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1  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.

2  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

3  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:

4  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
5  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
6  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
7  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

8  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>

9  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)

10  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>

11  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>
12  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. 
13  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.

14  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:
15  Games Center / Featured Games / Re: Gunslugs 2 - completed on: 2015-07-02 17:31:58
Big sales spike?

Cas Smiley

it was short after release, so it's part of the release spike Wink
but it does make for nice long-tail sales (pretty sure it helps having it on the editor-choice page)
16  Games Center / Featured Games / Re: Gunslugs 2 - completed on: 2015-07-02 09:48:04
I spotted Gunslugs 2 listed under Editors Choice on Google Play, well done and well deserved!

thanks! was pretty cool to get that indeed Smiley
17  Games Center / Featured Games / Re: Gunslugs 2 - completed on: 2015-07-02 09:47:13
Do you have an editor that builds the maps? If so they are very nice.

the levels are procedurally generated Wink  no map editor was harmed in the process
18  Games Center / Showcase / Re: SUPERBLAM! - A Mario-Type Game [RELEASED] on: 2015-06-05 07:58:07
very ZOOL like Wink
19  Discussions / General Discussions / Re: Who knows about M.A.M.E.? on: 2015-06-05 07:55:59
MAME is an emulator, emulating specific hardware and running binary files created for such hardware.
As far as I know, they don't have a "Java" emulator included, since it's not specific hardware..

You can see if there is an opensource MAME front-end, which you can modify to start JAR files.. has nothing to do with MAME tho.
20  Games Center / Showcase / Re: Gunslugs (classic) Steam release on: 2015-06-02 20:13:23

Just an update to mention that Gunslugs is now live on Steam: 
15% launch discount

Windows,Linux and OSX builds, again powered by LibGDX
21  Games Center / WIP games, tools & toy projects / Re: Space Grunts - turn-based/action roguelike on: 2015-06-01 19:48:16
Very nice indeed, you are very skilled and I love your art style Cheesy.

Are you planning on adding lighting effects to spruce it up?

nope, tried that, the first couple of builds had very dark, moody, lightning stuff going on.. but I settled on this brighter feeling for everything for some reason Smiley
22  Games Center / WIP games, tools & toy projects / Re: Space Grunts - turn-based/action roguelike on: 2015-05-31 15:14:06
took the whole afternoon to get these flames to look nice and play nice.. it's a slow Sunday  Undecided
23  Games Center / Showcase / Re: Gunslugs (classic) Steam release on: 2015-05-29 15:03:53
releasing is always stressful and nerve wrecking, even after releasing a hundred games, it never goes away or becomes less.
just the fear of having your "creation" out there knowing how people on the internet are very un-nuanced in their feedback Wink
24  Games Center / WIP games, tools & toy projects / Re: Space Grunts - turn-based/action roguelike on: 2015-05-29 08:58:51
I just checked out your Week 14 Development video, it looks really cool.
The music and sound effects works well together and the cute pixely graphics provides a cool contrast to the violent bloody battles. Well done, keep it up.

the music isn't "set" yet.. it's music I have from my other games that I'm using to see what fits and works with this one Smiley
25  Games Center / WIP games, tools & toy projects / Space Grunts - turn-based/action roguelike on: 2015-05-29 08:29:03

Few months ago I got "challenged" by some fellow developers to step out of my comfort zone of action packed arcade games, and do a turn-based game..  Small problem: I never play turn-based games. But I accepted the challenge, and Space Grunts is now well on it's way to becoming a action packed turn-based game!

It will release on Steam later this year, and possibly with early access.
More info:

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

26  Discussions / General Discussions / Re: How many projects do you go through? on: 2015-05-28 21:34:02
when looking for the next project, I often start multiple concept idea's.. like 2 - 4 different games. But usually I will run with one of those first 4 idea's.

it's possible after a few weeks it just doesn't work, or isn't fun enough, then I start hopping to new ideas again.
27  Games Center / Showcase / Re: Gunslugs (classic) Steam release on: 2015-05-28 17:32:43
Originally Gunslugs was released on mobile (android, ouya, but also ios, etc).
It took around 8 months to develop (including porting the Java code to Object-C for iOS and HTML5 for ChromeOS)

This PC version was easier since I ported my Android code on-top of LibGDX and did some cleaning and improving, I think like a week or so.
28  Games Center / Showcase / Gunslugs (classic) Steam release on: 2015-05-28 08:28:46

Chaotic run and gunner Gunslugs finally to Steam!
This Tuesday (June 2nd,2015).

Gunslugs Steam page

It has been out on "everything" but now finally comes to Steam Wink
A lot of random and procedurally-generated fun and chaos in a small package.

The PC (windows,osx,linux) version is build on-top of LibGDX
using the Android code-base with some improvements for controllers,
steam achievements, leaderboards, trading-cards, and the same fun gameplay.

It's my third game on Steam, and the 4th is coming later this year
in the shape of a turn-based roguelike: SpaceGrunts

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
29  Discussions / General Discussions / Re: Achievement Milestones on: 2015-05-28 08:21:16
best way to improve is just make games.. not just a vague idea, but actually complete them for end users to enjoy.
If gameplay doesn't work, find a way to make it work (which improves your skills as a designer)

and when the game is done, create your next game and make it better as you take all the stuff learned from your previous game and put it in the next.

and always strive to have the finished product be something you would BUY if you are a customer..
and try to make it commercially comparable to other games in the genre, cause that's the standard gamers are used to
30  Discussions / General Discussions / Re: What's your day job? on: 2015-05-28 08:16:00
I'm doing fulltime game development as Orangepixel (10 years and counting).
Been fortunate enough to make a living from the games I create
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