Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (756)
Games in Android Showcase (229)
games submitted by our members
Games in WIP (842)
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] 2 3
1  Games Center / WIP games, tools & toy projects / Re: Seeders - puzzle platformer [demo available] on: 2015-04-02 08:36:03

Ok, I finished the SDL2 engine which runs beside Java+libGDX engine. I will use SDL one for Windows/Linux/Mac and libGDX for Android and iOS. I had to recreate a lot of libGDX functionality myself in SDL, so now I appreciate what libGDX gives us out of the box much, much more. And I also hate that C++ does not allow float f = 1f, like Java does. I now understand why Notch was so angry that you have to write .0 everywhere.

In the meantime, I renamed the game to Seeders and fixed the levels (I got 19 complete puzzles now). My SDL version is a little bit ahead of libGDX currently as I work on the old laptop more often, so here's the first demo for the desktop and I'll polish the Android version later.

Demo build:

If you prefer .zip file instead of installer:

LibGDX demo build for Android:
Coming in about a week or so, after I backport the code.

More screenshots and a video on Steam Greenlight page:

Please try the game. Any feedback is welcome.
2  Games Center / WIP games, tools & toy projects / Re: The Final Jump - puzzle platformer [more pixel art] on: 2015-01-18 01:57:37
I completed the background for the city levels. Here's what the game currently looks like:

It currently completely unplayable because of all the new graphics and elements. I'll need to rebuild all the levels with new stuff.

UPDATE: There will be some delay before I post more stuff. Today I tried to run the game on my laptop for the first time, and it's got Intel integrated graphics that does not support OpenGL 2. Looks like it's a dead-end and I won't be able to use libGDX further. I want the game to run on anything, and to be able to develop when I'm on the move. Of the other libraries, I got experience with SDL, but that would mean translating everything to C++. I tried some other options, but no luck. So, I'll probably build dual code: C++/SDL for desktop version and Java+libGDX for Android/iOS version of the game. However, it seems that SDL lacks some features that libGDX has, so it might take me some time to add those first.
3  Games Center / WIP games, tools & toy projects / Re: The Final Jump - puzzle platformer [more pixel art] on: 2015-01-16 09:52:05
Here's the first pixel-art cloud I ever made:

I'm also experimenting with character clothing. I'm even considering possibility to have multiple characters and you can pick which one to control or something like that. The difference would only be cosmetic though.
4  Games Center / WIP games, tools & toy projects / Re: The Final Jump - puzzle platformer [more pixel art] on: 2015-01-13 18:00:24
Added support for drivable vehicles. Here's the first one:

YouTube video:

It can drive through spikes and other hazards and lift heavy objects. Since the player can only push other objects, this introduces interesting new ways to combine game mechanics.

I plan to add other stuff later like monster truck, space shuttle or airplane. Maybe even submarine and powerboat if I could think of some good puzzles for those.
5  Games Center / WIP games, tools & toy projects / Re: The Final Jump - puzzle platformer [more pixel art] on: 2014-12-19 15:08:34
It would cost hella lot of money and be hard to get started, but the game fits my mold of a good mobile game perfectly (:

Actually, it wouldn't be too hard. I'm using libGDX and the game already caters to different screen resolutions. The only problem is that currently it requires at least 800x760 pixel space to see some puzzles on the screen so users with low end devices (480x800 screens) would not enjoy playing that much.

Great progress on this, your visuals look great!

Thanks! These comments mean a lot to me and keep me going further.

Do you anticipate a certain number of puzzles in th game?

Currently I have about 30 drawn on paper, but I aim to have at least 100 for the final game.

6  Games Center / WIP games, tools & toy projects / Re: The Final Jump - puzzle platformer [more pixel art] on: 2014-12-18 11:40:19
Here's some new graphics. Elevators:

Checkpoints will look like telephone booth (or whatever they're called in your country). Doctor Who's TARDIS was inspiration for the shape:

As you can see in this last image I'm also experimenting with some color filters.
7  Games Center / WIP games, tools & toy projects / Re: The Final Jump - puzzle platformer [more pixel art] on: 2014-12-15 19:22:40
Here's the graphics for pressure plates and doors:

Click to Play

It's a .gif animation, so wait until it loads (the player needs to go through and the door should close)

P.S. I need to fix the player sprite against dark background.
8  Games Center / WIP games, tools & toy projects / Re: The Final Jump - puzzle platformer [more pixel art] on: 2014-12-14 10:10:47

I got 7 almost playable puzzles in the game so far, and some 20+ already drawn on paper. But using the new graphics would require recreating everything in the level editor.

So I decided to first draw all the graphics needed for these 20 puzzles and only then lay them out in the editor.

9  Games Center / WIP games, tools & toy projects / Re: The Final Jump - puzzle platformer [more pixel art] on: 2014-12-09 18:46:25
I think I'm close to the quality I want to have, but it still takes too much time. I spent about 3 hours fiddling with pixels until I got this one right:

10  Games Center / WIP games, tools & toy projects / Re: The Final Jump - puzzle platformer [more pixel art] on: 2014-12-05 18:48:22
I finally added support for new graphics in both gameplay and editor mode:

11  Games Center / WIP games, tools & toy projects / Re: The Final Jump - puzzle platformer [switching to pixel art] on: 2014-12-02 20:23:25
I decided on the game story and the theme. The main character will ride the jet-powered skateboard and try to prevent an evil construction corporation from destroying his playground  Smiley

I'm working on more pixel art graphics currently.

It's all new to me so there's a lot of trial and error.

How do you like it so far?
12  Discussions / General Discussions / Re: my art good no? on: 2014-11-26 16:58:30
For the most part nice job. The trees look decent.

Trees? I thought those were mushrooms Wink

Things to fix:

- consistent shadows (flowers have them, mushrooms do not)
- maybe add 2-3 different rotations for the flowers
- grass gives out the grid. Try making 4-5 different tiles and then mix them randomly
13  Games Center / WIP games, tools & toy projects / Re: [libgdx] SUPERBLAM! - A Mario-Type Game on: 2014-11-26 08:55:34
Reminds me of the Magic Pockets game I used to play on Amiga.

Looks really cool. Do you plan a PC version as well?
14  Games Center / WIP games, tools & toy projects / Re: The Final Jump - puzzle platformer [switching to pixel art] on: 2014-11-24 14:00:17
Here's another idea for the bright version:

The dark version looks and feels really cool, but it's hard to play because it's hard to discern movable objects from the ground. I guess I could work around that by using specific graphics (boxes, planks, trees like, for example, Limbo has done.

Also some puzzles I made require that player knows a difference between different materials (there are light and heavy "boxes") to solve them easily. Without that being clear the game is much harder to play.

What I do like about the dark idea is that the main protagonist and monsters will be much easier to draw and animate... Smiley
15  Games Center / WIP games, tools & toy projects / Re: The Final Jump - puzzle platformer [switching to pixel art] on: 2014-11-20 18:37:54
I personally prefer the darker version, as it looks smoother and reminds me of Night Sky.

I wasn't aware of Night Sky, I'm downloading it now Smiley

I do want to make a game where you don't have to rush or be super precise, but it will require thinking.

Would it be possible to allow users to select and use their preferred style?

I think so. I'm building a generic 2D platformer engine because I want to reuse it for future games. The only problem is that I would have to animate the player and all the monsters twice, as I don't think the colorful monsters would fit the dark theme (and vice versa).

16  Games Center / WIP games, tools & toy projects / Re: The Final Jump - puzzle platformer [gameplay video] on: 2014-11-19 12:03:48
I'm expermienting with different art styles. Here's the "dark" version:

YouTube video:

Which one do you like better?
17  Games Center / WIP games, tools & toy projects / Re: The Final Jump (Windows, Linux, Mac) on: 2014-11-07 09:58:51
I'm testing physics, load/save level, etc. Here's a test level, not really a challenge, but shows the basic gameplay:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

More coming soon!
18  Games Center / WIP games, tools & toy projects / Re: The Final Jump (Windows, Linux, Mac) on: 2014-11-06 12:39:10
Is there any download to play? The idea sounds nice.

Not yet. I'm hooking up Box2D now and creating a level editor first.

Currently, it's all "press keyboard button X to do something" without that "something" even showing up on the screen.

I'll try to at least post a demo video soon...

Here's a demo video of the level editor, so you get the idea (it's live editing and playing Smiley

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Those blue guys are all controlled by player. Most of the time you would control a single character, I plan to make some weird levels where you actually have to control multiple characters at the same time.

Also, I plan to make some two-player local co-op levels, so supporting multiple player control characters is a must.
19  Games Center / WIP games, tools & toy projects / Seeders - puzzle platformer [demo available] on: 2014-11-05 22:37:27
Since the first image is used to present the game, I'll update this post with the latest graphics. To see the rest, scroll down the page Smiley


Starting this year I wanted to develop some applications for iPhone and iPad, so I got a Mac Mini. My other computers are 7+ years old, so I couldn't run any recent games. Over the years I accumulated games via Humble Indie Bundles and I finally got to play them. I'm very impressed with Braid, VVVVVV and Limbo.

A few days ago I realized that I wanted to play more puzzle platformers like those, but there aren't many around. So I decided to build one. The idea is to take from each game the element I like:

  • Braid: briliant puzzles
  • VVVVVV: old school graphics
  • Limbo: continuous camera, puzzles with box2D physics and scripted enemies


The main gripe I have with all of those games is that they were too short (ok, Braid maybe not so, because puzzles were hard). I plan to make A LOT of levels in my game AND I will make a level editor with “cloud save”, so you'll be able to upload and share levels on game's website. Other players will be able download and rate the levels. If players really start contributing a lot of levels, I'll pick the best ones, pack them together to continue the main games story in a nice way and release as DLC package.

Because of this, editing levels should be fun. My plan is to mix editing and play mode, so you can play the level as you edit it. Just drag the player, walls, boxes around. You will be able to freeze the enemies and such, but editing should be as fun as playing.

Also, my kids are begging me for multiplayer mode, so it might have separate local co-op puzzles for 2-3 players. Joystick/Controller support is also a must as I plan this to run on desktop computers (Windows, Linux, Mac).
20  Games Center / WIP games, tools & toy projects / Re: Gods of Sparta: beta version available on: 2014-10-28 22:58:21
Final release is ready:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Grab it on Google Play:
21  Games Center / WIP games, tools & toy projects / Re: Gods of Sparta: beta version available on: 2014-10-23 21:20:33
Beta release is ready!

Everything should work, except the main menu screen still needs some music. Please test and tell me if you like the game:

22  Games Center / Showcase / Re: Hovercraft on: 2014-10-15 09:53:54
Looks great.

Here are a couple of things you might want to fix as well:

1. When you restart the level the sound keeps playing. To reproduce: press B button and hit Restart while still holding B. The level will restart. Release B - sound keeps playing.

2. When I'm holding the phone/tablet upside down (I have to because it's charging and I'm in bed and the cable is too short  Smiley ) it would be nice if the screen turned as well. Doing this is a simple, just add this line in AndroidManifest.xml:


The device will do the rotation automatically.
23  Games Center / Showcase / Re: Hovercraft on: 2014-10-14 14:30:13
Here's how I'd do it (since you asked)  Smiley

Move the fuel and time to top-left corner one underneath the other.

Move the restart and menu button into top-right corner. Use the standard graphics:

- rewind icon for restart (just like the one you use when the player drifts too far away)
- pause || or hamburger (3 horizontal bars) button for menu.
24  Games Center / WIP games, tools & toy projects / Almost done on: 2014-10-13 11:21:01
I decided that I have to change the screen orientation mid-project. I'm switching to Landscape orientation. Here are the reasons:

  • attack graphics looks odd upside down
  • I want to provide hints how damage is calculated, awkward since all the enemy cards are upside down.
  • Thumbnails used to pick units from your deck are too small on phones.
  • YouTube videos are landscape.
  • Desktop version of the game (if I ever release any) can use larger resolution.
  • I can test larger resolutions on my monitor instead of having to run it on the Android devices.
  • Players will sit next to each other, so they won't have to put the device down on a table to play. You can play it with a friend in a bus or on a train.
  • Much more available screen space for unit stack and enough space for additional user interface. See how everything is crammed currently and a lot of space is wasted sideways:

There are some cons:

  • I have to redraw some of the graphics
  • I now need horizontally flipped unit graphics which will almost double the memory consumption of the game (I cannot simply flip the whole card, as it contains pregenerated text as well)
  • The drafting screen cannot use the rotations to indicate current player
To conclude: unless the game is meant to be played like flappy bird (using the same hand that holds the phone and having only one command: “tap anywhere”) use the LANDSCAPE orientation.

----------------------------------- Due to Forum Rules, I have to keep posting in the same post -----------

As I switched to landscape mode, I started to create mirror-flipped images of unit cards using the -flop option in ImageMagic in one of the card-generating steps. As the script rolled on for some time, it hit me that this would increase the amount of graphics a lot. I got worried about the size of the final .apk file. First time since I started the project I decided to check.

I created a package containing only the lowest (800x480) and highest (2560x1600) resolution images. It's 106MB!

I need to add 4 intermediate resolutions, so I'm looking at 300+ MB for the final .apk. I searched the docs and found that the limit is 50MB and rest has to be provided as a separate package. Or, you can distribute two different .apk files. I didn't like any of those. I hate when you download an Android game, and then you have to wait for it to download hundreds of megabytes more. I needed a new approach.

I searched the Internet. Most advices are about packing your code using compressor/obfuscator programs. But the gains are really negligible. Then one thing caught my eye: using JPEG for textures. I'm using TextureAtlas to pack everything automatically, but I could separate the images with and those without transparent areas and pack them separately as PNG or JPG.

The problem is that 90% or the graphics need transparency. In this particular case the main problem are the card images, which have rounded corners. And then I got this great idea: separate the card image into frame and contents. There are only four card types in the game (one for each faction and gold one for the items), and all cards of the same type share the same frame. The inside of the card is different for each one, but it does not require transparency. Instead of packing 126 cards into PNG texture, I would pack 126 cards into JPG texture plus 4 frames into PNG.

As I tried this, I got some weird clipping artifacts in the JPG texture, probably because I turned off the 2-pixel padding. So, instead of pixel precise cropping, I increased part of the graphics that gets copied to JPG so that there is some overlap. When staging the images, make sure the jpg one is drawn first and PNG frame over it. The part that overlays will covers the bad edge pixels.

BTW, by “staging” I mean placing the Images into libGDX Stage. To make the code simpler, I created a nice CardImage class (descended from Group) to handle drawing transparently. This Group contains the center of the card from JPG texture and then positions the frame from PNG texture over that.

This saved A LOT, but I got so concerned about the size that I wanted to do something about flipping as well. I researched if I could only flip a part of the image. It's possible using AtlasRegion.flip() function. But I also had the problem that I didn't want to flip the whole image. The textual part should remain the same and only the unit graphics should be mirrored. To do this, after calling flip(true,false) I used setRegionY and setRegionHeight to reduce the flipped region size. Using the flipped region I created another Image and added it to the CardImage group. At runtime, I simply show or hide this image when I need to unit to face left or right.

New .apk file with the same content is now only 12MB. A 88% save. Once I add all the other resolutions, I estimate the final .apk to be about 40MB if all goes as planned. Compare this with 300MB+ I expected at the beginning.
TL;DR Summary

Beside all the other advice you might find on the web (compressing the code, etc.), add these three:

  • use JPG wherever possible
  • if you use PNG only for semi-transparent border, cut the image into frame + content. Store the frame in PNG and content in JPG Of course, if your frame is not reusable on multiple images and has complex colors this my have the opposite effect. However, there's a solution to that as well: cut the frame into four pieces (left,right,up,down) and assemble it at runtime. No more empty space in the middle of the frame in PNG.
  • If you have images that are flipped or rotated, store only the original and flip/rotate at runtime.

-------------------------------- ALMOST DONE ---------------------------
I finished conversion to landscape mode and implemented the attack icons and animations. For most attacks the cards just move and shake a little bit. Ranged units have special animations, Zeus fires thunderbolts and Catapult throws rocks at enemies. I added the damage numbers to attack icons and it's now visible which type of attack deals the most damage.

I also created some nice icons for unit Energy (heart) and also Attack (sword) and Defense (shield). Those show up when the default unit values are modified (by artifact or an ally that stands next to them). This makes the game fluid to play, as you don't have to keep do the calculations manually all the time.

What's left to do: Turn indicator graphics, Sound effects, Music (I'm going to get help from a musician), AdMob integration. Initially the game was supposed to be only a two-player game, but now I'm thinking about single player mode as well. Writing good AI for this strategy might get complicated, but it's worth a shot. There's still enough time before the end of October.


Well, that's done. I also added single-player campaign in case you want to play and have nobody around. Computer AI is not perfect, but it's enough to challenge you.
25  Games Center / WIP games, tools & toy projects / Re: Gods of Sparta on: 2014-10-12 11:39:45
If got a lot done in the past two days. The main battle mechanics work. You can place and move units, and attack. There is still no attack animation. As you can see on the screenshot, some units are turned upside-down. This is because it's a two player game. The idea is that you put the phone/tablet down and sit across each other and play.

Flying units like dragons can reach any field, while others have to move one step at the time. Each turn, a player can move and attack, or attack only. Once you attack, it's the other player's turn.

I'm currently drawing some attack icons. When you select your unit in the field, those circles would rotate over the adjacent enemies and you can pick which one to attack.

Depending on the attacker, a different circle would be used. Olympus units would get a blue round one. Humans get the yellow square (at least I tried to make it resemble a cross). Underworld units have the hexagram. I drew all these in Inkscape.
26  Games Center / WIP games, tools & toy projects / Re: Gods of Sparta on: 2014-10-10 14:57:47
I know players hate reading complex rules, so I tried to make a screen that would explain how the cards work without getting too complicated. Here are the basic rules:

At the start of each game, the players are presented with a deck of 20 cards and they take turns picking one by one until each has 10 in their hand. After that the battle starts.

When the first player picks the card, all the other cards rotate 180 degrees to face the player sitting across. It's a two-place local duel game.
27  Games Center / Showcase / Re: Hovercraft on: 2014-10-10 14:28:23
I played it for two days now. It's fun!

Here are some things you might want to improve to make it even better:

The contrast between light-blue sky and white letters is weak. There are way to solve this:

- add a dark outline to each letter (this solution is the best, but I assume needs most work)
- make the sky a little bit darker
- make the letters black or maybe some gold/yellow shade

As for the gameplay, there are two frustrating moments:

1. when you fall on the "roof". You have to restart the level, but there is no button on the screen for it, I have to use the back button on the device to get it to show. Looks like a nitpick, but making the game dynamic is what made Flappy Bird a hit.

2. falling all the way down. You have to wait until it gets there. Of course, having a restart button on the screen would fix that. But maybe, you could add a huge horizontal platform at the bottom that bounces. So if you fall off, you could bouce and try to climb back up.

Also, could you please enable the immersive mode on KitKat. My son keeps hitting the back and home button on the device all the time. If you're not sure how it's done, and you're using libGDX here's the code:

28  Games Center / WIP games, tools & toy projects / I'm drawing some graphics myself in Inkscape on: 2014-10-08 18:24:27
Here's how I have drawn the ring artifact for my game in Inkscape. I hope it helps others if they need to create similar art.

On of the artifacts in my game is the mythical Ring of Gyges. I decided to improve my graphics skills and learn Inkscape better. Rings and other metal surfaces are rather simple to draw, you just need to combine proper gradients.

I started with basic eclipse, duplicated the shape multiple times and then created unions and intersections needed to assemble the ring. I used a brown-gold-white-gold-brown gradient (it's easy to make a custom gradient like this in Inkscape). To get the proper gradient (straightforward or reverse) I put a real ring on my desk and watched the colors.

This is the basic ring. But lets make it look really good. First I rotated it about 180 degrees and then added a gem to it:

As you can see the gem has multiple layers. On the bottom we have a black circle with white border. Border is not the same everywhere, it has a gray-white gradient stretching from left to right. Outside it, there's another border, with black-to-transparent gradient. This is used to create a 3D effect on the ring's metal surface. Over that, we have a half-circle with another gradient. This time the gradient is radial, extending from the bottom-left corner which has a white point. That point looks like a point where the light enters the gem. This is the base. Now we will add color. You can pick any color. I choose blue.

First, we create the dark blue overlay (one the the right in the image above). Note that is also has a slight gradient going from left to right. The light blue layer on the top is used to complement the bottom-left white point in the black and white base. As the light enters in the bottom-left corner it goes through the gem and exits in it's top-right part. There is no sharp point there, although you could put one if you want to achieve a different effect.

Finally, here's the artifact's card in my Gods of Sparta game:

Copied from my blog:
29  Games Center / WIP games, tools & toy projects / Re: Gods of Sparta on: 2014-10-08 18:23:28
I like the font for the name of the card/unit, but I hate it for the important text below. It difficult to read at the smaller size and makes me not want to read what they say.

Thanks. The kerning (or hinting, whatever it's called) is really bad with that font. Maybe I'll have to switch to a different one.
30  Games Center / WIP games, tools & toy projects / Picking artists on Fiverr on: 2014-10-07 13:49:16
I'm still learning how to draw well, and I'll make all the artifacts images. But for units, I needed some good artists to make nice pictures. I searched the and found some really good ones. Here are some pictures I commisioned for this game:

Most artists on Fiverr are only good with a particular style, so make sure you look at their portfolio before ordering. For example, an artist from South Africa with username seatongrey has a great style that would fit Underworld units in Gods of Sparta. But I wouldn't use him for Human faction. He made the Dragon above, and here's the Hades:

For Human units, I hired glass84 and johannan. Here's Achilles from glass84:

The turnaround is usually a couple of days. You can see the average in the artist's profile. Now, be prepared that some artists might be busy and won't get back to you quickly (or ever). If that happens, just cancel the gig and hire another one.

Be prepared that some designs might fail. For Olympus units I had to combine different artists. flannery is good with horses, so I got Pegasus and Unicorn:

Pages: [1] 2 3
DesertCoockie (53 views)
2018-05-13 18:23:11

nelsongames (84 views)
2018-04-24 18:15:36

nelsongames (75 views)
2018-04-24 18:14:32

ivj94 (760 views)
2018-03-24 14:47:39

ivj94 (91 views)
2018-03-24 14:46:31

ivj94 (644 views)
2018-03-24 14:43:53

Solater (103 views)
2018-03-17 05:04:08

nelsongames (186 views)
2018-03-05 17:56:34

Gornova (427 views)
2018-03-02 22:15:33

buddyBro (1087 views)
2018-02-28 16:59:18
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!