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1  Discussions / Miscellaneous Topics / Re: Article: The Rise and Fall of the Lone Game Developer on: 2015-01-14 22:24:56
My Translation: Some people just can't hack it, and now it's a lot harder to be mediocre and get away with it than it was back-when.

There are too many one-man projects that debunk this article, like Banished for example. Then, if you consider the tiny-team developers (less than 3 or 4 people) the list grows wildly. Let's also not forget Farsky and Daedalus, both are 1 man ops, both on Steam and Farsky at least is doing very well. I can't say anything for Daedalus though, but I assume the same.

I like the way you look at it. And this is one of the many reasons I enjoy posting, or enjoy when other people post, articles. It gives insight into opinions other than my own and the ones given by the article.

I also think that the author may have a point about the stability of the income provided by these games, but maybe I am misinformed. Some of the "larger" independent games (Fez) were "trendy" and passed, or have begun to decline, like a fad would. Do you, or anyone else, think that these indie games you mentioned will be able to maintain a large enough income to provide for their creators? I am not asking that rhetorically, as I actually have no idea.

I also see a good point in what ags1 said.

It was never easy to be mediocre. Way back when, when there was less competition in the app stores, there were also less buyers. Those "simple" eighties games had to push the limits of very limited hardware, and everything was built with very primitive or non-existent toolchains.
2  Discussions / Miscellaneous Topics / Article: The Rise and Fall of the Lone Game Developer on: 2015-01-14 20:12:58
Link to Article: The Rise and Fall of the Lone Game Developer

I've heard a lot of people talk about the differences between hobbyist game development and real game development, and the lack of creativity in modern games. I found this article while browsing the web, and it talks excellently about these topics and more.
3  Game Development / Game Play & Game Design / Re: Video: "The Great Glitch Crisis of 2014" on: 2015-01-10 21:54:39
The problem simply comes down to laziness and greed.
Publishers want boatloads money but they don't want to work for it.

Complaining isn't going to get anyone anywhere if everyone is still throwing your money at the publishers.
People need to learn to vote with their wallets, and buy early access/preorder as the exception, not the rule.

Another reason may be the following quote from /u/Mick1500 on reddit: "Alot of this comes down to what people call fanboyism. People who pre-order these things and get burned often feel the need to justify their decision so that they don't feel as foolish"

Even thought he games are released in a poor state, they end up having to fix their mistakes afterwards. I assume it would be easier to simply fix it beforehandm but maybe I am wrong. Maybe the online gaming communities care, but I guess the general public doesn't.

Though it is interesting that even though other companies are getting away with it, companies like Nintendo are producing quality games. I rarely hear about glitches or problems in games like Pokemon or Mario Kart. I also rarely hear about problem with Valve games, but Valve doesn't do yearly releases. What does Nintendo or Valve get from producing quality at a slow pace while the big companies are making more money by producing shit games at a fast pace.

Also it's interesting to think about indie-games with bugs as well. I remember playing Minecraft heavily a few years ago, and there were definitely bugs, and they were definitely pointed out, but no one went on to say "Man, Mojang is a terrible company because there are tons of bugs," similar to how people do say those things with Ubisoft, Microsoft, or EA. I also see Ray talking in IRC about people complaining about bugs in his game, even though they are explicitly marked "unstable" builds.
4  Game Development / Game Play & Game Design / Video: "The Great Glitch Crisis of 2014" on: 2015-01-10 21:21:38
<a href="http://www.youtube.com/v/EtBJCPI1b8w?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/EtBJCPI1b8w?version=3&amp;hl=en_US&amp;start=</a>

I saw this interesting video on Reddit and wanted to share. So let's discuss.

Does the ability to patch after release cause poorly made games, or is it the little amount of dev time, or something else?

Also, during a discussion on Reddit, someone mentioned that Nintendo never seems to be mentioned when bashing these big game companies. Is Nintendo doing something right? If everyone is blaming shitty games on yearly release dates, how is Nintendo releasing yearly games (Pokemon) that seem to go over very well in the market.

And is there anything you indie-developers do to ensure quality in your games? Do you find yourself facing problems similar to those big developers have by having a hard time fixing prevalent bugs before release?
5  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Alpha v1 out now!) on: 2015-01-09 21:39:50
BurntPizza and opiop65:

I did not think of this. Thanks.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-09 20:02:52
I've been working on some more art for my game since I am being slowed down on the actual programming since I do not understand Box2D, or how to make my character move.

The room pixel art is about 1/3 scaled down images (the wood, for example), with massive changes to them (adding new pixels, straightening lines, altering colors, etc), and the other 2/3 is just straight drawn.

I am drawing on a file that is around 32-100 pixels wide/high, and zooming in a few hundred percent in Photoshop, which is where I like the way it looks (pixelated). I'm not sure how I'm going to implement this in the game, since the actual file is 32x32 pixels, but I'll figure it out. I'll probably just scale it up, but then I don't know how to keep the pixels sizes/art sizes consistent throughout the game.

Here's some of the art. A room with a wall on the top (top down), and a lamp and rug. I'm going for a haunted mansion type feel.



7  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Alpha v1 out now!) on: 2015-01-09 19:08:23
Can you also offer it in zip? My school's computer do not allow users to install programs, so I could not install WinRAR to extract the files.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-09 19:05:05
Some people prefer membrane, I'm used to bottoming out keys, and that makes even the brown switches very noisy.

I wish there was a switch I could use in public, but I use MX Blues... So using those in public probably wouldn't go over well...
9  Discussions / General Discussions / Re: 3D model search engine on: 2015-01-09 16:04:02
Very, very cool. I love the design of the home page and the logo. Good job.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-09 03:28:20
Today i bought a new keyboard

Not... mechanical?

Where is Jev!?
11  Game Development / Newbie & Debugging Questions / Re: Optimize Enemy Generator + BOX2D Bodies on: 2015-01-08 17:11:01
This is the normal step options that most people use:

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world.step(1/60f, 6, 2);
12  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Alpha v1 out now!) on: 2015-01-08 16:04:26
Maybe make a list of people currently hosting games? Upon game creation, the player could mark it as private or public. Public games would go to the list, and private games would only be playable when referenced by name or something like that?
13  Game Development / Game Play & Game Design / Re: Lost beauties of Game Design on: 2015-01-08 01:47:02
The Portal series had tons of both Easter eggs, and secrets, though none of them really awarded you, so I guess they are different.

One thing that may offer the player a "reward," is that at one point Glados forbids you from bringing the companion cube along with you, but it is possible to bring it into the next area. If you do, you are scolded, the companion cube is destroyed, and you get an achievement.

You learn the chell is the daughter of one of the aperture workers when you pass through the ruins of a bring-your-daughter-to-work day event.


You can find rooms with scribbles on the walls about rat man and the inner-workings of Aperture. (six of them exist through the game apparently)


And there's even one point where you can find the Borealis ship from the Half Life games. Other things from the Half Life games are present as well, such as posters and awards that can be found around the Aperture offices that imply competition between Aperture and Black Mesa.



Most of these secrets give you a deeper glimpse into the underlying story that isn't really necessary to play the game, but helps you feel closer to the story and characters. Some give you awards like an achievement, but most do not, and even though they do not reward the player in any way, they added a lot to the game for me. How would they be classified, and are there any other games where secrets like this are present?

In my opinion, Portal 2 is the most beautiful game of all time, and I mean that in every sense of the word. Arcade-style games that are meant to be fun but lack any story are good and have their place, but Portal 2 is seriously the gold standard in video game design. The amount of detail and story that is in the game is truly amazing.
14  Discussions / General Discussions / Re: New rules regarding Game Engine topics on: 2015-01-07 17:37:20
If we're tossing out projects based on lack of creativity, then the WIP section would probably be empty.

That's why the Featured Games board exists. Wink

- Jev

Of course, but if you start removing "crappy" games from WIP, what is its point?

Edit: talked to Jev on IRC to get a clearer idea of what he meant.
15  Discussions / General Discussions / Re: New rules regarding Game Engine topics on: 2015-01-07 17:32:06
What's "crappy" or not is pretty subjective. Most side-scrollers being made by indie developers aren't that much more creative than a Minecraft clone is. In fact, it's very rare that something "creative" comes along. I admit that even my game isn't that creative.

If we're tossing out projects based on lack of creativity, then the WIP section would probably be empty.
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-07 16:20:59
Got inspired by this (warning, lots of large images and gifs) and felt like doing something visual again:
http://gfycat.com/IndelibleHeftyCommongonolek

I might post the code if anyone if interested and I can make it somewhat readable.

The gfycat website never loads for me, but the stack exchange contest looks very interesting. I couldn't even imagine how to do this, so seeing some readable code for it would most likely be very enlightening. If you want to share, I'd surely read it.
17  Game Development / Game Play & Game Design / Re: Picking level to play on: 2015-01-06 21:57:39
Portal 2 multiplayer does the whole walking to level thing IIRC. In Portal it gives you an interesting environment to mess around in, gesture to the other character, and play around. But otherwise it would most likely be annoying.
18  Games Center / Featured Games / Re: State of Fortune on: 2015-01-06 14:38:37
Very beautiful game. But I got a weird bug with the graphics. This happened when looking upwards on highest graphics settings. I am using an GTX 285 by EVGA, and I don't know if the processor matters for this kind of stuff, but I am using an AMD FX-6300.


19  Game Development / Newbie & Debugging Questions / Re: Rotating a Box2D light/body based on mouse input? on: 2015-01-06 01:59:10
Here again. The rotating code works fine, but I have tried and failed to create a way for the player to move towards the mouse click.

Using setTransform and some kind of interpolation would have it going straight through walls, so I figured I should apply some kind of force to the body. I tried doing this, but of course, I am no good at math, and it did not end up going too well. I've followed a few online tutorials, but none seem to work/do what I need.

Can anyone help?
20  Games Center / Showcase / Re: Watch your Steps! on: 2015-01-06 00:31:46
Sucks that this is just an advertisement. No information on how your game was made? What libraries were used? What your future goals, etc are?
21  Discussions / General Discussions / Re: New rules regarding Game Engine topics on: 2015-01-06 00:11:40
Forum should not be devblog for something that is never going to end up anywhere.

Then I must have mistaken the forum's purpose, and should probably go delete my WIP thread. I kind of feel embarrassed posting updates if the forum was meant for professional games that are going to "end up somewhere."
22  Discussions / General Discussions / Re: New rules regarding Game Engine topics on: 2015-01-05 21:46:49
Somehow it seems wrong to allow random, non-contributing members, to drop their latest Android game in showcase just for advertising, and then disallow actual contributing members from sharing their code. Though I understand the reasoning behind the rule change, maybe there could be a sub-forum for people wanting to share what they are doing to learn? The community's criticism and feedback will help them learn.

Of course I'm new and my thoughts obviously don't weigh much, but I found it interesting to watch things like SHC's Silent Engine progress.
23  Games Center / WIP games, tools & toy projects / Re: Ghostr - 2D Ghost Hunting Arcade Game on: 2015-01-05 14:56:06
I've been working on the map creation system for the past few days. I have walls implemented and the ability for certain sections of walls to be windows or doors that light can travel through. Pretty small accomplishment for most people, but this map system is a pretty big step forward in the game for me. Check it out in this gif!

Click to Play
24  Game Development / Newbie & Debugging Questions / Box2D Lights collision not working properly on: 2015-01-05 13:51:41
Edit: Solved with help from LibGDX IRC

I've tried the LibGDX forums (no replies), LibGDX IRC (few replies, none knew why it didn't work), and the JGO IRC (no one knew), so after exhausting all of my options, I am going to post here.

When the PointLight's filter is applied, the light goes through all bodies, no matter what type they are, and when it is not applied, it collides with all bodies.

// Here are my category and mask bits:

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public static final short BIT_WALL_SOLID = 0x0001;
public static final short BIT_WALL_TRANS = 0x0002;
public static final short BIT_LIGHT      = 0x0004;
public static final short BIT_ENTITY     = 0x0008;

public static final short MASK_WALL_SOLID = BIT_ENTITY | BIT_LIGHT;
public static final short MASK_WALL_TRANS = BIT_ENTITY;
public static final short MASK_LIGHT      = BIT_ENTITY | BIT_WALL_SOLID;
public static final short MASK_ENTITY     = BIT_ENTITY | BIT_WALL_SOLID | BIT_LIGHT;


Then later it sets the PointLight's collision filter
   
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Filter lightFilter = new Filter();
lightFilter.categoryBits = Map.BIT_LIGHT;
lightFilter.maskBits     = Map.MASK_WALL_TRANS;
     
PointLight.setContactFilter(lightFilter);
new PointLight(rayHandler, 20, Color.CYAN, 40, -3f, -3f);


If I change the filter to this, the light collides with everything, as expected.

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Filter lightFilter = new Filter();
lightFilter.categoryBits = (short) 0xFFFF;
lightFilter.maskBits     = (short) 0xFFFF;

      
Then, when creating the walls, (box2d bodies) it sets their collision filter like this
      
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fdef = new FixtureDef();
     
if (type == TYPE.DOOR || type == TYPE.WINDOW)
{
   fdef.filter.categoryBits = Map.BIT_WALL_TRANS;
   fdef.filter.maskBits     = Map.MASK_WALL_TRANS;
}
else if (type == TYPE.WALL)
{
         fdef.filter.categoryBits = Map.BIT_WALL_SOLID;
         fdef.filter.maskBits     = Map.MASK_WALL_SOLID;
}
25  Discussions / General Discussions / Re: System requirements for Oculus Rift? on: 2015-01-04 23:06:42
The A10 should be fine for low/medium resolution and graphics. We've gotten our school's Oculus Rift to run on some pretty shitty computers, and an A10 isn't that bad.

Edit: As said below, this of course would not be fast, but simply functional on very low graphics setting and at a low framerate.
26  Game Development / Newbie & Debugging Questions / Re: LibGDX Viewport not working correctly on: 2015-01-04 22:45:03
What the hell is happening here? lol

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if (map.isRenderDebug()) map.getRender().render(map.getWorld(), map.getCamera().combined);


if (map.isRenderDebug())
If the specific map is set to render the debug visuals

map.getRender()
get the debug renderer for the specific map

.render(...)
Fire the debug renderer's render method, which has two arguments...

(map.getWorld(), ...)
the box2d world of the specific map

and...

(..., map.getCamera().combined)
The projection matrix (from the map's camera in this case) to use when rendering debug visuals.
27  Game Development / Newbie & Debugging Questions / Re: LibGDX Viewport not working correctly on: 2015-01-04 03:15:20
I got it, with some help from LiquidNitrogen over the IRC.

I was not setting the projection matrix of the sprite batch.

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batch.setProjectionMatrix(camera.combined);
28  Game Development / Newbie & Debugging Questions / LibGDX Viewport not working correctly on: 2015-01-04 02:20:40
I have a Map class, and a MapScreen class that extends the LibGDX Screen functionality. The viewport is not updating properly. When drawing a sprite, it stretches when the window is resized instead of simply seeing more of the sprite.

Map Class
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public abstract class Map
{
   /** Relative to display and rendering */
   private OrthographicCamera camera;
   private ScreenViewport viewport;
   private SpriteBatch batch;
   private Box2DDebugRenderer render;
   private boolean renderDebug = true;
   
   /** Map components */
   private EntityManager entityManager;
   private RayHandler rayHandler;
   private ArrayList<MapWall> walls;
   private World world;
   
   /** Important entities */
   private Entity player;
   
   public abstract void define();
   
   public void show()
   {
      /** Create camera related objects */
      camera = new OrthographicCamera();
      viewport = new ScreenViewport(camera);
      viewport.setUnitsPerPixel(1 / 32f);
      viewport.apply();
      render = new Box2DDebugRenderer();
      batch = new SpriteBatch();
     
      /** Create map components */
      world = new World(new Vector2(0, 0), true);
      rayHandler = new RayHandler(world);
     
      walls = new ArrayList<MapWall>();
      entityManager = new EntityManager();
     
      /** Create important entities */
      player = new EntityPlayer(batch, world, camera, rayHandler);
      //entityManager.addEntity(player);
   }
   
   public void update()
   {
      world.step(1/60f, 6, 2);
      rayHandler.update();
   }

   public void render()
   {
      entityManager.render();
      rayHandler.render();
      for (MapWall w : walls) w.render();
      if (renderDebug) render.render(world, camera.combined);
     
      batch.begin();
         batch.draw(new Texture(Gdx.files.internal("wood.png")), 10, 10);
      batch.end();
   }
   
   public void dispose()
   {
     
   }

        /* ... redacted code ... */

}


MapScreen Class
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package com.elsealabs.ghostr;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;

public class MapScreen extends ScreenObject {
   
   private Map map;

   public MapScreen(GameObject game, String name) {
      super(game, name);
   }
   
   public void show()
   {
      map.show();
      resize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
   }

   @Override
   public void render(float delta) {
     
      map.update();
     
      Gdx.gl.glClearColor(1, 0, 0, 1);
      Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
     
      map.render();
      if (map.isRenderDebug()) map.getRender().render(map.getWorld(), map.getCamera().combined);
   }

   @Override
   public void resize(int width, int height) {
      map.getViewport().update(width, height);
   }
   
   @Override
   public void dispose() {
      map.dispose();
   }

   public void pause() { }
   public void resume() { }
   public void hide() { }
   
   /** Getters and setters */
   
   public Map getMap() {
      return map;
   }

   public void setMap(Map map) {
      this.map = map;
   }
   
}

29  Discussions / General Discussions / Re: Would it be worth porting to c++? on: 2015-01-02 22:10:47
Would it really matter for anything other than an AAA level game?
30  Discussions / General Discussions / Re: Does web development count as programming experience? on: 2015-01-02 14:51:42
Then let me rephrase, it's probably not programming for the people asking if their HTML/CSS work counts as programming experience.
Pages: [1] 2 3 ... 5
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

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GamerIDGoesHere (20 views)
2015-01-27 01:23:23

GamerIDGoesHere (21 views)
2015-01-27 01:22:15

CopyableCougar4 (27 views)
2015-01-27 00:34:41

CopyableCougar4 (17 views)
2015-01-26 04:47:56

Olo (14 views)
2015-01-25 21:26:00

Olo (16 views)
2015-01-25 18:44:22

Robo11 (30 views)
2015-01-25 06:14:26

basil_ (27 views)
2015-01-17 22:29:32

wxwsk8er (26 views)
2015-01-16 21:42:21

wxwsk8er (22 views)
2015-01-16 20:44:20
2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21

Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17
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