rendered-tiled-and-non-tiled-sprite-lines-not-smooth/37401/view.html
2  Games Center / WIP games, tools & toy projects / Re: Heroes of Loot 2 on: 2016-05-20 14:40:02
Meanwhile I'm a few updates and versions into the Early Access stages.
I just pushed out version 0.9.4 with many new stuff like avatars, quests, items, and various tweaks all mostly based on user feedback.

I really like how Early Access gives me, as one-man company, a bunch of extra eyes and opinions from people who probably play more games than I do. 

Check it out if you haven't yet:
http://store.steampowered.com/app/439880
3  Games Center / WIP games, tools & toy projects / Re: Heroes of Loot 2 on: 2016-05-13 20:12:12
And it's live!  on Steam Early Access,
so check it out if you like dungeon crawling and rpg action adventures:

http://store.steampowered.com/app/439880
4  Game Development / Newbie & Debugging Questions / Re: LibGDX Rendered tiled and non tiled sprite lines not smooth on: 2016-05-07 07:11:22
you're in luck, I have a simple framebuffer example here:

https://bitbucket.org/orangepascal/libgdxframebuffertest

5  Game Development / Newbie & Debugging Questions / Re: LibGDX Rendered tiled and non tiled sprite lines not smooth on: 2016-05-06 06:32:43
make sure your rendering canvas is always a power of 2 in size (width and height)
that's why it goes wrong when you resize your window, at some points it will not be a power of 2 and the texture offsets will not be rounded numbers causing those jitters.

render everything to a framebuffer, which is easier to keep a power of 2, and then render that to the visible screen (which then doesn't have to be a power of 2)


6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3 and Android on: 2016-04-26 18:19:04
check out LibGDX, which uses LWJGL3 (and 2 if you prefer) and builds to both desktop and android (and ios)
http://libgdx.badlogicgames.com

7  Games Center / WIP games, tools & toy projects / Re: Heroes of Loot 2 on: 2016-04-25 10:32:42
The pre-order is now live, with 30% discount !  (Steam key until the game leaves Early Access)

If interested, pre-order here:
www.heroesofloot.com
8  Games Center / WIP games, tools & toy projects / Re: Heroes of Loot 2 on: 2016-04-21 14:53:21
Almost nearing the pre-order and Steam Early Access build!  Just one or two more weeks (probably opening up the pre-order next week with a discount, so keep an eye out for that)

Wrapped up work on the website and marketing material (trailer + screenshots) so it's all ready to go:  www.heroesofloot.com

Here's some cool new screenshots just for those who like pretty pictures :





9  Discussions / Community & Volunteer Projects / Re: Looking for other programmers for a stealth shooter on: 2016-04-09 06:38:55
and do you really need 2-3 coders (besides yourself) for this ?
and wouldn't you also need a graphic artist?
sound designer?


not to be harsh.. but most people here, able to help you on such a project, could probably do it faster by themselves Wink
10  Games Center / WIP games, tools & toy projects / Re: Heroes of Loot 2 on: 2016-04-02 14:07:11
yeah it's not my first game Wink
11  Games Center / WIP games, tools & toy projects / Re: Heroes of Loot 2 on: 2016-04-01 14:39:55
I've been streaming some of the development on Twitch, for those interested in code and pixel-art creation:
https://www.twitch.tv/orangepascal/profile
12  Games Center / WIP games, tools & toy projects / Re: 2D Roguelike Dungeon Game Alpha on: 2016-03-29 16:36:52
just a note, please don't start using too many of my sprites..
those images used (the rocko, the purple character, etc) are not freeware

use them as a basis to create your own by modifying them Wink
13  Discussions / General Discussions / Re: Make game development step on: 2016-03-23 10:45:32
1.

 I honestly believe that graphics is a skill-set you can learn just like programming. But like programming, it requires time and most developers can create games and would like to just as easily create graphics.. but remember where you were when starting programming, that's where your graphic skills are.

All game art is defined by rules and style. For pixelart there are simple rules on how to create a rounded edge, just blow up a pacman sprite, and notice how the outline of the circle is made.. that's the most simple example of graphical rules in pixel-art, and there are a lot of those little rules (aka tricks) to create certain shapes.  Same goes for any other graphical art form (vector, 3d, etc).  Look at examples and start copying them and then tweaking them  (again, much like how you would learn how to program games, take example game code, and start tweaking it)

2.

mechanics is playing many games, and prototyping. Sounds like you already do one of the ways to accomplish it. I work the same way, I come up with a specific little concept, and then I build it and iterate and play the shit out of it until it's fun or just time to move on to the next idea.    Sometimes a game idea starts with an idea like "main player moves like this"  or sometimes I start a design with "funny little sprite" and then I never know where I end up Wink

3.

don't worry about the tools, if you can make what you want to make with it, and run it on the target platforms you had in mind, then it's the right tool for you.   I only recently started using LibGDX, but I only use the core of it (the part that get's me an opengl + audio + input setup and works cross-platform).  All other code on top (actual engine of the game) is my own code.

This means my code can be ported fairly quickly as long as I have a rendering+audio+interface layer between my code and the platform I want it to run on.


finally, don't think too much about it, just do it Wink   creating games is mostly the fun of creating, the end result doesn't matter. Especially if it's just as a hobby.

14  Games Center / WIP games, tools & toy projects / Re: Heroes of Loot 2 on: 2016-03-18 19:15:04
The steam page is now up:
http://store.steampowered.com/app/439880

next step will be the pre-order and early-access stage
and then release on pc, android and ios
15  Discussions / Miscellaneous Topics / Re: The point of games on: 2016-03-16 19:24:04
the point of games is about equal to the point of this thread Smiley
16  Games Center / Featured Games / Re: Gunslugs 2 - completed on: 2016-02-28 10:07:58
haha cool to hear! Smiley
17  Game Development / Newbie & Debugging Questions / Re: Newbie questions on game states and game libraries on: 2016-02-27 23:06:53
1. library doesn't matter, start with one, if you out-grow it, move to the next one.   One tip: there is no "simple rpg" better try your hands at something a lot more simple

2. also doesn't matter.. anything that works is good. If you out-grow it, or learn better ways to do it, you can start using those methods. But what ever works is a great solution.

my tip, find some free game source-code, start tweaking it and learn as you go from that.
18  Game Development / Newbie & Debugging Questions / Re: Box2dlights on: 2016-02-15 19:03:21
you redraw them in the right location every time.
so your framebuffer can be just as big as the screen, not bigger.

but you might want to start with something more simple if this is a bit too hard to understand (cause it's actually really simple game code)
19  Game Development / Newbie & Debugging Questions / Re: Box2dlights on: 2016-02-14 20:36:42
Hi,

Thanks for this, not used framebuffer before, this like an offscreen buffer you draw into and then overlay it onto your main screen?

Are your lights always in same position or as you scroll the screen you re-position them etc?

Thanks

yes everything is always rendered to a framebuffer, but for this you just create another buffer that is rendered on top of the other.

the lights are rendered every frame, so they are dynamic just not casting shadows
20  Game Development / Newbie & Debugging Questions / Re: Box2dlights on: 2016-02-13 10:29:45
another, possibly faster, solution is using blended "light" textures like I described over here:
http://techblog.orangepixel.net/2015/07/shine-a-light-on-it/

using it in various games to great effect
21  Games Center / Showcase / Re: Space Grunts - turnbased with a twist on: 2016-02-04 17:53:34
now also available on Android ... and iOS ! (using RoboVM)
comes with a 50% launch discount which ends on Friday, so uhm, hurry :p

android: https://play.google.com/store/apps/details?id=com.orangepixel.spacegrunts
ios:https://itunes.apple.com/app/space-grunts/id1018002876
22  Games Center / WIP games, tools & toy projects / Re: Heroes of Loot 2 on: 2016-01-23 22:40:58
why not.. at some point it could be fun to combine a bunch of my games in one
23  Games Center / WIP games, tools & toy projects / Re: Heroes of Loot 2 on: 2016-01-20 12:51:31
2 gamepads, or a gamepad+keyboard.. 1 screen, camera centers in the square around the 2 players.. so can't run away from each other too far Smiley
24  Games Center / WIP games, tools & toy projects / Re: Heroes of Loot 2 on: 2016-01-20 10:44:28
Need your help with Greenlight, so if you got a second or 10, please vote here:
http://steamcommunity.com/sharedfiles/filedetails/?id=604657470

thanks for the help!
25  Games Center / Showcase / Re: Alien in JumpFish (libgdx 2d platformer pixelart) on: 2016-01-14 19:23:24
ow I love that music.. very nice!
26  Games Center / Showcase / Re: Space Grunts - turnbased with a twist on: 2016-01-14 19:22:40
thanks, always good to hear people enjoy my game Smiley
27  Games Center / Showcase / Space Grunts - turnbased with a twist on: 2016-01-14 09:37:54


It's done! I finally released Space Grunts on Steam and I'll stop talking about it after this post! Smiley
http://store.steampowered.com/app/371430/

With the Android version coming on February 3rd,  including an iOS build (written in Java thanks to LibGDX)

Space Grunts mixes an action game with a turn-based roguelike:
Quick instant turns and inventory handling meets screen-shakes, big explosions, and intense action

<a href="http://www.youtube.com/v/ymqKkwqqkGM?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/ymqKkwqqkGM?version=3&amp;hl=en_US&amp;start=</a>
28  Game Development / Newbie & Debugging Questions / Re: Learn to make game engine from scratch or learn existing game engine? on: 2016-01-09 08:41:57
that's the only right way Smiley
you can't write a game engine without having written any games.. every game engine in existence has grown out of an actual game

so good luck on your game!
29  Discussions / General Discussions / Re: Releasing on Steam for a (very) indie developer on: 2016-01-04 22:30:22
I use the excellent Steamworks4j : https://github.com/code-disaster/steamworks4j
30  Discussions / General Discussions / Re: Releasing on Steam for a (very) indie developer on: 2016-01-03 16:00:34
There is money to be made on PC and Steam tho.. let's not get too negative about it Smiley I'm pretty pleased with my venture onto Steam so far.

but you really have to create a game for the audience, add a lot of stuff, add features, settings, different controls (keyboard,gamepad,mouse)

and don't even try to sell an "endless runner" or another "candy crush"..

An arcade game can be sold on PC, but it either has to be unique, extremely well done, full of features, or heavily promoted by a big publisher or just extremely lucky.
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