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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-02 02:19:25


Spent my day learning how to use Blender for video editing so I can finally make a proper trailer for RFLEX. I'm on Linux; all other video editors are terrible, and I'm too lazy to switch to windows just to make a video. So I took the time to learn Blender. So far, I am loving it. There are tons of features, it hasn't crashed, and the renderings don't bug out. Hopefully tomorrow or the next day I can start getting some good footage, and write up the trailer.

I also went to my brother's birthday party.

Tomorrow, I am meeting with someone to discuss an internship in programming. That should be fun. Wish me luck Tongue.

-wes
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-01 16:10:14
Don't misquote!
faking quotes of game review sites might at best make you look shady...
He added a disclaimer to the page saying the site is under construction and that the reviews are fake.

Perhaps I should make it a bigger disclaimer Tongue.

@Drenius, you actually did say that at one point; sans "z".

-wes
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-01 05:24:09


Bought a hosting server on Digital Ocean, and started making the RFLEX website. Not bad, considering how awful my previous ventures into game design were.
Submitted RFLEX to a livestream where they review in development games and critique them. Hopefully it will be picked up persecutioncomplex.
4  Games Center / WIP games, tools & toy projects / Re: RFLEX - Playtesting! on: 2015-06-29 22:08:24
i like it alot. graphics style, music, very smooth controls.
Glad you like it. I put a lot of effort into the polishing.

how about xbox controller support and anti aliasing ?
The controller support may or may not come. I don't have an Xbox controller to test at the moment, unfortunately Tongue.
It's already antialiased. Would you like some kind of option for that?

i remember an older video you shared, showing this very awesome "time-slowdown" "tape-pause" sound effect on failure. i think that was much much better than the "explosion" hit sound you use now.
I ported to libGDX earlier, and they don't support the cool tape effect (decreasing / increasing the pitch of the music), since it works sketchily on android as far as I can tell.

what i like most about this game is actually its difficulty.
Glad you like the difficulty; that was the goal Cheesy.

-wes
5  Games Center / WIP games, tools & toy projects / Re: RFLEX - Playtesting! on: 2015-06-29 21:38:27
Lots of things about this game has changed since I last posted. I would explain them all, but it would take too long. Instead, I will give a demo for playtesting.

If you play the demo, please reply with the following information:
  • Best time?
  • How long it took to get that best time?
  • Did you like it or not; why?

Demo
Run the .bat file if you're on windows, or the .sh file if you're on mac or linux.

Thanks!
-wes
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-25 03:17:38
I watched Cowboy Bebop for 10 episodes. Then I discovered Trigun Wink.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-23 20:10:15
<a href="http://www.youtube.com/v/GNWnX5vGjug?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/GNWnX5vGjug?version=3&amp;hl=en_US&amp;start=</a>
audio is muted for reasons

Worked on menus. Added in statistical shaming to the death screen.

EDIT: sorry, video was private instead of unlisted for a minute Tongue
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-06 22:50:14
Made a glitchy shader for RFLEX.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-04 00:17:05
I finally gave in to popular demand, and ported RFLEX to android using libGDX. Currently the game / menus are done, all that's left to port to GDX is the editor (which is pretty much done) and the level select (haven't even started  Undecided).

Reactions among friends have ranged from "wow, that's cool!" to "where do I get it?". I am very happy with it.

Video of standard gameplay.
GIF of desktop gameplay.

I also got two new musicians in addition to Ashedragon:
  • ForeverBound (soundcloud) - made the song "Stereo Madness" for Geometry Dash.
  • Adhenoid (soundcloud) - does lots of different types of music.

Things are going quite well Cheesy.

-wes
10  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.
11  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
12  Games Center / WIP games, tools & toy projects / RFLEX - Playtesting! on: 2015-04-07 06:38:59

Hi JGO!

So I’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:

<a href="http://www.youtube.com/v/bKa0koR25Ug?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/bKa0koR25Ug?version=3&amp;hl=en_US&amp;start=</a>

Cheers.
- Wes
13  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.
14  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!
15  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
16  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.
17  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?
18  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.
19  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.
20  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.
21  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:
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// For x
   // For y
      if(tileID == 0)
         // Draw grass
      else if(tileID == 1)
         // Draw stone
      // etc.
22  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:
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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());
23  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?

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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.
24  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>
25  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:

26  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.
27  Discussions / Miscellaneous Topics / Re: Super Serious Selfie Thread. on: 2015-02-08 20:40:55
28  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!
29  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.
30  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.
Pages: [1] 2 3 ... 39
 
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cookiecompiler (50 views)
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List of Learning Resources
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Intersection Methods
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List of Learning Resources
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2015-05-05 10:20:32

How to: JGO Wiki
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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
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Resources for WIP games
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