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1  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-05-11 14:14:09
Few months later, still working on Ashworld.  It's coming along very nicely tho, there's a lot of content and mechanics added.
Here's a little video showing a recent "alpha" build:

<a href="http://www.youtube.com/v/uqNnc93OM80?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/uqNnc93OM80?version=3&amp;hl=en_US&amp;start=</a>

Working towards a public-beta / early-access sort of release on PC. While there are still things I want to add, the biggest and hardest gameplay parts are now working (missions, driving, fighting, platforming, etc).

2  Games Center / Showcase / Re: Meganoid (2017) a challenging roguelike platformer (steam+mobile) on: 2017-04-20 13:22:38
Just wrote an extended post-mortem on this game, it goes into the sales stats and some more in-depth of what this game was and what my goals were with it.
If you are interested in such stuff, you can read it here:

Post mortem for Meganoid 2017.
3  Games Center / Showcase / Re: Meganoid (2017) a challenging roguelike platformer (steam+mobile) on: 2017-04-04 17:36:35
enjoy!
version 1.4 is coming (fixing gamecenter and balancing the gameplay a bit more) Smiley
4  Games Center / WIP games, tools & toy projects / Re: Spaceship Roguelike on: 2017-03-10 13:24:52
there are some rogue-like loving communities on the internets,  stumbled into them when creating Space Grunts..  I'm pretty sure they love this game, since they love ascii Wink
5  Games Center / Showcase / Re: Meganoid (2017) a challenging roguelike platformer (steam+mobile) on: 2017-03-10 13:23:48
hehe thanks, the trailer was pretty boring during the creation process, it really started working when I added a voice-over.
Luckily I found someone for a more professional voice-over than my own voice Cheesy
6  Games Center / Showcase / Re: Meganoid (2017) a challenging roguelike platformer (steam+mobile) on: 2017-03-10 07:37:21
yeah as soon as this game is out the door (March 30rd)
I'll be full time back on Ashworld, wrapping up that one in the next few months  - because I've got a great idea for a next game! :p
7  Games Center / Showcase / Meganoid (2017) a challenging roguelike platformer (steam+mobile) on: 2017-03-09 18:54:10


Meganoid is about to launch, March 30rd!
build with LibGDX, will release on Steam (win,macos,linux), Android and iOS  (and humble + itch.io)

Click to Play



You can pre-order the PC version now and get 20% discount (offer lasts until March 16th)

website: http://www.orangepixel.net/meganoid/
Trailer: https://www.youtube.com/watch?v=643dHvxO4RY

About the game
Meganoid is a challenging platformer, generating new levels on every play session. Find many items to enhance your character and his abilities while you descend down into the Meganoid space ship. Do you rush for the exit, or do you take your time to collect everything there is, barely escaping the security drones that will hunt you down if you linger.

Click to Play


Key features
  • Levels randomly generated on every game session, based on a set of templates, making the levels unique but familiar at the same time.
  • A platformer with “roguelike” elements. Consumables, alternate routes, procedural generation, and many devices and gadgets add depth to the challenging gameplay of the original Meganoid
  • A lot of collectible items that will change the main character’s abilities to navigate the world. Find a jetpack to start flying around, find anti-gravity-boots to perform double jumps, and much more.
  • Hidden bonus area’s to find and unlock. Often providing you with a short-cut or very rare and powerful items.
  • A hackable game world. Finding green key-cards allows you to modify how certain elements of the game act and respond to you. Stop rocket-launchers from working, make rockets fly less far, make destroyed robots drop extra lives.
  • Unlock the database with info on all the items and enemies you encounter to be better prepared on your next try.
  • In true Meganoid tradition, you’ll die a lot in many different ways, but you’ll learn to overcome the difficulties, learn how the Meganoid world operates, and eventually get to the bottom of it!


<a href="http://www.youtube.com/v/643dHvxO4RY?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/643dHvxO4RY?version=3&amp;hl=en_US&amp;start=</a>

8  Games Center / Featured Games / Re: Heroes of Loot 2 - Steam + Android + iOS (libgdx) on: 2017-02-08 18:32:16
Heroes of Loot 2 is now on sale on Steam!  35% discounted
grab it here:

http://store.steampowered.com/app/439880/
9  Discussions / Miscellaneous Topics / Re: Space Grunts on: 2017-02-08 18:30:47
Space Grunts now on sale!  50% discounted, so grab it if you still haven't tried it Wink

http://store.steampowered.com/app/371430/
10  Discussions / Miscellaneous Topics / Re: What's in your gamedev software rig ? on: 2017-01-25 08:19:56
1 overpriced MacBook Pro (Retina, 15-inch, Mid 2015)
1 xbox-controller
1 Nexus5x (for android testing)
1 iPad pro 2 (for iOS testing)
1 radio/spotify/chromecast playing

software:
- IntelliJ
- Gimp
- Audacity
- Trello
- Libgdx as base for my game engine

and for distraction: gmail, twitter,slack and sometimes facebook Wink

11  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-01-18 09:14:09
<a href="http://www.youtube.com/v/JttwxO1RStY?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/JttwxO1RStY?version=3&amp;hl=en_US&amp;start=</a>

just a little teaser!

I'm now at about 98% done with the game, but there's still a bunch of weeks before it launches to iron out bugs and tweak stuff.

things left to do:
- add achievements + leaderboards
- add the final few story-missions
- test, test, test, test!
12  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-01-07 09:34:14
 Grin

fixed url for convenience :p
13  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-01-06 19:23:08
Added a chainsaw this week:
Click to Play


and worked on a unlockable Codex:


and tweaked all the effects and graphics a bit


got a rough version of a trailer/teaser coming hopefully next week, showing a lot more of the game.
for a bit more technical stuff there's a new : developer blog

Also tested and improved the touch-controls and got MFI controller support up and running nicely!

still hopeful on the Q1 2017 release window! Smiley
14  Java Game APIs & Engines / Engines, Libraries and Tools / Re: How to upgrade lwjgl within IntelliJ + LibGDX on: 2016-12-18 20:21:23
my bad!  Grin
15  Java Game APIs & Engines / Engines, Libraries and Tools / Re: How to upgrade lwjgl within IntelliJ + LibGDX on: 2016-12-18 10:50:48
you can't.. because libgdx comes with lwjgl in it..
so just use the latest libgdx and it will come with the latest compatible lwjgl
16  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2016-12-16 18:45:50
thanks guys! been working for a lot of months on this one, huge pain getting the game to where it is now
mostly because I don't play or fully understand the fun in open world games  Grin

but I got it all coming together, now it's just the last 10% left Wink
17  Games Center / WIP games, tools & toy projects / Ashworld on: 2016-12-16 09:45:11


Hey guys, I like to introduce my new game: Ashworld.
It's an open-world game, mixing driving, shooting, and platforming into one big action adventure type thingie!

I hope to release the game Q1 2017.. possibly Q2.. we'll see! :p

Here are some screenies to look at:







Click to Play


Click to Play


Click to Play


You can read up on development in more detail here: http://techblog.orangepixel.net/2016/12/its-called-ashworld/

but I'll also be sure to update this thread with more screens, info and videos when I get them Wink
18  Discussions / Miscellaneous Topics / Re: Space Grunts on: 2016-11-13 10:16:39
So @orangepascal what do you suggest the best weapon is to kill those green spiders that appear sometimes when you break a box?  I try to use the home beacon, but those spiders always get me!

can't help you Smiley it's been close to a year since I played Space Grunts, and I developed+played Heroes of Loot 2 since and am now hard at work on the next game.. so I can't even remember what box, what appears out of it, and how to kill it best :p
19  Discussions / Miscellaneous Topics / Re: Space Grunts on: 2016-11-13 10:15:24
If it's any consolation, I've never managed to beat any of my own games without cheating either  persecutioncomplex

Cas Smiley

yeah I rarely play my released games from start to finish.. I played all of it so many times during development, that it takes a few months to just get away from the game, and then I'm usually deep into the next game so there's not a lot of time to just play my previous one Cheesy
20  Discussions / Miscellaneous Topics / Re: Space Grunts on: 2016-11-12 10:58:56
actually, I haven't either Cheesy (not in it's final form)
but I know many others have done it, and some do it on like 95% of their runs.. which is amazing and frustrating at the same time
21  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Libgdx notable game repositories on: 2016-11-09 18:54:57
latest version of my repo's are on Github:

https://bitbucket.org/orangepixel/

I plan to open source a few more games eventually, but for now there are 2 libgdx games and the html5 version of Gunslugs (messy code, but it's like a straight port from java to javascript, and it runs !)
22  Game Development / Newbie & Debugging Questions / Re: [LibGDX] When are FrameBuffers useful? on: 2016-11-01 17:55:52
I render everything to a "low-res" framebuffer for the pixel-art  in my games. This makes rotations and such true to the pixel-size of images, and then I render that framebuffer to the full screen dimensions (scaling it up)

I also render alpha-blended colorized images to another framebuffer which then act as a extremely fast way to do dynamic lights in a game:




and in my new game I mix a few resolutions, the statusbar is in a higher resolution than the game. And the world map is rendered to a framebuffer bigger than the screen so I can zoom in and out of the view




23  Games Center / Android Showcase / Re: 1000 Levels: Simple one-tap game on: 2016-08-06 06:17:01
so how does making a crappy one help exactly? Smiley 
(besides making the mobile games market even more crowded with even more crappy stuff)
24  Java Game APIs & Engines / Java 2D / Re: Better way to create Tiles on: 2016-08-04 17:50:30
What you are saying makes perfect sense to me, but I do not know enough to re-create the way my entire game renders images. Do you know of any tutorials? I have been looking for around two days now and I can't find one


that's kinda how you learn game programming tho Smiley 
start tweaking things and see what it does..

you need to start crawling before you can walk, and learn walking before you can run

If a certain hurdle is to hard to take at this point, then focus on the things you can do and change, you'll get better eventually

that's how we all learn(ed)
25  Game Development / Newbie & Debugging Questions / Re: Larger than normal Tiles? on: 2016-08-04 06:29:50
why all so difficult? Smiley

a tilemap is nothing but a simple array of mapwidth*mapheight filled with numbers (integers) that translate to texture/sprite images

if the value of a tile is 0 there is no tile, and you can then give every other number the value of the tile to use.

in that case you could just have this square:

1 | 0
0 | 0

where tile 1 is actually the size of 4 tiles and would overlap over the 0's  and so you can have bigger tiles amongst the small tiles.


26  Java Game APIs & Engines / Java 2D / Re: Can I exclude main features when using libgdx? on: 2016-08-02 07:00:59
yes that's possible, I use very little of libgdx's features, just the core application handling
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-17 19:22:45
worked on my new prototype.. got a feeling it will be my next game
Click to Play
28  Games Center / Featured Games / Re: Heroes of Loot 2 - Steam + Android + iOS (libgdx) on: 2016-07-14 15:03:01
What about time spent on resolving bugs?

Porting to other platform, especially when you don't have to port to another language but can use the same Java build, is mostly just a couple of days hunting platform specific bugs. Often that's interface and hardware things, not a lot of work. If it is, there's a business decision to make: is it worth the time
 is you must confront with real market and real customers, like a good lean startup Cheesy

Quote
Why do you decided to release a turn based game ? It's a tough choice for me

a few people challenged me to it Smiley I never liked turn-based+statistics+inventory stuff, but doing the research and building a unique game that is both turn-based but fast and action packed was a nice challenge and made me actually enjoy a couple of turn-based games.



Quote
This is a good point. I'm a hobbyist right now so working on a sequel is something I don't want to do: experiment with new things is right choice when you don't have too much time. But seems, following your experience, that improve every game (codebase, graphics, gameplay, effect, etc..) is right choice to me. A lot of work and motivations behind btw !

Thanks!

Yes, I can recommend iteration on your previous games, never throw away old code but build on it Wink
29  Games Center / Featured Games / Re: Heroes of Loot 2 - Steam + Android + iOS (libgdx) on: 2016-07-14 10:35:30
Big Thanks @orangepascal.

I even not expected to get such exact numbers.
it definitely helps, as many new game developers are blinded by the success of Minecraft ^^
(they think every game is making millions Wink)

yeah I think it would be better if many of the other developers, that nobody reads about, would get more attention.  We all read about the 5-10 awesome hit games each year, and the massive failures. 

But there's a group of "indie devs" out there that is making a living without ever writing a hit game. It takes a lot of work, and probably requires a lot of business instincts, but it's do-able without making those millions on just one game.
30  Games Center / Featured Games / Re: Heroes of Loot 2 - Steam + Android + iOS (libgdx) on: 2016-07-14 10:32:10
thanks @orangepascal for sharing interesting data.

Do you feel confident and try to boost your sale, I mean, working on a bigger title, invest in better graphics, marketing and so on ? What are your plans ?

Always looking for new ways, like adding new platforms is one (like Steam, itch.io, etc). Same with things like the Ouya, or many other androidTV devices that most of us will never have, own, or want, but I do release my games on there as it's often just 1 or 2 days work since these things all run the same platform.

As for bigger games, I honestly don't think a one-man company like me should do bigger games. And I wouldn't dare to try it.

Working 9 months on a game is already stretching it pretty much as to what the costs are if you do this full time with no other income. (my games are also the main income for me and my girlfriend).

If a game takes 4-6 months, and it fails, my current range of games will make sure there is money coming in and I can do a new game, even if it's just a sequel or a re-skinning of one of my existing games.

If a game takes 9 months (meaning that's close to a year before you see money coming in) and if it then fails to deliver.. I could survive that, but it will make it a lot harder on the next game, no matter how fast I can make them.

I'm in the fortunate position of not having to do work-for-hire anymore, my always growing catalog of games are sustaining me and I have a more then decent income from them.  Last year I released only 1 new game, and this year I magically managed to release 2 fairly big games and now my next game won't have to be released until 2017, which is a very nice luxury.

As for marketing, I've looked at various indie marketing companies, and their prices range from $2000 up to $5000 for fairly basic stuff (contact press, streamers, influencers, etc), but so far I just found it very hard to judge how good these marketing companies are and if they are worth that sum.  It's hard to track what they bring to the table.

I also contacted publishers with various games in recent years, but never found one that was interested in the game or they didn't have a time-slot for it, or they simply weren't looking for such games at that time  (or any other silly excuse they made).


As for my plans, with every game I release I learn new things and try new things, from coding a better level-generator to game-design improvements on how to handle stuff like tutorials, hints, or tricks for camera-movements.

I now started a completely new thing,  a sandbox type game (which I never play or even like) mixed with original GTA car-driving, mad-max vibes, etc.   No idea if it will be the next game, but it's a working prototype for now.

While doing prototypes I keep very obvious idea's in the back of my head:  Gunslugs 3, Heroes of Loot 3, Space grunts 2, etc.. those are great fallback idea's when a prototype fails and time is ticking out on a new launch.   Altho I only do a sequel if I think I can really bring something new to the game or improve on it in some meaningful ways.


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