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1  Games Center / 4K Game Competition - 2013 / Re: tiny_world on: 2013-02-20 01:22:05
That is really amazing how much life you have managed to squeeze into a 4K game. I do however agree that it is a bit too easy. I had a quick look at the code and made an attempt to make it a bit more challenging. It can certainly be improved quite a bit more, but it gave me a good challenge. I changed a small piece of the code ~2/3 down:
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   // compare resource income to desired income: village with below desired resource income => more likely to build to accumulate that resource
  int bestScore = -1;
   int bestIndex = -1;
   for (j = 0; j < 3; j++) {
      // base build score is dependent on levelTime versus resource income: resource income should increase over time
     int score = 0;
      // less likely to build if we have enough ore for a soldier
     if (entity[TOTAL_ORE] >= COST_SOLDIER_ORE) {
         score -= 32;
      }
     
      if (j == RESOURCE_WOOD) {
         score += (8 - entity[TOTAL_WOODCUTTER])*4;
      }
      // more likely to build a farm if the village has low food and a food deficit
     if (j == RESOURCE_FOOD &&  entity[USED_FOOD] > entity[GAINED_FOOD]) {
         score += (8 - entity[TOTAL_FOOD])*5;
      }
      score += 16 - entity[TOTAL_RESOURCE_INDEX+j]/4;
      if (score > bestScore) {
         bestIndex = j;
         bestScore = score;
      }
   }


I don't think that the changes will take up more space than the original code, and in my view it made a really cool game a tad bit better . You do as you please with the code above naturally.

One idea to make the whole thing more strategic and prevent the "building one village" approach, could be to have one common resource pool for all villages for each player. Not sure where the villagers should be spawned though.

Anyway, congrats on a really cool game.
2  Games Center / Showcase / Re: Game Menu Demo on: 2012-07-12 17:56:02
Very nice looking. I am really interested in seeing what the game will be like after such a menu.  Smiley The FPS was a bit low 10 - 50, mostly ~20fps on my MacBook Pro with the power saving gfx card in use, but the experience was still smooth and fluid.
3  Games Center / Showcase / Re: Android - Storm Captain on: 2012-04-30 00:59:26
It seemed like a very nice game. Nice design and good complexity level for a phone game and interesting way to control the game. However I had a problem that my phone (Samsung Galaxy S) wasn't quite responsive. I haven't really experienced this before and am not sure why this happened now. The biggest problem was that the deflect arrows quite often didn't happen when such a hiccup happened.  Cry  It seems like the game was running but not updating the screen or getting inputs, since the ships jumps forward during the hiccups. I tried rebooting the phone, but same result.

It otherwise seems to be a fun game.
4  Games Center / Showcase / Re: Ludum Dare 23 - Forever Alone on: 2012-04-26 17:33:49
Exception in thread "Game Loop Thread" java.lang.OutOfMemoryError: Java heap space
   at java.util.Arrays.copyOf(Arrays.java:2786)

Prolly OS X specific with lower default setting or something.

I did increase it locally, but it only took me a bit further:

java.io.IOException: Error loading clip: jar:http://www.ra4king.com/games/LudumDare/23/ForeverAlone/ForeverAlone.jar!/res/ClairDeLune.ogg
   at com.ra4king.gameutils.Sound.extract(Sound.java:45)
   at com.ra4king.gameutils.Sound.extract(Sound.java:1)
   at com.ra4king.gameutils.Assets.add(Assets.java:29)
   at com.ra4king.gameutils.Assets.add(Assets.java:25)
   at com.ra4king.gameutils.Assets.add(Assets.java:21)
   at com.ra4king.spacegame.SpaceGame.initGame(SpaceGame.java:39)
   at com.ra4king.gameutils.Game.gameLoop(Game.java:435)
   at com.ra4king.gameutils.Game$8.run(Game.java:824)
Caused by: javax.sound.sampled.LineUnavailableException: Failed to allocate clip data: Requested buffer too large.
   at com.sun.media.sound.MixerClip.implOpen(MixerClip.java:561)
   at com.sun.media.sound.MixerClip.open(MixerClip.java:165)
   at com.sun.media.sound.MixerClip.open(MixerClip.java:256)
   at com.ra4king.gameutils.Sound.extract(Sound.java:40)
   ... 7 more
java.lang.NullPointerException
   at com.ra4king.gameutils.Sound.loop(Sound.java:70)
   at com.ra4king.spacegame.SpaceGame.initGame(SpaceGame.java:45)
   at com.ra4king.gameutils.Game.gameLoop(Game.java:435)
   at com.ra4king.gameutils.Game$8.run(Game.java:824)


Write once, debug everywhere  Wink
5  Games Center / Archived Projects / Re: Hell Jumper: Full Armored Linear Lander - LWJGL on: 2012-04-11 12:24:28
On OS X nothing happens at all  Huh. No windows blinking and no console output. Editor worked.
6  Games Center / WIP games, tools & toy projects / Re: ShitBricks on: 2012-04-11 12:11:10
Same error as Apo,

Downloaded version gave:

Exception in thread "Thread-3" java.lang.IllegalStateException: Component must have a valid peer
   at java.awt.Component$FlipBufferStrategy.createBuffers(Component.java:3843)
   at java.awt.Component$FlipBufferStrategy.<init>(Component.java:3817)
   at java.awt.Component$FlipSubRegionBufferStrategy.<init>(Component.java:4358)
   at java.awt.Component.createBufferStrategy(Component.java:3699)
   at java.awt.Canvas.createBufferStrategy(Canvas.java:166)
   at java.awt.Component.createBufferStrategy(Component.java:3623)
   at java.awt.Canvas.createBufferStrategy(Canvas.java:141)
   at tk.damnesia.main.GameCanvas.run(GameCanvas.java:193)
   at java.lang.Thread.run(Thread.java:680)



OS X
Java 1.6.0
7  Games Center / WIP games, tools & toy projects / Re: Lazer Defense on: 2012-04-11 12:01:36
Quite nice for a first game. It needs a bit of tuning to be really interesting though. The original Desktop Tower Defense was so great because it was very well balanced. This is far to easy to provide a real challenge right now. It would also be fun with some waves, possibly with some different movement patterns. It also seemed like the move didn't work at times. Not sure why, maybe got stuck in the wrong state (select player, select destination). Also why not use the more common way of first selecting player and then destination (possibly with right click).

Great start.
8  Games Center / Showcase / Re: Build & Defend -- A Tale of Survival on: 2012-04-11 11:42:31
I am not sure if anybody already mentioned it, but it looks really nice. Like it screams "PLAY ME"  Cheesy

"Demo or it didn't happen!"
9  Games Center / 4K Game Competition - 2012 / Re: Community voting results on: 2012-03-18 19:18:22
Congrats! Well deserved. Interesting that this was probably one of the least "true" remake you made Smiley

The top handful of games were really good games, but clearly a very worthy winner  Cool

10  Java Game APIs & Engines / Android / Re: Android - Resources on: 2012-03-16 01:47:31
Short list of engines/frameworks I found a while ago: http://wiki.games4j.com/wiki/en/Android
11  Java Game APIs & Engines / Engines, Libraries and Tools / Re: libgdx goes HTML5 on: 2012-03-14 11:09:22
Truly great!

And things just work. I will now have to dig up my 2 little test and try to convert them. I am really happy that I chose libGdx for the last project.
12  Games Center / Archived Projects / Re: Skyfall on: 2012-03-10 17:13:07
Very nice production quality. I really liked the parallax effect  Grin brilliant. The battle mechanics was new to me, but I don't really play many games like this. I quite liked that, much more fun than just random hit. A bit unresponsive sometimes and some time really long loading times, made it a bit annoying. I got completely stuck in a "Traveling" screen... Even though there were some tutorial/help I got a little bit lost for what to do. Nothing that a bit of guesswork couldn't solve, so that is not a big problem. Not my kind of game, but I imagine that it should be really popular with people into this genre.

Hope you have good success with it, one can tell that you have put a lot of effort into it.
13  Games Center / Showcase / Re: Lodestar: Stygian Skies on: 2012-03-10 16:33:56
Screen-shots vids and even story (that I normally don't care much for) is very impressive. I hope you have the energy to take it from a good idea to a great game. It has the potential. It will be interesting to see how the turn based battles will play out.
14  Games Center / Showcase / Re: Tyrian Remake on: 2012-02-22 14:47:57
It's gone broken  Cry

Exception in thread "com.b3dgs.tyrian.Menu" java.lang.SecurityException: class "com.b3dgs.lionengine.game.shmup.AbstractShmupWorld" does not match trust level of other classes in the same package
   at com.sun.deploy.security.CPCallbackHandler$ChildElement.checkResource(CPCallbackHandler.java:489)
   at com.sun.deploy.security.DeployURLClassPath$JarLoader.checkResource(DeployURLClassPath.java:852)
   at com.sun.deploy.security.DeployURLClassPath$JarLoader.getResource(DeployURLClassPath.java:952)
   at com.sun.deploy.security.DeployURLClassPath.getResource(DeployURLClassPath.java:234)
   at java.net.URLClassLoader$1.run(URLClassLoader.java:194)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
   at com.sun.jnlp.JNLPClassLoader.findClass(JNLPClassLoader.java:345)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClassCond(ClassLoader.java:631)
   at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
   at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
   at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
   at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
   at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
   at com.sun.jnlp.JNLPClassLoader.findClass(JNLPClassLoader.java:345)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
   at com.b3dgs.tyrian.Scene.<init>(Scene.java:15)
   at com.b3dgs.tyrian.Menu.update(Menu.java:163)
   at com.b3dgs.lionengine.engine.Sequence.run(Sequence.java:144)


Webstart OS X. Some signing left to do?

The download also crashed just as the game started. I was then going to start from command-line to get a stacktrace, but then it worked...
15  Games Center / Showcase / Re: Tyrian Remake on: 2012-02-20 18:34:03
Great fun!

Never played the original, but several like it Smiley

Not sure if this is only on my machine (OS X), but the sound and specifically the music didn't play smooth. It seemed to lock up quite frequently, and then snap out of it. The mouse was also VERY sensitive, too much so for my taste. I hoped that maybe switching to a larger resolution would help, but that just made the mouse very jittery, following my general movement, but jumping around a lot, making it unplayable.

Still very nice game, I will definitely try it on my Win machine to see if I have a better chance at controlling the ship there.
16  Game Development / Newbie & Debugging Questions / Re: lwjgl 2.8.3 and kwin (also compix) fullscreen on: 2012-02-02 13:36:50
I have experienced a similar thing since 2.8.2, using libgdx and on win7. Used to work pre 2.8.2, but I wasn't sure if it was related to libgdx or lwjgl. Seems like lwjgl is the common denominator here.

I am guessing that I am using what ra4king is suggesting, only with libgdx syntax:

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         LwjglApplicationConfiguration lwjglAppCfg = new LwjglApplicationConfiguration();
         DisplayMode dispMode = LwjglApplicationConfiguration.getDesktopDisplayMode();
         lwjglAppCfg.setFromDisplayMode(dispMode);
         lwjglAppCfg.fullscreen = true;
         new LwjglApplication(new MyGame(), lwjglAppCfg);


It really should work with the native resolution. Anything else would be really annoying.

Works fine on OS X though. Could have something to do with screen res are different.
17  Games Center / WIP games, tools & toy projects / Re: Warcraft Remake on: 2012-01-17 18:40:32
Well, I went home to play it and it started a bit better, but I still encountered some problems. The biggest one was:

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Exception in thread "com.b3dgs.warcraft.Scene" java.lang.NullPointerException
        at com.b3dgs.warcraft.gameplay.EntryHandler$Effect.access$200(EntryHandler.java:32)
        at com.b3dgs.warcraft.gameplay.EntryHandler.activateEffect(EntryHandler.java:93)
        at com.b3dgs.warcraft.building.ModelBuilding.render(ModelBuilding.java:154)
        at com.b3dgs.lionengine.game.strategy.AbstractEntryHandler.render(AbstractEntryHandler.java:350)
        at com.b3dgs.warcraft.gameplay.EntryHandler.render(EntryHandler.java:106)
        at com.b3dgs.warcraft.World.render(World.java:105)
        at com.b3dgs.warcraft.Scene.render(Scene.java:49)
        at com.b3dgs.lionengine.engine.Sequence.render(Sequence.java:165)
        at com.b3dgs.lionengine.engine.Sequence.run(Sequence.java:145)
Loader: sequence terminated !
Loader: terminated !


Happened after a few minutes of playing. Not sure if it was something I was doing.

Also for some strange reason the guys stopped extracting gold  Huh They would just get out of the mine with a bag on it's back and then immediately stop and the bag would disappear... Gold from the mine was depleting but I wasn't gaining  Sad  They would also stop mining. It also turned impossible to build farms after a while. The green box just turned red whenever I selected a place for the farm...

Win7, Java 1.6, v0.0.3

Still looking promising, but some work left.
18  Games Center / WIP games, tools & toy projects / Re: Warcraft Remake on: 2012-01-17 14:55:07
Mouse stuck in the upper left corner ish of screen (as if applet was in top left corner), but not even over the browser... no applet in sight. Ctrl or Esc did nothing, basically stuck. Wanted to try it again to see if console showed anything. Then it worked, until I quit, then the same thing happened again...

OS X (Lion), FF, Java 1.6

The outside browser worked fine, but would not allow changing resolution. Then game just flashed and came back to config/start menu. It also seemed to be difficult to place buildings, even though I saw a green square. Quite possibly all OS X issues.

Other than that it looked great. Looking forward to play it when I get home (to windows).
19  Discussions / General Discussions / Re: Website was just down for a few minutes ::) on: 2012-01-11 15:22:39
Ehhh... It seems like this this walled garden utopia might have some magic mushrooms in it...  Grin
20  Games Center / 4K Game Competition - 2012 / Re: Bubo 4k on: 2011-12-18 18:54:05
Nothing happening here either after the first dot has been place. ~700FPS. It seems like ppl w high FPS have less action. Makes me wonder if it could be a problem with a timebased movement. Could it be that your delta tick get so small that you round it off to 0 and therefore no movement is done? Just an idea.
21  Games Center / LWJGL16k - 2011 / Re: 3 entries so far! on: 2011-11-29 13:50:41
What... wait... are you trying to make us all write our own framework for this competition  persecutioncomplex

Some wise guy said that I should stop writing/improving libs and frameworks and make games instead  Cheesy
Quick someone, register libGDX8K.com. Sounds interesting.
22  Games Center / LWJGL16k - 2011 / Re: 3 entries so far! on: 2011-11-29 02:12:16
Indeed. I was contemplating joining the competition, since I wanted to check out LWJGL, but never really had the time to do it properly (never really done any OGL stuff). But when I read something about creating font renderers and so on I backed off...  Tongue The thing that I like with java game dev, is to design and code games and not have to worry too much about things like HW specifics, font rendering and so on. That is obviously different from person to person. Given some nice framework, that can draw sprites, fonts, get input from user and play sound without much hassle, I'd be interested.

But then again, I am 90% done with a (modestly sized) game I am developing (and thus only have 90% left of it  Smiley ) so it is probably a bit against the fostering that Cas is trying to dish out anyway. I should probably stick with that and try to finish it first before starting something new.
23  Games Center / 4K Game Competition - 2012 / Re: Snake on a Plane on: 2011-11-28 17:14:52
Amazing how you can find great games in simple mechanics, and almost existing ideas, yet all new.  Cool

Liked it a lot. A bit similar to Putty Puzzle, but more flow to it. I did however manage to find a bug

Exception in thread "Thread-12" java.lang.ArrayIndexOutOfBoundsException: -18
   at A.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:680)


Happens at lvl 8 move to the center top room, invert the gravity and move down the "stair" and then fall up in the gap at the top. Out of the level? Possibly a "level bug" rather than a code bug  Wink
24  Games Center / 4K Game Competition - 2012 / Re: Drift Driver 4K on: 2011-11-25 17:35:25
Great game as always from you.

Really nice feel, pretty much like last years contribution, but much more fun gameplay!
Unfortunately I can not start level 4 because of this:

Exception in thread "Thread-16" java.lang.OutOfMemoryError: Java heap space
   at java.awt.image.DataBufferInt.<init>(DataBufferInt.java:41)
   at java.awt.image.Raster.createPackedRaster(Raster.java:458)
   at java.awt.image.DirectColorModel.createCompatibleWritableRaster(DirectColorModel.java:1015)
   at java.awt.image.BufferedImage.<init>(BufferedImage.java:315)
   at A.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:680)



This is on OS X Lion, Java 1.6   Cry

Couldn't use handbreak either on OS X. HTML5 seems to work fine though.

Will play that now!  Cheesy
25  Games Center / 4K Game Competition - 2012 / Re: Cave4k on: 2011-11-13 18:46:29
Great!

Very cool environment, and it was fun to just fly around a bit. It would be nice with some larger caves. I assume they are just procedurally generated, so splurge on size there if possible. It is too often that the blobs escape outside the play area.  Sad

I think that the turning is OK, but it seems like the ship (or whatever it is) rotates around a point below the viewpoint, and that makes the view jumps a lot when you turn. Rotate around the center of the screen and I think that the turning will be better.

It feels like one should fly a bit lower on the planets.

Really nice game!
26  Games Center / Contests / Re: Java4k 2012 ? on: 2011-11-07 22:14:52
is there like a collection of tips somewhere ? - I did find the applet templates

like for example sound - without any other code, just using PCM wave , sound effects are way too big D=
There is a [size=12pt]getting started[/size] at the java4k site.
I have also created some hints in a [size=12pt]wiki[/size] that also talks about sound a bit.
27  Games Center / Contests / Re: Java4k 2012 ? on: 2011-11-07 11:02:21
I am quite sure that Appel is going to host the 4k compo again. He mentioned that in passing a while ago. I know that he has been quite busy lately, but I will go and kick him to make an announcement and maybe open the site for submissions.

I guess that the lack of bickering over how to improve the compo must mean that it has gotten quite good  Cheesy Hope that was not a fire-starer...
28  Games Center / Archived Projects / Re: Trucker on: 2011-10-12 12:01:12
I had a similar experience but the game I played was called Juggernaut and that was on the Sinclair Spectrum. Brilliant game I thought then.  persecutioncomplex

I made a tribute to it for the 1995 java4k: Trucker 4K (So maybe go with another name for yours.)

Regarding you game, it looks quite promising, but I think the controls are a bit difficult to handle. Calm it down. More routes would also make it more entertaining.
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r - reverse gear

r - restart

If restart worked it would be difficult to play the game  Wink

Also managed to crash bad enough or something, to get this
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Color parameter outside of expected range: Green


Another cool "game" to get inspiration from:
http://geoquake.jp/en/webgame/DrivingSimulator/
29  Discussions / General Discussions / Re: Google PlayN on: 2011-10-11 13:44:56
I tried it a little while ago, and the performance was not very good then (desktop and html5). The Flash export didn't work either. But I expect this to improve quite a bit, since it is still a very new tool. It wasn't really useful for me then, but it could be a really cool tool when it has matured.
30  Java Game APIs & Engines / JavaFX / Re: javafx is out + video on: 2011-10-05 23:02:50
This is what I stumbled upon, but I am not sure this is for 2.0 specifically, but I think I picked up the word Ensemble from some JavaFX 2.0 rant:
http://download.oracle.com/otndocs/products/javafx/samples/Ensemble/index.html
Sort of neat, but probably not enough to save FX. Nice if we get it in to normal Java.
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