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1  Games Center / Archived Projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2015-01-23 03:21:42

Me and Jev have decided that it would be best if we started to branch out from JGO, so we are going to stop updating this thread. There have been many changes to the forum’s rules regarding game engines and game libraries, and with respect to those changes we are officially moving all updates regarding the project elsewhere. This project is not dying, but we are moving all updates and news to our own site and other social media outlets so that we can spread to other communities as well.

We hope this change will leave more room for actual games to be posted, and I suggest all other engine developers do the same with their projects so JGO can get back to a cleaner state and focus more on video games.

Once Mercury hits beta, we’re probably going to start posting more of the games we’re making with it to JGO, but updates on the library itself will all go on the new blog.

Relevant links for those interested:
 - Project Website
 - Update Blog
 - Official Forum

Thank you for your support,
- Wes & Jev
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-06 03:12:46
Finished up a general GUI component renderer for Mercury. Now to make all the components for it Tongue.

I should clarify more on how it works. It takes in a bunch of 'attributes' (like in HTML), and draws every component and its children using one universal rendering method. It will account for margins, padding, background/border types, automatic dimensions, etc. Very WIP for now, but I wanted to try a new approach to GUI coding. I like it so far Cheesy.

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

Also got a new avatar painted up by /u/calimomo on reddit.

3  Discussions / General Discussions / Re: New rules regarding Game Engine topics on: 2015-01-05 23:16:45
I agree with Riven here. If your tool doesn't have a kick-ass game made with it yet, it is not worthy of JGO's precious attention that could be spent on actual games. We already have a game or two currently in development and one already out because of this exact reason.

Although tossing them all in archived just for being in-dev is a bit harsh. I would highly appreciate a Community Tools board as well, Riven.

4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-04 22:41:03

From left to right,
1600x900@60Hz 20", 1920x1080@60Hz 27"
The placement of the main-panel has been swapped to the right monitor since this picture was taken.

Got a second monitor (the big one). This is practically a TV screen! Very excited for the efficiency boost.

5  Game Development / Game Play & Game Design / Re: Bad taste? on: 2014-12-26 19:29:54
Don't censor your game. Sacrificing (what I hope is fun) game-play so you don't offend people is a terrible idea. If the people don't like wiping out the human race, then they can make the decision not to play it on their own.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-26 05:24:53
For Christmas, I got my first mechanical keyboard (A DAS Model S Professional). Very clicky, and very fun Cheesy.
I also got a Galaxy S5, switching from a long line of Iphones. I rooted it as soon as I got it, and I am absolutely loving it!

Any suggestions for what I should do with it (geek-wise)?
7  Discussions / General Discussions / Re: Bring back 1HGJ? on: 2014-12-23 18:49:15
I don't think this should come back. The problem I had with the 1 hour game jam is the unexciting nature of it.

LD works because it is hyped up for months, leading up to a night of intense coding with tons of spectators. Here, it is hyped for about a week (if at all), and only happens for an hour, which is not near enough time to make some serious and creative games.

All that I can really see come of it is either a ton of minuscule games, or a ton of unfinished games.

Don't act like it wasn't fun.

It was fun for the first time, probably only due to novelty. After it I had no intention of doing it again. Too much rush, not enough importance.

8  Discussions / Miscellaneous Topics / Re: My Pixel Theme Song! on: 2014-12-23 18:37:01
I'm sorry, but that was painful. It felt like it was all buzzes and beeps.

I'm no musician, but maybe you could look into some music theory?
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-19 20:24:42
Oh and also made my 40th post on JGO right now Cheesy
On the 40th page of the thread as well!
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-14 20:19:58
Made a subtle (yet trendy) change.

11  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-13 03:51:50
Cool... I like particle engines but usually they require a lot of arguments... How many does yours use if I may ask...
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-13 01:16:44
I made some smoke.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
13  Games Center / Archived Projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-12-13 00:44:21
The "Source" button at shows me thevoid  Pointing
Yeah, there is an issue with Github that adds the target to the .gitignore automatically. For now, I can quickly fix it. We are working on a more permanent solution.

I would like to run multiply windows. It is maybe not such important for the most games, but a thing I miss in other libs.
I don't see a point in that. It would be annoying for a user to have to deal with a separate window, not to mention making the window into an object. Perhaps when we switch over to LWJGL 3?

14  Games Center / Archived Projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-12-03 23:11:48

I just went through a bunch of classes, documenting and improving anything I felt needed it.


- Got rid of old system with an interface and class. I did that early on because I thought we would have different back-ends, but it seems a bit unnecessary now. VAOGraphics has become just Graphics.
- Added in a ton of methods for camera manipulation. Now you can move, twist, and scale from the graphics object directly, as opposed to grabbing the camera first.
// Center origin
// Move, rotate, and scale
// Accurate camera boundries

- Now you can specify if you want rectangular line joints or smoothed line joints with g.setSmoothJoints().

- Cleaned out a lot of unneeded drawTexture() calls. You can accomplish the same effects through g.drawTexture(texture, sourceRegion, region, tint), although I did leave in some time-saving methods like g.drawTexture(texture, x, y) etc.
- Completely and descriptively documented.


- Changed to fit the improved Graphics object (removed old extra drawTexture() methods)
- Completely and descriptively documented.


- Cleaned up code / fixed annoying little issues with the debug log.
- Splash screens automatically rendered.
- Removed useless plugin feature.
- Removed automation of GameState / GameScene use.

Core (and the GameScene / GameState systems)

- Added updateState() and renderState() to Core. Now you can edit the draw/update order yourself.
- Beefed up the BasicEntity class with tons of new features.
- The GameScene is no longer static and automated. The advantage to this is that the user can now modify the draw/update order, and organize their game better while utilizing the GameScene.
- GameScene now supports Wipeable entities. This means that if you call wipe() from within the entity it will automatically be removed from the GameScene.

And that is all.

I hope you find these updates useful!


P.S. Me and Jeviny will be participating in the LD on the fifth using Mercury (thus why I went through cleaning everything). We have tried this numerous times before, but never submitted since the game design was trash. We've been making more games recently, so maybe we can actually make a game this time.
15  Games Center / WIP games, tools & toy projects / Re: Spam The Spacebar Rouge/rpg/hack&slash [Update 15 November] on: 2014-11-20 21:40:22
Ubuntu 14.04.1 with an exception.
Exception in thread "main" java.lang.UnsupportedClassVersionError: com/olo/spam_the_spacebar/Main : Unsupported major.minor version 52.0
        at java.lang.ClassLoader.defineClass1(Native Method)
        at java.lang.ClassLoader.defineClass(
        at Method)
        at java.lang.ClassLoader.loadClass(
        at sun.misc.Launcher$AppClassLoader.loadClass(
        at java.lang.ClassLoader.loadClass(
        at sun.launcher.LauncherHelper.checkAndLoadMain(
16  Games Center / Android Showcase / Re: [Free] Broken Mirror on: 2014-11-15 17:15:39
You should add a screenshot.
17  Games Center / Showcase / Re: REscape, our new Game! on: 2014-11-15 00:36:33
Good music, and a creative game idea. +1

Great job,
18  Discussions / Miscellaneous Topics / Re: Mechanical Engineering on: 2014-11-10 21:16:42
@Riven & ags1
Real tazers are dangerous. What I made wasn't really a tazer; it is just more appealing a name than "exposed DC-AC converter". It was not even close to the buffoonery you see on youtube (quick and painful shock from a disposable camera flash), which is just a particularly large capacitor. Those can be terrible.

Mine was converting the power from a 12 volt battery (DC, usually harmless) and making a continuous small shock (AC, can be harmful in larger amps). Sure, it could make a slight burn, but even at the worst case it really wasn't that painful. Imagine it as a slightly overpowered shock gag concentrated to a point.

I actually got in trouble for bringing it to school, although they let me off because of its harmlessness.

That said; you still should always have rubber gloves and a voltmeter when working with these things..  persecutioncomplex

realizing that microcontroller is unexpectedly awesome as it didn't fizzle when you accidently pumped 1A through it for minute, when you screwed up the circuitry.

What the hell?! What card were you using?

I never got one, although you can get programmable micro-microcontrollers that go directly onto the circuit board like you see in the OP. I can imagine those would be useful for your needs (compact).

Read up on it before you do it though; those things ain't cheap Tongue.

19  Discussions / Miscellaneous Topics / Re: Mechanical Engineering on: 2014-11-10 20:17:32
Those things take a bit to get out to the public. They got 843% of their goal though, so I am sure it will deliver; I probably will get one. This could be a cheap and easy way for me to get back into electronics Cheesy.

20  Games Center / Archived Projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-11-08 17:56:03
The Loader is used internally, but the user is not obligated to use it in any way. It is a convenient shorthand for getting InputStreams and URLs to resources in and out of the classpath. All they need to give when loading a resource is an InputStream (or sometimes a URL); it doesn't have to come from the Loader class.

We could make it non-static, but that would kind of be like Oracle making Math non-static; it is not near as simple to access and is a nuisance.

Again though: it is not a mandatory class for loading. Go ahead and produce InputStreams and URLs however you like.

21  Discussions / Miscellaneous Topics / Re: Mechanical Engineering on: 2014-11-08 16:03:44
You mean hobbyist electronics?

I used to do that too. I made a working tazer (literally burnt my skin) out of a printer's power supply, an Arduino morse-translator, and other things. I actually still have a guide (broken and cringe) up for the translator on make magazine's site. I even still have a soldering pen and some wire utilities.

The Arduino actually helped inspire me to get into coding.

I stopped doing it when I realized coding fails don't cost you real money  Wink.


P.S: Forgot to answer the question  Tongue. You will need to find an IR reciever, a programmable chip, and some proto-board. From there, google the hell out of anything you find. I liked going on Jameco for electronic goods.
22  Games Center / Archived Projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-11-08 13:35:33
In my humble opinion, some classes have too much static methods, for example com.radirius.mercury.scene.GameScene and com.radirius.mercury.resource.Loader. Maybe you do that to simplify some things but it drives the API more rigid and harder to extend. Good luck.

Thanks for the reply, gouessej. Your suggestions are much appreciated Smiley

We thought about turning GameScene into an object recently, we're probably going to do that now to help the overall flexibility of the scene-graph.

Care to elaborate on what you want done with the Loader?

23  Games Center / Archived Projects / Re: LibEcu on: 2014-11-07 22:20:59
Nice work; especially on the lighting.

On the git wiki, Java syntax highlighting is done like so:
24  Games Center / Showcase / Re: 2D Space Game on: 2014-11-05 23:00:25
Date Registered:    October 14, 2014
Last Active:    October 14, 2014
I don't think he wanted feedback  Tongue.
25  Games Center / Showcase / Re: Rainbow Cat!!(Plz check it out) :D on: 2014-11-04 02:17:17
Good effort (especially on the menus), but there is a serious design flaw with the game itself.

This game is completely impossible to win.

This same problem appears in lots of games posted here.

There is a fine difference between impossibility and challenge. One of the most important rules for endless games such as this is too keep it fair no matter what. If there is possible that a situation could arise in which I cannot win no matter what I do, then your game has failed.

There are times in this game where asteroids spawn in a clogged wall that completely blocks my way, which makes the game impossible. You can't just plug in a random function of y where actual game design belongs. You have to think harder about making sure that there is always a chance to win. Always.

Maybe make sure the spawns are farther away from the last spawn, or time them better, or something else. Just make it fair to play and avoid those walls of asteroids.

26  Discussions / Miscellaneous Topics / Re: Anyone Keen for CoD: Advanced Warfare? on: 2014-11-04 01:44:14
A bit off topic, but I just watched a video on the PC port. It looks like they actually didn't completely screw up the port (had an FoV above 65 degrees, actual graphical options, rebindable keys, good performance, etc).

Can't say anything about the game itself (although TotalBiscuit is "actually kind of digging" the new boost-dodge mechanic), but darn that options menu is surprising.
27  Games Center / Archived Projects / Re: Mercury: A Simple 2D Game Library | -> Beta coming soon <- on: 2014-10-25 18:16:06
I am actually making a game with Mercury right now that requires a state based system. It should be in the library itself very soon.

28  Games Center / Showcase / Re: 2D Space Game on: 2014-10-14 20:52:55
Well, it would be better to package a jar with several run-scripts (and natives if it is using OpenGL) for different OSs. Exe files are meant for Windows, but quite a few people here (myself included) use Linux, or Mac.

Just make scripts named [game].sh, [game].bat alongside your jar and write this in both of them:

java -jar [game].jar

If you are using OpenGL (LWJGL, libGDX, slick) then refer to the natives folder per OS script. More info here.

One of the biggest benefits of Java is mobility, so use it Wink.

29  Games Center / WIP games, tools & toy projects / Re: Legends of Fore on: 2014-10-12 21:03:12
Nice job! The art is solid, and it is indeed very fun.

I would add is smoother movement though, as opposed to teleportation from tile to tile. Kind of like Bump.
30  Games Center / Archived Projects / Re: Mercury: A Simple 2D Game Library | -> Beta coming soon <- on: 2014-10-09 21:51:02
As of now, we've added about as much as we had hoped to add to the library (although we still have a massive amount of space for new features). The reason you haven't heard from us is because we'd stopped announcing new features. Now we're just fixing issues and bugs with the library. Making the library more accessible to more people is the priority right now if we want anyone to use it. We'd hate to have an unprepared library distributed.

We are also trying to make games to actually show what the library can do, as opposed to just talking about it in rare posts to JGO.

Don't worry; this project is stronger than ever, and it isn't dying any time soon.

Happy coding,
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