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1  Games Center / Android Showcase / Re: Drone Invaders [It's done. Get it now on Play Store] on: 2013-10-31 22:00:50
Hey guys,

how can I move this from WIP to Showcase? Should I start a new thread there or this thread would be moved somehow?

Thanks.
2  Games Center / Android Showcase / Re: Drone Invaders [It's done. Get it now on Play Store] on: 2013-10-28 16:39:32
I'm pretty sure that Radiant's developers could not care less

Ok, so I e-mailed Hexage (Radiant developers) and here's their reply:


3  Games Center / Android Showcase / Re: Drone Invaders [It's done. Get it now on Play Store] on: 2013-10-28 11:15:13
Ok, I played Radiant. Here are my thoughts about this:

Your graphics (and type of game)

I'm sorry, but except being a shooter genre, the gameplay is completely different. There is no spaceship in DI and thus no movement around, there are no bullets, boss levels are completely different, etc. If you played both games, you would easily find Radiant more similar to other games than DI.

are extremely similar to the game Radiant's

I looked at Radiant graphics, and I can only find two aliens that are similar (the minions on boss levels in wave 10 and 20). I have to admit they are somewhat similar, but nobody can claim I lifted the aliens from there as there are clear differences. Besides, I've seen such aliens in many games before. If you start from Space Invaders onwards, I bet you'll find more than one game that has both of these alien types. It's just a coincidence that Radiant is a newer, popular title, and thus more people know about it.

Even if you did make those graphics yourself, it'd be best to change them, or people will accuse you of copying.

Hm, maybe you're right. I just found a thread on Reddit and one of commenters also claimed the same. I'm seriously thinking to change those, but I'm not sure if this is even a good thing to do, because:

1. it would be admitting I used aliens from Radiant, which I did not
2. someone would probably find many other aliens similar to some other game, so I could be redrawing graphics all the time.

What would you guys do in such position?
4  Games Center / Android Showcase / Re: Drone Invaders [It's done. Get it now on Play Store] on: 2013-10-27 00:18:37
I like your game but i do not like that two of you aliens are completely ripped from radiant.

I don't get it. What exactly do you mean?

I drew all aliens myself, pixel by pixel. I can provide the Gimp file.

5  Games Center / Android Showcase / Re: Drone Invaders [It's done. Get it now on Play Store] on: 2013-10-24 12:12:31
Hey, great job on this game! It's really cool, and also grats on making the front page of hacker news Grin

Thanks. Hey, if you're on HN, please help get the second part of the story going up:

https://news.ycombinator.com/item?id=6604659

In short, I made the download figures and user engagement stats public (link is in the HN post above).
6  Games Center / Android Showcase / Re: Drone Invaders [It's done. Get it now on Play Store] on: 2013-10-23 21:28:48
Awesome, good job finishing the game! Can you tell us how many downloads you get at the end of the challenge? I'm interested to see how a new developer does in an app market!

Of course. I just started doing some marketing. There is some traffic to my site from LudumDare and from here, but I also posted this on the Hacker News:

https://news.ycombinator.com/item?id=6594521

I got a lot of feedback from there and a lot of installations.

So far, about 200 people total have installed the game and played at least once. I'll post the update with stats (and if I earn any money) in a week or so.

7  Games Center / Android Showcase / Re: Drone Invaders [It's done. Get it now on Play Store] on: 2013-10-23 21:18:46
The game is nice. However it would be easier if the font size is increased.



You have Samsung Galaxy Y, right? I read that resolution is 320x480 pixels, is that correct?

The problem is not really the font size, but the fact that game was built with minimal resolution of 480x800 pixels in mind. Anything smaller, and it does automatic shrinking using linear filter and it looks really bad. I'll try to tweak it to use something better, but it might be slower then. Does it run smoothly?
8  Games Center / Android Showcase / Re: Drone Invaders [looking for some ideas for boss levels] on: 2013-10-22 17:02:40
The game is complete. You can get in on Google Play:



https://play.google.com/store/apps/details?id=com.bigosaur.backyardpanic

I might release a Windows/Mac/Linux version in the future if there will be any interest for that.

P.S. Hey, if you're a forum moderator and you're reading this, please move this game to the Showcase (or maybe even Featured  Grin ?) section. Thanks.
9  Games Center / Android Showcase / Re: Drone Invaders [looking for some ideas for boss levels] on: 2013-10-21 08:10:44
Awesome Graphics and Game Idea! Could you change the color of letters when the challenge is completed? Also I got my android phone delivered today.

Actually, it does change. At first all letters are gray, and they turn red as you collect them:



The above image shows "L" and "A" collected, and S,E,R remaining.

P.S. I'm close to finishing the game, it should be out on Google Play tomorrow or day after that.
10  Games Center / Android Showcase / Re: Drone Invaders [looking for some ideas for boss levels] on: 2013-10-21 07:52:19
A boss that surrounds your ship completely and fires at you from all sides?

Not a bad idea... if there were a ship Wink

In this game you really don't get to see yourself, you are not controlling a ship, but a laser turret which is stationary, sits at the bottom of the screen. However, this "fires from all sides" does give me some ideas...
11  Games Center / Android Showcase / Re: Drone Invaders [new video featuring all the powerups] on: 2013-10-19 17:53:48
The game is almost done. I added missions, daily challenge:



Weekly hunt:



And now I'm left with sound effects, Google Play integration, and maybe a couple more bosses. Here are the bosses I have so far:

1. Borg: releases drones 1-by-1
2. W: releases 6 drones at a time in 2-2-2 formation
3. K: does not move. Releases two constant waves waves of drones going sideways
4. Snake: looks and moves like a snake, releases drones from its head
5. Splitter: splits into two smaller drones when hit (can be hit 4 times, resulting in 8 drones at the end)
6. Evader: teleports to a different location each time you hit it
7. Blower: grows when hit, gets smaller when it releases drones. Turns into drone at the end.
8. Invisible: gets invisible and only shows up when releasing drones
9. Windmill: rotates and releases drones, when destroyed releases a lot of spiked mines
10. Boss of the bosses: releases Borg bosses (which in turn release regular drones)
11. Catcher: releases 8 drones at a time in 3-2-3 formation
12. Twins: when one of them loses energy, the other increases. Bigger one tries to protect the other.
13. Rotator: has vunerable core and hard protective shell. You have to wait until it rotates the vunerable part downwards
14. Mega boss: the only boss that does not release drones, but goes downward itself and has loads of energy

This means that bosses do not repeat until wave 150. It's hard to get that far, but I did manage wave 178 and 199 so far, so I'd like to add unique bosses up to level 200 at least.

If you played the .jar file and have some boss ideas, please let me know.
12  Games Center / Android Showcase / Re: Drone Invaders [first YouTube video posted] on: 2013-10-16 22:43:40
Here's a new video showing all the powerups. It uses a modified version of the game that gives powerups rapidly. It won't be that often in the actual gameplay:

<a href="http://www.youtube.com/v/SZ73G0n6cm4?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/SZ73G0n6cm4?version=3&amp;hl=en_US&amp;start=</a>

I also decided on the game icon. Since Android allows and even recommends irregular shapes, I'm using the Shield icon for the main game icon as well:

13  Games Center / Android Showcase / Re: Drone Invaders [first YouTube video posted] on: 2013-10-15 12:41:18
Here's a first YouTube video of the game:

<a href="http://www.youtube.com/v/RUy177pvT8I?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/RUy177pvT8I?version=3&amp;hl=en_US&amp;start=</a>

If you're interested, I wrote a detailed explanation how to make a YouTube video from libGDX game on my blog.

Do you think this would be good enough video for the Play Store, or should I find some professional to make some kind of trailer?
14  Games Center / Android Showcase / Re: Drone Invaders (new .jar file available) on: 2013-10-14 16:10:37
It looks nice! One thing to say, it will be nice to add different prices for different items in the shop. Nice graphics too.

Thanks.

The idea is that you can upgrade each of the items multiple times. First upgrade is 2000, next one 5000, etc. Everything is at level 1 on this screenshot. I guess I need to add some kind of indicator which level is it at.

Other items, that will be "expendable" (like bombs, shields, lives) would have different prices.
15  Games Center / Android Showcase / Re: Drone Invaders (new .jar file available) on: 2013-10-14 14:00:25
Nice game. Do you plan to add some sound effects, for example when an enemy dies? I just hear a background music.

Yes! Coming soon Smiley

Since this is part of LudumDare October challenge, it has to be finished and released by the end of October. My estimate is that I'll complete everything in the next 7-10 days.

I'm currently working on the in-game Shop, with options to buy powerups:

16  Games Center / Android Showcase / Re: Drone Invaders (was: Star Dust) on: 2013-10-13 19:34:03
Here's an update. I completed graphics for basic alien types. It's black&white here, but I color those differently in the game:



Also created some new bosses:



You can try it:

http://bigosaur.com/blog/droneinvaders.jar

None of the options in the main menu work, so don't bother to try. Just click in the middle of the screen to play. All the levels are playable and there are new bosses each 10 levels. Most of the powerups (triple shot, auto-reload, etc.) work. You cannot die, so it's nice for testing Wink

To raise the shield, click the shield icon in top-left corner. To detonate the atomic bomb, click the icon in top-right corner. This icon only shows up when you have bombs.
17  Games Center / Android Showcase / Re: Drone Invaders (was: Star Dust) on: 2013-10-12 11:21:28
I made a lot of progress in the past 24 hours. Here's a new boss:



And you can raise shields to protect yourself from drones:



I need to fix some serious bugs though, and then I'll upload a playable version. Most probably tomorrow.
18  Game Development / Newbie & Debugging Questions / Re: Libgdx,save Game Data... can i use .properties or should i use JSON? on: 2013-10-11 15:37:10
Yeah preferences default to that location, for me its
C:\Users\namro_000\.prefs\

But on other systems, I'd sure it'd default somewhere.

On Linux, it goes into ~/.prefs

BTW, I wonder if users can edit this file on Android using some file manager? I'm storing the hiscore there, and I wouldn't like users to be able to mess with it easily.
19  Games Center / Android Showcase / Re: Drone Invaders (was: Star Dust) on: 2013-10-11 15:33:43
What do you mean prefer? APK files cant run(at least natively) on windows and Jar files cant run on Android without some hacking. You cant mix and match the two, just release both.

You're right. I'll send both. Thanks.
20  Games Center / Android Showcase / Re: Drone Invaders (was: Star Dust) on: 2013-10-11 09:51:23
I just realized there are other games named Star Dust, so I'm renaming it. I searched for Drone Invaders, and it looks like it's not used by anyone.



I'm fixing bugs and adding some features now (screenshot below), and I'll post a new .jar file this weekend. Stay tuned... Smiley



BTW, do you prefer .jar or Android .apk?
21  Games Center / Android Showcase / Re: Star Dust (boss levels, .jar file available) on: 2013-10-10 23:31:22
Thanks for the feedback guys. I appreciate it.  Smiley

Looks like I need to do some bugfixing.  Wink I'll post another jar when I get everything working properly.
22  Games Center / Android Showcase / Update: Here's a boss level and .jar file on: 2013-10-10 15:46:42
I made a boss level:



And here's a jar file you can run:

http://bigosaur.com/blog/stardust.jar

More details in my blog post:

http://bigosaur.com/blog/12-more-aliens

Tell me if you like it. Thanks.

23  Games Center / Android Showcase / Drone Invaders on: 2013-10-09 21:26:35
Update: Since the first screenshot is used to feature the game, here's a nice one:




You can read about my progress so far on my blog, I'm writing a new post update each day since the start:

http://bigosaur.com/blog/

P.S. The name Star Dust is just a working title until I find something better
24  Java Game APIs & Engines / Android / Re: How does infinite scroll with UV work? on: 2013-08-08 22:50:35
I see, this is how I could modify speed. Thanks.

But, my real question is what does setU actually do?
25  Java Game APIs & Engines / Android / How to release splash-screen image memory? on: 2013-08-08 16:50:29
I'm using libGDX. When my game loads I show a splash screen, and this image is never shown again until you restart the game.

I'd like to release memory this texture occupies (it's 1024x512 png) after splash screen is removed, but I fail to see a method to do so in libGDX docs. Any ideas?
26  Java Game APIs & Engines / Android / How does infinite scroll with UV work? on: 2013-08-08 15:40:14
Hi,

I'm using libGDX and I copy/pasted some endless-scroll code that seems to work:

1  
2  
3  
4  
5  
6  
7  
scrollTimer += delta;

if (scrollTimer > 1.0f)
    scrollTimer = 0.0f;
                   
sStars.setU(scrollTimer);
sStars.setU2(scrollTimer+1);


It works, but stars fly too fast. I'd like to tweak it, but I can't find in the docs the meaning of setU and setU2. Googling around I found that it probably has got something to do with UV mapping, i.e. X and Y coordinates in texture, but I can't figure out how it works.

In the code I copied, scrollTimer goes from 0 to 1, so setU() is called with values in interval 0-1 and setU2() is called with interval 1-2. But what does all that mean?


27  Java Game APIs & Engines / Android / Re: Keep the screen on or not when idle? on: 2013-08-08 14:35:18
Ok, conclusion:
Make a setting for it in the settings menu, no standby, standby default, standby x minutes

And everybody has what he wants, no complaints Smiley

Yes, looks like that will be the case. Smiley

Thanks everyone for answering.
28  Java Game APIs & Engines / Android / Re: Deploying libgdx for android on: 2013-08-05 20:01:12
Why not? And how do we make one we can put onto the market?

The .apk file is generated automatically when you try to run the game on your own device. For example, if your game is named MYGAME, take a look at:

MYGAME-android/bin

and .apk file should be there.
29  Java Game APIs & Engines / Android / Keep the screen on or not when idle? on: 2013-08-05 19:58:10
Hi,

I'm creating my first Android game using libGDX. I have a doubt, looking from a user's point of view: when user is not playing a game (it's paused) I noticed that some games keep the device screen lit all time time. I also noticed that some other games allow the screen to turn off. The game is a turn-based strategy, so player might just be looking at screen and "thinking", and some devices might be set to 1 minute before screen darkens or so. OTOH, keeping it running "forever" wastes battery.

What's your experience with this? What do you do as developers and what do you prefer as users?
30  Discussions / General Discussions / Re: The ignorance of the android industry about good porting solutions like Libgdx on: 2013-08-05 19:53:04
True, though RoboVM is becoming the preferred way for libgdx to target iOS.

Doesn't this VM layer decrease performance? Has anyone used it for a real, released game?
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