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1  Games Center / WIP games, tools & toy projects / Re: Kinetic on: 2014-11-26 22:04:38
-changed halos
-created 50 levels
-saves in user directory
2  Games Center / WIP games, tools & toy projects / Re: Kinetic on: 2014-11-24 04:50:49
I meant that it creates a folder in the folder the jar is in, so if the jar is executed in the Downloads folder, a new folder would be created in the Downloads folder. Personally, I wouldn't like that since it crowds the (Downloads) folder.
I'm not sure if I worded that well.
3  Games Center / WIP games, tools & toy projects / Re: Kinetic on: 2014-11-23 02:34:40
Thanks for the input!
For the forces, yeah, I was afraid of that; I think I'll make the "halo" fade out with distance.

I was thinking of putting just the jar, but it creates a folder with data in it, so I put it in a folder/zip to have it contained.
I'll have a link with just the jar in case.
4  Games Center / WIP games, tools & toy projects / Kinetic on: 2014-11-23 01:25:25
A puzzle game I've been slowly developing over a few months.
It uses attract/repel forces as the main game mechanic.
In each level, the objective is to greenlight all red panels, which happens when an "electron" passes over it.
Honestly, I'm not even sure if the title is appropriate; the highest physics I've taken so far is from high school  Tongue
So any input would be appreciated, and if anyone can come up with a more appropriate/better title, that would be cool.

Some things I should work on:
-More accurate force visualizations (halos)
-Better/easier dragging
-More levels (goal is 50 total, made 30 so far)
-Saves in user folder
-Better wordings for tutorial
-Maybe more sound other than the "bloop"
-A problem with buttons

(desktop only for now)
Link (updated 11/26):
5  Games Center / Showcase / Re: Dyad on: 2014-07-04 21:42:31

-Added shooting overheating to limit overpower.

-Thrust now enables you to destroy enemies and blue obstacles.

-Daily high score trails can be enabled/disabled

Click to Play

Any suggestions on additions and tweaks are welcome.

6  Games Center / Showcase / Re: Balance Island 1.01 on: 2014-07-03 22:26:10
I'm not sure if I was playing it right. There were no instructions. I'm guessing you control the four anchors? I think I suck at the game. I really love the art though.
7  Games Center / Showcase / Re: Dyad on: 2014-07-01 06:36:11

-Fixed pause button issue on desktop.

*No music? Maybe that's just me.
-Fixed music issue. It was related to some music formatting.

*(Desktop version only) The tutorial screen is wrong for desktop.
-Created different tutorial screen for desktop (it's not pretty but it does the job).
Thanks for the feedback VaPS.

Added/changed somestuff as an experiment (desktop only):
-The map changes daily now, not every round, so that the player might be able to learn, "fix his mistakes", and improve his score.
-As an aid to learning (like above), added a trail of the top scoring play of the map (the dots).
-Added thrusters (left shift) to speed yourself up. There's no bonus points for using it nor a limit; it's just for convenience.

I'd like feedback with the changes.

I'm planning to add overheating for a shooting limit.

8  Games Center / Showcase / Re: Dyad on: 2014-06-27 17:11:58
Thank you all for the feedback, constructive criticisms and praises.

I would recommend putting the points underneath the ship. Its hard to flip your eyes to the corner to a fast paced game like this, also try putting the +10 for each ship you kill on the same location of the ship you killed. Like I said, its kinda hard to flip your eyes to the score. Either way, you could leave the scores at the bottom, and that could fix the +10 part.
Thanks, I've changed that according to your suggestion.

Also, its really easy to hold the ships guns down and credit farm like that. I suggest a kinda cool-down thing. Like it keeps getting slower and slower until the ship gets completely red and stops for about 1 second. Make the heat-up timer really low. So their forced to use short bursts, which gives the player a more tactical feel, like they need to reserve shooting times.
Yeah, might as well have it automatically shooting the whole time with the current gameplay. I might do something like your suggestion.

The only thing it maybe lacks is the depth to be a longer lasting fun.
Yes, I'm trying to think of ideas that will add depth to the game while keeping simple gameplay.

It feels like the placement of obstacles got so random at around 800+ points, that there is not always a real winnable way. I got into some kind of dead end and that makes me feel cheated. I do not know if this is just a feeling or if your game already always checks that there really is a managable way to go on. Otherwise there should be. When someone crashes, he should always feel like he could have made it if he steered right, not because the game placed the obstacles in a way you cannot avoid them.
Obstacle placement is totally random. I'm thinking of a way for the player to learn the map, which involves changing the map every day and not every round.

Just noticed by accidently clicking the wrong button and scanning the jar with my antivirus, it detects a possible trojan/exploit. No exact idea why. It seems to trigger on some sort of loading external stuff in the \com\badlogic\gdx\utils\SharedLibraryLoader.class.
While it says high danger, it seems minor to me because it did not trigger after download or during running the jar. Still who knows how other antivirus programs react. I am using AVG AntiVirus Free.
That's kind of odd, although for my Windows Defender it occasionally detects some dll of libgdx as malware.

I noticed that the pause button for the desktop version doesn't work; I'll fix that on the next update.
9  Games Center / Showcase / Dyad on: 2014-06-26 20:06:35

Shoot and dodge; a simple game. Initially it was supposed to be a week-long project to help me learn networking through building a coop mode, but it ended up as a month-long project without coop (networking is hard  Undecided). Yet, I'm pretty happy about it as it's one of the few projects of mine that I consider as fairly complete. I'd be nice it if you'd help me find and fix any bugs. Built with libgdx, mainly made for Androids, and not very resolution-versatile.


Desktop (last updated July 04 2014):

Global high scores are unavailable for desktop.

10  Games Center / WIP games, tools & toy projects / Re: Another sandbox game on: 2014-04-07 04:51:47
Added a "middle" layer, where you can add one-way objects. You can stand on top of it but can go through when jumping up; pretty common in platformers. You can also go down through it by pressing down (S). It was fairly difficult making this in box2d, especially with multiple kinds of shapes (not just squares). It's still not perfect and sometimes glitchy.

Separated a side button into "toggle grid visibility" and "toggle grid snap".

Lighting still has issues.

Currently, I want to fix a problem where saving and loading makes some entities disappear.
11  Games Center / WIP games, tools & toy projects / Re: Another sandbox game on: 2014-03-26 07:46:02
The light from the torches looks really nice once you dig into a place that the sunlight isnt lighting! Almost perfect. Are you planning on trying to make the sunlight not get so far into the underground? It took a while before I accidentally stumbled upon a location where there was no sunlight getting in, and then discovered that the torches actually work.

Another point, it may be better to have the blocks snap to grid by default? Its hard to actually build anything when they can be placed free-form as they dont join together very easily.

Thanks for the feedback.
Sunlight goes infinitely down as long as it's not blocked (like Minecraft). So if you dig straight down, you'll always have sunlight as opposed to digging diagonally. Torches might be more useful once a day/night cycle is added.
For snap to grid, yeah, I'll probably set it to default (also grid visibility and snap would be two separate toggle buttons).
12  Games Center / WIP games, tools & toy projects / Re: Another sandbox game on: 2014-03-25 22:53:18
uploaded new link with:
-lighting; there's still some bugs with it and has made chunk loading slower. It's been highly optimized since the first version of lighting but still has some ways to go. Entity lighting is not smooth.
-shape options (in sidebar) for some materials; there's only two options for shapes for now: square and right triangle
-rotation for some materials; only by 90 degree intervals for now (so pretty much useful only for right triangle shapes)
Oh yeah and should the downloads be .jar or .zip?
13  Games Center / WIP games, tools & toy projects / Re: Another sandbox game on: 2014-03-15 07:37:32
I've been working on lighting and it's definitely not easy... Got something close to what I want but it still has some flaws and is slow and inefficient.
14  Games Center / WIP games, tools & toy projects / Re: Another sandbox game on: 2014-03-03 05:37:33
that terrain is pretty cool! im surprised you dont have some cave generation algorithm in there, cos even just scribbling around with the mouse makes some wicked looking caves. the players movement speed and the gravity feel quite sluggish tho.
Thanks. Terrain generation is something I need to work on later along with player movement. Currently, I'm working on the ability to rotate entities.

You're very negative about your projects Tongue Be excited and happy and let those emotions flow into your posts! Honestly, after reading your post about your game I almost don't want to play it because you talked about all the bad things more than the good things. Highlit what is different about the game, what you think is cool and try to get people to play, not ward them off!
Haha, maybe too much "humility"...

how did you make the physics? BOX2D?
Yeah, the one in libgdx.
15  Games Center / WIP games, tools & toy projects / Another sandbox game on: 2014-03-02 04:03:38
I've been working on this sandbox thing since the beginning of the year. Wouldn't be too surprised if I abandon it like every other project I code, but I'll just hope not.

I had experience in making something like this in 3D, except that project stopped last year due to certain reasons...
There's a bunch of things I want to fix or add. I'd like to complete something like a Creative Mode in Minecraft. The irony is that whenever I see another "clone" I do a slight groan. And here I am. The main unique point I want in this game (game?) is that it supports "better" physics than Minecraft and smooth terrain. Problem is there's a reason why there's not many non cubed/squared sandbox games: it's hard.

Built with libgdx.

oh yeah and here's a small guide:

Also, you can drag and drop icons
edit: okay, so I found that the disjoint button (2nd in sidebar) isn't working so that needs fixing

Newest link:
16  Games Center / WIP games, tools & toy projects / Re: Logica on: 2013-08-21 01:56:37
Oh, I actually hadn't implemented Android back button functions. I actually don't really own an Android so I wasn't familiar with that... Anyway, I now implemented them (well at least for now it goes back to the menu screen from the levels or notes screen). I might have it open up the menu dialog in puzzle or editor mode, if that's an appropriate function for the button.

Also, I think I fixed the crash (now checks if these certain variables were initialized).

Unfortunately now there's ads for cross-promotion.
17  Games Center / WIP games, tools & toy projects / Re: Logica on: 2013-08-20 21:44:15
Do you mean the back button on the Android phone itself?
Oh, and, if you stumble on level where it might be impossible to clear, please tell me. I did playtest them, but I might have missed some things for some reason.
18  Games Center / WIP games, tools & toy projects / Re: Logica on: 2013-08-15 03:15:28
Major change is the addition of the editor; basically a sandbox. In the future, I hope I'll be adding an ability to upload the custom-made maps to a server or to others for them to play and an ability to resize the maps for greater possibilities.
Almost done with basic sound.
19  Games Center / WIP games, tools & toy projects / Re: Retro on: 2013-08-09 21:30:09
Are the caterpillar things immune to shooting?
20  Games Center / WIP games, tools & toy projects / Re: Retro on: 2013-08-08 05:05:09
Maybe I missed the instructions (I read the controls), but I didn't really know what to do. Also the restricted vision was a bit annoying.
Aside from that the visuals and audio are great. Not that there isn't, but there's not much I can think of to improve on.
21  Games Center / WIP games, tools & toy projects / Re: Logica on: 2013-08-08 01:05:43
Thanks for the feedback.

I just finished with the "UI responses" (buttons get highlighted when hovered (on PC) or touched); I'm gonna implement sound soon.
22  Games Center / WIP games, tools & toy projects / Re: Logica on: 2013-08-05 22:16:13
Updated the game with 20 more levels (so now 50 total) and some more elements. Also added some glow effects which turned out nicely. Updated links.
Since I made the levels, I don't have a good idea on how difficult they are lol.
I'm also afraid that players won't understand what new elements do, although there are "introduction levels" for almost each element--without words--kind of like how 1-1 was designed for Mario.
I'm also afraid that there might be levels where there's a super-shortcut for seemingly complex ones, although that can be considered "cool" since players can find ways which wasn't intended by the creator to be found.
I should add some kind of social aspect to the game to help it spread, since that's kind of a problem right now. I was thinking of having a player-accessible editor where they can create their own levels and send them to other people or to a central server. Unfortunately network stuff isn't my forte (especially on Android) so I guess I should familiarize myself on that.
23  Games Center / WIP games, tools & toy projects / Re: Logica on: 2013-07-26 01:44:36
Added a tutorial level
Not too sure if the instructions are good enough though...
24  Games Center / WIP games, tools & toy projects / Re: Logica on: 2013-07-24 22:47:16
I didn't really have any instructions so the player can discover stuff themselves. But I do believe that there is a point where a game can be so uninformative that it's not fun anymore, so yeah, I might add a tutorial thing.
25  Games Center / WIP games, tools & toy projects / Re: Logica on: 2013-07-23 23:07:45
Think I fixed the resizing bug (updated link). However, I thought I fixed a specific piston bug you mentioned (damn level 19 especially), but I guess not. Did you keep getting more pistons the more you dragged?
Thanks for the feedback! Very encouraging.
26  Games Center / WIP games, tools & toy projects / Re: Logica on: 2013-07-23 05:03:32
Aw jeez, I made a stupid error. I hard coded the absolute path in the level-loading code for desktop. Fixed it, should be ok now (updated link). Thanks for the notification.
27  Games Center / WIP games, tools & toy projects / Re: Logica on: 2013-07-23 03:43:28
Thanks for the reply. I uploaded the link on the first post.
28  Games Center / WIP games, tools & toy projects / Logica on: 2013-07-23 02:33:01

Short description:
Complete and interact with the tile-based contraption to light up all lightbulbs in each level.

As my first game to actually be released on some market, I decided to start small so that I won't run into the infamous "unfinished forever" wall. I decided to release an experimental version first and see where that goes, since I actually don't know how well the average app does. I tried looking for the "literally newest" releases on the Play Store, but unfortunately I only found "top new apps". So I imagine that maybe there is a whole load of apps (like "the 99%") that don't get any chance for any visibility, and I admit I didn't want to invest too much time on something that might end up like that.

Android link
Desktop link (Extraction needed or there will be an error)
updated on 8/14

Preferably report any problems with the game. Thanks
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