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1  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Rendering TiledMap wrong on: 2016-06-29 23:18:06
Hello printer,

Could you please provide more information? Perhaps what you would like it to look like. That's pretty little to go off on and I have a hard time understanding what's wrong (seems as if the code is producing the expected result)

2  Game Development / Shared Code / Re: Hydro's Game Engine on: 2016-06-25 01:50:19
> I don't care about what you all think

Isn't this kind of a self fulfilling paradoxical prophecy? If you didn't care what we think then every post you make wouldn't be a counterargument, let alone be on a forum.

Just do you bro, why argue every post? If someone says something, you probably should take it into consideration. Maybe not. Screw it. It's your code. Teamwork may make the dream work but hell you don't need the team. The only two things you have to do is die and pay taxes (hell you don't even have to do the latter.)


Cool engine. !(I will) take into consideration for my next project.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-23 14:14:55

 Shocked fancy!~

looks sick
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-22 22:37:08
Started the recode/redesign of Tetradecagon's menu.

NINJA EDIT: width parameter doesnt seem to work with gifs, so i changed it to hyperlink Pointing
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-20 00:16:47
"Invented" a new "colorspace" I call HVP (Hue, Value, Pitch). It's less of a colorspace than it is a linear representation of Tetradecagon's color scheme. Basically I decided to use Universal Tween Engine instead of the haphazard spaghetti fx code I had and I needed a linear way to represent Tetradecagon's colors. Basically it works like this:

base color = backgrounds, polygon color = side/highlighted side color

Hue is as expected.
Value is the HSV saturation and value of the base color, and the HSV saturation of the side color, multiplied by the pitch
Pitch is used to multiply by the value, but it is also the side color's HSV value.

This allows me to easily fade in and fade out from black; fade from different hues; simulate "rainbows" fairly easily; and go what I call "black and white mode" (used for harder levels) fairly easy with Tween.

Also, in the past week ive removed 1000s of lines of repetition and made Tetradecagon much easier to follow and program, there is still a lot of work to be done on the optimization/bug fixing/code polishing front though.

Lastly I switched from LibGDX's builtin OpenAL implementation to paulscode. It work's great for my needs and I recommend it if anyone runs into problems with LibGDX's sound management like I did (Libgdx lacks a few features I wanted to polish the sfx with that I otherwise had to hack in with Tween and just in general)
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-17 19:22:57
I've been rewriting a fair portion of Tetradecagon. The code was getting super messy and was starting to turn into a spaghetti dinner mess. I've eliminated hundreds of lines of code while keeping it functional and much easier to read / follow. Along with that, I am reworking the game menu. I added a splash screen before the menu and a loading screen at the beginning instead of a blank screen.
7  Games Center / WIP games, tools & toy projects / Re: Tetradecagon on: 2016-06-15 23:16:16
Just bumping this thread so it doesn't expire. The game is well under way and I am looking for some Steam beta testers (maybe 5 or so?) email me at, PM me, or just reply if your so entitled (as if I am not acting so)

As part of obvious feedback, I am adding more gameplay elements to spice things up. I am going to implement some different "game modes" without mutilating the game mechanics I have. I am also doing a full redesign and recode of the menu. Lastly, I have added controller support so you can use the DPAD and the A/B buttons on any Xbox/ps3/ps4/generic controller in place of a keyboard and mouse. I thought if I am going to sell this game for money (thinking 2-3 dollars) than I mise well give it my best.  Smiley

ill continue to update here. I just got out of the hospital so development has been slow for the past month. I plan on having all features implemented in a few weeks.

TLDR: working hard on this, bumping thread, nothing important.

8  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-02 03:17:20
I got out of the hospital a few days ago, and I still have to go back every day. It's been a nightmare. I just got all the info for Tetradecagon approved so now I can start developing with Steamworks. Currently working on the leaderboards and stats. I also have a batch of beta steam keys which I will give to a few users through PM. (don't ask or derail tho, not giving in for that)
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-28 21:31:58
I posted this in Tetradecagon's own thread, but it was greenlit last night. High hopes, ive been adding some new features and gamemodes and im looking forward to getting this game on Steam.
10  Games Center / WIP games, tools & toy projects / Re: Tetradecagon on: 2016-04-28 01:56:52
Tetradecagon was greenlit
11  Games Center / WIP games, tools & toy projects / Re: SterriaLand on: 2016-04-26 02:24:10
You said here that your using lambdas a lot. How so? Do you plan on making the source public?
12  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-04-26 01:09:22
No problems at all. I saw the gun and instantly tried to machine gun the van to no avail. running i7 4790k and a r9 390: unsurprisingly ran at 144 fps and 200 tps (which I assume is capped)
13  Games Center / WIP games, tools & toy projects / Re: SterriaLand on: 2016-04-24 21:22:23
The sound for breaking blocks is cancerous not very good. Perhaps you should change it?

Also, why must I watch in HD? I prefer 240p.
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-03-26 19:31:38
I already posted this in my game's thread, but this thread gets a lot of hits

I launched my game's greenlight campaign, if you guys would like to review it and hopefully vote yes that would be more than amazing.
15  Games Center / WIP games, tools & toy projects / Re: Tetradecagon on: 2016-03-26 19:26:38
I started the Greenlight campaign. Around 100 votes right now with a 1:1 yes/no ratio. If any of you genuinely would like to see this on Steam the link is here:

EDIT: props to @wessles I moddled my greenlight pages after RFLEX's
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-03-11 02:37:30
I spent 50 hours learning and mastering @Rayvolution 's Retro Pixel Castles. Now, I have created the Retro Pixel Fourth Reich

You can view the images, I made them small in the post so I don't take up the height of the page.

Day 3 - The Retro Holocaust has started (30 villagers)

Day 7 - We have expanded into enemy territory. (60 villagers)

Day 18 - We are living on rations but the war effort is working. (200 villagers)

Day 31-32 - Fuehrer Brynn, We have won. (750 villagers)
17  Discussions / General Discussions / Re: Unity3D/2D on: 2016-02-22 01:08:46
Your points on why it isn't shit are ineffective. Just because you define it as a good tool based on your own definition doesn't make it a good tool. We are talking about the functionality for extendability and redundancy.

Yeah, but your approach to this entire discussion is an effective way to get the thrown in Riven's soft, comfy room.
18  Games Center / WIP games, tools & toy projects / Re: Tetradecagon on: 2016-01-09 18:01:04
Music is done! Many thanks to Valiant for being such a music-god (and  thanks to wessles for hooking me up). Full tracks can be found on my youtube channel. Here is a little gameplay with the new music:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

I am now looking into starting the process of getting onto Steam Greenlight.

Some feedback on the music or game would be great!
19  Discussions / Miscellaneous Topics / Re: Benchmark this JAR - yes, a Vangard demo! on: 2015-12-05 15:55:37
i7 4790k, dual r9 390x (probably only using one gpu for this), 1920x1080

1-4 ms logic, 10-11 ms render at 1.0 zoom, 1ms render (does not change) at 3.0 zoom and higher

EDIT: I think the quick 1ms to 10ms jump is a fault of the Inverse Square Law, but I am not quite sure how you render your world.
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-02 00:32:23

I agree with opiop. It's just not as impressive if you don't go for one of those fancy i7 4790k's (or a newer cpu).

Click to Play
21  Game Development / Networking & Multiplayer / Re: UDP Server listens only to localhost and not over Internet on: 2015-11-30 12:30:49
What you are specifically need to do is to Port Forward. The process changes by your network setup, network equipment manufacturers, etc. You have to look up how to do it on an individual basis. Most people have a single router they can connect to in order to open a port.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-25 22:31:21
That seems sketch, but cool if its legit. $500 worth of Taco Bell? That would probably last me the rest of my life considering I only get their $1 soft tacos.

I submitted Tetradecagon's prototype to them back in september. Apparently they liked it.
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-25 22:26:12
So, uh. I guess my game mesmerizes fresh-from-the-freezer tacos makers.

If only taco bell sold milkshakes...

24  Games Center / WIP games, tools & toy projects / Re: TritonForge || 2D RPG Sandbox (DOWNLOAD V2 NOW-AutoUpdater!) on: 2015-11-23 23:37:47
Maybe someone on here should make a browser designed for the indie java developer. High tolerance for files and extra tools to help debug, find solutions, and share work...

(I am a firm believer in google chrome)
25  Games Center / WIP games, tools & toy projects / Re: TritonForge || 2D RPG Sandbox (DOWNLOAD V2 NOW-AutoUpdater!) on: 2015-11-22 23:50:36
Uh, since this is javagaming, can you not post .exe's? Some browsers are stubborn when it comes to random .exe's too, of which mine refuses to let me download the game at all.
26  Games Center / WIP games, tools & toy projects / Re: Tetradecagon on: 2015-11-05 23:34:40
Things are still chugging along, I am working closely with adhenoid for music and I am continuing to add features. This project is still very much alive.

Here is a video I just uploaded

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

the download is not the current version but atleast you have a video

A lot of things were changed behind the scene, such as encrypted saves (looking at you Kami), some GUI changes, optimizations/changes you guys wouldn't care about and subtle aesthetic changes
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-20 20:21:09
Hey! I know that show!
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
28  Games Center / WIP games, tools & toy projects / Re: Ninja Runner on: 2015-10-20 00:16:59
Uh. Your game is 88 megabytes and I am personally very conservative with storage space. All I am saying is that's a lot for a game like this. What is taking up so much space?
29  Games Center / WIP games, tools & toy projects / Re: Tetradecagon on: 2015-10-17 01:05:47
Made a video for everyone who can't/won't download it. My crappy amazing screen recorder lags even on my rig (its OBS and its BS). Video doesn't do the graphic's justice ):

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

I added some more sfx, and some more levels  Roll Eyes

My short-term future plans is to add mechanics and make sure the game is extra polished. When I feel ready (I am not sure when that will be, I can't say will full certainty due to bias if my game is a finished product) I will submit my game to Steam Greenlight.

I also need help on music. If you know something and could help me hmu- otherwise I will have to reach outwards.
30  Games Center / WIP games, tools & toy projects / Re: Tetradecagon on: 2015-10-15 23:55:50
Sorry Linux and OS X users. After fiddling with the code in a virtual machine (Ubuntu 64 bit who knows what version) I found my gray scaling shader was acting up on non-windows systems! I ended up scraping it and doing the gray scaling at run time. I can report that the game is now working on Ubuntu.

Here is the download link, however I fixed the one above.

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