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1  Game Development / Game Mechanics / Re: Smooth background scrolling - small freezes in a loop on: 2015-11-27 09:52:29
could you just be experiencing vsync not being used?
2  Games Center / WIP games, tools & toy projects / Re: Heroes of Loot 2 on: 2015-11-26 10:46:45
Looks, so far, once again great! With quite some more enemy types, of course.  Smiley

Those speech bubbles... are you going to add any more complex system behind them?
Because right now, they seem like they would feel a lot more like spammy bot information than like actually informative in the final game...

Yeah not a real fan of the speech bubbles.. they are probably getting removed pretty quickly Wink
3  Games Center / WIP games, tools & toy projects / Heroes of Loot 2 on: 2015-11-25 20:18:43
I finally started on Heroes of Loot 2.. having tried it a few times, one of those attempts turned into Space Grunts.. but now I'm on track to jump back into the dungeons and create a sequel with many improvements.

First week of development was pretty fast thanks to basing the world-generation on the Space Grunts engine, so I now have the beginnings of a playable game:

Early view of the alpha code running:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

my idea is to have you play with 4 characters at once, each with their own skills, but still have to figure out the logistics of this with all the action going on and having to swap characters during fights.. but I'm positive I can find a good solution!

also improving on the game pacing, and the quests while hopefully keeping the arcady-action feel of the original

4  Games Center / WIP games, tools & toy projects / Re: Space Grunts update 27 on: 2015-11-25 10:30:43
Update 28 is now available:

  • fix: made smaller buttons clearer when selected
  • fix: progress-bar overlapping with “daily challenge” text on map screen

  • added: the “Whigo” monster
  • change: random radiation now also removed when ventilation turned on
  • change: Battle suit now also protects against radiation
  • change: Battle suit now also protects against alien-goo
  • fix: rooms with exits being lit to soon
  • fix: hopefully fixing the leaderboard uploads to multiple boards...
  • fix: dropping an item would sometimes crash the game
  • fix: ancient-temple could appear twice in a row
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-18 19:17:36
Today I decided on putting the band back together, and work on "Heroes of Loot 2"

Copy+pasting various bits and pieces from previous projects gives me a nice base to build on.
Level-generator comes from Space Grunts, controls from Heroes of Loot 1, and some new code and graphics to glue it all together!

Still calling it a prototype tho... ! Wink

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
6  Games Center / WIP games, tools & toy projects / Re: Space Grunts update 27 on: 2015-11-18 13:40:44
originally I had planned to have some aliens burst out of them in later levels..  still need to make that happen Wink
7  Games Center / WIP games, tools & toy projects / Space Grunts update 28 on: 2015-11-18 10:18:07
The game is in Early Access on Steam, and now very close to release.

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.

Build on LibGDX with some Orangepixel game engine sauce on top Wink

I've also been trying to actually beat my own game, which I still fail at, but the recordings might be fun to watch and see what the game is all about:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
8  Discussions / General Discussions / Re: Making Games for Nobody on: 2015-11-13 13:32:58
I can only imagine having time to actually play them.. now that would be awesome
9  Game Development / Shared Code / Re: Dynamic Rectangle Dungeon Room Generator on: 2015-11-13 09:57:03
interesting solution!

How do you handle connections between rooms tho?
where do you place the corridor/door between 2 rooms, and what if a room has multiple neighbors, do you add multiple doors - and thus multiple paths for the player to take?
10  Games Center / Showcase / Re: Block Shooter on: 2015-11-11 11:01:04
not to be harsh or anything, but there really is nothing to comment on in this video.. 
you have a prototype that can place blocks and remove blocks.

there is no game here, there is nothing interesting or unique, it's a fun start of "something", but this is called a prototype
11  Discussions / General Discussions / Re: Making Games for Nobody on: 2015-11-09 18:28:25
I just enjoy creating games and the worlds they are played in.  The creativity behind the whole process of seeing everything come alive and work is still awesome from start to finish.

Being able to earn money and a living from it is just awesome, but I would probably still do it if I wouldn't be able to earn a living, just in a lesser way using just the spare time Wink
12  Games Center / WIP games, tools & toy projects / Re: Space Grunts - now in beta (steam key) on: 2015-08-23 21:41:31
I just got me a copy - it's really quite fun Smiley

I have a few comments...

1. It was often not apparent what was hurting / killing me
2. It's rather frustrating not being able to shoot at arbitrary targets in LOS
3. Similarly there are times when I want to "wait" a turn and see what the gidrahs do

Other than that I think it's slick, fast, stylish and fun! Definitely your best one yet.

Cas Smiley

Aware of the hurting/killed by problem, especially those using projectiles, sometimes hard to see them fly.. might just give monsters a little icon above their head when they hit you or something.

I'll also have to defend my stand on no "wait" option being added, cause that's a design choice; it's the "action/arcade" part of this hybrid game Wink and some puzzles/enemies are based on this
13  Games Center / WIP games, tools & toy projects / Space Grunts - now in beta (steam key) on: 2015-08-23 13:54:49

Space Grunts is nearing completion, and available for pre-order.
(A sci-fi "turn-based meets arcade action" roguelike)

Pre-ordering (desktop version) get's you 30% discount
AND access to the beta version (Steam key) so you can check it out right now Smiley

More info: [ur][/url]

Steam page:

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

(sorry for starting new thread, apparently the old thread won't allow me to post new info)
14  Games Center / WIP games, tools & toy projects / Re: Space Grunts - turn-based/action roguelike (pre-order) on: 2015-07-31 11:28:21
Added some new stuff based on Brogue,  weird alien-plant-type things that either release healing spores or poison.. take a risk! Smiley

Click to Play

A week of polishing the interface while I get ready to release the "early access" beta to pre-orders.. nervewrecking as with all releases!

Character select is still pretty rough and needs some work, but the start is there:

button and dialog interfaces are kept "simple" and bright

oh and just some extra eye-candy from one of the early moon-base levels:

15  Games Center / WIP games, tools & toy projects / Re: Space Grunts - turn-based/action roguelike on: 2015-07-29 18:26:30

Space Grunts is now up for Pre-order, saving you 30% on purchase, and giving you early access in mid-August!

Get it here:
16  Discussions / Business and Project Management Discussions / Re: Do you team up with marketing experts or use their services? Does Steam h_elp? on: 2015-07-28 09:00:09
oh true, if you go through Greenlight first, then you do get some more exposure, since the game will be on the frontpage for a bit longer than the normal steam pages.   But the attention you get there is mostly yes/no votes (literally a 50/50 divide for most games I know about).

Having some sort of sign-up or even a beta to try out might increase your results more (haven't tried that myself).

Twitter and facebook are two good ways for marketing, Twitter is mostly interesting for the quick news posts (any thing like new screenshots, blog posts, etc) and hope it get's retweeted/favorited enough..  and facebook is best for trying to grow your fan base, getting people to like your page so it's easier to reach them in the future.

Also try to setup a mailing-list and see if you can push people to sign up on that.. nothing beats having a direct line to your customers.

reddit is a big mystery.. most links,posts seem to just die in a void, at least on all my attempts Smiley  but if it DOES get picked up, it goes big pretty quickly.
17  Discussions / Business and Project Management Discussions / Re: Do you team up with marketing experts or use their services? Does Steam h_elp? on: 2015-07-27 18:46:33
Steam is not gonna do anything for your marketing out-reach.  You're game will be in the new-releases list for a few days but so will a few dozen other games be.

Press and media only pick up "stories" or games that are already talked about, because that's what attracts readers.  If your game is good enough, and it's in early beta, it might just be interesting enough to talk about and why not contact sites about and start talking a bit?  Most major sites won't even pick it up ,  but the smaller sites might and they can bring in some gamers.

if you wait until release to do marketing, you're way too late Smiley  you should have started when you first had something to show people.

18  Games Center / WIP games, tools & toy projects / Re: Space Grunts - turn-based/action roguelike on: 2015-07-25 17:18:18
more tinkering with the out-door zone. Changing the lights a bit, and adding improved clouds:
Click to Play

and some people told me it was weird monitors didn't blow up when hit by rockets.. so:
Click to Play

Also updated the website with the latest images and artwork, so check out and sign up at

19  Games Center / WIP games, tools & toy projects / Re: Space Grunts - turn-based/action roguelike on: 2015-07-22 20:07:26
I've been adding the animation scene's that setup the story/introduction stuff:

and also added a datacard+cpu system to give some hints, tips, and general lore:

you'll find cpu's sparsely spread around  the moon-based, and datacards even more sparsely in a "collect-em-all" style:

20  Game Development / Newbie & Debugging Questions / Re: Best Practices for Creating New Objects on: 2015-07-21 08:54:10
I always use object-pools.. left-over from my J2ME days Wink
21  Discussions / Miscellaneous Topics / Re: [Giveaway] Steam keys for Biodrone Battle on: 2015-07-17 11:14:58
I don't mind checking it out, can even give you a key in return for any of my games Wink
22  Games Center / WIP games, tools & toy projects / Re: Space Grunts - turn-based/action roguelike on: 2015-07-16 21:42:37
You make only the highest of quality games.

Looks amazing, awesome work.

thanks, I do my best Wink
23  Games Center / WIP games, tools & toy projects / Re: Space Grunts - turn-based/action roguelike on: 2015-07-16 21:34:32
Little view on the inventory screen, this is where battles will be won: using the right items at the right time

24  Games Center / WIP games, tools & toy projects / Re: Space Grunts - turn-based/action roguelike on: 2015-07-15 09:50:16
latest gameplay video:

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

25  Game Development / Newbie & Debugging Questions / Re: Tile Collision on: 2015-07-13 17:23:43
so the logic is pretty simple:

if you detect a block on the right of the player, AND the player is pressing right:
 you start code to move the player "up and over" (for platformer a simple call to trigger the "jump" action should do)

26  Games Center / WIP games, tools & toy projects / Re: Space Grunts - turn-based/action roguelike on: 2015-07-08 13:52:48
So big changes made today, as a new light-system is now activated. This will at least be in the Steam version, not sure yet about the Android version (altho it runs on my Nexus5 so far)  but this enhanced version should run nicely on AndroidTV, nvidia shield, and Ouya:

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

27  Games Center / WIP games, tools & toy projects / Re: Space Grunts - turn-based/action roguelike on: 2015-07-07 09:56:28
Just uploaded a new 10+ minute gameplay video of the current state of Space Grunts. 

more details on the video can be found on my tech-blog:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
28  Discussions / Business and Project Management Discussions / Re: Ten years of Indieexperience, revenue stats, business decisions, and tips+tricks on: 2015-07-07 06:31:02
Did you proactively contact the airlines?

no, they contacted me, which is the result of having your games in lots of places, and having a sizable portfolio of quality games. 
29  Discussions / Business and Project Management Discussions / Re: Ten years of Indieexperience, revenue stats, business decisions, and tips+tricks on: 2015-07-06 13:50:16
This was a really interesting read, thanks for that. Posting about money can be difficult, but it's something that a lot of people are curious about.

If you feel like it, can you talk a little more about what exactly you mean by "learning the business side of things"? I think most of us here know how to learn the technical side- you google "how to do XYZ", you find a tutorial, etc. What, specifically, is the equivalent for the business side?

Most of the business side is just something you have to learn as you go. Some tips would be:

1. Be bold, if you want something, ask for it. So if you want to get featured somewhere, just try and contact someone. You can find a lot of contact information on internet, or finding a person on twitter with an email included in their profile.    Just cold-mail people, be honest, straight to the point, and be bold.    Just keep in mind: if you don't ask, you won't get anyway, so there's very little to lose.

I also found many people at almost all companies very willing to help out a developer with a good game.  The cool thing with huge companies like google, apple, facebook, valve, microsoft:  they have a LOT of people working for them, so it's possible to find a contact person there willing to help. And if you happen to find one who doesn't help, you can just try and find another person at the company.

2. Take calculated risks. Eventually everyone gets some e-mails from people who have "the best new service, gadget or device you never knew you needed" .. most of those should just be ignored. But always check them out, see exactly what it is they have or are trying to do.  A lot of interesting up-front money deals can be made with companies who approach you.

I had my games pre-installed on tablets used for airplanes! nobody might have played the games, but I made money on the deal.  Same with restaurant-tablets,  weird chinese android console type things, etc. 

Sometimes this requires a few weeks of contract sorting, modifying your games (think adding their sdk's), but can be very much worth your time.

3. respect your games and fans. Don't go for easy quick money if it can harm your game, brand or fan-base in the longer run.

30  Discussions / Business and Project Management Discussions / Ten years of Indieexperience, revenue stats, business decisions, and tips+tricks on: 2015-07-05 14:16:13
For those still wondering if it's possible to survive as indie developer, I typed up my 10 years of experience, revenue stats, yearly changes, tips, tricks, do's and don'ts..

And I hope it's informative for others, it's not all pure Java in there, but 90% of it is, since I started with J2ME, moved to Android, and now also release on Steam using LibGDX.

read the article here:
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