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1  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>
2  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>
3  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>
4  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>
5  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.

6  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.
7  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.

8  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
9  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!

10  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!
11  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.
12  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

13  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
14  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
15  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:
16  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
17  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. "
18  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.
19  Game Development / Game Mechanics / Re: How does saves work? on: 2014-02-27 00:31:09
Depends on saving local or online. There are lots of free online data stores like for example. Convert your objects into something light weight like JSON, compress the string and push it to a database or document storage.

I have used Parse for mobile apps mostly at work but have played about with storing high scores and inventories etc:

These are also worth a look at:

If you are storing local though just save to a file "Java JSON serialization" is what you might want to search. You can use something like GZip to compress the string. If you are saving periodically a lot of data then pass this save off to a background task.

I know you could have Googled some of this yourself but you did ask so its just friendly to answer, good luck.
20  Games Center / Showcase / Re: Project Raft - An Indie Shipwreck Survival on: 2014-02-27 00:12:09
Haha srry as u can tell and c... I'm a senior newbie so i dont rlly know how this forum goes on. I really like it though. Also it seems the playlist is private could u make it oublic so i could get a little tutorial value out of it

As a first attempt its pretty good, you got a story in there and people must be enjoying it, can seem a bit harsh at times this whole dev scene. People are quick to be negative, so although I think you have lots of room to improve at least you have completed your first project!

If you are sticking to this type of game then I would do some research for similar games, maybe find a point and click framework that will help the process along.

21  Games Center / Showcase / Re: Project Raft - An Indie Shipwreck Survival on: 2014-02-26 23:03:24
The Play through with the youtuber is quite funny.

As a prototype this is o.k, but I am surprised you are selling it in its current state. I think this would have been better as an online HTML5 or Flash game, does not really need to run on desktop as there seems to me no animation.
22  Games Center / Showcase / Re: Clicky Pixel - FlappyJam entry on: 2014-02-26 22:41:30
... I was amazed at the weekend when my GF was out, she showed a couple of her dads friends my crappy little rock game and they sat and played it and enjoyed it lol.

I had a go of the rock game, played it a while over lunch, its very good and easy to lose track of time. If you look at something like Temple Run, they took a simple idea and put in the upgrades and suddenly you have a reason to do the same thing over and over.

I used to play WoW and Star Wars Galaxies, any game where you can level up and get new stuff..  I can get addicted.
23  Games Center / Showcase / Re: Clicky Pixel - FlappyJam entry on: 2014-02-26 13:20:47
Great job. Better than the Flappy Bird.  The question now is how do you spend all that money.  I am kidding of course better doesn't mean $.

However bigger and better appeals to 90% of the population that owns a smart phone, seen the top rated android game?...

It's flappy bird with some fancy graphics and menus, it probably has some sort of gold thing as well knowing what rip offs are like.

I only care about enjoying game making as a hobbie, its always good to hear from others who have tried my games, be it positive or negative. I wont be putting this on the Play store or developing it any further but was fun taking part in a game Jam. Looking forward to LD29 now.

24  Game Development / Game Mechanics / Re: Own buttons with events - is this ok? on: 2014-02-25 01:38:09
Thanks for the tips, the rectangle on they touched area is pointless so can remove that. I generally use booleans but will make a mental note not to dp otherwise.

Scene2D does look easy I was just wondering if its needed for such simple menus. I will give it a go at some point. 
25  Games Center / WIP games, tools & toy projects / Re: Dungeon Generator on: 2014-02-25 01:29:42
This is really neat, I would like to see the logic or approach you took in pseudo code. Great job.
26  Game Development / Game Mechanics / Own buttons with events - is this ok? on: 2014-02-24 15:39:32
I have created some simple buttons for an Android game and wanted to run the idea/logic by the forum to get feedback. I have classes which have vars like:

Button Class
float x, y, width, height;
Rectanlge hitbox;
String event;

Touch Class
float touch_x, touch+y;
Rectanlge hitbox;
boolean handled;

A simple screen might have 4 buttons that are put into an array, when the screen is pressed the x and y are captured and handled set to false, I then loop the button array checking for intersects and if true set menu_action to the button.event and set handled back to true.

I would handle this event and set some other boolean or string to false or "" so I know that event has been handled. When handled is true there is no need to loop the button array.

I could use scene2D but it felt overkill for such a simple task and I should imagine it deals with inputs in some similar way, checking each button that is listening?

This does work in my app I would just like some pro's or con's of doing this, is this bad practice?

27  Games Center / Showcase / Re: Clicky Pixel - FlappyJam entry on: 2014-02-23 20:30:49
Thanks for the comments, I mostly did this to actually finish a game. Was great to see a project from start to finish in 2 weeks. Used LibGDX framework.

I have not put ads on the game and don't expect to make any money, would suggest making a simple game like this for anyone like myself who is new to the whole game dev scene.
28  Games Center / Showcase / Clicky Pixel - FlappyJam entry on: 2014-02-23 02:39:18
After seeing the Flappy Bird game do so well thought I would have a go at making a similar game, then the clone jam started so thought it was perfect time to actually make and release a game.

Clicky Pixel:

Works just like the original game but has four different levels, each with new graphics and slightly different flight settings.

There is also a shop to buy new characters which decrease in size and also hearts so being hit is a little forgiving.

29  Games Center / WIP games, tools & toy projects / Re: [LIBGDX] Isometric Survival, Crafting, Wave Attack on: 2013-12-17 12:49:43
Hello, thanks for the interest in the game, I am still working away at it. New tile set has been added by the way:

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

I know many people will say this is like Minecraft or other voxel games, this is my first real game and a way for me to learn everything I require to eventually make other types of game. I am a corp. dev who just wanted to enjoy some programming and always wanted to create a game so I thought why not make a sandbox type game like the ones I have played:

Animal Crossing
Anno 1501
Sim City
Theme Hospital
Star Wars Galaxies

My idea is to create a game where you just have to survive, once this is done I will either add missions/achievements etc of look to make the game multi-player.  Currently I am working on adding fishing to the game.

Details of how I created the map are available on my blog:


I have never exported the .Jar file for use for others, would you suggest I put it on the blog for anyone to download and test at anytime? Any advice on how to share this and how often I should update it would be appreciated.


30  Games Center / WIP games, tools & toy projects / Re: [Demo] Demo v0.03 on: 2013-11-21 13:09:25
So I clicked many times and the dots are battling it out. But no idea of score tactics etc

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