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1  Discussions / Business and Project Management Discussions / Re: Is paying for a android game review a good idea and which site should I choose? on: 2014-03-06 22:53:43
Yeah, I have mailed many different sites about it, but will focus on smaller indie players on YouTube now Smiley I also tried advertising on Reddit, but that didn't yield so well Smiley
2  Discussions / Business and Project Management Discussions / Re: Is paying for a android game review a good idea and which site should I choose? on: 2014-03-06 16:59:32
Yeah, I have tried contacting smaller-time people, but I will continue to do so Smiley Thanks!
3  Discussions / Business and Project Management Discussions / Is paying for a android game review a good idea and which site should I choose? on: 2014-03-05 21:09:58
Hi everyone! So a month ago I released my first android game Zombie Cubes on Google Play. The game has been a succesful for me personally with over 10 000+ downloads and over 200+ five stars ratings, but I would like to try and take it a little further. I don't have any game reviews or news articles about it on any android game popular site, but was wondering if you guys think that I should try? Most of the popular sites requires a little fee for it so which site would be best then? Smiley Thanks for reading!
4  Games Center / Showcase / Re: Zombie Cubes! on: 2014-02-17 06:21:04
Also, if you guys like my game then please vote for it on Super Game Droids Friday Night Indie Game Round-Up #32!  If I win, the game will be featured on their homepage which would really help me out with marketing the game. Our big enemy is Big Tower who has 10 more votes than mine

Link: http://www.supergamedroid.com/2014/02/14/friday-night-indie-game-round-up-32/
5  Games Center / Showcase / Re: Zombie Cubes! on: 2014-02-13 23:01:06
Oh, as I said, it was because I was going to have ads on the bottom and it made the most sense to me Smiley I can see it being a problem on smaller screen devices though. I will take a look at it Smiley
6  Games Center / Showcase / Re: Zombie Cubes! on: 2014-02-13 20:30:31
Well, it does not matter where you put it, but you have to use the others very often doing the same thing, so why should they be seperated?
Not to sound rude, but I don't quite understand what you mean? Smiley Would you mind explaining? Smiley
7  Games Center / Showcase / Re: Zombie Cubes! on: 2014-02-13 18:09:06
I will take a look at it Smiley I originally planned to have ads on the bottom of the screen, but I can possibly move the Crafting button there now Smiley
8  Games Center / Showcase / Re: Zombie Cubes! on: 2014-02-13 04:20:57
S4 mini so probably...
But there should be nothing between shooting and recharging anyways...

Ahh, sorry then, but if it's in the way for both shooting and recharging I don't really know if I can help you right now. Sad I can probably include a option to where different controls and buttons should be, but that has to be for another time. But thank you so much for trying it out! Cheesy
9  Games Center / Showcase / Re: Zombie Cubes! on: 2014-02-11 23:59:37
Hmm...what phone are you using? Do you a small screen? Smiley
10  Games Center / Showcase / Re: Zombie Cubes! on: 2014-02-11 21:15:53
Edit:
Very nice! But the crafting menu button is a little bit too close to the shooting button, it is annoying to always have to close it before shooting...

I will move it a little up on the next update Smiley Thanks for trying it!
11  Games Center / Showcase / Re: Zombie Cubes! on: 2014-02-11 18:37:14
So here are my new icons! What do you think? Smiley



Also is it worth doing a update just to change the icon or should I wait to I have something more to add? Smiley
12  Games Center / Showcase / Re: Zombie Cubes! on: 2014-02-11 01:15:37
OK, that is 4.2.

Do you need the stuff from any of the earlier API's?

If you don't, consider trying to find the lowest usable version, it will increase your downloads in theory. Since lower end phones usually use older, lighter weight versions.

Will you please try to explain more to what I should do? You seem to know about this and I really want it to work for others Smiley

Quote
I can't really do much about the blue background since I think it's a LibGdx with Tiled Map Editor issue. I could be wrong though Thanks for trying it out!

I'm not familiar with libgdx so I can't help here but it would be strange if it was issue in libgdx - other games would have it to unless you just found a bug in libgdx. In any case if nobody helps you in this thread try starting a new topic asking libgdx veterans for help. My guess is you did some newbie mistake.

One more tip: Your app icon is not very attractive and does not say much about game. This is a game about killing monsters so how using a gun in the icon. You have a really great pixel art of Uzi and Shotgun - use that. This will attract more people browsing games on google-play.

I made this one, but I dont feel like it turned out so good. I feel like it would be weird with just a Shotgun there Smiley

13  Games Center / Showcase / Re: Zombie Cubes! on: 2014-02-10 12:26:29
Not showing up when I use search for some reason, link is just taking me to Google play first screen. Galaxy s4, did you setup the minimum android version correctly? Running 4.2.2 here.

Weird lol

This is the code I have in my Manifest:
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 <uses-sdk android:minSdkVersion="5" android:targetSdkVersion="17" />


Looks great!
I can see that you put a lot work into details - Zombies move slower when shot, you can see holes in their bodies, creepy music builds proper thrilling atmosphere.

Did you draw all the graphics yourself?
What framework did you use?

A couple of ideas for making this game even greater
- When your avatar is killed by a zombie and becomes green it should automatically start moving like every other zombie and stop attract zombies. It should just become one of them. Currently it just becomes immovable and zombie that killed it hovers over it.
- on my nexus7 tablet blue background is sometimes visible between floor tiles. (see screenshot at https://www.dropbox.com/sh/8a015drxjkm790r/PeldykbePz#lh:null-zombie-cubes.png there are horizontal blue lines through the center of the screen)
My wild guess is that vertexes of neighbor tiles do not have exactly the same coordinates. When map scrolls sometimes rounding causes

I used Paint.NET to draw everything, hence the Microsoft Painty look as some people would call it. Some of the drawings are pretty bad because this is my first game and first time doing any real drawings. I'm currently trying to scrap together enough money to get a Samsung Galaxy Note 10.1 or something like that to do graphics on Smiley

The first thing you mentioned is actually something I wanted to add, so I'll add that in the next update since it's pretty easy to code. I can't really do much about the blue background since I think it's a LibGdx with Tiled Map Editor issue. I could be wrong though Smiley Thanks for trying it out!
14  Games Center / Showcase / Zombie Cubes! on: 2014-02-09 21:47:28


Hi! Finally done with my first android game and I got it released today on Google Play! Cheesy I would love it if you guys could check it out, give your opinions and maybe spread the word Smiley

<a href="http://www.youtube.com/v/l_rBie6vsws?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/l_rBie6vsws?version=3&amp;hl=en_US&amp;start=</a>

Free version with ads: https://play.google.com/store/apps/details?id=com.mayogames.zombiecubes.free

Ad-Free version for 1$ https://play.google.com/store/apps/details?id=com.mayogames.zombiecubes
15  Discussions / Miscellaneous Topics / Re: Two last questions before I release my app :) on: 2014-02-08 18:41:50
Yeah, I did read that, but as I said, there was a lot of people against it so I wanted to try another method Smiley I did managed to get it to work now, by making the Free version name the settings preference "SettingsFreeVersion" instead and the paid version just "Settings" Smiley
16  Discussions / Miscellaneous Topics / Re: Two last questions before I release my app :) on: 2014-02-08 18:02:03
I'm able to get the info now, but I'm having trouble saving the info into its own file. It seems like its linked to the Free version one, because instead of creating or saving into it's own folder, it saves to the Free version one. I think this is because of LibGdx, but I'll continue to mess around to see if I can get it to work.

The package name is:
com.mayogames.zombiecubes
com.mayogames.zombiecubes.free
17  Discussions / Miscellaneous Topics / Re: Two last questions before I release my app :) on: 2014-02-08 16:54:08
I have absolutely NO IDEA what happend, but when I changed it to this

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public void tryLoadPrefs(){
         Context otherAppsContext = null;
         SharedPreferences getData = null;
         
         try {
            otherAppsContext = createPackageContext("com.mayogames.zombiecubes.free", 0);
            getData = otherAppsContext.getSharedPreferences("Settings", 0);
         } catch (NameNotFoundException e) {
            System.out.println(e);
         }
         
         System.out.println("Extracting = " + getData.getInt("seconds", 0));
   }


It suddenly imports every single data over to my paid version? o.O Of course Im happy, but Im a little scared this is a stupid way since I dont understand how it did so... Is it maybe because the line "getData = otherAppsContext.getSharedPreferences("Settings", 0);" got the Settings file from the Free version AND at the same time made a own in the Settings and set that because of the equal sign? Smiley
18  Discussions / Miscellaneous Topics / Re: Two last questions before I release my app :) on: 2014-02-08 16:37:41
You don't need to use try, if there is no data value return the default value you put. And, you don't need to create package. Android will do this for you.

Use something like this to create saved file:
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int lvlComplete = 10;
SharedPreferences.Editor saveLevel = getSharedPreferences("game_name", 0).edit();
saveLevel.putInt("levels", lvlComplete);
saveLevel.commit(); // do not forget to commit.


And to load game data:
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SharedPreferences getData = getSharedPreferences("game_name", 0);
int lastLevel = getData.getInt("levels",0);   // use getInt, getBoolean, getString, etc.


Using that method I only got the paids version own SharedPreference and not the Free version one Sad

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SharedPreferences getData = getSharedPreferences("Settings", 0);
      int lastLevel = getData.getInt("seconds", 0);   // use getInt, getBoolean, getString, etc.
     
      System.out.println(lastLevel);
19  Discussions / Miscellaneous Topics / Re: Two last questions before I release my app :) on: 2014-02-08 04:59:58
Thanks for the answer, but a lot of people seemed against using that method Sad I have tried doing it now with using Context. I'm able to find the preference file, but it's not able to get the contents from the preference file itself, since it always returns 0 (the default value). Is this because I use LibGdx? I have read that LibGdx saves its own preference files as SharedPreferences on Android so that shouldn't be the issue.

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public void tryLoadPrefs(){
      Context otherAppsContext = null;
     
      try {
         otherAppsContext = createPackageContext("com.mayogames.zombiecubes.free", 0);
      } catch (NameNotFoundException e) {
         System.out.println(e);
      }
     
      System.out.println("Extracting = " + otherAppsContext.getSharedPreferences("Settings", CONTEXT_IGNORE_SECURITY).getInt("seconds", 0));
   }


EDIT: Im loading in the onCreate() method. Is that a problem?
20  Discussions / Miscellaneous Topics / Re: Two last questions before I release my app :) on: 2014-02-08 00:59:22
Okay, another problem I have is that I had to create two different android projects (both linked to the main source of the game) with a ".free" at the free versions packaging name in the AndroidManifest, because you cant have two apps with the same packaging on Google Play. But this makes it so that the user have to restart everything if they upgrade from the free version to paid version.

All I want to is that I could save the preference file to a specific place (so it wont get removed if the free version gets removed) and make the paid version read it. And Im using LibGdx btw Smiley
21  Discussions / Miscellaneous Topics / Re: Sorry to those who suffered from me ;) on: 2014-02-07 04:40:01
Coming from a noob developer himself, I would rather have someone atleast try to help me, instead of not trying. And like TeamworkGuy2, you should say something like "Well, If I understand you correctly, you are saying that you are having a problem with the main loop, right? Well, then..." And continue to explain Smiley

As they say, it's the thought that counts Wink
22  Discussions / Miscellaneous Topics / Re: Two last questions before I release my app :) on: 2014-02-07 04:34:48
Oh, I thought it was wise to have a different key for everything, but I can see it being better to have one for everything. Also I guess I will avoid the License Check then, since I don't really see my game being the new Angry Birds. I also have a free version with only simple banner ads so I don't see the point in them pirating it, though it would be a little fun to watch people going through all that trouble just to play my game without ads Smiley Thanks for the answer!
23  Discussions / Miscellaneous Topics / Two last questions before I release my app :) on: 2014-02-06 22:15:51
Hi! So I have two last questions before I release my game to Google Play.

1. Im going to have two different version, one free with ads and one for 1$. Should I use the same key to sign both since that would make installation easier for the user incase they upgrade? I also just thought of that If they have the Free version first and want to upgrade to the other, they will have to delete their saves and high-scores to install the new one so I guess one key to sign when exporting a apk is right? Smiley

2. Is it worth getting Google Play Licensing Check for me since I have both a free and paid version?

Thanks for reading Smiley
24  Discussions / Miscellaneous Topics / What ad-network is best to use for android apps? :) on: 2014-02-06 03:48:02
Im releasing my app on Google Play within a few days and all I lack is ads for the ad-version, so I was wondering what you guys think is the best one to use? Smiley
25  Game Development / Newbie & Debugging Questions / Got some collision code problems on: 2013-11-19 13:30:38
Hi Smiley I made this collision code, but its a little buggy. My player cant move either right or left and up or down when standing next to a wall. I'm pretty sure it has to do with detecting which rectangle is close to the player. I also want to optimise it so that it only checks the rectangles closest to the player Smiley Any help would be nice Smiley

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public void collision(){
           
           //Collision
            //Save old position
            float oldX = getX();
            float oldY = getY();
            boolean collisionX = false, collisionY = false;
           
            rectPlayer.setSize(rectPlayer.getWidth() / world.getUnitScale(), rectPlayer.getWidth() / world.getUnitScale());

            // move on x
            setX(getX() + speedX / world.getUnitScale());

            if(speedX < 0) { // going left
                    for(int i = 0; i < world.getCollisionBoxes().size(); i++){
                       if(getX() > world.getCollisionBoxes().get(i).x){
                          if(rectPlayer.overlaps(world.getCollisionBoxes().get(i))){
                             collisionX = true;
                             
                             System.out.println("Left");
                          }
                       }
                    }
            }else if(speedX > 0) { // going right
               for(int i = 0; i < world.getCollisionBoxes().size(); i++){
                   if(getX() < world.getCollisionBoxes().get(i).x){
                      if(rectPlayer.overlaps(world.getCollisionBoxes().get(i))){
                         collisionX = true;
                         
                         System.out.println("Right");
                      }
                     
                   }
                }
            }
            // react to x collision
            if(collisionX) {
                    setX(oldX);
                    speedX = 0;
            }

            // move on y
            setY(getY() + speedY / world.getUnitScale());

            if(speedY < 0) { // going down
               for(int i = 0; i < world.getCollisionBoxes().size(); i++){
                   if(getY() > world.getCollisionBoxes().get(i).y){
                      if(rectPlayer.overlaps(world.getCollisionBoxes().get(i))){
                         collisionY = true;
                         
                         System.out.println("Down");
                      }
                     
                   }
                }
            }else if(speedY > 0) { // going up
               for(int i = 0; i < world.getCollisionBoxes().size(); i++){
                   if(getY() < world.getCollisionBoxes().get(i).y){
                      if(rectPlayer.overlaps(world.getCollisionBoxes().get(i))){
                         collisionY = true;
                         
                         System.out.println("Up");
                      }
                     
                   }
                }
            }
           
            // react to y collision
            if(collisionY) {
                    setY(oldY);
                    speedY = 0;
            }

            rectPlayer.setSize(rectPlayer.getWidth() * world.getUnitScale(), rectPlayer.getHeight() * world.getUnitScale());
           
        }
26  Game Development / Newbie & Debugging Questions / Re: [LIBGDX] Starting out on AI :) on: 2013-09-20 15:18:58
So I have read through the site you sent me and Im trying to add it into my game which is using Libgdx and Tiled. I was wondering if you guys could take a look at what Ive got so far and say what you think? Smiley

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private Array<Cell> openList = new Array<Cell>();
   private Array<Cell> closedList = new Array<Cell>();
   private Vector2 startingPoint, endingPoint, currentPoint;
   
   private int g_movementCost;
   private int h_heuristic;
   private int f;
   
   private float tileWidth = 32;
   private float tileHeight = 32;
   
   private TiledMapTileLayer layer;
   
   private Cell currentCell;
   private Cell tempCell;
   
   public void createPath(float startX, float startY, float endX, float endY){
      startingPoint.set(startX / tileWidth, startY / tileHeight);
      endingPoint.set(endX / tileWidth, endY / tileHeight);
     
      currentCell = layer.getCell((int) startingPoint.x, (int) startingPoint.y);
      currentPoint.set(startingPoint.x, startingPoint.y);
      openList.add(currentCell);
     
      //Top-Left
      if((tempCell = layer.getCell((int) currentPoint.x - 1, (int) currentPoint.y + 1)) != null){
         if(!isCellSolid(tempCell)){
            openList.add(tempCell);
         }
      }
      //Top
      if((tempCell = layer.getCell((int) currentPoint.x, (int) currentPoint.y + 1)) != null){
         if(!isCellSolid(tempCell)){
            openList.add(tempCell);
         }
      }
     
      //Top-Right
      if((tempCell = layer.getCell((int) currentPoint.x + 1, (int) currentPoint.y + 1)) != null){
         if(!isCellSolid(tempCell)){
            openList.add(tempCell);
         }
      }
      //Left
      if((tempCell = layer.getCell((int) currentPoint.x - 1, (int) currentPoint.y)) != null){
         if(!isCellSolid(tempCell)){
            openList.add(tempCell);
         }
      }
      //Right
      if((tempCell = layer.getCell((int) currentPoint.x + 1, (int) currentPoint.y)) != null){
         if(!isCellSolid(tempCell)){
            openList.add(tempCell);
         }
      }
      //Bottom-Left
      if((tempCell = layer.getCell((int) currentPoint.x - 1, (int) currentPoint.y - 1)) != null){
         if(!isCellSolid(tempCell)){
            openList.add(tempCell);
         }
      }
     
      //Bottom
      if((tempCell = layer.getCell((int) currentPoint.x, (int) currentPoint.y - 1)) != null){
         if(!isCellSolid(tempCell)){
            openList.add(tempCell);
         }
      }
     
      //Bottom-Right
      if((tempCell = layer.getCell((int) currentPoint.x + 1, (int) currentPoint.y - 1)) != null){
         if(!isCellSolid(tempCell)){
            openList.add(tempCell);
         }
      }
     
   }


Im also wondering if the next thing I should do now is to make it not add the same cell again in the openList by checking if its in the closedList, but Im not quite sure on how to do this Sad Do I need to loop through the closedList everytime I try to add something in the openList? And also, theres no "tempCell.getX or .getY()" which can give me the coordinate, but I guess it could be possible to make another Vector2 Array that could hold that infomation? Tongue
27  Game Development / Newbie & Debugging Questions / [LIBGDX] Starting out on AI :) on: 2013-09-19 23:30:54
Hi, guys! Smiley

So right now Im starting to really add a real AI for the enemies in my game. Lucky for me, all the enemy is going to do is chase the player. I have used a simple "if(player.getX() > enemy.getX()) speedX = 3;)", but that easily gets the enemy stuck of course. I was wondering if any of you know any examples for AI in Libgdx Smiley I have looked into the A* pathfinding and are considering using that one since it seems like the best choice out there. Does anyone happend to know how I can combine that with the use of Tiled Map Editor too? Smiley Its a simple 2D overview game by the way Wink

Thanks for reading Smiley
28  Game Development / Newbie & Debugging Questions / [LibGdx]Cant get StraightEdge to work with Android :( on: 2013-08-03 12:06:37
So I added the StraightEdge library to my game, but I can't use it on any android devices. It gives this error: "java.lang.NoClassDefFoundError: straightedge.geom.KPolygon".  I know a person who is good with using java and Libgdx, but he couldn't get it to work either. He made it into a .jar file for me and I tried adding it in the android libs folder and right-click "Add to build path" and then adding it in the Order and export list, but it still gives the same error. It works great on my PC, but it wont on android Sad Doesnt StraightEdge support Android? :/
29  Game Development / Newbie & Debugging Questions / Re: Can I use a Touchpad without using a stage? on: 2013-07-31 11:39:15
Okay, thanks Smiley
30  Game Development / Newbie & Debugging Questions / Can I use a Touchpad without using a stage? on: 2013-07-30 21:14:07
Hi again!
So I'm currently trying to make a touchpad into my game. Im using Libgdx and I noticed that Libgdx offers a Touchpad widget, but its only for Stage2D Sad So my question is if you can still use it outside of Stage2D or if there is any other library out there that offers the same? Smiley
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