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1  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]
2  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)
3  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Building Info! < 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?

4  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
5  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?
6  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?
7  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
8  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>
9  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. http://socialcompare.com/en/comparison/android-versions-comparison 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.
10  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

https://www.dropbox.com/s/h8z5ikip7fsr8an/Screenshot_2014-01-22-21-10-05.png

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
11  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
12  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

Bugs:
  • 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.

Links:
PC (Runnable Jar) : https://www.dropbox.com/s/z00y8oijlz3mw4k/FourHourBreak-jar.jar
Mobile (APK) : https://www.dropbox.com/s/mr8jkws13g0zd14/FourHourBreak-android.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
13  Games Center / WIP games, tools & toy 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
14  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.
15  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 : http://steelseries.com/us/products/keyboards/steelseries-6gv2#specifications
  • 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
16  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.

17  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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