Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (757)
Games in Android Showcase (229)
games submitted by our members
Games in WIP (844)
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]
1  Games Center / Showcase / Lord of the Dark Castle - Retro style Java Dungeon Crawl - now at Steam on: 2015-08-21 08:50:46
Lord of the Dark Castle is a casual turn-based retro style roguelike dungeon crawler with elements of strategy. Randomized levels, lots of skills without dependencies and lots of spells to cast. Challenging Monster AI - play it smart or die. The game is now final released at Steam and was done as Indie project by 1 single developer.

Check out Official Trailer here:

Get full game or free demo here:

Game Homepage


Geeky Code Stats:
Lines of Code: 45751
Java Classes: 286

Geeky Test Stats:
Simulated playtime (auto-tests) with Bots: 10 000+ hours
Reproducible Crash Reports since April (Early Access): 5 (all fixed)
Reproducible Crash Reports since Final Release: 0

Tech Discussion:
The game is supported on all Win/Mac/Linux platforms.
The game supports Steam Profile achievements, but only on Windows. It was tricky to solve because I had to use JNI. I couldn't get it to work easily on Linux and Mac OS because Steam API framework communication is needed, and it took a big effort to fix that for Windows. Even harder on Mac/Linux, and I don't have a Mac to verify on.

Best Regards
/Christian Andersson @ Craze Creative Studios
2  Games Center / Showcase / Re: Retro Style Turn-based RPG (Dark gothic Diablo-feeling) on: 2014-11-30 23:32:00
Ok, actually tried that already (play all queued animations in parallell at the same time if several monsters were moving), but it didn't really work out. I don't recall exactly why just now - it was about 6 montsh ago. I think that some enemy moves were hard to understand, because they were a result of a decision by a monster that had taken action on a previous monster action, but that was not visible when all monsters moved at the same time. The advantage with animations (when they appear in correct order) is that enemy choices and paths becomes more understandable. Then it was also a problem with the combination of knockback effect that in turn can cause hero/monster to be knockback animated. It gets too messy and complex in some situations.

The core of a turn based game is that each creature moves in turn, so it shouldn't be controversial to actually display it as well. Having the monsters animated one by one shows exactly what happens. Having them move in parallell shows something that is not happening, and it sometimes appears that the AI is stupid, because one cannot see the order of events and possible constraints when creatures are blocking each other. Some turn-based games work order based: give all creatures orders, and then they move at the same time in parallell, like LaserSquad. In that case, it makes sense. But other games, you can really see each unit move separately, because it illustrates that every unit takes a decision based on actions by previous creatures/units, e.g. games like Warlords, Heroes of Might and Magic, etc. This game is in line with the later ones. The hero moves his turn. Then the enemies move their turns.

Anyway, I appreciate your feedback. It's always good to get spontaneous feelings and thoughts from different people. If several other say exactly what you say, then I may have to dive into this again and see how it can be solved.

Best Regards
3  Games Center / Showcase / Re: Retro Style Turn-based RPG (Dark gothic Diablo-feeling) on: 2014-11-30 16:27:47
"So i keep it pressed in areas where nothing particular interesting happens"
Ok... it's possible to click the viewport with the mouse as well to move over several squares.
Anyway, KeyPressed -> KeyDown with flags is an easy fix.

I'm not sure how I could decouple animations from turns, please clarify and suggest how that should work.
When movement animations are enabled, the monsters must finish their turns (and animations) before hero can move again. It would be weird if a monster hasn't finished his animation before the hero suddenly does his next move. After all, it's up to the player to select if movement should or should not be animated by using a setting (could make an easy short-cut key toggle for it as well).
I think one should be consequent and not try to mix modes here.

So unless someone gies a good and clear suggestion how it should work, I'll leave that part as is.  Setting movement animations to 0 gives a fluent game play, if that's what you're after.

4  Games Center / Showcase / Re: Retro Style Turn-based RPG (Dark gothic Diablo-feeling) on: 2014-11-29 22:03:55
Sorry for slow reponse, I accidentally had notify-on-replies turned off, and I was busy posting the game to the Steam GreenLight community, and here it is!

Anyway...  Cool

MrPork: Thank you!

Egon Olseon: Thank you SO much for trying out the game. I am extremely thankful for that, and thank you for good feedback!

I agree that the controls are a bit clunky and I'd love to get proposals on how to improve things a bit. For me, the problem has been to show so much stats on so little space.
I have thought about bringing a semi-transpart panel on top of everything else to show item/character stats. But that would mean a big redesign of the GUI..
Another problem is to associate actions with certain objects, for example if one object shall interact with another, or if I want to use some of my items on another character's inventory...

Keypressed: This is very interesting... because I have sometimes "felt" some delay that I couldn't pinpoint and I cannot repeat it 100%.
I'm using KeyPressed. Reason: I could not see a typical use case where someone would like to keep a key pressed and where key-repeat comes into account. If it was a real-time game where frame-rate and fast movement comes into account, such as a break-out game, sure. But here, since this is turn based, I can't see that it matter that much. For example, for movement, it would be pretty dangerous to keep the movement key pressed. Keeping the movement key pressed, it can be that all of a sudden, you may have a bad-a**-monster chopping you to death in 0.2 seconds if you keep a movement-key pressed. Grin
Did you experience some special use case where you think the key-down even would be better? ... Because, as far as I know, both keyPressed and keyEvent is instant when pressing a key. It is only for key-repeat that a delay is introduced, right?  ... but MAYBE... if I press and release and press fast again, could that mean a delay? ... for example if I repeatable press & release LEFT-ARROW really fast.. could the KeyPressed be slower to react than KeyDown event?

"I also noticed that movement slows down by a huge amount once an enemy comes into sight. Is that intentional?"
Are you sure you don't mean that since the enemies are animated, one has to wait for their moves to complete... Have you tried to set Movement Animation Frames to 0?
On my system, I cannot detect any change in game speed when enemies are visible when having Movment Animation Frames = 0. All moves are instant.
Usually, I play the game myself with Movement Animation Frames on 0 to get a really fast game pace. Maybe I should change that to default?

Please let me know if you still get slower moves when you have that set to 0 and also please let me know the use case when you thought keyPressed acted slowly.

Best Regards
5  Games Center / Showcase / Retro Style Turn-based RPG (Dark gothic Diablo-feeling) on: 2014-11-27 13:18:26
Hello Java Game Lovers!

I hope to be able to announce a new game very soon, called "Lord of the Dark Castle" that I created in Netbeans IDE with Java Swing. This YouTube link gives a short walk-through:

Only a few more weeks of iterations, mainly level graphics improvements and a couple of additions of skills/enchantments is left.

There is a Kickstarter page where you can pledge a little amount to receive your reward at Christmas Day, AND/OR you can just download a free full-featured 1000 turns limited version from there:

Below is a screenshot and some main game features.

    7 levels, all with their unique environments and graphics.
    Randomized level builder. Randomization gives each new game a completely new gaming experience, including random monster, treasure and item spawns.
    25 Unlockable Achievements: each achievement gives you bonus gold in new games
    45 Unique Skills (E.g. First Strike, Charge, Pick Lock, Giant Health, etc)
    18 Unique Monsters + Elite versions
    15 Unique Weapon types
    3 Full Sets of Armor: Cloth / Leather / Plate
    2 Jewely Pieces: Ring and Amulet
    7 Effects/Spells (Poison, Disease, Fire, Cold, Life Drain, Fear, Web)
    6 Enchantments/Spells: Invisibilty, Regeneration, Speed, Freeze Time, Summon, Teleport
    Enchanted items: weapons and armor can be enchanted with skills and spells.
Creator's Visions & Goals with this game:
    Casual, Fast & Easy to get started. Have 30 minutes on the bus/train? Give it a go and see how far you get. If you have a good round and play well, it is possible to beat the game within 1-2 hours.
    This is STRATEGIC dungeon crawler - NOT a no-brain-dungeon-brawler! Casual does NOT mean easy! Normal mode is pretty difficult, and you may have to try many times before you win the game.
    Big replay value! Every new game is a new experience. Level randomness, monster spawns and different skill choices makes up for lots of variety.
    Flat Skill Tree where no skill is dependent on any other. Each skill provides an important strategic advantage on its own.
    Every hit counts! It is not wise to make a move that ends next to a monster, because then, the monster may hit first!
    All monsters have unique strengths. Not even the rats are "safe kills".
    The majority of monsters can wear EXACTLY what YOU can wear. If you drop something, they might pick it up and use it against you!

The main game forum page:

On this forum, you can read more about the game, view some screenshots, post bug reports and see the planned TODO feature list.

I hope you like the game, and I'm looking forward to some new downloaders and visitors!
If you want to discuss this game more, please message me either within the Kickstart project or within the Main Game forum.

Some developer hints that could make this thread more useful for developer perspective:
* What engine and/or libraries did you use?
I used Netbeans IDE and Java Swing framework to create this game.

* What are some of the techniques you employed?
I am using the MVC design pattern:
- The Model classes contain all the creature and world information, such as labyrinth, monsters, hero, etc.
- The View are the GUI Swing classes that shows everything on screen, e.g. buttons, windows, images, etc.
- The Controller is the main game logic, I have that in a special class.
I have also used agile development, doing weekly iterations of new functionality.

* How were these techniques implemented? Providing code is recommended.
Well, I started off by creating the, and a couple of monster/hero classes. And from there, it has been iterative development, and now the game consists of 250+ classes. :-)
An interesting note on this project is that I have used one single "requirements document". It was a MyGameReqs.txt-file that I have edited in NotePad++.
Why? I'm running this project in private, so I wanted minimal turnaround time and minimal start-up times when opening/editing document.
Lightning fast, still accurate documentation. I hate the formatting crap that takes so much time in Excel/Word documents. Angry

* What are things you've learned?
I have learned that Java, in combination with a powerful GUI framework like Swing, is a great language to develop games that does not have high real-time performance requirements. I have previously only worked in C++ (and assembler, back in the 80s/90s) when I wrote games, but Java is really powerful and easy to develop games in. Of course, if I was writing a new fast high performance game engine (which I would never do, I would instead use existing, like Unity3D), I would use C++.

For source control tool, I am using SVN through CloudForge, which I really recommend!

Best Regards
/Christian Andersson, Craze Creative Studios
6  Discussions / Jobs and Resumes / Re: Music Packs & Custom Work Offered on: 2011-12-09 15:00:04
Thank you FruitMaze!

Also, by the way... if you find a pack of my songs from Pond5 that you'd like to license, you can instead send the song list to, and I'll give you a 30% cut on the total Pond5 price if you deal directly with me.

Take care, guys!
7  Discussions / Jobs and Resumes / Re: Music Packs & Custom Work Offered on: 2011-12-08 11:59:29
Thanks guys, always a bunch of nice people in this forum!  Cool
... so I guess I have to give some EXTRA discount to you. Grin

... btw, it was nice to work with MickeLukas as well, and I'm happy to see the cool result!  I wish I had some more tracks to contribute with in that project, but I have started to focus in the genres where I have invested thousands of $$$ in cinematic/orchestral instruments, and it's fantastic to use those fat sound banks! ... besides, it's really fun to write cinematic music.  Smiley
8  Discussions / Jobs and Resumes / Music Packs & Custom Work Offered on: 2011-12-07 20:03:07
Hello Guys!

I hope that your game development is going forward and that you have lots of plans during Christmas... to work on your games! ;-)

This fall, I've been busy with a couple of ordered music jobs, and the latest was a mystery game called Pahelika Revelations, the successor to Pahelika Secret Legends that sold in 100,000 copies - that's quite a number for an indie game! It's been very inspiring and the people I worked with was highly professional (Ironcode Games), and I've also scored the complete soundtrack for a game called Elleville Elfrid (Rockpocket Games), also some really great people to work with.

The last weeks, I've worked on my soundpacks. I have now updated my home page with a collection of Music Packs, exactly the sames ones that I have on AudioSparx. So you can either follow the link to AudioSparx and purchase them there or you can license them directly from me at a 30% price cut.
Now that the Skyrim hystery is sweeping through all gamers, my latest music compositions are included in a music pack aimed toward RPG fantasy games and it's called "Cozy Taverns and Inns".  :-)

Of course, you can also put together custom packs if you don't find what you're looking for in the ready-made-packs.

Some other cool news:
- Now 250+ fans at Jango Airplay
- This week, I'm signing with a new music agency in New York City!
- Last week, I registered a bundle of tracks to an international copyright agency: 98 new tracks!
- In October, I got one of my tracks licensed by a film production company.
You can read more about latest news here.

Remember: I am always willing to
- compose brand new tunes for your games, or...
- do custom work on my existing tunes if you find something that almost fits.

Now, here's my Xmas gift to you: I'm now running a low-price-round at
... all my tracks (~250) can be licensed at 20$ flat rate!  ... but only for a limited time.

All right, guys, I realize this is early, but since you won't hear from me for some time (as I don't want to spam this forum with annoying ad-like-info) I wish you all a very merry (and productive! ;-) Christmas and a Happy New Year!

Take care & Keep up the coding pace!
/Christian Andersson,
9  Discussions / Jobs and Resumes / Re: Music from Winner of the International Songwriting Competition on: 2011-05-16 07:11:21
Thanks guys!  I'm struggling. :-)
At least, it is some encouragement to continue in this very tough business and to keep sending my music to competitions.

By the way... I think you guys should send your games to indie game competitions as well, if you're not already doing it. It gives some nice exposure and chance to win some money that will sponsor your future development. For example, at Nordic Game, there were, in some of the competing categories, "only" 80 competing games.
And 8 of them was nominated - that's 10% chance that your game will get a lot of extra exposure. Of course, even bigger chance if you have a great game.
And then, the winner gets between 20,000 to 50,000€. That's a lot of money!!  And I'm telling you guys - all right some of the games were really brilliant, but one of the games that won... the guys spent < 10 days to make the game - that was their own words!  But they had a great idea. So... 50,000€ for a great idea and 10 days of work - welcome to the new indie game business!  Grin

Best Regards
10  Discussions / Jobs and Resumes / Music from Winner of the International Songwriting Competition on: 2011-05-15 12:32:34
Hello All Cool Indie-Game Developers!

Now, I will go "blah-blah-blah" for a while, so you can skip the initial crap, but... it could prove to be quite encouraging information for you. Smiley

This week, I attended the Nordic Game Conference, and... WOW! So many cool great indie games on the market right now.
What was really amazing: The indie game Limbo kicked a** and won the Best Nordic Game, beating giants like Age of Conan and some other really huge industry giant games. And what is even better: so many cool new indie games that are underway as we speak, made by you guys!

I've worked to write music for a couple of great projects recently with some very talented people.
To mention a few indie games:
- Jeff and Lee at Zarksoft, soon to release a big game on AppStore, called "Empire of the Eclipse".
If you look at the graphics, I don't think I have to mention that Lee has worked for Blizzard.
- Abydos Online, a really big fantasy game underway where the players will be able to shape the world.
- Rock Pocket Games, with their platform game "The Package".

It's really fantastic to see what people can do with games on handheld devices. And for me as a musician, it's also really nice to know that there are no limitations for the music, even if it's a handheld device. An indie game can easily have the same quality as a big Hollywood Film production - it's the developer's choice.

So what have I been up to lately?  I have seen some really fantastic results coming my way.
- May 12, it was announced that I won 3rd Prize in the International Songwriting Competition with 15,000 competing songs from 115 countries
- ...and last month, it was announced that I was selected as finalist in the Great American Song Contest with 1600 competing songs from 44 countries.

Besides working with the teams mentioned, I have worked intensively with my music agencies, and been active with submitting music to film contracts.
I have also been working with some new big and epic tunes, ready for licensing, and I am right now freshing up some old productions by making them longer and switching the instrument banks from good instruments to perfect instruments. I have extended my instrument library a lot, getting new cutting edge sound banks, so I now have a studio with equipment for around 10,000€ (14,000$) in hardware and software. It may not sound like a lot, but I can assure you that it's getting more or less impossible to distinguish some of my new productions from real orchestras, which is not strange as the sound banks are using samples from real orchestras - and... yes... these ARE the sound banks that are actually used in Hollywood Production movies!

Now, I'm waiting to boost your cool indie games with my music. Smiley
So here's a lil reminder:
- All my current songs can be licensed as is, priced from 40€-200€, depending on length, style and complexity.
- ...or they can be evolved, changed, improved, prolonged, faded, looped and cut - tailor made to suit your wish for NO EXTRA COST (as long as it's <1 working day)
- ...or you can of course order completely new songs.
All my customers will of course be promoted at my News-page, and now that I have both an iPhone and Android phone, I would love to download your games and promote them "live".

So keep up the great work guys! You know where to find me: "", or "craze(at)"   :-)
Now, get back to coding and let your creativity kick some industry-giant-a**, just like Limbo did!

Best Regards
11  Discussions / Jobs and Resumes / Re: New Music Available for productive Game Developers! on: 2010-12-06 16:53:07
MickeLukas: oops yeah... the jazz...  Wink  .. I'm still in a classical/cinematic period. Actually, after I talked with you last time, I immediately started out with a new jazz tune, but then I got occupied in writing the complete sound track (futuristic/sci-fi) for 2 new games, so a whole month just disappeared, and then I missed the classical/cinematic genre so much after that, so I had to start working with that again. But I shall continue with the jazz song when I have finished with my 2 new ongoing epic tunes. :-)  ... thanks for your kind words anyway!

SimonH: Man, I just checked out the looks of your game. What a wonderful idea - Stickmen Wars!! And it looks great too!
The graphics is really cozy and nice, and I love the pictures of the Stickmen, hehe...
Of course you shall have some great music to this game. Let's see if we can work something out when it's time for you to order the music... :-)
12  Discussions / Jobs and Resumes / New Music Available for productive Game Developers! on: 2010-12-05 15:18:29
Hello guys!

I hope your game development creativity is on fire, and that you are ready to accomplish some new miracles during the coming Christmas vacation, but don't forget to share some time with your family. :-)

If you are willing, feel free to share a link to your own game projects with me! I'm always curious on what's happening in the indie game developer business. It often gives me inspiration to new songs to see your game creations!

Right now, I am myself working on two new epic music pieces, suitable for video game titles, and I hope to finish at least one of them before Christmas Day.

I've written some new songs that might be suitable for video games, so I'll share them for those who are interested.
I'm into a dark and gloomy period right now, so if you have some games with ghosts and dark cathedrals, I think some of these songs would be suitable, but I also have some other stuff. Here are the latest song names:

- Tombs of the Fallen Ones, dark and gloomy
- Sad Little Girl, also dark
- Chapel of Light, a bright song with choirs
- Bard's Tale, a bright little song

You will find the new songs here

... and in my shop,

I also wrote a futuristic sci-fi sound track for a cool online game for iDevice. You will find my electronica songs here:

I have put together some Christmas Discount packages if you happen to find several songs that you'd like to license for your games.

But of course, if you're not into the licensing mood or not working with a new game at the moment, you are always welcome anyway to listen to some music and share your thoughts of my work. Maybe it can inspire you to some new games in the same way that your games inspire me to write new songs. :-)

Take care & Best of luck with your projects!
13  Discussions / Jobs and Resumes / Re: Music offered for Java Fantasy/RPG/Adventure/Strategy/War Games on: 2010-08-13 15:42:59
No Problem. When time comes in I will like to be able to browse this shop.

Another question: can you record in ogg format? Quality vs. compression is much better than lots of other formats. I'll also have some specific requirements that I may send you if I don't find what I want. Not related to style but to other aspects.

No problem. If you buy a tune from my shop, you will get the raw WAV version and you can convert it into the format of your own choice. If you don't have the conversion tool, I will of course do it for you.

Best Regards
14  Discussions / Jobs and Resumes / Re: Music offered for Java Fantasy/RPG/Adventure/Strategy/War Games on: 2010-08-12 08:51:59
Fantastic! If we could find graphic artists with these price ranges that would be fantastic too.
I'll certainly work with you for my game in development. You need to compose new music though because the game style is very different. Music style like funky, electro or more.

Thanks, AnalogKid.  Yeah, like h3ckboy quoted, I've touched on the subject before. My talent lies within the classcial/cinematic music genre. I actually have a low cost music shop with electronica where I will grant licenses between 5$-10$  per song.  However, I fear that the quality of those songs with drag my reputation as composer down to the bottom of the deep abyss... or something like that.  Wink
So I will have to write some more and better electronica before I go public with that shop.

15  Discussions / Jobs and Resumes / Re: Music offered for Java Fantasy/RPG/Adventure/Strategy/War Games on: 2010-08-12 08:45:56
I bookmarked your site!   Grin

Great, Kingachi.  Thanks for the bookmarking! Wink
...  There will be more new songs regularly in my shop. Right now, I am working on refreshing some old songs with better instruments as I got clearance to send a music CD to another professional music agency in the US, so I needed to spend some weeks on polishing some older tunes, which is why I haven't written anything new the last weeks.
16  Discussions / Jobs and Resumes / Re: Music offered for Java Fantasy/RPG/Adventure/Strategy/War Games on: 2010-08-11 15:38:07
Excellent stuff Christian!

I'll keep you in mind.

Thanks, Sproket!  Cheesy
17  Discussions / Jobs and Resumes / Re: Music offered for Java Fantasy/RPG/Adventure/Strategy/War Games on: 2010-08-10 21:15:59
>This is great stuff. Ever do any techno or more futuristic suited stuff?
Thanks a lot, Funfy! Yes, but it's not half as fun as writing classical and epic fantasy music. :-)
Besides, there are millions and millions of people doing great techno/futuristic stuff since there are so many free high quality instrument banks for techno/electronica sounds. The professional music agencies (where I also sell my music) are stuffed with that kind of music already. It's easier to get this kind of music accepted at those agencies.

>One thing I think you could improve on is the variety. I feel like there are a lot of intense Lord of the Rings-ish songs here but not many lighthearted or simple songs.
Thanks Demonpants, it's nice to hear that you like my music. Hehe... you are right. It's maybe a bit too much epic in the portfolio right now.
I am actually working on more variety at the moment, so I am writing some slower pace songs right now.  "Night Walk in Sleepy Town" is one of my latest songs, and "Peaceful Forest" is another slow paced one. But you are right, there should be 20 more of those, at least. There will be in a few months. :-)

>Very nice! As I'm not busy with a fantasy game atm I'm not really finding that much (except for the jazz song, love that one!)
Thanks, man! Actually, I sold the Jazz song yesterday! My 2nd sale on that song, so that was nice. :-)
>What is the approximate size of the files and if they are large for a web game (bigger than a megabyte) do you also have some midi music?
The mp3-versions range between 2-3 Mb up to 9Mb (320 kbit encoded), but of course, I can encode them in lower quality. All files are available in WAV as well, so the range there is between 10-40 Mb.
I usually don't work with MIDI. I did that long time ago, but today, it's much more fun and rewarding from an artistic view to work with my 4000€ investments in super high quality soundbanks and new hardware.

Thank you all for your comments. :-)

Best Regards
18  Discussions / Jobs and Resumes / Re: Music offered for Java Fantasy/RPG/Adventure/Strategy/War Games on: 2010-08-05 07:47:23
The music is actually superb!

It's a shame though, that licensing it for a 'video game' costs $600.

I think that's a bit beyond the scope of the audience on this forum. Most games are hobby project, that might or might not go commercial one day. With a significant price drop, you might have a few sells!

And then I read the full post Smiley

Thanks man!   Hehe... yeah, I try to emphasize that I sell my music much cheaper than the professional music agencies and the default QuickLicense price at YouLicense.  Cool  Thank you for taking an interest and checking out my songs, Riven!
19  Discussions / Jobs and Resumes / Music offered for Java Fantasy/RPG/Adventure/Strategy/War Games on: 2010-08-04 22:03:22
Hi there, Java Game Makers!

My name is Christian Andersson and I write music for Video Games and Indie Games, game promo videos, etc, using some of the most powerful tools on the market.
I have written some Java games myself, and I am very fascinated with the Indie Game business where I find a lot of creative games.
However, my speciality is music making, and I'd like to see more Java games with some really great music, which is why I offer my premium songs very cheap
for indie game developers (much cheaper than the professional music agencies that sell my songs for more than double the price than I offer here...).

My music is focused on classical music rich with melodies and feelings. I work 100% with music writing. Right now, I have an album with a full game soundtrack
that would fit for Fantasy/RPG/Adventure/Strategy and War games. If you have an indie game where you need some music, you can license my music, 100% legally for a very low cost!

I put a lot of energy and effort in making these tunes, and I hope that it could empower some really hard core Java game dev enthusiasts like you to use my work in a great Java game.
These are my sites where you can listen to and license my music.
Site :
Site :

Here is my "Knight's Tale 3" album:
1.  Rejoice in Triumph
2.  Tales from the Forgotten Monastery
3.  The Desecrated Sanctum
4.  Catacombs of Unrest
5.  The Sacrificial Chambers
6.  In the Halls of the Dead
7.  The Ghastly Crypt
8.  The Great Adventures of Winterfall
9.  The War March
10. Victory and Peace
11. Wonders - a Hymn to the Creator
12. Night Walk in Sleeping Town
13. Reaching the Enemy Lines
14. Lonely Halls
15. King's Market at Noon
16. Knight Roland Rides at Dawn
17. Audience with the King
18. PoorFishermansHut
19. BuccaneersSong
20. Curse of the Djinn
21. The Treasures of Ra
22. Little Girl Picking Flowers on a Meadow
23. Bard in the Valley
24. Bard in the Castle

All my songs can be re-worked, re-mastered, changed, improved, prolonged and cut - free of cost! New songs will be composed upon request.
It is easy for me to cut out and rework short snippets from my full songs, e.g. if you want a Quest Complete from my song "Victory and Peace" or a Game Over snippet from "Day of the Great Battle".
I can do these adaptions for no extra cost, and the snippet will then be much cheaper.

All songs are described with detailed instrumentation, moods, styles and genres.
Hopefully you will find something in my web shop that can enhance your game.
You don't have to use the default Quick License prices on YouLicense for video game songs. I will accept much lower offers. Just choose 'Make an Offer' in the shop.
(To license music for a web clip, it's already super cheap: 8.25$!)
You can make manual offers from YouLicense, and I will accept much lower figures for indie game developers, even down to 10$-100$ for complete songs.
I am also available for hiring for part time / full time or for a project work do complete game sound tracks.
If you have a MIDI tune that you want to enhance with higher quality, I can do a remake for you really cheap, using top-of-the-line professional tools.

No matter what, you are always welcome to my site to enjoy all my music, completely free for private listening. Maybe it can inspire you to make a great game! :-)

My most recent projects include:
- In-game tune for a coming FPS game (August 2010)
- Dark ghostly song for promotion of an RPG related book (August 2010)
- Dark gothic, aggressive style song for the promotion video of the board game RPG Stregoneria (July 2010)
- Fantasy title song and in-game tune for an indie game, released for iPad (July 2010)
- Music (fantasy/baroque style) for a 3D lab visualization of the city of Malmoe year 1692.
- Music for a museum exhibition of a 3D visualization of of a stone age grave
- Title music for online horror casino game
- Theme music for online game with mafia and James Bond themes.
- Music for a Video Promo of a flight simulator
- Music for a World of Warcraft horde recruitment promo video

Best Regards and Best of Luck with Your Games!
/Christian Andersson, Email:
Pages: [1]
EgonOlsen (76 views)
2018-06-10 19:43:48

EgonOlsen (56 views)
2018-06-10 19:43:44

EgonOlsen (76 views)
2018-06-10 19:43:20

DesertCoockie (256 views)
2018-05-13 18:23:11

nelsongames (156 views)
2018-04-24 18:15:36

nelsongames (155 views)
2018-04-24 18:14:32

ivj94 (896 views)
2018-03-24 14:47:39

ivj94 (157 views)
2018-03-24 14:46:31

ivj94 (809 views)
2018-03-24 14:43:53

Solater (173 views)
2018-03-17 05:04:08
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 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‑
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!