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1  Discussions / General Discussions / Re: What projects are you guys working on? How's progress going? on: 2015-07-03 07:23:10
Puzzle game for mobile devices. Pretty much my first original idea that will (eventually) be done.
Work is slow, finally got level loading and an editor working which is nice thought
2  Game Development / Newbie & Debugging Questions / Re: Getting null pointer exception when tring to add/remove objects. on: 2014-12-20 16:12:12
private void die() {
      playState.addObject(new Bodypart(x, y, 1, 1, 10,
            -10, ObjectId.Bodypart));

Is ObjectId.BodyPart set?

Edit : Could you post the GameObject class?
3  Discussions / Miscellaneous Topics / Re: Change My JGO Name on: 2014-12-20 02:15:00
If its a really big problem :

1. Hack into the site
2. Change your name
3. Tell everyone that Riven just changed it
4. Tell Riven how you broke into the site, as payment
5. Everyone is happy

4  Discussions / Miscellaneous Topics / Re: Markus bought a new house on: 2014-12-20 02:12:51
I'm happy for the guy, honestly. No bad blood here, though I genuinely wonder about the candy room...

What happens when the candy runs out? Who does he call to refill it. These are the questions we need to know. Also, I wonder how many monitors he has now.

In all fairness, good on him.
5  Game Development / Newbie & Debugging Questions / Re: Best way to iterate through ArrayList? on: 2014-12-11 08:31:41
I do believe the post right above yours should work. Are there any issues with it that apply to you?
6  Games Center / WIP games, tools & toy projects / Re: Spam The Spacebar Rouge/rpg/hack&slash [Update 15 November] on: 2014-11-16 03:24:49
I got and error, :/

Exception in thread "main" java.lang.UnsupportedClassVersionError: com/olo/spam_
the_spacebar/Main : Unsupported major.minor version 52.0
        at java.lang.ClassLoader.defineClass1(Native Method)
        at java.lang.ClassLoader.defineClass(Unknown Source)
        at Source)
        at Source)
        at$100(Unknown Source)
        at$ Source)
        at$ Source)
        at Method)
        at Source)
        at java.lang.ClassLoader.loadClass(Unknown Source)
        at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
        at java.lang.ClassLoader.loadClass(Unknown Source)
        at sun.launcher.LauncherHelper.checkAndLoadMain(Unknown Source)

Running Windows 7 64bit, its build 0.0.5
7  Game Development / Newbie & Debugging Questions / Re: Error with movement. on: 2014-11-14 08:04:19
Your missing a bracket, line 75. This was just a quick scan may be other things aswell
8  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Java has stopped working crash when rendering triangle on: 2014-10-29 06:46:15
Huh, and that fixed it all. Thank you very much. Odd that it still ran on my Laptop and not my computer, maybe because it doesn't have a dedicated GPU?

Anyways thank you very much.
9  Game Development / Newbie & Debugging Questions / Re: Think im rendering wrong womehow (isometric) on: 2014-10-29 06:38:43
Well that looks like its working? What is the array your providing look like?
10  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Java has stopped working crash when rendering triangle on: 2014-10-29 06:37:45
:/ Calling GL11.glGetError() causes it to crash?

Well if I place get error after I draw a single triangle it will crash with out drawing anything or printing out the value
If I place get error before I draw, I get error 0 and then it crashes right away with out rendering anything
11  Game Development / Newbie & Debugging Questions / Re: Think im rendering wrong womehow (isometric) on: 2014-10-29 04:28:06
Here is a link that really helped me with my now dead isometric game :

If you really want here is the render code I had per tile (note 64 is the width of my tiles)

public void render(float ZOOM,float DISPLACEMENT_X,float DISPLACEMENT_Y,SpriteBatch batch){
   renderX = x * (64 - ZOOM);
   renderY =  y * (64 - ZOOM);

   batch.draw(spr,/* X position */ (renderX - renderY) + DISPLACEMENT_X, /* Y position */ ((renderX + renderY) / 2) + DISPLACEMENT_Y ,width - (ZOOM * 2), ((width - (ZOOM * 2)) * ratio) );

If you are looking at the code, the only things that will matter are where I've put the comments

12  Game Development / Newbie & Debugging Questions / [LWJGL] [Solved] Java has stopped working crash when rendering triangle on: 2014-10-28 23:26:52
Im currently learning how to use VBO's and have come across an error I just can't seem to fix.
Im making a simple program for making models, so Im using LWJGL with AWT.

This is the error:
Java(TM) Platform SE binary has stopped working (In a little Window's window)

Viewing the problem details gives me this

Problem Event Name:   APPCRASH
  Application Name:   javaw.exe
  Application Version:   7.0.510.13
  Application Timestamp:   52b25e38
  Fault Module Name:   StackHash_b4ee
  Fault Module Version:
  Fault Module Timestamp:   00000000
  Exception Code:   c0000005
  Exception Offset:   000000000615ff3d
  OS Version:   6.1.7601.
  Locale ID:   4105
  Additional Information 1:   b4ee
  Additional Information 2:   b4ee5de6a2322745523997a782b35692
  Additional Information 3:   277e
  Additional Information 4:   277e19c30fbd5f6bb531ec9e027c37c3

Looking up error code c0000005 tells me its an "Access Permissions" issue

By trial and error I found the crash happening when I drew my VBO's

public static void drawQuad(int handles[]) {

      for(int i =0;i < handles.length; i ++){
      //   System.out.println("Drawing handle : " + handles[i]);
      GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, handles[i]);
      glVertexPointer(3, GL_FLOAT, /* stride * */(3 * 2) << 2, /* offset * */
            0 << 2); // float at index 0
      glColorPointer(3, GL_FLOAT, /* stride * */(3 * 2) << 2, /* offset * */
            (3 * 1) << 2); // float at index 3


      glDrawArrays(GL_TRIANGLES, 0, 3 /* elements */); //Commenting this out stops the crash?????

      System.out.println("Finsihed rendering handle : " +(handles[i]));


Because it may be relevant how I create my VBO's

   public static int[] createQuad(Vector3f vec1, Vector3f vec2, Vector3f vec3,
         Vector3f vec4, Vector3f col) {

      int[] handles = new int[2];

      FloatBuffer triOne = BufferUtils.createFloatBuffer(6 * 3);

      triOne.put(vec1.x).put(vec1.y).put(vec1.z); // v
      triOne.put(col.x).put(col.y).put(col.z); // c

      triOne.put(vec2.x).put(vec2.y).put(vec2.z); // v
      triOne.put(col.x).put(col.y).put(col.z); // c

      triOne.put(vec4.x).put(vec4.y).put(vec4.z); // v
      triOne.put(col.x).put(col.y).put(col.z); // c

      int handle1 = GL15.glGenBuffers(); // Create an ID for a buffered object
      GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, handle1); //Bind any incoming info to this buffer id
      GL15.glBufferData(GL15.GL_ARRAY_BUFFER, triOne, GL15.GL_STATIC_DRAW); //Attach the float buffer
      GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); // Unbind the object

      handles[0] = handle1;

      FloatBuffer triTwo = BufferUtils.createFloatBuffer(6 * 3);

      triTwo.put(vec1.x).put(vec1.y).put(vec1.z); // v
      triTwo.put(col.x).put(col.y).put(col.z); // c

      triTwo.put(vec3.x).put(vec3.y).put(vec3.z); // v
      triTwo.put(col.x).put(col.y).put(col.z); // c

      triTwo.put(vec4.x).put(vec4.y).put(vec4.z); // v
      triTwo.put(col.x).put(col.y).put(col.z); // c


      int handle2 = GL15.glGenBuffers();
      GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, handle2);
      GL15.glBufferData(GL15.GL_ARRAY_BUFFER, triTwo, GL15.GL_STATIC_DRAW);
      GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);

      handles[1] = handle2;
      System.out.println("Created Handle 1 : " + handle1 + " handle 2 : " + handle2);
      return handles;

Because Im using AWT I have two frames, one that holds a canvas and another that holds all  my buttons and such. I used the Display.setParent() to attach the display to the canvas, and then used a normal render loop :
while (!Display.isCloseRequested()) {

         System.out.println("Pre render Done");
         render(); //Something here crashes it
         System.out.println("Render Done");
         System.out.println("Update Done");
         System.out.println("Sync Done");

This is my console after the program crashes :
We started
Created Handle 1 : 1 handle 2 : 2
Created Handle 1 : 3-21 handle 2 : 4-22 (Omitted for space)
Created Handle 1 : 23 handle 2 : 24
Pre render Done
Finsihed rendering handle : 1
Finsihed rendering handle : 2-23 (Omitted for space)
Finsihed rendering handle : 24
Render Done
Update Done
Sync Done
Pre render Done
Finsihed rendering handle : 1
Finsihed rendering handle : 2-23 (Omitted for space)
Finsihed rendering handle : 24
Render Done

When I run the program on my Laptop it works just fine (Every other triangle doesn't render but I'm not worried about that right now)
I have tried with LWJGL version 2.9.1, 2.9.2 and 2.9.0
Any help would be greatly appreciated

//Off topic, how do I make spoiler tags hide code tags?
13  Discussions / Miscellaneous Topics / Re: Whays the story behind your name on: 2014-09-23 07:01:04
I kinda took my first name and last names smashed them together took out bits, and added a letter.

[I've used another alias for a good 5 years, but I made that when I was alot younger and really don't like it anymore]
14  Game Development / Game Mechanics / Re: Rendering order in a 2d game on: 2014-09-23 06:53:30
Just to clarify. You have a list of Objects (Trees), and you want to render mobs/items so they go behind the tree?

This is assuming that your mobs/items are only one tile tall :
Render Order :
  • Tiles
  • Items
  • Mobs
  • Player
  • Trees

To get it you can have a mob that is greater then 1x1 you need to have all your render objects in one list, then sort the array by the y values(Greater values first, then the lower values last)

(Its a bit late so correct me if I'm wrong)
15  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2014-09-16 06:42:54
First off, it looks fantastic, and runs really smoothly.

I've got two suggestions (To add to your list of things to do)

In the map builder its really annoying to have to select the brush size with the mouse.
A lot of photo imaging programs use Shift+MouseScroll to change the size and I felt like it would work well in this game

The second issue I had was I cant place houses back to back.
Ie, I place two tents, then hate how much lost space there is (A total of 8 tiles between them). Or do you plan on being cruel so space is even more valuable?

16  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-15 15:44:30
So Notch might come back to the forum?

I think my issue is the same as everyone else's.
Im worried that Microsoft will destroy the minecraft community (Stop people from making videos and mods etc..)

Hopefully notch will just take a nice vacation and relax, then return to being a nerdy computer programmer  Wink
17  Discussions / General Discussions / Re: Performance Test for the Voxel Thing on: 2014-09-15 07:05:01
Max : 351
Avg : 235

Intel i5 2500K @ 3.3Ghz (Quad Core)
Gtx 660ti

This is with the space one.
Is it just me or it a little bit low compared to others?
18  Games Center / WIP games, tools & toy projects / Re: Bullet On The Wall on: 2014-08-29 20:08:42
Nice little game. Im not sure if its a feature or a bug, but when I move forward and shoot, and stack bullets they always bounce off the walls.
I dont know if the game does this, but maybe speed everything up as you get farther in?
19  Discussions / Miscellaneous Topics / Re: What day is it again? on: 2014-03-19 04:15:31
When ever I do programming in the morning before school:
Middle of first class ask a friend "What day is it".
Happens at least once a week
20  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2014-02-14 08:57:53
So my first test with a cube of acid just burned all the way down to the bottom of the level. My next thought was to build a pool with a floor that won't be corroded by the acid and it turned out nicely. Here you can see how that looked like after some time:

Of course also in this case the acid never would have stoped burning through the rocks Wink

Why don't you have the amount of acid decrease every time it burns through something? That way it will be self contained, also more realistic. So If a player is mining they could run into a packet of acid (That was contained by a certain of rock) and they would either have to let to create a hole, or try to contain it.

<Off Topic> Shouldn't this be in the "Cube Worlds Projects" Sub Forum? </Off Topic>
21  Games Center / Showcase / Re: Zombie Cubes! on: 2014-02-11 04:37:57
OK, that is 4.2.

Do you need the stuff from any of the earlier API's?

If you don't, consider trying to find the lowest usable version, it will increase your downloads in theory. Since lower end phones usually use older, lighter weight versions.

Will you please try to explain more to what I should do? You seem to know about this and I really want it to work for others Smiley

What he means is that right now your excluding a large amount of android users because your required version is high. To increase the amount of users try to decrease the needed version needed.
A way to do this is to not use newer functions/classes. is a list I found that shows what was added in each version.

I'm sure more googling will help you find exactly which functions/classes were added.
22  Games Center / WIP games, tools & toy projects / Re: FourHourBreak game [LibGDX] on: 2014-01-30 18:30:55
  • Added Bullets
  • Bullets Charge
  • Added a camera
  • Planning to add upgrades

On PC, use space to shoot a missile/bullet.
Android, double press(Two touches at once), or press on the upper half of the screen.

To shoot the charge bar needs to be full.
Bullets can destroy meteors, but each time you shoot once it takes longer to fill the charge.

Im going to have power ups, and power downs, that will drop randomly and when meteors are destroyed.

Assets lost? when pressing back button (pauses) and going back to the game

Quite hard game. Maybe the difficulty level increases too fast? Got 170k points

Looked into this, something in my app stops the game from fully disposing. So the program will dispose the textures, but keep running. Then it just uses what ever is the memory to display the textures (I assume because sometimes they are white other times are random dots/lines). Odd thing is it thinks the textures are loaded, so I cant do a check to reload them.

Files have been updated
23  Games Center / WIP games, tools & toy projects / Re: FourHourBreak game [LibGDX] on: 2014-01-22 06:14:50
Week 2 of this game :

  • Fixed collision
  • Meteors now rotate, and spawn in different sizes. Bigger ones move slower, smaller ones faster
  • PC version now works with keyboard(Move with arrow keys, Enter restart game from score screen)
  • Moving background
  • Player movement is increased with everything else, just not as much
  • FPS counter (Just in case)

Download links have been updated
24  Games Center / WIP games, tools & toy projects / FourHourBreak game [LibGDX] on: 2014-01-19 22:41:15
So this semester in school I have a four hour break between classes twice a week. In this time (when not doing homework) I've decided to work on a Mobile/Desktop game. The main intention of this game is to get better with LibGDX/Java programming and to get experience posting things on Google Play(Plan on doing once game is more polished)

Currently the game is you (The spaceship) trying to dodge the asteroids(call meteors in the game[I was lazy]). On the phone version its just tap where you want to go, on PC its with the mouse. As the game goes on more and more meteors spawn, and the faster they move. Once you get hit it will display a highscore screen(It needs a lot of work). On the mobile version two press (Two fingers) to go back to restart the game, on the PC version either right click or press "2" on the keyboard.

The "Speed" at the bottom determines how fast the meteors move, and how much your score goes up by.

All the artwork was done by me, and will be changed as things go on.
  • Add parallax scrolling background
  • Meteors able to spawn in different sizes , being able to rotate.
  • Create a very "Polished" looking game
  • Possibility to destroy meteors
  • Other possible suggestions
  • Particles / Animations

  • Hit detection needs work(You'll know it when you see it)
  • No proper way to exit the game yet
  • Font looks horrid
  • No way to change resolution on PC

One idea I'm thinking of doing is adding different texture packs. So you turn into a person dodging falling rocks, or turns into a fish dodging other fish etc.

PC (Runnable Jar) :
Mobile (APK) :

Comments? Suggestions? This is a very open game right now and I dont mind changing large parts if it makes it a much better game
25  Games Center / Archived Projects / Re: Quest (Text Adventure) on: 2014-01-15 23:59:49
Only comments I have so far are :
  • Typing "Help" Should display all commands
  • Some sort of intro text when you first start, just so the player knows that its working

Anyways I'm looking forward to this
26  Game Development / Game Mechanics / Loading and storing card images on: 2014-01-13 03:38:26
For the past two weeks I've been thinking up ways to store a large amount of card images. (Think Magic the Gathering artwork on each card). Currently we have around 100 cards, the resolution for each card image is going to be around 128 wide and 256 tall, and if scaling becomes and issue maybe even bigger(Game is on mobile devices).

The player should also be able to view each card in his/her graveyard (Meaning I can dispose of the textures as soon as something dies) Combat is turn based, so I can load files during the opponents turn. My issue is mostly how to store the images. Do I have each card have its own file then load each file individually, or do I contain several large images that are then cut up into the small textures that I need.

Storing and loading each file by its self means I can load only the files I need and not waste memory, but will take longer. While loading big files would be faster but a greater waste of system space.

I'm stuck and thus have come here for help, also I'm using LibGDX and the game is targeted for mobile devices.

Thanks ahead of time.
27  Games Center / WIP games, tools & toy projects / Re: Multiplayer Tank Game - 32 vs. 32 Players (WebGL/WebSockets/LibGDX) on: 2013-12-24 19:19:42
I was the one that you played with last day.

Game ran at a smooth 63 FPS , and I had about 83ms of ping.

Things I found :
  • Tapping A/D really quickly to turn doesnt work, you need to hold them down for a full quarter of a second be the tank turns
  • The : and ; keys and numpad did not seem to work for some reason. I have this keyboard if it helps :
  • I was able to open up the search bar while typing, then because of this I could not leave fullscreen mode(Everytime I pressed "F" it would just type it in the search bar). The shortcut was ' I think. I had to kill it with taskmanager
  • If the webscreen is has a scroll bar, pressing space will scrollit down every time. This is more of the brower thought
28  Games Center / WIP games, tools & toy projects / Re: [LibGDX] UnNamed CityBuilding / Card Game on: 2013-12-24 00:20:37
Things added:
  • UI with sub Menu's
  • Made it so the entire Hud is scalable, and thus work on all resolutions (With in reason)
  • Entity Manager
    • Add
    • Removes
    • Moves
    • Sorts(Places them in the correct order so overlap works) all "Buildings"
    • Basic detection so buildings are only placed in empty tiles and not outside the grid

New Image :


For the card battles this has been decided/thought up so far:

Cards Can have the following effects/conditions :

  • Thorns
  • HP Leach
  • Armour
  • Chilled
  • Stunned
  • Poisoned
  • Burning
  • Hit Chance
  • Dodge Chance

Currently the card battle will work that a player will have a 3 card hand, those cards are then placed in one of 5 slots on their "field". If an enemy places a card in the opposing slot, the two cards will fight, untill one or both die. If a card has no opposition it will deal one point of damage to the opponent. Each turn you get more cards, this goes on until someone's life hits zero.

29  Games Center / WIP games, tools & toy projects / [LibGDX] UnNamed CityBuilding / Card Game on: 2013-12-19 09:06:08
After browsing this forum for over a year, I finally decided to create a game. So me and some friends have banded together in hopes of creating our first game together. For me this is my first real programming with java(Everything else has been browsing through other peoples games)

Before one starts to read, it should be noted that all textures are mostly place holders until our artist can create some. Also only a very simple map and hud have been added so far.

We are creating this game using LibGDX, mostly because we want to create for Android and IOs at the same time.
So this will be a Mobile game only. The end goal is a mix of learning how to create a game as a group, and to make some money, this will be a F2P model, where if a user pays money they will only have the advantage of not having to wait for certain things to refill (Like building a structure, or refilling stamina)

The Game
The game is based around two modes.

Building mode: In this mode you manage your "city". You buy and place buildings, each building has a purpose, some create income, others give quests and some because you want something pretty to look at. During the beginning of the game, you will only have 4-9 tiles to work with as the rest will be covered by a  fog. To push back the fog you will need to upgrade your Mystic Tower, which requires materials / gold (Resources at the top). Each buildings can be upgraded, but you need to be a certain level to do so, also the higher level you are the variety of buildings can be bought(Like more decorations)

In the map there will be placed resources that can be mined, and objects that need to be removed.

Adventure mode: In this mode you use your resources to buy packs of cards and have card battles. Right now, nothing has been created for this, so all combat mechanics are still in the air, and not much has been decided yet. End goal is to have something similar to "Magic the Gathering" but with some changes, but not sure yet still being discussed. As battles are fought stamina is gained and exp is earned. Stamina regenerates over time, even if the player inst in the game.

Things to do
  • Add Buildings
  • Resource Income
  • Entire Adventure Mode
  • Better Textures
  • Sound
  • Music
  • A lot more things that I have forgotten

Also I know this post does little justice to our actually idea for the game, but until we have it working 100% this will have to do.

(Yes I know this entire thing has terrible grammar, but I don't do grammar)
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