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1  Game Development / Game Mechanics / Re: Should I make a physics engine? on: 2015-01-19 05:06:14
I created a game engine using LibGDX that keeps a character and other objects level with the ground regardless if the ground level rises or lowers.  Not exactly a physics engine though, but partially.

With PC and mobile devices getting faster and faster, I really see no need to build a new one.  Bullet runs fine on most phones(even cheap ones) and has a lot of functionality.  You would be better spending your time learning Bullet better, IMO.  But if you wanted to learn, then definitely go for it.
2  Games Center / Android Showcase / Re: Rocks Fall on: 2015-01-19 04:52:38
I finally got around to finishing up this game.

These are the changes I made...

  • Added a level selection screen that displays the collected coins for each level
  • Added three coins on each level(Bronze, Silver, and Gold) with varying difficulty in obtaining for a total of 366 coins
  • Fixed the rotation so it's perfect and added three options for the rotation speed
  • Added animated gears that can been seen slightly in the corners while the screen is rotating
  • More squarely positioned screen that's universal for all devices
  • Made the instructions much more clearer
  • Added directional lighting behind items to show their orientation
  • A few small gameplay and graphics touch-ups

This is the level selection screen...

This is what the directional lighting is like...

3  Games Center / Android Showcase / Re: Rocks Fall on: 2014-07-23 18:03:13
Added a background and straightened out the rotation a bit.  I still need to fix it completely.

I'm going to add in something that'll let players select levels that they have solved.  Once the game is loaded, it wont load the furthest level that they've completed, it'll take them to screen(s) that'll allow them to replay levels or try the furthest level reached.

I also might add in coins throughout the game, and make it so that you only get to keep the coins if the level is solved.  Maybe 200 coins throughout the game, and then display these coins on the level select screen.

Any suggestions?
4  Games Center / Android Showcase / Re: Rocks Fall on: 2014-07-19 20:28:18
I put a link to the demo in my initial post.  I also put up a new video.

It's been update to 1.3.  It now has music, but no sound effects yet.

I may add backgrounds in the game playing area and/or may add a hint system that'll help players solve the puzzle.
5  Games Center / Android Showcase / Re: Rocks Fall on: 2014-07-19 07:59:22
I've just updated it to 1.2.  I've made it so that the screen spins on each rotate.  I've added a skin.  I made it so that it saves every time a new level is reached.

When I update, I do not see the update option from Google Play on my other phones and they are stuck with the old version.  Will Google ask me to update my game?

Sounds will be coming, I want to come up with a few more songs.

I'm going to start working on the demo now.  I should have it up within one day.
6  Games Center / Android Showcase / Re: Rocks Fall on: 2014-07-18 05:18:57
I've changed the rotation so that when you rotate, it shows everything rotate to the next screen.  I does look a lot better, and I can see what you mean as harsh on the vision.  I still have a few touchups to do with it and I might make it an option that can be changed in the Options menu.

I've also made one 3 minute song.  I know little about game music though.  So it's all experimental.

I'll try to get a free demo up tomorrow.  Cool
7  Games Center / Android Showcase / Re: Rocks Fall on: 2014-07-16 23:20:12
- i hit the back button. This exited the game and all my progress got lost. Tr to improve the app lifecycle here. Maybe you could autosave after each level. I can imagine that some players will be discouraged if they solved 30 levels in one session and then lose the whole progress.

I fixed this, and you're right, it's way better now.  It now no longer has the "Save" button and will automatically save the highest level achieved.  I'll include it with update 1.2.  Thank you.  Grin

I'm going to try and make some nice music for this game, along with some sound effects.  What type(s) of music do you think would fit it best?

I'm also going to mess around with the screen rotation.  I might be able to come up with something better.
8  Game Development / Newbie & Debugging Questions / Re: Do I need permissions for SharedPrefrences? on: 2014-07-16 03:37:41
I got it.

Basic error I made.
9  Games Center / Android Showcase / Rocks Fall on: 2014-07-16 03:27:14
This is my game that I have just fully completed.  It runs on Android 2.2 and up.

This is the free demo that has 16 levels.

This is the full version that cost $2.00.

Make it to the door using the umbrella, sledge hammer, spring shoes, balloons, fire extinguisher and dynamite.  Rotate the game grid to change gravity.

123 Levels

369 Coins to collect

10  Game Development / Newbie & Debugging Questions / Do I need permissions for SharedPrefrences? on: 2014-07-14 20:44:57
I have a game that I just completed and it was working fine on two different cell phones, so I uploaded it to Google Play. I wanted to add a video and I read that I would need to update my phone(Samsung Galaxy S3) to Android 4.4 to use the ADB to record the screen(my phone does not have root access). After updating my phone, I could load my game into the main menu, the instruction screens, and basically every menu and screen that didn't load from shared preferences(New Game, Load Game, and Delete Game).

I did some searching online, and I read that I needed to actually reinstall the APK. So I first tried installing without uninstalling and I got an error that said there was a certificate problem. So, I uninstall, and then reinstall. I still have the same problem, it crashes anytime it try's anything with SharedPreferences.

I am not asking any permissions at all in the manifest.

The errors I'm getting in logcat are...

java.lang.SecurityException: Permission Denial: get/set setting for user asks to run as user -2 but is calling from user 0; this requires android.permission.INTERACT_ACROSS_USERS_FULL

07-14 00:14:56.273: W/ActivityManager(680): Force removing ActivityRecord{433bb790 u0 t36}: app died, no saved state
07-14 00:14:56.273: W/WindowManager(680): Force-removing child win Window{433934a0 u0 SurfaceView} from container Window{4316bb60 u0

I just installed the same APK on my other Galaxy S3 that has Android 4.1.2, and it works fine.  Installed it on an old LG Optimus with Android 2.3.4(my only phone with root access) and it ran fine. Installed it on an LG Optimus F3 with Android 4.1.2 and it crashed on all menus that required shared preferences.

What could it be?
11  Game Development / Game Play & Game Design / Re: Game control interface for Android phone/tablet games on: 2014-06-01 01:59:03
I'm using LibGDX as my main library...

You can either implement "Input", or you can access it directly like I do.  This is how I get input from a button that I have drawn to the screen...

if (Gdx.input.isTouched()){
        if (Gdx.input.getX() > 800 && Gdx.input.getX() < 870 && Gdx.input.getY() > 34 && Gdx.input.getY() < 104) { //This is true if the screen is touched between 800x-870x and between 34y-104y
              //Do an action or something

However, you'll want to set it up so that the coordinates work on all phones.  Let me know if you want to know how.
12  Game Development / Game Play & Game Design / Re: Game control interface for Android phone/tablet games on: 2014-05-29 00:40:11
Are you using any framework or have you built your own?
13  Game Development / Game Play & Game Design / Re: What's more expensive, a lot of if statements or pi? on: 2014-05-28 19:34:20
Thanks for the help everyone.  My controller isn't slowing anything down at all.  I'll play around with it, and try it on different devices to see how it handles.  I'm sure I can come up with something that'll feel right.
14  Game Development / Game Play & Game Design / Re: What's more expensive, a lot of if statements or pi? on: 2014-05-25 22:57:30
I just fixed the controller and it actually controls alright.  I'll play around with it a bit more and see where it goes.
15  Game Development / Game Play & Game Design / Re: What's more expensive, a lot of if statements or pi? on: 2014-05-25 22:40:53
It's doomed to failure  persecutioncomplex

lol.  What should I do?
16  Game Development / Game Play & Game Design / Re: What's more expensive, a lot of if statements or pi? on: 2014-05-25 22:39:56
Then don't limit the area of the joystick, or only limit it to that half of the screen, and clamp the dist to whatever you want the max to be.

I'm just going to expand it out a little and make that area be full speed running.  The actual screen area without buttons is going to be used for ray picking which I already have set up.
17  Game Development / Game Play & Game Design / Re: What's more expensive, a lot of if statements or pi? on: 2014-05-25 22:21:33
Here's a video showing the controller I put into it.  I think it may work a bit better if I set the input area up to go a little bit beyond the picture of the controller.  The biggest problem I have with it is the sudden stopping when I touch just out of the controller area.

Everything has been really easy so far, as far as the programming goes.  It seems like the general layout of the screen has been the most difficult.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
18  Game Development / Game Play & Game Design / Re: What's more expensive, a lot of if statements or pi? on: 2014-05-25 10:18:13
Alright, got it up and running on my phone and I can't see a performance slow down at all.  I don't know if I really like the joystick idea.  I'm using a half circle rather than a full one and it seems weird on a cell phone.  It's faster than the push buttons I had, but it's a bit awkward.
19  Game Development / Game Play & Game Design / Re: What's more expensive, a lot of if statements or pi? on: 2014-05-25 08:24:25
Oops, I've been meaning to say SquareRoot instead of pi.  I don't know why I've been saying pi, lol.

Is Math.sqrt more expensive than a bunch of if statements?
20  Game Development / Game Play & Game Design / Re: What's more expensive, a lot of if statements or pi? on: 2014-05-25 07:47:55
The reason I'm asking is because this is for mobile devices.

I've heard the pi is expensive and should be avoided.  So, if I split up some if statements, after maybe 9 or 10, I would have a result.  Over and over again.

So, in other words, when it comes to using a mobile phones CPU, is checking through 9 to 10 basic <> if-statements, more expensive than using pi once?

Although, I'm pretty sure you all are saying that it is.
21  Game Development / Game Play & Game Design / Re: What's more expensive, a lot of if statements or pi? on: 2014-05-25 07:25:37
I was thinking that I could split the if statements up.

if x < 50 then...

if x > 50 then...

So every if statement wouldn't actually be ran through.  I could nest it nicely.

Still more expensive?
22  Game Development / Game Play & Game Design / Re: What's more expensive, a lot of if statements or pi? on: 2014-05-25 07:20:14
Well, I want to make an on screen controller, kind of like a joystick, but one that doesn't return to the center and that doesn't stay pressed.  Basically a half circle, the top radius would be for full speed forward, and the position would be for turning left or right(not turn would be in the center).  One that can be touched anywhere and not moved from the center to a point.

I know I could make a lot(like 500) if statements for each little square area within the half circle controller area, and then set the movements based on that.  I could also just use pi to calculate exactly where and how far from the radius the player is touching.  Which ever is chosen, it'll be constantly looped if the area of the controller is touched.
23  Game Development / Game Play & Game Design / What's more expensive, a lot of if statements or pi? on: 2014-05-25 06:45:57
What is more expensive, 500 nested if statements being constantly check in the game loop, or pi being constantly calculated in the game loop?

At least the JVM will only check the first condition of the if-statement and ignore the rest if it is false.

So what's more expensive?
24  Games Center / WIP games, tools & toy projects / Re: WizzardWarriorNinjaXXXSheep on: 2014-05-22 02:45:15
Looks like it'll put people to sleep.

25  Java Game APIs & Engines / Android / Re: What's the average size of a 3D game? on: 2014-05-20 09:14:36
Kinda a derail, but why do you use this ponderous control system? And dont even make the rotation faster?

This is only the beginning.

I now have it set up so that the character slides along the walls, rather than just stopping.

Next is jumping, which should be easy.
26  Java Game APIs & Engines / Android / Re: What's the average size of a 3D game? on: 2014-05-19 07:44:01
I just added a model of a three story house and the size only went up 256KB(.25 MB).  I'm going to have to learn a bit more about applying textures, although I think I have most of it down.

Here's a video of what I've got going on...

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

I also have five other worlds(of the same size) with different hills, two small houses, an animated switch, a small fence, and a NPC that walks along a path(although that path isn't there currently).
27  Java Game APIs & Engines / Android / Re: What's the average size of a 3D game? on: 2014-05-18 19:28:23
Thanks for the link.

I've changed the ground texture to a small grass/moss texture and tiled it, but I think I must have scaled it up to much, because it's was running way slow on my phone.  I scaled it down a bit and it ran much faster.
28  Java Game APIs & Engines / Android / Re: What's the average size of a 3D game? on: 2014-05-17 22:09:47
Well, I change the textures for my "gaming worlds" to just a tiny green area(for grass) and the size dropped to 4.30mb(installed) but it looked like crap.  Didn't surprise me though, these files are huge.

I want these dirt pathways that lead around to houses and whatnot.  I used the Texture Paint feature in Blender to make the texture.  If I use smaller images, the texture looks blurred.  This is a picture of my model in Blender with the texture showing...

The file is saved as a PNG file.  Here's a picture of the size...

I know that I can make the entire model textured with the grass alone and it only requires the small grass texture, but I really want these dirt pathways.  Maybe I can select everything except for the faces that the pathways are on, do a UV unwrap, use the small grass texture, scale it way up, then do an invert selection, do a different UV unwrap to a different image, and paint in the dirt pathways surrounded by grass.

Any ideas?
29  Java Game APIs & Engines / Android / What's the average size of a 3D game? on: 2014-05-17 09:54:27
I'm currently building a game engine for my game and my game takes up 56mb(installed).  I only have two characters with animations, a few houses, four large playing areas, a control system, a camera system, and a general layout for the logic.

It's the large texture files that's taking up so much space.

How big are some of the popular 3D Android games?
30  Game Development / Game Mechanics / Re: Organizing classes on: 2014-05-15 08:01:29
Is simply not rendering the instance(by clearing the array and then refilling) of the model good enough?
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