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1  Game Development / Newbie & Debugging Questions / Re: Game Doesn't Start on Android Emulator on: 2014-09-17 01:36:22
What IDE are you using? In eclipse I get an error message in the logcat window if my app crashes on my phone, I imagine it should be the same for the avd.

usually its an array out of bounds, or some problem with loading assets.
2  Games Center / WIP games, tools & toy projects / Re: [Android] Chainsaw Cat (not playable until next week) on: 2014-09-14 21:01:13
Quote
When do you think a demo will be ready?

...Well it depends whether I die of sleep deprivation in the next day I suspect. There's not very much left that I need to do now.
3  Games Center / WIP games, tools & toy projects / Re: [Android] Chainsaw Cat (NEW VIDEO!) on: 2014-09-14 05:13:15
Starting off on level 5

<a href="http://www.youtube.com/v/ui5EGO_7BWg?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/ui5EGO_7BWg?version=3&amp;hl=en_US&amp;start=</a>
4  Games Center / WIP games, tools & toy projects / Re: [Android] Chainsaw Cat (not playable until next week) on: 2014-09-12 15:58:34
He's gone to find his missing tail lol.
5  Games Center / WIP games, tools & toy projects / Re: [Android] Chainsaw Cat (not playable until next week) on: 2014-09-12 15:38:15
Time for an update... it's nearly finished! I spent the whole week working on music, polishing up graphics and game play balancing and its starting to all come together really well. Ive added a hardcore mode where you only get one life, I like it more than the regular 'relaxing mode'. Initially I thought it might entertain people for only 5 or 10 minutes, but I just lost track of time playing for 2 hours trying to beat my high score. The game keeps giving me jump scares when I accidentally step on a bomb or get attacked by a dog which is pretty hilarious considering I made the thing and know what to expect! I will aim to release it on Monday.
6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX]Render an electric beam? on: 2014-09-11 22:38:05
http://gamedevelopment.tutsplus.com/tutorials/how-to-generate-shockingly-good-2d-lightning-effects--gamedev-2681
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-10 18:33:43
Guess I'll stop spamming the thread with my music and go back to working on my game now.
[edit: fixed a few problems with the sound levels]
<a href="http://www.youtube.com/v/zFjDU4grHS8?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/zFjDU4grHS8?version=3&amp;hl=en_US&amp;start=</a>
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-09 14:16:51
Experiments with re-creating amiga style sounds.

<a href="http://www.youtube.com/v/o_XAIivoWwE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/o_XAIivoWwE?version=3&amp;hl=en_US&amp;start=</a>
9  Games Center / Android Showcase / Re: [Free] Baby Madnes on: 2014-09-09 01:03:08
You need to find a way to add some kind of progression. It starts off with nothing really happening, then I randomly tapped the screen and couldnt work out what I could actually control. (I know theres instructions but its generally good if players can perform basic game play control without needing to read instructions.) Then progressed to using all my fingers to hammer the screen for 20 seconds untill I got bored. By the time the babies fall down the hole and you can try to make them jump back up, the game is aready out of control and theres very little chance of recovering from that position, so that needs to be rethought so that the player can actually use it as a strategy to stay alive.

perhaps you could do something in the way of making the blocks have less life points, say only 3 or maybe 5, or maybe some number that reduces gradually as the game gets harder.
maybe make it so tapping a block either completely repairs it, or 50% repairs it.
maybe make it landscape mode instead of portrait, then you have can twice as many blocks for the player to think about.
maybe add a second row of blocks lower down.
maybe make it so the babies dont jump so often, or even not at all, then when the player decides they need to jump to avoid falling, or to avoid crocodiles or meteors, the action becomes more meaningful.

Any of those things would help move it in a direction to where the players actions and choices have more impact on the game, which is almost always more fun than having no structure.

then you can add some rewards for progressing:
maybe you get even more babies to look after, different types, can you give them parachutes or helmets.
maybe you get new blocks that are stronger or easier to repair.

also, use a background and block images which fit with your theme. Abstraction is fine, but its nice if it still has some relevance to the situation it is used in.

These ideas may be beyond what you want to do with the game, but the basic mechanic does have potential to be enjoyable and rewarding if the right design elements are put together around it.
10  Game Development / Newbie & Debugging Questions / Re: How to port a java game to android on: 2014-09-08 15:56:10
If I was doing that.. I would setup libgdx and spend a few days understanding how it works. Then id create a new project and copy and paste parts of the old version into the new project, modifying things as I went to make them work with libgdx. If you do it carefully you can build it back up in an order where its always runnable so you can test it as you go, rather than trying to fix everything in one step and hoping it will work.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-07 14:17:03
I used to use Mad Tracker, but recently started using Ableton Live with some Native Instruments plugins. The interesting thing with Mad Tracker is that it can use the VST plugins too, even though its an old style tracker.
12  Game Development / Newbie & Debugging Questions / Re: New Skype Group, a Boiling Pot To Share Dev and Ideas - THE GUILD OF JAVA DEV on: 2014-09-07 13:34:46
Quote
Where is it?

irc.esper.net
#JGO
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-07 13:33:00
Practicing making some music for my game so I don't have to steal other peoples music.

<a href="http://www.youtube.com/v/027r25yvGdM?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/027r25yvGdM?version=3&amp;hl=en_US&amp;start=</a>

14  Game Development / Newbie & Debugging Questions / Re: Weird tilemap rendering not working on: 2014-09-05 02:19:46
ah right, i didnt realize that the image was a link to a larger image.

1  
    tile.render(x + column * tileSize, y + row * tileSize, g);


..this looks a little strange. x appears to be a tile type which you are getting out of your map, but then you are adding it onto the drawing position also, so i imagine that could be what is shifting them. It looks like you should either change the renderTile() to not use the x and y, or change:

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if(x == 1) renderTile(Tile.wallTop, x, y, column, row, g);

..to..

if(x == 1) renderTile(Tile.wallTop, 0, 0, column, row, g);


15  Game Development / Newbie & Debugging Questions / Re: Weird tilemap rendering not working on: 2014-09-04 12:50:08
Can you give more details on what the problem is? The image doesn't show enough to understand what to look for.
16  Game Development / Newbie & Debugging Questions / Re: how to go about "sight range" and "line of sight blocking" in tile-based game? on: 2014-09-04 00:39:20
Nice work. You might want to find a way to make those partially visible diagonals beside the wall be visible. One way to do that without extra processing may be to check the corners instead of the centers. I havnt thought about this much, but you may be able to assume, that if a corner point is not blocked, then all 4 tiles around it can be seen by the player. Another option is to check whether each of the 4 sides of a tile if visible (thats probably much less efficient though) but there, you can assume that if you can see at least one edge of a tile then that tile is visible to the player. Theres quite a few different methods available, but generally it is desirable to allow the player to be able to see around corners if they are close to a corner.
17  Game Development / Newbie & Debugging Questions / Re: Noob Questions From Nickropheliac: Where to go to learn pong on: 2014-09-03 23:14:04
Looks like processing will be good to help my daughter to bridge the gap between scratch and java Cheesy
18  Game Development / Newbie & Debugging Questions / Re: how to go about "sight range" and "line of sight blocking" in tile-based game? on: 2014-09-03 15:03:37
http://www.roguebasin.com   there is quite a lot of information here which you will find relevant.
19  Games Center / WIP games, tools & toy projects / [Android] Chainsaw Cat (not playable until next week) on: 2014-09-01 01:17:41
Chainsaw Cat is a fast paced action/reflex type game where you must collect food and treasure while avoiding traps.
You must make quick decisions and take calculated risks to succeed!

<Link will go here when I stop being sad about having to implement menu buttons, confirmation dialogs and such>
This is shaping up to be the first game I have actually completed Grin



Randomly generated maps made from 400 different template parts
20  Games Center / WIP games, tools & toy projects / Re: Project X [RPG] on: 2014-09-01 00:41:20
you could do it roughly like this:

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public class Tile{
    public int type;
    public int variant;
}


use type to record what sort of tile it is: GRASS, WATER, LAVA, etc.
and variant to record what variant it is: NORTH, WEST, etc.

then your game logic can just check these values as it needs them, and your rendering can use them to decide which tile graphics to use.

There's plenty of different ways to do this of course, but using a separate class for each one is probably really over complicating things for yourself.
21  Games Center / WIP games, tools & toy projects / Re: Project X [RPG] on: 2014-09-01 00:25:00
Hmm.. you're not using a separate class for each grass tile variant are you?? If you are, it's much easier to make a single grass tile class, and store its variant as a member.
22  Games Center / WIP games, tools & toy projects / Re: SOLIS on: 2014-08-30 00:38:37
I suggest you provide a zip file or something slightly easier to download.
23  Discussions / General Discussions / Re: cant remember the name of a game. on: 2014-08-17 12:05:27
sounds like rimworld
24  Games Center / WIP games, tools & toy projects / Re: Mortal Terminus on: 2014-08-07 14:24:14
video not available in germany, damn YT/Gema.

I think I've fixed that.
25  Games Center / WIP games, tools & toy projects / Re: Mortal Terminus on: 2014-08-07 13:32:25
I've started on adding sunlight which casts shadows of the buildings. Still got a lot to mess around with to make it smoother and have alterable properties, like planet rotation rate, sun color/intensity, moonlight.. I'm thinking the day/night cycle will usually last around an hour. Generally it makes everything easier to see during the day (as suns are known to do), but it's still never a good idea to go outside at night without a light source! I'll probably re-write the map file system tomorrow so that I can properly save light positions, then i can place them in better locations and upload a demo.

<a href="http://www.youtube.com/v/nRAtQXgW71o?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/nRAtQXgW71o?version=3&amp;hl=en_US&amp;start=</a>

26  Game Development / Newbie & Debugging Questions / Re: Simple Jumping Physics on: 2014-07-31 03:23:45
jumping and falling are both opposites represented by the objects velocity. if its not on solid ground, increase its downward velocity at a constant rate depending on how strong gravity is. when you jump, just set velocity to a high positive value and gravity will gradually curve it back down after its reached its apex.

as for checking if the player is on solid ground, you just have to work out which tile is below the feet and check if its solid or air. it helps to check under both feet, sometimes one corner of the sprite can be sitting on solid ground when the other isnt.
27  Games Center / WIP games, tools & toy projects / Re: Jeff on: 2014-07-28 04:36:35
The underground needs a bit of work, I came to a place with an inaccessible exit door, and its too hard to line up the character to fit through gaps properly (the enemies cant handle it either!). The overworld is interesting though, its not immediately obvious where you're going or what you will find and it takes a while to work out how to deal with the enemies, so its got a good exploration feeling.
28  Java Game APIs & Engines / OpenGL Development / Re: 2D Dynamic Lighting and shadows for top down game on: 2014-07-27 08:25:47
http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/dynamic-2d-soft-shadows-r2032

this article is very useful if you havnt seen it already.
29  Discussions / Business and Project Management Discussions / Re: what now? on: 2014-07-22 09:04:26
write a to-do list of the things needed to finish it in a short time frame and then go do it and move on.
30  Discussions / General Discussions / Re: What? Your game isn't a pixelated retro masterpiece? on: 2014-07-19 00:34:15
I think a lot of people are missing the distinction between high quality art work and lower quality graphics.

Check out this site for some examples of high quality pixel art:
http://www.pixeljoint.com/pixels/new_icons.asp?q=1&pg=2

I'm not sure exactly how this relates to the point of the topic, but you can't simply dismiss low-res graphics if all you've seen is low-quality low-res graphics.
Click to Play

(this image is from here http://www.pixeljoint.com/pixelart/31255.htm)
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