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1  Games Center / WIP games, tools & toy projects / Re: Robot Farm on: 2017-05-23 12:03:04
Congratulations in being green lit. Wish you luck with the project!

Is the previous game on hold?
2  Game Development / Networking & Multiplayer / Re: Best - and currently active - networking lib? on: 2017-05-02 09:23:24
Before I jumped in, I've done some research and found that the common recommended lib for that is Kryonet, which is not active for a year now, so I think I'll skip it.
If it aint broke, don't fix it. KryoNet is well tested, broadly used. Surely it's good enough.

I used KryoNet and was so simple to use, would use this again.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-28 11:51:12
Two monitors is the minimum for productivity for me. I'm waiting until I settle down until I buy a 3rd monitor (I want a vertical monitor this time!)

Generally for me, I have code on one monitor and documentation/IRC/program I'm making on the other monitor.

I quite like working on one big monitor, I have had 3 screens and not sure I would bother with this setup again.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-27 23:39:54
Mostly refactoring and bug fixing this top down game, the base car class now works well enough, adding in new vehicles types for the next few days, also added a simple skid mark effect.

Click to Play
5  Discussions / Miscellaneous Topics / Re: Annoying Interview Q on: 2017-04-26 12:46:40
"What does a Continuous Integration System (e.g. Jenkins) where the system automatically builds your software, require to do it's job?"

I would have said it needs configuring.

I have never had to do a coding test as part of an interview, personally I think a portfolio of work or someone showing and explaining their work to you is more beneficial.

A friend was recently asked to explain the what an Abstract class is, he could name the language before giving a definition, also what is an interface. Often we use these things everyday without knowing the wikipedia definitions of them, the interviewers are often not technical people and will be looking for jus that.

6  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-03-02 00:42:06
Big clean up of code and bug fixes including the car movement so that is it more responsive and does not feel like you are on ice. You can get in and out of cars now, made a caravan graphic to demo some of the Box2D joints.

Click to Play
7  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Libgdx external class error on: 2017-03-02 00:03:51
A little off topic but it would be better to keep an array of cards rather than creating a new variable for each new one.
8  Games Center / Showcase / Park Bound (Not my game) on: 2017-03-01 23:59:56
Came across this game on Reddit earlier which has been made with LibGDX by

** Was not sure where to post this, sorry if I am not supposed to post other peoples games in here **
Steam Page

Steam Description
"Park Bound is a massively multiplayer 3D platformer featuring player crafted parks. Each park contains a variety of worlds to explore, play, and meet other players. Every world presents goals and challenges to overcome with unique collectible treasures which can unlock special worlds in the park. Players can pick up jetpacks, soar the sky with hang-gliders, and even roll inside balls to complete objectives."


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

9  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-14 00:45:42
Was thinking of ways to add 3D buildings to the level, created a function that will create one big block or a block split up into X number of blocks at random. As I am using Box2D for the collisions (game is topdown 2D) it adds collision boxes where 3D objects are on the floor.

Next I will change clicking on tiles to open up an editor where you can make objects using cubes and some other shapes and apply texture to them.

Once I have a basic level editor will add load / save and a chunk manager.

Click to Play

10  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-07 22:07:35
I posted some pages back a GTA like prototype

I have a 5 month old baby so cut me some slack progress is very slow. Would like to start this prototype in a desert setting with a mix of broken buildings etc, a bit like Mad Max. So far I have 3D and 2D objects rendering, added option to change the field of view and zoom.

You can move about using WASD + character faces mouse or W to walk toward mouse S to move away from mouse (Experimenting).

Click to Play

Working on ideas for cars:

11  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-24 18:02:05
Is it really necessary to use 3D in that case? I mean, as it is now, a simpler way (imo) would be to just draw 2D quads with edges that go towards the center of the frame to simulate perspective

Always willing to try different approaches, will have a search but any links etc would be great thanks for the advice. 
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-24 15:44:29
I have been playing with Box2D vehicles for a few hours and decided it would be neat to overlay some 3D buildings like GTA 1. I am using a 2D camera for the floor objects although there are only Box2D debug lines at the moment and then a Perspective camera for the 3D models.

Need to find the correct way to translate 2D to 3D co ordinates, currently I worked out the differences by hand but must be a neater way to do this.
Click to Play

13  Games Center / Showcase / Vine Climber (LudumDare 34) on: 2015-12-15 04:41:22

Race the clock to the top of the vine and take out the nasty ghost!

Collect chests on your way to the top releasing energy which help the vine grow but watch our for those pesky mushrooms.

When you reach the highest heights can you defeat the ghost? If you defeat the boss were you quick enough to make it onto the score board?

WASD or arrow controls to move left, right and climb the vine.
Use space bar to jump

Use the mouse to click the buttons in game and be sure to type in a player name, if you use your Twitter handle I will tweet the top players on Twitter.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
14  Games Center / Showcase / LD33 Monster Break Out on: 2015-09-05 18:20:13

Download here:

Inspired by the likes of Half Life, Flash Back, Anotherworld and Monkey Island this game was made in 3 days for Ludum Dare 33. Uses LibGDX and Box2D lights, everything else is custom made. The demo gives a rough idea of the sort of game we are going to make over the next few months, limited by time the graphics/animations and story are very limited, the puzzles just a taste of what we would like to do.

Full Demo play through, contains spoilers.
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Basic level editor.
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
15  Games Center / Showcase / Light of the Living Dead LD32 on: 2015-04-21 00:09:15
Just completed my first LD jam, excitement has changed to tiredness and so glad it is over in many ways. Made a game using LibGDX and took advantage of Box2DLights which really is an amazing library.

Ludum Dare Page

Downloads on Itch

Awful Intro image made last minute

Gameplay video
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
16  Game Development / Networking & Multiplayer / Re: Sending Map data to client on: 2014-09-10 13:07:08
I implemented this last night, it will run differently in game of course but this is just proof of concept.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
17  Game Development / Networking & Multiplayer / Re: Sending Map data to client on: 2014-08-30 16:59:09
I have been working on reducing the size of the stored map and now have it less than half the original size. also split it up into 81 chunks of 16x16  so sending it over the Internet should be less of an issue.

The idea of a seed would be much better though and I will try this out and see how it goes.

Thanks again for the help, I will share the output once its fully working and maybe a client so you can see what I am working on.

18  Game Development / Networking & Multiplayer / Re: Sending Map data to client on: 2014-08-30 14:35:04
Thanks for your advice, I will split the map up into sensible chunks. The only data the server sends is id, x, y, col, row, type.

The map is generated by the server on start up, so changes each time. While it wont be infinite it could be large.

I will implement chunks and see how it performs.
19  Game Development / Networking & Multiplayer / Sending Map data to client on: 2014-08-30 13:58:54
I am using Kryonet - to make a game multi-player. Created a server that handles player connections, position and also a list of entities (obstacles). The client uses LibGDX. This all works well, have tested it on EU and USA servers, I am in the UK, with around 5 connections.

The game has randomly generated tile maps which are stored as JSON, I zipped the file to decrease size its currently around 230kb. I tried to split this up into multiple smaller packets and send over TCP but get Buffer Overflow issues. Then tried to send over UDP but get packet loss.

So my questions are:

Should I be storing the map differently?
Should I be streaming the data differently?
Create a method to use UDP but guarantee delivery?
Split the map into small chunks and download them when needed?

Any advice is appreciated, failing to fix this I will go with a static map for the time being.

20  Games Center / Contests / Re: Air Control Gam Jam (Simulator Theme) on: 2014-08-22 12:58:26
Funny that the jam was a failure but 100's of silly sims hit steam.

If you finish your proto please let me know would love to see it
21  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2014-07-28 10:19:11
That smooth shaping looks like the Terraria game, good job! Now I have to look up how to do this...

After making all the drawing all the required terrain transitions tiles, you have to setup a way to check the 8 tiles around the tile you placed when you place it and change that one tile accordingly, I did it by building a small string of numbers like, say this for example:

..or.. when broken down it looks like this

Basically every "1" is where a tile is the same terrain type as the one you just placed, every "0" is a empty spot, or an unmatching tile. Then, depending on the arrangement of the string of numbers (I used an int btw, not an actual String) you tell the engine what type of transition tile it should put there. Keep in mind the center "1" is your tile being checked. So in this case, it would of be converted to a down facing straight transition tile.

Where as something like this would have become a south west corner transition.:

Eventually after you hammer out every single possible variation that could exist, and code in a very fast way to do the checks, you'll end up with what I have. Cheesy

One critical step is to make a "no valid connection at all" terrain tile (note my little tree "dots" in the gif) because there will be some illegal transitions that are impossible unless you want to make like 30 more texture transition variation possibilities. You'll see when you get there, but there's many very awkward transitions that require very awkward tiles, like this for example:
What do you do with that? Now you need a T-joint thing. In my game, in this situation the center just becomes the same tile as in my first example (Straight down facing transition)

..and the oddball 1 in the bottom row, does it's check and it sees this it becomes an "illegal transition" and becomes a single stand alone texture:

So while I *could* make transitions for these situations as well, you get to a point where it's just overkill.

Here's one of my terrains, if you want to see how many transition tiles each of my terrains have. Only the top row is important, I just added texture variations on top of all this. But it's not required.

EDIT: I think the theory behind this a lot of people may miss is they probably think you need to check the entire terrain/map as a whole, you really don't. You only need to check each tile 1 by 1 and the 8 tiles around it, if it's done correctly all the tiles will end up lining up perfectly.. being completely unaware of the rest of the map, just the 8 tiles around it.

Interesting reading through these posts, the game looks great thus far! I did the exact same thing with a iso tile map generator, created a code that could be used to assign the correct tile type; land surrounded by water:


The codes were in an array as I had a few different checks of surrounding tiles. When I changed by tiles to a MineCraft style I found the number of variations dropped dramatically but I do like the look you have created here and it is worth working out all the combos!

22  Games Center / Contests / Re: Air Control Gam Jam (Simulator Theme) on: 2014-06-08 12:52:00
Great to hear you are taking part! Really looking forward to your entry Thanks!
23  Games Center / Contests / Re: Air Control Gam Jam (Simulator Theme) on: 2014-06-05 02:01:51
What air control posts? What is that?

Never mind!

Unreal what gets onto steam these days! It is sort of funny and a little sad that games of that quality get sold! Really caused a stir with the Steam community.
24  Games Center / Contests / Air Control Gam Jam (Simulator Theme) on: 2014-06-04 20:03:13
After seeing the Air Control posts all over the Internet today it has inspired me to host my first Game Jam!

Create a Simulator game by the end of June and submit to:

Starts on Monday and runs until the end of the month, winner decided by way of vote!

Please come and take part and represent Java Cheesy

25  Games Center / Showcase / Re: Nogaia - Cyberpunk Jam entry on: 2014-03-14 15:18:45
That is pretty cool, I like the controls, feels just right. Colour scheme is really cool too.

What Physics library does it use? LibGDX abd Box2d?

I will go vote on it now  Cheesy
26  Games Center / Showcase / Re: Mech Stroller - CyberPunkJam [HTML - Mac - PC][LibGDX] on: 2014-03-13 15:48:09
Very much a prototype, for me was more about learning how to draw pixel art which I still pretty much suck at. I will try to redo the walker sprites next but will be tough. I am going to remake this from scratch as I love this type of game.

What did you enter into the jam? I will give it a go  Smiley
27  Games Center / Showcase / Mech Stroller - CyberPunkJam [HTML - Mac - PC][LibGDX] on: 2014-03-12 13:52:59
Second game jam entry this year for me, really liked the idea of doing an old school game like Road Rash,
Streets of Rage or any old shoot-um-up Amiga game.

Decided to do a tribute to Walker an old robot walk and shoot game, due to time constraints I
did not get around to replacing the original Walker robot, the only other graphic I did not make... see if you can spot it!

Download for best performance, HTML works in Firefox and Chrome but some people have said
FPS was awful in browser:
28  Games Center / Android Showcase / Re: Word Slinger, an Android game on: 2014-02-27 21:23:33
I will download and give this a go, get back to you soon
29  Games Center / WIP games, tools & toy projects / Re: Dungeon Generator on: 2014-02-27 01:00:23

Download Here

Does not work for me:

"Error (403)
It seems you don't belong here! You should probably sign in. Check out our Help Center and forums for help, or head back to home. "
30  Game Development / Newbie & Debugging Questions / Re: library games 2d on: 2014-02-27 00:36:55
I think LibGDX is great and would stick with that for simple 2D games. If you want to work more with 3D games its worth checking out Unity3D.
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