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1  Discussions / Miscellaneous Topics / Re: What I drew today on: 2018-04-27 06:42:08
I sketched a Golem and then turned it into pixel-art in my latest weekly devlog Smiley
<a href="http://www.youtube.com/v/u2iofmDn1TQ?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/u2iofmDn1TQ?version=3&amp;hl=en_US&amp;start=</a>

2  Games Center / Featured Games / Re: Heroes of Loot on: 2018-03-29 17:28:28
Just posted the "origin" story for Heroes of Loot. I talk about the inspiration, the best feature, the biggest flaw and life-time sale stats.
So if you are interested, check it out:
<a href="http://www.youtube.com/v/GeGd3xq9u58?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/GeGd3xq9u58?version=3&amp;hl=en_US&amp;start=</a>
3  Game Development / Articles & tutorials / Tips to complete and release your game on: 2018-03-16 08:43:54
Hey guys, I've been doing weekly "behind the scenes" vlogs/youtubing videos, and the recent one might be of interest as I give some tips on how to actually complete and release your game!

Subscribe here: https://www.youtube.com/orangepixelmobile

<a href="http://www.youtube.com/v/9QqbQIxrIAA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/9QqbQIxrIAA?version=3&amp;hl=en_US&amp;start=</a>

4  Games Center / Showcase / Re: Gunslugs (classic) Steam release on: 2018-02-18 12:15:52
Recently did an "origins" story on Gunslugs, I plan to do a few more on my other games so it's a first in a series
Talks a bit about where the game idea came from, the good points and the bad points:

<a href="http://www.youtube.com/v/BUWhF5MCT2c?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/BUWhF5MCT2c?version=3&amp;hl=en_US&amp;start=</a>
5  Java Game APIs & Engines / OpenGL Development / Re: Seams rendering tilemap on: 2017-12-26 21:08:13
Make sure the image holding your tile-textures is a multiply of 2.  (256x256, 512x512, etc)



6  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-12-21 13:43:24


Ashworld is Game of the Day!
yay! Smiley

Was originally going to happen on launch day, but due to timezones, I had the game live a few hours too late.
So I was a bit worried (pissed) that I missed out on a huge opportunity, but today the game got "Game of the day" after all, just in time for the holiday !

(For those without apple devices, this is basically the front-page and first thing you see when you open the app-store.. so lot's of eyeballs!)

App store link:
https://itunes.apple.com/us/story/id1319406241
7  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-12-16 11:16:00
Does the iOS version differ from the steam version in any way? I'm wondering what makes you charge 10$ more for the steam version.

Mobile and PC are the same version (one code-base).

So my idea on this is that my games are worth $10 easily, but the state on mobile is that a $3.99 / $4.99 premium amongst thousands of free-game releases, is already a tough sell (not just mobile, would be tough in any market with any product).  Some big companies are testing the waters with $9.99 + prices on mobile, but my kind of games (niche, pixel-art, made by just one guy!) won't do more revenue if asking more on mobile.  The $3.99/$4.99 is really a sweet spot for my games (after many experimenting).

as for Steam/PC, I'm still experimenting with the price-point. I had games at $4.99 on steam, $9.99 and now $14.99+  which according to some articles is a sweet spot for games. With the idea that games below $10 are seen as "cheap" and games above $10 are seen as worth more.. it's weird, and I have no idea if it's true, hence me experimenting with price points!

In honest, I think all my games are worth $14.99 on any platform.. but it's not a perfect world.

I also release on PC first, because PC gamers are the first to call some fictional "mobile port police!!" even if the game is designed for controllers and developed+tested on PC for most of it's development cycle Smiley    So by releasing on PC a few months before mobile, takes care of that.  As a bonus the mobile gamers than see a PC game come to their favorite pocket-platform, which makes it look even cooler! 

And finally, I always sell through my website first (using Itch) before it's available on Steam. For simple reason that I get a bigger cut of the revenue and thus can offer a cheaper price for my "fans" who buy my games at the early stages.

8  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-12-16 11:06:27
Hmm I think it could do with more success on Steam.

Cas Smiley

same goes for all my games Smiley 
it's been hard trying to find my audience on PC, but the sales are improving with each release, and I'm in it for a long-term so that's a good sign
9  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-12-14 08:28:03
Sweet... seeing a success like you've done more than once gives hope that if you keep at it success can come.


and yet it remains scary as shit with every new release to see if there is any "success".
10  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-12-12 09:57:02
Game is now also available on iOS (thanks to Libgdx and MobiVM)
and currently sits at #73 in the top-paid games (yay!) and in the "games we love" section.
Quick link to steam,itch and ios: orangepixel.net/ashworld

big relieve, wasn't sure this game would land with a lot of people, but I'm very happy with how it's performing and the user ratings and feedback is positive.

so on to the next game! (and some small updates for Ashworld)




11  Game Development / Newbie & Debugging Questions / Re: Hosting your game on: 2017-11-18 10:03:12
If it's good enough to show, then you should try and get it everywhere you can manage.
The more people see it, the better.

but I'm a firm believer that not every game you make needs an audience Wink
12  Discussions / General Discussions / Re: Gosh, it's quiet in here on: 2017-11-04 09:51:09
I'm still lurking here daily, but there's not many discussions I want to jump in on Smiley

Still wrapping up work on Ashworld (PC version is released now on steam and itch) as I will release the iOS version in December and Android in January..

and working on a new game, but nothing to share or discuss about on this forum Cheesy

also think for me some good Slack channels replaced my daily game-dev-nerding-time source over most forums.
13  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-09-21 09:57:49
it's sure the biggest content wise and development-cycle wise, and I think it's my proudest work so far!
now hoping it finds an audience !
14  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-09-21 06:36:47
The game is now also available on steam!:

http://store.steampowered.com/app/580320/Ashworld/
15  Game Development / Newbie & Debugging Questions / Re: looking for good way to make colisions with slopes and gravity on: 2017-08-19 08:39:41
there's no need to check all tiles every time Smiley

maybe this example helps you get there:

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public final static void example()
{
   int tilex;
   int tileY;

   // sprite horizontal position+speed+width
   int x=24;
   int xSpeed=2;
   int width=16;   // can be any size
   
   // sprite vertical position+speed+height
   int y=64;
   int ySpeed=2;
   int height=16; // can be any size
   
   x+=xSpeed;
   
   // for horizontal movement I usually take the waste-height of my character
   // and check on that..  99% of the time that works, in some case you might want to test at the feet or head height
   // remember, this is for horizontal movement, we aren't testing vertical collisions yet!
   tileY = (y + (height / 2) / 16);
   
   // which direction are we moving in?
   if (xSpeed>0)
   {
      // moving to the right, so check if our right edge hits a wall
      tileX = (x+w) / 16;  // we divide our sprite's right-edge by 16 since our tiles are 16x16 pixels wide
     
      if (tilemap[tileX + (tileY * tilemapwidth)] == solidtile)
      {
         // we hit a solid tile!
         // so correct our position, obviously we couldn't move this far to the right
         // we reset the player on the left edge of the tile we just hit, minus the player's width
         x = (tileX * 16) - width;
      }
   }
   else if (xSpeed<0)
   {
      // moving to the left, so check if our left edge hits a wall
      tileX = (x / 16);  // we divide our sprite's left-edge by 16 since our tiles are 16x16 pixels wide
     
      if (tilemap[tileX + (tileY * tilemapwidth)] == solidtile)
      {
         // we hit a solid tile!
         // so correct our position, obviously we couldn't move this far to the left
         // we reset the player on the right edge of the tile we just hit
         x = (tileX * 16)+16;
      }      
   }
}




Now write a function to do vertical testing, almost the same way, except for the Y-axis Smiley

If you have that up and running, you might want to improve your checking by making the vertical function check not on the sprite's-xAxis-center, but on both the left and right foot.. but don't worry about that too much for now, just try get this up and running!


oh and in case you need some live example, here's one of my opensource projects:
https://bitbucket.org/orangepixel/planet-busters
16  Game Development / Newbie & Debugging Questions / Re: looking for good way to make colisions with slopes and gravity on: 2017-08-15 07:33:39
yeah no need to do this with Box2D Smiley  it's terrifying to me to see how many people just use box2d for all the simple stuff, that's overkill on math!

this article has good info on any collision detection in platforms:
https://www.gamedev.net/articles/programming/general-and-gameplay-programming/the-guide-to-implementing-2d-platformers-r2936

one extra tip I would give: The order is important, so make sure to do one-direction at a time. 
in code that means:

1. move X to new location
2. detect horizontal walls  (if moved into a wall, revert to correct location in front of wall)
3. move Y to new location
4. detect vertical walls (and correct if needed)

a problem often seen with new devs is doing this:

1. move X,Y to new location
2. detect horizontal walls
3. detect vertical walls

which makes a lot of little bugs happen like suddenly jumping a few pixels, or moving half into tiles, etc.

but most is explained in that article Smiley
17  Game Development / Newbie & Debugging Questions / Re: using music of a band on a free game on: 2017-08-10 17:23:47
copyright has nothing to do with if you plan on profiting from it or not.

doesn't matter if you use it in a free or paid product, unless the original author/owner specifies the music as "free" or opensource or something in that area,  you will have to either pay for it, or beg them to use it.

18  Discussions / General Discussions / Re: JGO Twitter List on: 2017-07-27 17:15:24
@orangepascal
@orangepixel (mostly my official game release blabla)
19  Game Development / Newbie & Debugging Questions / Re: 2D Nuclear Throne style lighting [LibGDX] on: 2017-07-20 18:14:22
yeah the robotality guys actually told me how they did it, so I came up with this code which is basically the same Smiley
20  Games Center / Featured Games / Re: Heroes of Loot 2 - Steam + Android + iOS (libgdx) on: 2017-07-16 11:33:49
thanks! Smiley
21  Game Development / Newbie & Debugging Questions / Re: 2D Nuclear Throne style lighting [LibGDX] on: 2017-07-16 11:33:06
good to see the tutorial helped Smiley

some results I have with it in my games:








test some things with the right ARGB values of a light, the size, and often I use a smaller light that's brigther in the center, and then a bigger light a little less bright around it for great effects
22  Game Development / Newbie & Debugging Questions / Re: 2D Nuclear Throne style lighting [LibGDX] on: 2017-07-14 08:01:15
it's far simpler what they do (notice how it doesn't cast any shadows).

it's really blending alpha-transparent images on top of the rendered scene.

much like what I did with some of my games, and explained here (example uses libgdx, but it's really a few simple opengl blend+render calls):
http://techblog.orangepixel.net/2015/07/shine-a-light-on-it/

to get that "rough" look they have, make your alpha-blended images very rough like this:


23  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-07-12 08:32:10
Woohoo!  Ashworld is now available in Early Access / In development state through Itch.io
Game will be available in full-release version on Steam later this year (aiming for September).

Itch.io purchases will receive a steam key when they become available, AND you have a few bucks discount if ordering it now on Itch

So grab it here: www.orangepixel.net/ashworld

Some info:

- Game build ontop of Libgdx (using own engine tho, just libgdx cross-platformness, and sprite-batcher)
- an open-world with car-driving, shooting, fist-fighting, platforming (indoors), survival, and crafting
- graphics+code+design all done by me, music by Gavin Harrison
- my first attempt at creating an open-world game (still not a fan of those games in general)
- my first attempt at doing car-driving (no physics libraries (ab)used)


Game will also get a release on Android + iOS later this year

24  Game Development / Game Play & Game Design / Re: 2D Combat System? on: 2017-07-10 18:50:05
well yeah, my melee weapons usually generate an invisible bullet of a smaller size and no movement.

Bullets are an array of a bulletEntity class, and I re-use the "died"  objects. So there's no memory garbage-collection going on. (I also do this for all other entity objects)
25  Game Development / Game Play & Game Design / Re: 2D Combat System? on: 2017-07-10 14:33:06
pretty vague and extremely open question..

for my latest game the player has an int called myWeaponID, which has the name of the weapon, and when player pushes the attack button, it checkes which bullets to spawn based on the myWeaponID.  So the shotgun spawns 3-4 shotgun-bullet types with a random pattern,  and the machinegun spawns 1 machinegun-bullet type but has a higher spawn frequency for faster shooting.

that's probably an answer to your question!
26  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-07-06 17:46:59
new update: I forgot about the whole July 4th celebration thing that the US is having, and with steam sale doing it's final hours, I'm pushing the release to next week !

so still soon, just little less soon :p
27  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-07-03 18:18:17
Any way to try it on itch.io ? I don't find any useful information about your game and testing

very soon now, it's going into early access this week (most likely tomorrow, unless I run into big problems during testing)
it can be wishlisted on Steam, or sign up to the newsletter to get an email when the early-access goes live: http://www.orangepixel.net/ashworld/

28  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).

29  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.
30  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
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