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1  Games Center / Android Showcase / Re: [Libgdx][Android] Highway Dodge on: 2016-01-21 13:12:07
I have now added an "endless run" mode, where it is game over as soon as you collide. Score is gathered for going over about 120km/h, and it increases faster the faster you go. Subtraction to the score is done when going outside the road. I added some visual queue for the turbo as well, improved break power, changed the main menu to fit in the endless run selection and some other minor tweaks.
2  Games Center / Android Showcase / Re: [Libgdx][Android] Fruit Land - A game about weird things... on: 2016-01-16 14:40:02
It is probably a very nice game, but it starts of with so many things right away that it becomes just a big chaos. The first 10 time at least I had no idea why I died. Sometimes I lasted a few seconds sometimes maybe half a minute, but not much more than that. I think this game would benefit a lot from a much smoother start. Add one thing at a time, so that the player will learn and understand the effects from everything. When the player grew it became almost impossible to navigate. Maybe make the change in size a bit less. I also didn't understand why the player grew or shrunk, and it is very difficult to know what was good and what was bad. It would be nice if all good things had a green tint and all bad had a red tint or something similar, so that it is possible to know what to grab and what to avoid.

Otherwise I think the game is very well made and it has a quite consistent and nice style and fitting sounds as well. It ran very smooth and had nice transitions and even a help page.

Just make it a bit easier to get into and I will return.
3  Games Center / Android Showcase / Re: [Libgdx][Android] Highway Dodge on: 2016-01-14 23:59:25
Many thanks for the feedback, it is very useful.

I will add the PFS counter back into the game. I had so much debug info in the screen and then removed all of it before opening the beta...

Is it too easy or difficult?
The game being "on the difficult side" sound quite OK, it should be challenging. I think the "easy" level is almost too easy, since one should more or less be able to go full throttle the whole way through, but I have been play-testing for many times. What levels did you try?

My idea was that you should feel compelled to make the best time, well just to get a good time and if you care about highscores, just to beat your buddy in the list. The original that was made on Atari ST kept me and my friend going for A LOT OF TIME, just to beat each others score. One collision or driving too much off-road would not do it. If you don't care about getting a better score, then it is harder to motivate naturally.

One idea I had was to create an endless run where scores are gathered for passing cars and driving at great speed. Do you think that could be more of a motivator? Collision would be an instant game over and driving off-road would reduce score.

Regarding Goole Play login, I was following google play login guidelines, but only allowing users to log in via a button and NOT requesting at startup is also allowed, so I will consider that approach. Would be good to hear more points of views on this. The achievements that you get for logging in is a pretty good dimension to the game. You can get achievements for not colliding for a whole race or not driving off-road for a whole race. That gives you purpose for the things that you thought had no purpose.  Cheesy

Broader road
The road is actually broader in the easy level (too broad in my opinion), but maybe I should make it even wider?

car survive smaller crashes
It actually does, but there is not feedback that it does, so I should implement that. Sparks and paint flying would be nice! I think I also should implement bumping cars a bit, but that means a whole new level of checks to see if AI cars collide and have them trying to avoid each other. Potentially you could nudge one AI car onto a car from opposite direction, creating a pileup and AI cars needing to avoid collisions and so on... That is a lot of more code  Undecided

game restart if the player totally wrecks
I drive pretty much flat out the whole time. I want to get the feeling that you are driving at 110% if your capacity and still surviving most of the time. Not sure if that is something other people like, but I would never really make it all the way to the end on other than the "Easy" level other than being super careful and that is not the game I want to make. 110% and careless is the way to go Cool What do other people think?. The "endless level" might be a good option.

make the car swerve
I think that would make it way too hard to control. It is fairly difficult as it is. I will ponder on that.

Combine the gas and break
Not realistic, but then again it is not a sim. I wanted a possibility to just free rolling which will be difficult with it combined, but not sure if rolling is something that is needed anyway. Will think about it. I will also add icons explaining the controls a bit.

Add color-glow to the progress
Absolutely! I have that in another game for the exact same reason. Don't understand why I have not done that here.

sound effects
I will have to look into that.

Many thanks for the great feedback!
4  Games Center / Android Showcase / [Libgdx][Android] Highway Dodge on: 2016-01-13 11:49:23

The holidays gave me the unfrequent time to do some game development, so I have converted a desktop game to an android app. This is a remake of a more than 10 year old 4K game.

The rules for the game are fairly simple. Race along a highway, dodge oncoming traffic and make it as fast as possible to the finishline.

The game is in open beta so it is not finished, but fully playable.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
Gameplay on my device is smooth, but the recording could not quite keep up...

Tilt device to steer
Press the break-pedal or hold the device upright to break
Press the turbo icon to activate the turbo

Let me know if it works well on your devices.
Is it too easy or difficult?
Gameplay suggestions
Do you care about highscore on mobile games?

One known issue is that car sounds does not work on all devices, so it would be nice to know how many of you actually experience that problem.

This is available on playstore as an Open beta (Should be able to get it via the link below, but not searchable in playstore): GET IT HERE
5  Games Center / 4K Game Competition - 2013 / Re: tiny_world on: 2013-02-20 00:22:05
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:
   // 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.
6  Games Center / Showcase / Re: Game Menu Demo on: 2012-07-12 15:56:02
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.
7  Games Center / Archived Projects / Re: Android - Storm Captain on: 2012-04-29 22:59:26
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.
8  Games Center / Showcase / Re: Ludum Dare 23 - Forever Alone on: 2012-04-26 15:33:49
Exception in thread "Game Loop Thread" java.lang.OutOfMemoryError: Java heap space
   at java.util.Arrays.copyOf(

Prolly OS X specific with lower default setting or something.

I did increase it locally, but it only took me a bit further: Error loading clip: jar:!/res/ClairDeLune.ogg
   at com.ra4king.gameutils.Sound.extract(
   at com.ra4king.gameutils.Sound.extract(
   at com.ra4king.gameutils.Assets.add(
   at com.ra4king.gameutils.Assets.add(
   at com.ra4king.gameutils.Assets.add(
   at com.ra4king.spacegame.SpaceGame.initGame(
   at com.ra4king.gameutils.Game.gameLoop(
   at com.ra4king.gameutils.Game$
Caused by: javax.sound.sampled.LineUnavailableException: Failed to allocate clip data: Requested buffer too large.
   at com.ra4king.gameutils.Sound.extract(
   ... 7 more
   at com.ra4king.gameutils.Sound.loop(
   at com.ra4king.spacegame.SpaceGame.initGame(
   at com.ra4king.gameutils.Game.gameLoop(
   at com.ra4king.gameutils.Game$

Write once, debug everywhere  Wink
9  Games Center / Archived Projects / Re: Hell Jumper: Full Armored Linear Lander - LWJGL on: 2012-04-11 10:24:28
On OS X nothing happens at all  Huh. No windows blinking and no console output. Editor worked.
10  Games Center / Archived Projects / Re: ShitBricks on: 2012-04-11 10:11:10
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$FlipBufferStrategy.createBuffers(
   at java.awt.Component$FlipBufferStrategy.<init>(
   at java.awt.Component$FlipSubRegionBufferStrategy.<init>(
   at java.awt.Component.createBufferStrategy(
   at java.awt.Canvas.createBufferStrategy(
   at java.awt.Component.createBufferStrategy(
   at java.awt.Canvas.createBufferStrategy(

Java 1.6.0
11  Games Center / WIP games, tools & toy projects / Re: Lazer Defense on: 2012-04-11 10:01:36
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.
12  Games Center / Archived Projects / Re: Build & Defend -- A Tale of Survival on: 2012-04-11 09:42:31
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!"
13  Games Center / 4K Game Competition - 2012 / Re: Community voting results on: 2012-03-18 18:18:22
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

14  Java Game APIs & Engines / Android / Re: Android - Resources on: 2012-03-16 00:47:31
Short list of engines/frameworks I found a while ago:
15  Java Game APIs & Engines / Engines, Libraries and Tools / Re: libgdx goes HTML5 on: 2012-03-14 10:09:22
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.
16  Games Center / Archived Projects / Re: Skyfall on: 2012-03-10 16:13:07
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.
17  Games Center / Showcase / Re: Lodestar: Stygian Skies on: 2012-03-10 15:33:56
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.
18  Games Center / Showcase / Re: Tyrian Remake on: 2012-02-22 13:47:57
It's gone broken  Cry

Exception in thread "com.b3dgs.tyrian.Menu" java.lang.SecurityException: class "" does not match trust level of other classes in the same package
   at Method)
   at com.sun.jnlp.JNLPClassLoader.findClass(
   at java.lang.ClassLoader.loadClass(
   at java.lang.ClassLoader.loadClass(
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClassCond(
   at java.lang.ClassLoader.defineClass(
   at Method)
   at com.sun.jnlp.JNLPClassLoader.findClass(
   at java.lang.ClassLoader.loadClass(
   at java.lang.ClassLoader.loadClass(
   at com.b3dgs.tyrian.Scene.<init>(
   at com.b3dgs.tyrian.Menu.update(

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...
19  Games Center / Showcase / Re: Tyrian Remake on: 2012-02-20 17:34:03
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.
20  Game Development / Newbie & Debugging Questions / Re: lwjgl 2.8.3 and kwin (also compix) fullscreen on: 2012-02-02 12:36:50
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:

         LwjglApplicationConfiguration lwjglAppCfg = new LwjglApplicationConfiguration();
         DisplayMode dispMode = LwjglApplicationConfiguration.getDesktopDisplayMode();
         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.
21  Games Center / WIP games, tools & toy projects / Re: Warcraft Remake on: 2012-01-17 17:40:32
Well, I went home to play it and it started a bit better, but I still encountered some problems. The biggest one was:

Exception in thread "com.b3dgs.warcraft.Scene" java.lang.NullPointerException
        at com.b3dgs.warcraft.gameplay.EntryHandler$Effect.access$200(
        at com.b3dgs.warcraft.gameplay.EntryHandler.activateEffect(
        at com.b3dgs.warcraft.building.ModelBuilding.render(
        at com.b3dgs.warcraft.gameplay.EntryHandler.render(
        at com.b3dgs.warcraft.World.render(
        at com.b3dgs.warcraft.Scene.render(
        at com.b3dgs.lionengine.engine.Sequence.render(
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.
22  Games Center / WIP games, tools & toy projects / Re: Warcraft Remake on: 2012-01-17 13:55:07
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).
23  Discussions / General Discussions / Re: Website was just down for a few minutes ::) on: 2012-01-11 14:22:39
Ehhh... It seems like this this walled garden utopia might have some magic mushrooms in it...  Grin
24  Games Center / 4K Game Competition - 2012 / Re: Bubo 4k on: 2011-12-18 17:54:05
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.
25  Games Center / LWJGL16k - 2011 / Re: 3 entries so far! on: 2011-11-29 12:50:41
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 Sounds interesting.
26  Games Center / LWJGL16k - 2011 / Re: 3 entries so far! on: 2011-11-29 01:12:16
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.
27  Games Center / 4K Game Competition - 2012 / Re: Snake on a Plane on: 2011-11-28 16:14:52
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 Source)

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
28  Games Center / 4K Game Competition - 2012 / Re: Drift Driver 4K on: 2011-11-25 16:35:25
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>(
   at java.awt.image.Raster.createPackedRaster(
   at java.awt.image.DirectColorModel.createCompatibleWritableRaster(
   at java.awt.image.BufferedImage.<init>(
   at Source)

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
29  Games Center / 4K Game Competition - 2012 / Re: Cave4k on: 2011-11-13 17:46:29

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!
30  Games Center / Contests / Re: Java4k 2012 ? on: 2011-11-07 21:14:52
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.
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