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1  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/
2  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/
3  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

4  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!
5  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-01-07 09:34:14
 Grin

fixed url for convenience :p
6  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
7  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
8  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
9  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
10  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
11  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
12  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
13  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
14  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 !)
15  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




16  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)
17  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)
18  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.


19  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
20  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
21  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
22  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.
23  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.


24  Games Center / Featured Games / Re: Heroes of Loot 2 - Steam + Android + iOS (libgdx) on: 2016-07-13 10:47:23
1 month:

1000-5000 – Download on android O_O
I believe same on IOS (or even half)
Steam 8 reviews – 8 !!! O_O (android 105)

I don’t get it, what wrong with this world…
Is game at least profitable? (can you pay bills?)


good question, so just some extra info on top of those numbers:

iOS has 7000+ sales

Steam has only 8 reviews with around 300 sales (note: most of my sales come from other sites like itch.io and humble, so it's possibly the reason that a bunch of those players don't even check the steam page of the game let alone leave a review)

- my games aren't free downloads but premium games for a niche market (pixel-art looks, targeting mid to hardcore gamers, not extremely deep gameplay but enough extra layers for the real fans of the game).  So even with good coverage and featuring, it's still a hard sell to many players in between the hundreds of NEW free game offerings every day.


however, even with these "low" numbers (after a month of being on sale), the game is what I consider profitable
I made the game in little over 5 months (which I admit is an extremely short dev time, even for me).

only costs for the game have been the music, which I outsource, but all other stuff: graphics, code, marketing, trailer creation, etc. is done by me.. so no extra costs involved in the process.

The game has now made little over 15k in that first month of being on sale,
and generated extra sales on my other games (including Heroes of Loot 1 obviously)

The game will continue selling for a few more years at a rate of a few copies a day
and there will be some deals left and right like bundles, sales, and other deals with tablet manufacturers, walled-garden type deals, etc.


Obviously this is not a success-story that everybody loves reading about and all media talks about
but this is actually what a sustainable business looks like Smiley  (nearing 13 years of being full-time indie game dev). 

I keep my game-dev cycles between 5-9 months, and I release on as many platforms as possible
and on initial release I make sure to at least target the main ones: iOS, Android and since last year also PC.

(I released my previous game Space Grunts in January/February which did about the same)

The PC side of things is still a new venture for me, I started porting my older games last year and getting them on Steam just to feel out the market and learn how to improve my games for the PC market, and with the development of Space Grunts and Heroes of Loot 2 I actually had the PC version as the main build for the first time in all those years.

So I'm still in the process of building up a fan-base, learning what works and what not, etc.  Again, it's not an overnight-hit story, it's how you build a sustainable business, a long-term goal.   

In that short year of being on PC and Steam the monthly PC income is now at 50% of my monthly mobile income (as-in the monthly income without having a newly released game).  So it's growing rapidly, mostly due to the higher sales price obviously that I can set on PC.


hope that's informative or useful in anyway for other devs on here Smiley




25  Games Center / Featured Games / Re: Heroes of Loot 2 - Steam + Android + iOS (libgdx) on: 2016-07-13 06:14:38
cool and thanks!
26  Game Development / Shared Code / Re: Open-Source Terraria Clone on: 2016-07-03 17:49:55
just adding a "cool!" here because I don't get the thread that is forming up there ^ Smiley

open-sourcing this work is very nice for those learning game code, well done!
27  Game Development / Newbie & Debugging Questions / Re: [Libgdx]Tilemap rendering issue on: 2016-06-30 06:40:20
What if your big-statue/house gets (partially or not) removed/destroyed ? How do you update your collision flags and your visuals ?

you just modify the solid layer and set new 1/0 flags.  optionally you also modify the render-layer underneath (which is millisecond work)
as for the visuals, your object will then use a new sprite frame showing it's new destroyed state (or it get's killed and removed from the object list completely, setting 0's at it's tile location)


28  Game Development / Newbie & Debugging Questions / Re: [Libgdx]Tilemap rendering issue on: 2016-06-29 18:01:39
This is probably more costly than your system, but not for the logic part. Imagine you need a huge house on top of your terrain layer with the ability to go behind it (the upper part being drawn on top of the players if they're behind this house). If you draw it as an object entity (a single sprite), you'd have to code a heavier collision system or even use a physics engine when the shape becomes complex (not a basic rectangle). With the houses, trees (and other things) stored as multiple tiles, I only need to do a simple check on the cell and everything becomes much easier :

actually I don't need to do any extra check on that either, my map layer is split into a 1/0 layer for the solid/empty tile information
and a render-layer that keeps track of which tile to draw (and this is auto-generated from code based on the 1/0 layer)

and when I initialize the world and place a house or big-statue like I have in my game, I set solid-flags for all the tiles I want blocked.
all my game objects have a standard collision detection with the tile layer,  so it doesn't cost anything extra on having 40 houses or 0 houses on the map either.

all it requires is a bit of extra memory for having two arrays for the world instead of one
29  Game Development / Newbie & Debugging Questions / Re: [Libgdx]Tilemap rendering issue on: 2016-06-29 06:42:38
the funny thing is that all your solutions are probably more costly overall than having a few extra batch-renderings on the GPU side Smiley
the way I did it in Heroes of Loot 2:

1) batch render the floor tiles (only floor tiles)
2) batch render floor-effects (blood, debris, etc)

3) batch render all images (monsters, players, objects) which are sorted from top to bottom (sorted on y+object-height which is at their "feet" location).

4) batch render the walls

results are:


the game uses on average 16 batch calls (includes statusbar layer, light-layer, etc) and runs fine on 2 year old android+ios devices

however I do use raw tilemap rendering, nothing LibGDX specific. So it's just " for x = left to right;   for y = top to bottom;  drawTile"

to enhance that even more I could use pre-rendering the floor tiles and the wall-layers, but that wasn't really needed.

30  Game Development / Newbie & Debugging Questions / Re: [Libgdx]Tilemap rendering issue on: 2016-06-21 06:13:29
you can't render objects that way, because you need to sort/order them along with all other game objects (players, bullets, monsters, etc)

so trees should be objects (think of them as idle-monsters that don't do anything)

and then you sort all your objects from top-of-screen to bottom-of-screen and render them in that order

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