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1  Discussions / General Discussions / Re: What hosting do you use for your websites? on: 2014-07-20 12:06:30
I've used Justhost ( for a few months now and they've been pretty reliable so far. It's $11 for one single month, or $8 a month for 3 months, $3 a month for 24 months.
2  Game Development / Newbie & Debugging Questions / Re: LibGDX - Tiled collisions? on: 2014-06-03 15:39:26
Looks like you found a solution Smiley. Just wanted to mention the Box2D methods because I use it and it works well. You could create a static body for each tile if the worlds are not extremely large. Or you could manually create objects in Tiled that correspond to collision regions, and use Box2D to generate static bodies there. This allows for more physics options in the future if you intend to use Box2D.
3  Game Development / Game Mechanics / Re: How To Make 2D Customizable Sprites and Animations on: 2014-01-07 13:18:31
Hey, a quick question with the sprite based animations - because there are separate sprites in each complete character animation, does that mean I have to animate each of the pieces individually, so one walking animation for each style of "legs", "body" etc?

Also, a more practical question, how would you actually go about creating the animation? I'm okay at creating spritesheets for entire characters whole, but animating, say, arms only for walking seems a bit more difficult. Like I said, I'm not good at art/graphics. I guess the issue is more to do with timing and putting all the pieces together.
4  Discussions / General Discussions / Re: How do you manage your ideas and resources on: 2014-01-05 05:10:20
I use the most basic tools - Windows notepad and iOS 7 reminders app.

I have all my ideas and "to dos" in a text file, and add to the reminders app when I think of something away from the computer. Quick, easy and effective.
5  Game Development / Game Mechanics / Re: How To Make 2D Customizable Sprites and Animations on: 2014-01-05 05:05:43

It seems like using separate sprites is the way to go from what I've read, as bone animations may be hard to work with. I thought about the overlaying and composite sprites ideas but I'm not sure how to implement it.

I also just came up with an idea but don't know if it's good, could someone please give some suggestions? I was thinking I can set a position  for each part of the sprite that can be customised, for example, a position for the head, body, legs, both arms etc, and render different sprite animations at those positions. Each character sprite will be the same size. Something like this:

What do you guys think?
6  Game Development / Game Mechanics / Re: How To Make 2D Customizable Sprites and Animations on: 2014-01-04 15:05:27
Hi, thanks for the reply. I considered that method, and maybe I'm misunderstanding it, but it seems like there are going to be way too many sprites. For example, even if there are 4 different armours, and 4 different weapons, and 4 walking animations for each direction, you would have to make 64 different sprite animations.
7  Game Development / Game Mechanics / Re: How To Make 2D Customizable Sprites and Animations on: 2014-01-04 14:52:18
Hey, thanks for the really quick reply. I had a look at your suggestion of 2D bone animation and came across Spine. I will look into Spine and try it out, but there doesn't seem to be many tutorials on using it (with libgdx). Once you export the animation as a JSON, how do you render it? And how does that allow you to customize the parts of the animation?

Spine looks really good and I plan on purchasing it once I have an idea of how to use it with my project.
8  Game Development / Game Mechanics / How To Make 2D Customizable Sprites and Animations on: 2014-01-04 14:26:07

I've been working on my project for a while and I'm stuck on one part, which is implementing customizable sprite animations. I would like to be able to have many different sprites for, for example, character animations with different armours and weapons. The game view is top down / 3/4, and characters have different walking animations for different directions. I'm not sure if my explanation is clear, but I'm sure you'll know what I mean.

What is the best way to achieve this? Art and graphics design has always been the most difficult part of any kind of work for me, so any help will be greatly appreciated.

Thanks, and I hope everyone has had a happy new year!
9  Game Development / Newbie & Debugging Questions / Re: Kryonet Packet Recieving Issues on: 2013-12-21 13:20:38
Did you try registering the packets before adding the Listener? I don't know if this will fix it, but I think i had this problem before, and that was one of the things I did and it worked.
10  Game Development / Networking & Multiplayer / Re: Online RPG Secure Login and Player Actions on: 2013-12-12 13:53:49
Wow that was a fast reply lol, thanks!

I understand your idea, but how would you generate a key, and where would it be stored on the server? In the actual server application, or the database?
11  Discussions / General Discussions / Re: Did you ever cut corners to solve a problem? on: 2013-12-12 13:44:17
I can definitely relate to the "temporary working solution". Another corner I cut, although not to solve a particular problem, is using static a lot, because it's quicker and easier, and I don't seem to run into any problems.
12  Game Development / Networking & Multiplayer / Online RPG Secure Login and Player Actions on: 2013-12-12 13:35:03

I'm working on an online RPG type thing, where user stats are stored in a MySQL database. Basically I'm not sure how to allow the players to perform actions securely after they've logged in. I could have done it by letting the client know that the player successfully logged in, and allowing actions to be sent to the server, but my friend (who can hack games) said it's not very secure.

The other method I thought of is to check whether the username and password entered by the player is correct every time he/she tries to perform an action, but that seems inefficient.

EDIT: I'm using Kryonet for the networking.

Any ideas?


13  Game Development / Game Play & Game Design / Re: Damage Types in RPGs and Roguelikes on: 2013-12-12 13:15:38
What about different subsets together, like elemental (fire, water, lightning etc), and effect or whatever it's called (stun, poison, confuse etc). So you can have a weapon which does water and stun damage.
14  Discussions / General Discussions / Re: Give me a game or program idea! on: 2013-12-06 06:35:40
Wow, before I didn't know what to do because I had no ideas. Now I don't know what to do because there's so many.

@SHC: Depends on the idea - how original and interesting it is
15  Game Development / Game Play & Game Design / Re: RPG stats on: 2013-12-04 11:58:17
Just my opinion, but for combat, i like having a few different skills which affect the weapons which can be used and how effective they are. For example, strength, dexterity, magic, stamina etc.

I'm not sure what type of game you're making, but a wide variety of non-combat skills which all have an impact on the player would also be nice.

Oh, and on the archery stuff, in my experiences, it seems to be more dexterity based rather than strength, but strength also helps. Maybe you can make weapons depend on more than one skill.
16  Games Center / WIP games, tools & toy projects / Re: The Entropy Game Engine on: 2013-12-04 11:50:24
I'm excited for this, seems like it can be a really great engine!
17  Game Development / Game Play & Game Design / Libgdx 2D Lighting on Tiled Map on: 2013-12-02 13:26:52

Could anyone please explain a method to create 2D lighting on a Tiled map? I would like to be able to place a tile or object with set properties which define the light, then have the light be produced in game. The light should just increase the brightness, and change the colour tint of the surrounding area, within a set radius. How would you go about implementing the lighting effect? Would you somehow modify the graphics of the tile, or maybe draw a layer above it?

Any ideas will be greatly appreciated.

18  Game Development / Game Mechanics / Re: Fading in and out music in libgdx on: 2013-12-02 13:20:11
I haven't actually used sound in libgdx, but I have in Java. I believe in libgdx you would create a Music, which you can set the volume of, using music.setVolume(float). Then you can tween the volume.
19  Game Development / Game Play & Game Design / Re: 2D vs 3D World Immersion on: 2013-12-02 12:54:53
Wow Oskuro, that's a lot of really useful information! Now that I think about it, I can totally relate to what you said - games that immersed me the most, like the old runescape, tetris, and the elder scrolls have all those elements you described.

Great advice for anyone aiming to make an immersive and engaging game.

I'm actually saving that post so I can refer to it later Tongue

And, Oskuro, I would like to hear your opinion on how graphics play a role in immersion?
20  Discussions / General Discussions / Re: Give me a game or program idea! on: 2013-12-02 00:44:10
I really wanted to make mmorpg like runescape. It really brings back memories Always wanted to make mmorpg games like old runescape.

Me too! Runescape was one of my favourite games of all time back when I was a newb at it.

Thank's for the ideas everyone. I'm now trying to decide between a 2D top down shooter or a 2D rpg similar to runescape.

AI seems a bit advanced, especially something like chess. Perhaps something less complex like checkers would be more suitable.
21  Discussions / General Discussions / Give me a game or program idea! on: 2013-12-01 14:17:34
Hey JGO,

I've finally finished my exams a couple of weeks ago, and now I have a 3 month break with nothing much constructive to do (besides a bit of volunteer work).

if anyone has a video game or program idea, something reasonable for my level of experience, I'll work on getting it done and show the end product, and maybe also make updates on the progress. I have about 3 years of game programming experience in java, which might not be much compared to a lot of people on here, but I can still get things done.

All suggestions are welcome; they may also inspire others here.

Happy holidays everyone!
22  Discussions / General Discussions / Re: A Reminder To Everyone Here on: 2013-12-01 14:01:39
I'm low ranked on this forum but I haven't experienced the problem of high ranks looking down on me, or other people because of their rank. People seem very nice here Smiley , that's why I love JGO, even though I don't post too much (I browse this forum almost daily)
23  Game Development / Game Play & Game Design / Re: 2D vs 3D World Immersion on: 2013-11-18 23:35:28
That's a great video, I learned some things from it that will definitely help with my projects. Thanks!
24  Game Development / Game Mechanics / Libgdx Scrolling Platformer Background on: 2013-10-26 05:29:41

I currently have a platformer with the map made using Tiled. It works well so far, but there's one thing I can't figure out. I would like the background (which is a texture) to scroll slower than the Tiled map as the player moves. For example, when the player jumps up, I want the background image to "move down" but not as fast as the player moves up.

I've tried a few different methods, such as rendering it at a position equal to the player position multiplied by a number (0.04), but the background always moves with the player. I think it has something to do with the spritebatch or camera projection matrices, but I can't figure out exactly what to do.

Any suggestions? Thanks in advance!
25  Game Development / Newbie & Debugging Questions / Re: Box2D World Inconsistent Movement Speeds on: 2013-10-25 13:42:30
@Grunnt: Your update loop did the trick! In fact, it made all the physics a lot smoother and faster as well as more consistent. I highly recommend anyone who's using Box2D with libgdx to use this as well
26  Game Development / Newbie & Debugging Questions / Re: Sprite Animation Tutorial on: 2013-10-25 08:22:14
I don't know a simple tutorial right now, but what specifically don't you understand? Is it something about the general process of sprite animations, or how to actually use?
27  Game Development / Newbie & Debugging Questions / Re: Box2D World Inconsistent Movement Speeds on: 2013-10-24 13:26:45
@xsvenson: putting delta in the timestep definitely made the physics run much more smoothly and consistently, but the frame rate seemed to keep changing between 30 and 60. With a constant timestep (1/60f), the FPS is about 60.

@Grunnt: I'll try out your method tomorrow once I get some sleep, because I'm really tired at the moment. That's quite an interesting idea though, because I never would have thought of manually controlling the game/render loop and Thread. I thought libgdx took care of that stuff.

Anyways, thanks everyone for all the quick replies! Good night

EDIT: Just saw your latest reply as I posted my reply. I initially used impulses, but that made the controls feel "slow", because it took time for the player to accelerate. Player movement feels a lot more snappy by directly setting the velocity. Thanks for the tip though, I'll try playing around with impulses again. Anyways, really appreciate the help, thank you very much.
28  Game Development / Newbie & Debugging Questions / Re: Box2D World Inconsistent Movement Speeds on: 2013-10-24 12:20:57
So instead of doing playerBody.setLinearVelocity(v), I should use playerBody.setLinearVelocity(v*delta)? I thought Box2D took care of the delta timesteps.
29  Game Development / Newbie & Debugging Questions / Re: Box2D World Inconsistent Movement Speeds on: 2013-10-24 11:44:47
I'm pretty sure it's being called at a constant rate, because it's only called in the render method of the libgdx screen.

public void render(float delta) {
   world.step(1/60f, 8, 3);

Unless I'm meant to use the delta time as well? world.step is not being called anywhere else.
30  Game Development / Newbie & Debugging Questions / Box2D World Inconsistent Movement Speeds on: 2013-10-24 08:48:04
I currently have a game using Box2D, and the movement seems to be inconsistent. For example, when i move the player character across the map (it's a platformer), sometimes it moves at 'normal' speed, and sometimes slower. It also happens with the effect of gravity, sometimes the player falls 'normally' and sometimes slowly.

The problem seems to be random, because it doesn't happen every time.

The player character is about 1 m wide by 2 m tall, and all the platforms are about 0.5 m thick and range from 2-10 m long, except for the ground, which is about 60 m long. All objects except for the player are static bodies, and created using the Box2DMapObjectParser.

Any ideas on what might be causing the problem?
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