Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (581)
Games in Android Showcase (162)
games submitted by our members
Games in WIP (632)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 39
1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-04-21 01:56:59
I finally finished an LD game attack/defense. I did it with HTML5, and I think I've fallen in love with Javascript.
2  Games Center / WIP games, tools & toy projects / Re: RFLEX - A simple, rage-inducing arcade game by Radirius on: 2015-04-07 23:24:36
Yep. We want it to be a similar game to Super Hexagon. And we do plan to greenlight  Wink.

-wes
3  Games Center / WIP games, tools & toy projects / RFLEX - A simple, rage-inducing arcade game by Radirius on: 2015-04-07 06:38:59

Hi JGO!

So we’ve been working on this game for a few months now... I wanted to make a game inspired by Super Hexagon and the Impossible Game, with an awesome soundtrack and unique gameplay. After some testing and prototyping, I came up with this. It is essentially a minimal, engaging, two dimensional twitch game.

Some gameplay footage (from newest to oldest):

Took out all levels; redoing from scratch, since the difficulty curve was broken completely.
<a href="http://www.youtube.com/v/tWPG9KJTq2s?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/tWPG9KJTq2s?version=3&amp;hl=en_US&amp;start=</a>

Shows other mechanics (lasers + beans)
<a href="http://www.youtube.com/v/VlV80EzX3oc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/VlV80EzX3oc?version=3&amp;hl=en_US&amp;start=</a>

Our goals for this game are simple: It has to be challenging, stylish and expandable.

Of course, the main goal for the game is challenge. To be one of the most difficult, rewarding games on the market. To do this the game presents a difficulty curve built to not only immerse the player even more, but also challenge them in a way completely different from what they’ve experienced in the game previously.

Art and sound can either make or break a game, and keeping this in mind we’re doing everything we can to ensure that the player gets an immersive, unforgettable experience. The retro art style is minimal for a reason; “Less is more”. This game is all about jumping into the action with no interruptions or distractions, and that was the original motive behind this game’s art style.

We plan to also have a way to share levels with friends so that the challenges continue past what is initially put into the game. As you would expect, the game will have a complete, polished level editor for this.

Currently, @Ashedragon is making the music.

This game is in development and still has a long way to go before release, but I figured I might as well post this so you all could get an idea of what we’re working on.

As of now, no public demos will be published. But, if you are interested in playtesting, please fill out this form.

Cheers!
- Wes
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-04-06 04:29:02
  • Tweeted a lot; social media-based marketing is annoying Tongue.
  • Playtested RFLEX on #java-gaming@freenode with @Jervac, @NegativeZero, and @Ashedragon. I got some good feedback, but realized I needed to start over all level design. My difficulty curve essentially way too unbalanced. I managed to remake all of the first act though, which is good.
  • Did some general work on RFLEX, like coloring individual words for emphasis, and adding in an attempt count for maximum raging. I also changed the font into a retro one. I am very happy with the results.



But yeah, marketing is nightmarishly annoying. Speaking of which, I should livestream tomorrow or something Tongue.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-29 23:16:44
@BurntPizza thank you  Smiley. it was my main inspiration for RFLEX, along with the Impossible Game. My best time in Super Hexagon is 314 seconds, which is a full run-through IIRC.

Also accomplished today, 100 medals!
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-29 22:03:31
Added in some nifty frame buffer effects to the RFLEX level select and win/lose screen. I also added in tutorials, since play-testers were confused. Ashedragon finished the first song, named "Handicapped".

Sorry for bad recording quality, I've been messing with my computer's graphics. The game itself is silky smooth.
<a href="http://www.youtube.com/v/VlV80EzX3oc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/VlV80EzX3oc?version=3&amp;hl=en_US&amp;start=</a>

In other news, making levels is as tedious as ever Tongue.

-wes
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-16 22:03:04
Decided to mess with CLion. It's a bit underdeveloped, but I love it so far. I even decided to make a little "fluid" physics thing with Box2D and SFML.

<a href="http://www.youtube.com/v/_op8RZI9ozE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/_op8RZI9ozE?version=3&amp;hl=en_US&amp;start=</a>

In other news, I realized that having an unreleased game with a public github repo is a bad idea and swapped to BitBucket for free privacy.
8  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-03-15 07:33:24
That Daedalus copy looks very shiny.
can I have it?
9  Discussions / Miscellaneous Topics / Re: IRC? on: 2015-03-07 20:13:24
@Drenius

I meant to pastebin a shader, but accidentally posted the whole thing in chat. People immediately started spamming the chat with "NOOOOOOOOOOOOOOOOO", and snippets from the shader. Heroesgrave says to me:

<HeroesGrave> paste it again
<wessles> OH
<HeroesGrave> for the lols


So I paste it again, "for the lols". This time, with line numbers from the previously made hastebin.

<HeroesGrave> stop it
<HeroesGrave> .dance
<wessles> I ignored xD
<NegativeZero> rip #IRC
<HeroesGrave> no more flooding please
<HeroesGrave> Why didn't Jeviny appoint a new OP
<_Swords> I think he pasted 1 - 100 or something
<wessles> You told me to do it.
<_Swords> Where is jeviny
<HeroesGrave> dead

* .dance is a command for the xD bot, and it makes an emoticon dance. I had ignored xD, so you won't see it.

A second, larger wave of spamming comes. Everyone joined in (myself included), due to the bandwagon effect.

<HeroesGrave> WE NEED AN OP!
<_Swords> Jeviny finally gave up on us </3
<_Swords> I think he was a little too incestual
<NegativeZero> _Swords returns, IRC dies
<SHC> NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONOONONONONONONONONO NONONONONONONONONONONONONONONONONONONONONONO
<wessles> vote for swords
<SHC> NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONOONONONONONONONONO NONONONONONONONONONONONONONONONONONONONONONO
<SHC> NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONOONONONONONONONONO NONONONONONONONONONONONONONONONONONONONONONO
<SHC> NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONOONONONONONONONONO NONONONONONONONONONONONONONONONONONONONONONO
<SHC> NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONOONONONONONONONONO NONONONONONONONONONONONONONONONONONONONONONO
<SHC> NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONOONONONONONONONONO NONONONONONONONONONONONONONONONONONONONONONO
<wessles> who votes for swords
<SHC> NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONOONONONONONONONONO NONONONONONONONONONONONONONONONONONONONONONO
<SHC> NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONOONONONONONONONONO NONONONONONONONONONONONONONONONONONONONONONO
<SHC> NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONOONONONONONONONONO NONONONONONONONONONONONONONONONONONONONONONO
<_Swords> We need a new IRC
<SHC> NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONOONONONONONONONONO NONONONONONONONONONONONONONONONONONONONONONO
<_Swords> JGO2


...

<Ashedragon> Uhm
<HeroesGrave> <HeroesGrave> NONONONONONO
<HeroesGrave> <wessles> #define CRT_CASE_BORDR 0.0125
<HeroesGrave> <NegativeZero> wessles, what are you going
<HeroesGrave> <wessles> #define SCAN_LINE_MULT 200.0
<HeroesGrave> <NegativeZero> doing
<HeroesGrave> <wessles> uniform sampler2D u_texture;
<SHC> NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONOONONONONONONONONO NONONONONONONONONONONONONONONONONONONONONONO
<HeroesGrave> <wessles> uniform int time;
<Jervac> this happened earlier than i thought
<HeroesGrave> <wessles> in vec2 v_texcoord;
<SHC> NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONOONONONONONONONONO NONONONONONONONONONONONONONONONONONONONONONO
<SHC> NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONOONONONONONONONONO NONONONONONONONONONONONONONONONONONONONONONO
<SHC> NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONOONONONONONONONONO NONONONONONONONONONONONONONONONONONONONONONO


All of this goes on for a few minutes. Then people start wanting to elect new ops and migrate:

<Ecumene> I vote to make a new IRC and SHC be the OP
<HeroesGrave> everybody who is flooding please restart your clients
<HeroesGrave> everybody who is flooding please restart your clients
<NegativeZero> I think we should have three OPs
<HeroesGrave> everybody who is flooding please restart your clients
<HeroesGrave> dammit
* SHC is now known as Drenius
<wessles> everyone, go to #javagaming
<NegativeZero> Create a #JGO on freenode?
<wessles> everyone, go to #javagaming
<wessles> everyone, go to #javagaming
<wessles> everyone, go to #javagaming

* _Swords continues to heavily spam in this part, but I cut it out for reading pleasure

We all joined the new channel and, from there, went to #java-gaming on freenode. And so far, there has been peace. There are now two operators so that the Jeviny incident doesn't happen again.

Before anyone gets mad that we spammed the channel to hell and got a new one, know that this was definitely going to happen one way or another. Jeviny, the only mod, was barely on and never appointed another mod. So, as @Riven put it, we were "a bunch of kiddos desperate for a leader."

Fun-fact: Jeviny pointed out that this happened on the anniversary of the IRC channel.
10  Discussions / Miscellaneous Topics / Re: IRC? on: 2015-03-07 05:30:06
Here's a log.

I accidentally pasted a shader, people buzzed about Jev, and there was an evacuation Tongue.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-07 04:19:04
I had a very nice day.

I apologize in advance for my terrible storytelling Tongue

First, to give the story relevance, here's a video of my current project:

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

Disclaimer: All art is work in progress. That music is probably experimental, and the aesthetic is subject to change. Please wait for the full release to pass judgement.

Until recently, I hadn't really shown my friends the extent of my attempts at game development or even at computer work in general. If they did know about it, all they had to go on was my word alone. However, since I started working on something the average Joe can play, I've been showing little bits of the game to my friends. I record a little bit of the game, put it on my phone, and show it off. I also just figured out my school treats all electronic devices in nearly the same way. This means that I can use my laptop in study halls, lunch, and other free times. At first I just watched Netflix at lunch with some friends on the big screen. Then I realized just a few days ago that I could show off my game in person and even let friends play it. That would give me some valuable insight on the current state of the game. After making a stable build and uploading it to my laptop, I put my plan into action.

I came to school with this in my backpack:



Lunch finally arrived. Me and my circle of loosely mutual friends sit at the side of a frequently traveled hall during lunch. I positioned my laptop so it was facing my friends and the general traffic. I booted up the computer, plugged in the gamepad, and launched the game. Some friends recognized this game from the videos I had shown them. A few passers-by started to accumulate. People started taking turns, loving the game. By the end of lunch, about 10 people had tried it out (though only one person beat a level). The point, though, was that I got to see what my peers liked about it and what needed improvement. The whole experience made me rethink the mechanics, level design, and difficulty curve of the game.

I have to say, I completely underestimated how awesome it feels to see someone smile at something you've made. I also vastly underestimated the amount of work I have left to do Tongue.

I would rate my day a solid 10/10; would recommend.

-wes

tl;dr I showed my game to a bunch of people at lunch for play-testing purposes.
12  Game Development / Newbie & Debugging Questions / Re: [Slick2D] Issue with tearing when rendering tiles on: 2015-02-23 02:19:29
Do you mean screen tearing? In that case, try turning on v-sync.

Probably unrelated but still important: you shouldn't use an image array for tile maps; that is horribly inefficient. You should instead assign an index to every tile, and render the corresponding image. Hopefully this pseudo code will show what I mean:
1  
2  
3  
4  
5  
6  
7  
// For x
   // For y
      if(tileID == 0)
         // Draw grass
      else if(tileID == 1)
         // Draw stone
      // etc.
13  Game Development / Newbie & Debugging Questions / Re: How can I make entities render once? on: 2015-02-23 01:37:13
How can I stop reloading them? I tried putting the for loop handling stars in init() and it didn't render them.

You are loading the same image a bunch of times, which is very taxing on the FPS. Instead, maybe try something like this:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
public class Star extends Entity {
   // Static, since it should only be loaded once
   private static Image starImage;

   // Meanwhile in the constructor...

      // If it has not been loaded yet, load it
      if(starImage == null)
         starImage = new Image(Core.RES + "Star" + tex + ".png");

   // Meanwhile in the render...

      // Draw the image that you have already loaded ONCE
      starImage.draw(getX(), getY());
14  Game Development / Newbie & Debugging Questions / Re: How can I make entities render once? on: 2015-02-23 01:28:03
Perhaps because you are reloading the same image every render?

1  
Image img = new Image(Core.RES + "Star" + tex + ".png");

You should instead load it once somewhere outside the star class, and reference that image every time you draw the star.

Essentially, you are calling this around a hundred times a second.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-17 21:46:47
I made a shader mod for Luftrausers. It is supposed to imitate old CRT arcade monitors, complete with warping and scan-lines.

I have been trying to make a shader like this for a whole year, and I finally made it when messing with modding. Now to find a game of my own to put it in Clueless...

<a href="http://www.youtube.com/v/2ZZl2GHT02A?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/2ZZl2GHT02A?version=3&amp;hl=en_US&amp;start=</a>
16  Discussions / Miscellaneous Topics / Re: What is your line/char count? on: 2015-02-15 21:23:12
Mercury has about 11,803 lines, and 295,463 characters.

However, the real fun is in github. It tells you how many lines of code you have deleted and added:

17  Java Game APIs & Engines / OpenGL Development / Re: [Solved] Rendering text in lwjgl without slick on: 2015-02-13 04:28:35
Because everyone copied Slick2D Tongue.
18  Discussions / Miscellaneous Topics / Re: Super Serious Selfie Thread. on: 2015-02-08 20:40:55
19  Java Game APIs & Engines / OpenGL Development / Re: Rendering text in lwjgl without slick on: 2015-02-08 19:14:54
Is it okay if i use your font code and adapt it for my project?

Mercury is under the MIT license, so as long as you print the copyright, go crazy. However, @CopyableCougar4 just pointed out an improvement on the system that I could make; I would recommend his right now for performance. I will update Mercury's code on the next commit.

UPDATE:
The improved system is up on the unstable branch. Thanks Cougar!
20  Java Game APIs & Engines / OpenGL Development / Re: Rendering text in lwjgl without slick on: 2015-02-08 18:48:19
It depends on what format you want.

Bitmap is pretty easy to implement if you are going monospace. Thecodinguniverse made an excellent tutorial on this here.

If you don't want monospace and need to resize, TrueTypeFont is the way to go. You can use ttf libraries for java, or render the font to a BufferedImage using AWT, then convert it to a texture like bitmaps. I did this in Mercury, based off of Slick2D's original implementation, and it works quite well, although is probably slower than using a full library for it.

Just remember for each of these techniques that you should throw a pixel or two of padding between all the characters in the font texture. OpenGL works differently on different platforms, it seems, and can result in texture bleeding.
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-07 18:21:38

So apparently Ubuntu Christian Edition and Ubuntu Satanic Edition both exist Huh.
22  Discussions / Miscellaneous Topics / Re: Bring that guy back on: 2015-02-02 21:32:52
Some say he still lurks around these parts, posting his new android games with throwaway accounts  persecutioncomplex.
23  Games Center / Archived Projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2015-01-23 03:21:42
Hello.

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
24  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.

EDIT:
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="http://www.youtube.com/v/n6ZZRFnOXvU?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/n6ZZRFnOXvU?version=3&amp;hl=en_US&amp;start=</a>

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



-wes
25  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.

-wes
26  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.

-wes
27  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.
28  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)?
29  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.

-wes
30  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?
Pages: [1] 2 3 ... 39
 
MrMapcom (17 views)
2015-05-23 20:26:16

MrMapcom (22 views)
2015-05-23 20:23:34

Waterwolf (31 views)
2015-05-20 15:01:45

chrislo27 (37 views)
2015-05-20 03:42:21

BurntPizza (72 views)
2015-05-10 15:53:18

FrozenShade (56 views)
2015-05-07 09:11:21

TheLopais (219 views)
2015-05-06 13:36:48

TheLopais (202 views)
2015-05-06 13:35:14

TheLopais (207 views)
2015-05-06 13:33:39

TheLopais (228 views)
2015-05-06 13:32:48
List of Learning Resources
by SilverTiger
2015-05-05 10:20:32

How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21

Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!