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1  Games Center / WIP games, tools & toy projects / Re: Alien Raeign on: 2013-07-08 21:54:24
The grid based movement was somewhat annoying at first, but after a short while, I got used to it. I don't think that would be a problem. The game was quite visually appealing. In particular, I loved the effect as the rain splashed onto the ground.

Just wondering, what are those things on the ground supposed to be?
2  Game Development / Newbie & Debugging Questions / Re: [libGDX] Collision detection and come back at the last position? on: 2013-07-02 18:31:42
The way I first did collision was something like (Assume character collides with a box):

1) Move the character according to the Y speed
2) Check for collision, if collision occurs, check the Y speed of the character, and then move it accordingly (if it is moving down, move the character to the top of the box, etc. This assumes that the speed of Y and all calculations that affect the speed of Y be done before the collision detection)
3) Move the character according to the X speed
4) Check for collision, if collision occurs, check the X speed of the character, then move it accordingly (Same assumptions as above).

Works well for what I'm trying to do.
3  Game Development / Newbie & Debugging Questions / Re: [libGDX] Collision detection and come back at the last position? on: 2013-07-02 16:50:07
So you are a beginner, already using Libgdx, need collision handling and gravity, then you definitely should use Box2D. Learning it will be much faster (even if does not seem so now) and the results most likely much better (no offense) than breeding your own stuff.

Actually, in my humble opinion, I don't think box2D would make it easier for a beginner. I've personally attempted to use box2D solely for collision, but it didn't turn out to be easier than if I wrote my own collision detection. If you're using circles or complex polygons, or if you want to simulate real physics, then definitely go with box2D, but it certainly does come with a lot of learning about the api and such. If you're only using rectangles for collision and don't need to simulate real physics, then you're better of writing your own collision detection. It's not too hard to do, and it doesn't come with the amount of content and possible bugs that will come when using box2D.
4  Game Development / Game Play & Game Design / Re: Just something to think about while you go about your lives. on: 2013-07-02 16:39:02
A lot of the ideas in this thread seem to be really interesting. Since I'm on summer break and I haven't got anything to do, I'll see if I can put together a short game and test out a few concepts.
5  Discussions / Community & Volunteer Projects / Re: yet another looking for members thread on: 2013-06-29 18:12:57
Are you looking for someone to collaborate with you on your game, or are you looking for someone to provide motivation for your game? If it's the latter, then I'm currently learning and using libgdx and box2D, and it would be certainly a great experience to help each other while we're learning. I've found that working with someone and receiving a quick response about ideas really drives and motivates me to finish my projects. If it's the former, then I'd be willing to help out depending on what this mysterious project that you're referencing in your post is.
6  Discussions / Miscellaneous Topics / Re: if you are not a programmer, what would you be ? on: 2013-06-29 18:03:35
If I didn't program, I would be a professional redditor Tongue
7  Java Game APIs & Engines / Engines, Libraries and Tools / Box2DLights and Textures/Sprites [Solved] on: 2013-06-28 17:05:06
I have box2D and box2DLights set up and working. In the box2D debug rendering mode, I can see the objects decrease in visibility the farther away the light is from the object and shadows decrease the visibility of the objects. If I add textures to the objects, the light doesn't seem to affect the textures. The textures are always completely visible no matter how far away they are or if they are behind another object that casts a shadow. I've tried googling for the answer, but it has led me nowhere so far.

Edit: Well, I found out what I did wrong. I put my updateAndRender() before I ended the spriteBatch.
8  Discussions / Miscellaneous Topics / Re: Green!!! on: 2013-06-28 03:41:25
Canada
9  Discussions / Community & Volunteer Projects / Re: Programming "partner", if you will on: 2013-06-27 12:06:51
Qualifications? Previous work? Why does no one post the obvious things?

Well, I don't have any "qualifications" per se, and my previous work can be found by looking at my projects. 
10  Discussions / Community & Volunteer Projects / Re: Programming "partner", if you will on: 2013-06-27 11:49:13
Sure, my email is wesley.laferriere@gmail.com
Btw, you never contacted me on your rogue-like game art...

Alright, emailing you now. I didn't contact you on the rogue-like because I decided that I wasn't going with original graphics since I didn't really need them. It was for a school project.
11  Discussions / Community & Volunteer Projects / Programming "partner", if you will on: 2013-06-27 01:24:23
So I've got quite a bit of time over the summer, and instead of spending my time gaming, I'm going to try and learn to program some games. I'm looking for someone who has some time and wants to hold each other accountable for staying on task. It would be a great source of live feedback and criticism for both of us, and we could consult each other about problems we may be having before posting for help on these forums. We might even be able to program a game together, if we feel that its suitable.

If anyone is interested, just reply and I'll try and contact you. Thanks.

EDIT: Found a guy.
12  Games Center / Showcase / Re: SoBlock! on: 2013-06-26 22:45:47
Just downloaded this and played a couple minutes. Just a few thoughts.

- Looking around isn't very smooth. If I don't move my mouse far enough, where you're looking doesn't change at all
- Looks a lot like Minecraft. Not sure if you're trying to compete with it, but I don't think you'd be very successful in stealing their customers (but who knows)...
- For some reason, the teal cube bothers me, I don't know why.

Overall, it looks like an awesome game with a lot of potential.
13  Games Center / WIP games, tools & toy projects / Re: Pink Point on: 2013-06-24 18:50:55
This game looks really good. Are you using any kind of library for this?
14  Game Development / Game Play & Game Design / Re: Just something to think about while you go about your lives. on: 2013-06-24 02:27:09
This conversation really reminds me of "Save the Date". It's a game that I've played recently that acts on the very concept of "winning" a game, and how the player "wins the game".

It's a pretty short game, so if you have some time, you should definitely check this out. You'll probably come back with lots more to say. I really don't want to spoil the ending, so I'll just leave this link here and if anybody says anything about this later, we can have a discussion.

http://paperdino.com/games/save-the-date/
15  Discussions / Miscellaneous Topics / Re: What's your favorite game. on: 2013-06-23 22:26:08
Portal 1 was good in itself, but Portal 2 makes Portal 1 look like nothing.

I'd have to agree. Portal laid a pretty good foundation for Portal 2. It was a good game, but it wasn't "great" like Portal 2 was. I'd have to blame that on the limited narrative in Portal.
16  Discussions / Miscellaneous Topics / Re: What's your favorite game. on: 2013-06-22 18:34:25
Not really too sure what my "favorite" game is, but I have a few that I really enjoyed.

The first one is Bioshock, which I absolutely loved because of the atmosphere and the way that it told me the story. There was nobody explicitly telling the story, but I really loved exploring what rapture has become and finding hints and clues as to what the city has once been and what it is in the present time. It's a great game that everyone should play, and it is relatively cheap right now.

I also really loved Mirror's Edge. The graphics and the environment was very nicely made. I absolutely loved the gameplay in Mirror's Edge. It was a unique step into unknown territory for a game, but I think that it was executed very nicely. The only problem I had with this game was the shooting parts. It subtracted from the overall point of the game and seemed badly done. On another note, Mirror's Edge 2. EA isn't as bad as I once thought now.

Portal 2 was an extraordinary game. I loved the unique concept of the game and definitely loved the characters and story. Cave Johnson is amazing Tongue.
17  Games Center / WIP games, tools & toy projects / Re: Rogue-Like Game [Heavy WIP] on: 2013-06-09 02:43:12
I CAN DO PIXEL ART!!!
Email - wesley.laferriere@gmail.com


I love this game! Just add in a working attack system, ammo, store, better textures, and fluid animations, and you are good to go! Seriously, people would actually buy this fast paced action! Just make sure you add a rewards system!



Alright, I'll be emailing you in a bit to discuss. I don't have enough time tonight. I'm just wondering what you mean by "ammo". Do you mean an ammo system where the user has a set amount of ammo? And I'm not sure what you mean by "working attack system" as well.
18  Games Center / WIP games, tools & toy projects / Rogue-Like Game [Heavy WIP] on: 2013-06-08 19:45:25
I don't really have a name for this game yet, but I'll be releasing a very early version to see if anybody has feedback. This game is sort of a rogue-like Binding of Isaac (albeit much lower quality).  

Updated. The game is now playable.

Controls are WASD to move, and arrow keys to shoot. Space key when over the stairs to get to the next level. Space key when over the store to enter the store.  Up and down keys to select an item. Enter key to buy an item. Space key again in order to leave.



Features so far :
- Random dungeon generation (this one took me a while)
- 4 enemy types
- Gems (just for collecting, to be used in stores)
- Leveling
- Stat altering chests
- Store

To do :
- Pixel art (if anybody can help me with this, that would be great Cheesy)
- Better collision detection
- Good user interface
- Different type of attacks (possibly)
- Bombs (possibly)
- Keys to unlock the stat altering chests
- More enemies....
- Balance testing, when I'm done, obviously

Some sort of rewards system. Not sure if this should be based on luck (e.g. random powerup stats) or on skill (if you beat a level without getting hit, you are rewarded with a powerup).

Donwload is here :
http://www.mediafire.com/?9en489bzbzd9jh4

Note: Images must be extracted to same folder as the jar file. Tried to bundle images into jar file, but still doesn't work.
19  Games Center / Showcase / Re: Super Treasure Chest on: 2013-06-08 19:21:38



How would I get the full path?
20  Games Center / Showcase / Re: Super Treasure Chest on: 2013-06-06 03:23:30
Was this inspired by Super Crate Box?

Extremely heavily, yes. The name says it all. I'll include that in my post.
21  Games Center / Showcase / Super Treasure Chest on: 2013-06-06 02:51:56


I created this game for a school project, and this is my first game that I actually finished. Inspired by Super Crate Box. All the art in the game was done by me (except the background image and the explosion animation) and was my first attempt at pixel art.

 Any feedback or criticism would be greatly appreciated; feel free to be as harsh as possible, I'd like to understand anything I did wrong with this game (comic sans was on purpose). I will release my source code in a couple days for any criticism of my source code as well.

Controls are in the game, but here it is for the lazy.

Arrow keys to move left and right.
Z Key - jump
X Key - shoot
Up and Down keys - traverse the menu screen
Enter - select from menu screen

Weapon details can be found under instructions

You can download the jar file and images here:
The images will need to be extracted to the same place as the jar file since I haven't exactly figured out how to bundle it with the jar file.

http://www.mediafire.com/?ipfrbv312i1kise
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