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1  Discussions / General Discussions / Re: Someone pick my license! on: 2014-11-10 21:06:44
Yeah, this is going to be pretty hard to enforce- where do you draw the line between somebody learning from your code and then using that knowledge in their own games? How do you plan on enforcing that distinction?

Honestly? I wouldn't even bother enforcing it. I (as a person) don't care what so ever if someone uses parts of my code to make a game, even if they direct C/P'ed entire methods. If the intention is in good faith/honest. Have fun!

The only part I want to protect myself is from the greedy arsehats who would just be after a quick buck and blatantly steal the *entire* source code, slap some new graphics on it and call it their own.

But if someone came around and said "wow, I really like this pathfinding code!" and used it for their game with little to no editing, I wouldn't care in the slightest. But sadly, a license has to be more stern than my actual philosophies, closing the gap for those gray areas.

To be totally honest, I personally don't care what anyone does with any of my code *or* art assets, as long as it's intention is in good faith to just make some fun games and not just trying to rip me off and make money. Smiley

If anything, open sourcing an indie-game's codebase is at best used for marketing and improving your public image. Crank up the goodwill. Like a pro.

Get out of my head! Tongue
2  Discussions / General Discussions / Someone pick my license! on: 2014-11-10 08:03:27
Hey guys, I'm trying to find a software license for Retro-Pixel Castles that suits my needs, and quite honestly I can't find one that really works. So I was wondering if some of you license gurus can help me out.

License requirements:
- NOT Open Source, just available source.
- You may use my source code or other resources for educational purposes as you please. But, you may not distribute the source code in your own projects, retail or otherwise.
- You may not redistribute any of the game resources (Art, maps, source code, etc)
- Exception to the above, you may only distribute modified pieces of the source or the resources if it is for the intent is in good faith to modify Retro-Pixel Castles for other's to use.

Any ideas on a good license that covers this reasonably? Basically the idea here is I only want people using the code to teach themselves some coding or to share their modifications of RPC. But protect myself from people trying to ripoff my source and make/sell an RPC clone. Tongue
3  Discussions / Miscellaneous Topics / Re: Buying "Complete" games is official dead on: 2014-11-08 22:32:42
Oh! How timely. I'm sure the hive mind listens to my thoughts. IT IS CONSCIOUS. Be afraid.

Cas Smiley

That article basically sums up why I don't bother with the mobile market. Because she's right, to survive in the mobile market as a "company" and not just a hobbyist who doesn't need the income, you pretty much have no other option than to play the freemium/P2P/AD-supported game. Unless of course you have a truly original title that just blows everyone's socks off. (Good luck with that on the mobile market) The market is so over saturated with $1 apps (that should be worth $10). There really is a "race to the bottom" philosophy that needs to change, because it's royally screwing over developers. I'm hoping the race to the bottom philosophy gets so bad on the mobile market it causes a rebound effect and resets the price points of quality games back to a decent $5-$15 price range after everyone is sick of the $1 crap-shoot. But that's just me crossing my fingers. I find it hilarious if you look up reviews on the mobile stores for $14.99 full games like XCOM, Final Fantasy, etc (that you would pay $40+ on the PC for!) people complain it's too expensive, all the while they're on their way to star bucks for an $8 coffee and $4 rice crispy treat. The consumer base on the mobile market is at the very least . . . misguided. Smiley

Although I think it's a bit different in the PC markets, one can survive with little to no DLC on a full "indie priced" title if it's a really original idea that takes off. But you can't count on it happening as a sure thing. It's just nice when it does. Cheesy

But I can see the woes for studios like Puppygames though, because you guys have an entire team with families who need fed, people like myself only have themselves to take care of. (.. and my wife of course Tongue) So we may be able to survive easier on a lower income because it's not being split 3 or 4 ways. Case in point (just some more made up numbers) if Retro-Pixel Castles made $150k tomorrow, that's enough for me to live about 3 years on. But if it's a team of 3 people, that's only enough for 1 year each, not giving you much time to focus on the next title and still support the current one. Shocked
4  Discussions / Miscellaneous Topics / Re: Buying "Complete" games is official dead on: 2014-11-08 22:11:33

I'd say there's a healthy middle ground. You're absolutely right, the days of the old "I make games/music/art because I love it and you wont tell me what to do!" screw-the-system hippies are long over, and there's tens of thousands (of millions?) of these people out there saturating the markets with D-quality content trying to push their next clone of angry birds or the "new" RPG/platformer/MMO that's just like everything else. (Same comparison can be made in the art and music industry of course)

But, I think you can still be a developer with the "make games for the love of gaming" philosophy and still survive, but there is a very critical key difference between the guy who was successful and the silly hippies. One actually knows what it takes to make a successful game and realizes it's the equivalent to a full time job (or more), the other is a group of man-childs who just want an easy ride through life and thinks having a job is "overrated". Those guys nearly-always fail unless they get insanely lucky and make the next "fad" game of the week.

I'd be lying if I said "I'm not after money". To me, RPC is a labor of love because I have a passion for video games, but will I do this level of work for free? Heck no. If I'm going to put out profitable-quality level talent with my time, I should be allowed to make money doing it. The difference though I think sits in my attitude for why I charge money for it; I know working on RPC is a full time job, and will take a very long time to develop this game correctly. In order to really fully realize what RPC is I should have the income to dedicate my time to the game and not have a regular 9-5 job slowing me down. Could I do it for free? Sure. Although dedicating 12-14 hours a day of my life to a project with absolutely no returns would be incredibly stupid, if I could sell it and turn it into a real job.

I found your note on confirmation bias pretty funny, because I've been trying to convince people that confirmation bias exists trying to give them realistic expectations. People don't want to hear about the 99% failures, they think everyone can be the next Notch, Gabe Newell or John Carmack with little actually work, and to them, a "little work" is seldom even a fraction of a percentage of the work needed just to get noticed much less even be profitable/popular.

It all falls back to the personality of immature people, honestly. They see what they want, not the reality. I can't tell you how many times people have asked me to release RPC for free because "that would be so cool!". Seriously? Developers have families to feed! Tongue

I guess what it boils down to is I agree that no one does high quality work simply for their love of it. At least, not without having a real job on the side and absolutely no life buy work and their hobby, it's just not realistic. Although I still think people can make games with "loving of gaming" philosophy mind and hold on to that old 90s philosophy of games-for-gamers without all the "$3.99 skin packs" to get extra cash. The person doing it just needs to not be a hippie about it thinking they can release Angry Birds Clone No. 47 and become a millionaire. Your attitude shouldn't be to "never work again!", it should be "start a small business that takes a lot of work to keep floating" and I think that's where a large amount of those 99%'ers fail, they just want an easy ride. They don't realize game development is many times harder than just working a 9 to 5 job in a cubical somewhere, they think it's well, all fun and games. Cheesy
5  Discussions / Miscellaneous Topics / Re: Buying "Complete" games is official dead on: 2014-11-08 10:09:19

what de-valued are the gamers. it's not the cheep arse crap devs throw into mobile-game-market - it's the people who buy it.

Cuts both ways ... demand just balances supply. Anyway, out of the developer and the player, only one of the two has it within their power to actually make better games. It isn't the player.

But that's spiralling off into politics now. Why are consumers so dumb and easily satisfied these days? Is it a failure of education? Who knows. Clueless

I think what has actually happened, at least with the smaller time devs, is that the "in it for the money and not their customers/fans" one have realized that it's more profitable to release a dozen crappy games and use their marketing power to make 10k/pop on one time sales from non-loyal customers than it is to make one good game that takes 10 times as long to develop, make 40k/pop and develop an actual quality fan base.

Same things happened to television, reality TV makes less gross, but has a higher net profit than a big budget scifi show.

Numbers out my ass, but it's just an example:
The Next Big Stupid Reality TV Show:
Total Cost Per Episode: $10,000
Gross Profits Per Episode: $30,000
Net Take Home: $20,000
Risk if fails: Basically zero.

Bestest Scifi show EVER:
Total Cost Per Episode: $150,000
Gross Profits Per Episode: $160,000
Net Take Home: $10,000
Risk if fails: Really high.

.. and that's why television sucks now a days, what sucks for us gamers is a lot of lower quality devs have realized it works the same way in game development as well. Now don't get me wrong, if someone wants to release a fun clone, and I like it, I will buy it. Nothing wrong with a bad ass clone that just reinvents the wheel if it's still a blast to play. But still, there's a ton of obvious cash-grabs out there that are basically the gamer equivalent to all these reality TV shows all over television. Smiley
6  Discussions / Miscellaneous Topics / Re: Buying "Complete" games is official dead on: 2014-11-08 08:39:33
Early Access Games are developer dependant, a good example is Rays Retro Pixel Castles, WE know and have seen how active he is with his project, he has a high chance of delivering a game. These games need starter funds or they would get no where.

A bad example is Castle Story, which was in Alpha years ago and then suddenly the developers just dropped off the face of the Earth, suddenly they are "back in action" and you can buy their half cut, half assed game on Steam for a whopping £13. This game had starter funds and went no where (It currently still is, I pirated it to check).

whoa, whoa, whoa...  whoa..
..whoa ... wait a minute here.

You're saying my plan to abandon the game in 6 months is a bad idea?! Damnit! I guess I'll have to complete it then. Sad

*sighs and starts making plans to finish the game*

[DLC Rant]
But in all seriousness, I'm quite annoyed at what the market has become. I don't mind paying for proper expansion packs, but some of these games are just getting insane. $3.99 for a skin pack? I miss the old days where there was no DLC, only full blown proper expansion packs . . . and if the reason for having the this much DLC really is because "Games are too expensive to make and we need extra revenue" then I'd rather pay $90-$100 for a title, and get the entire game all at once, or free content updates. But that will never happen, us (the gamers) somehow never realize that paying $50 for a half complete game and then $30 more for DLC to "complete" the game is no different than paying $80~ all at once. We will we complain to death about an $80 game, yet I've never seen many of those first person shooter fanboys complaining about their half a dozen $10 map packs. Sigh. Smiley
[/DLC Rant]
7  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2014-11-06 22:43:59
I've decided to simplify the game versioning system, making is a lot easier for people to identify what version is what, and it also helps me talk about upcoming updates a bit clearer. With the old system I could talk about "the upcoming update", but because version numbers were assigned based on the date released I couldn't say "The 11-5-2014 update" or something to that effect, because I would have no idea what the release date actually was. The new system will be a lot more clear for everyone.

As I said previously, the original system was done by release date. Meaning the official current version is "InDev 10-31-2014", released October 31st 2014. I've decided to go with a much more simple system, where stable releases are just going to be numbered, the first version being InDev 1, then InDev 2 and so forth with hot fixes or minor revisions being listed as InDev 2b, 2c and so on. One we move into deeper phases of development it'll reset back to Alpha 1, Alpha 2 then to Beta 1, Beta 2 then to Release 1 and so forth.

As for unstable builds, they will be marked as something along the lines of "InDev 10 U1" for "InDev 10, Unstable Release 1". But currently I do not have a system in place to give you direct access to these unstable builds, but I'll probably set something up in the future so that all Steam users can access the bleeding-edge versions just to toy around with them and find bugs. Keep in mind most unstable builds have serious flaws and many half coded elements in the game. It is a very bad idea to any serious gaming with them.

I've gone back down the history of past builds and put together where we should be based on this new system. So here's the conversion chart if anyone is interested;

InDev 6-21-2014 is now, Indev 1.
InDev 6-21-2014b is now, Indev 1b.
InDev 6-21-2014c is now, Indev 1c.
InDev 6-22-2014 is now, Indev 2.
InDev 7-10-2014 is now, Indev 3.
InDev 7-17-2014 is now, Indev 4.
InDev 9-22-2014 is now, Indev 5.
InDev 10-14-2014 is now, Indev 6.
InDev 10-14-2014b is now, Indev 6b.
InDev 10-26-2014 is now, Indev 7. (Note: This was the first Steam Release)
InDev 10-28-2014 is now, Indev 8.
InDev 10-28-2014b is now, Indev 8b.
InDev 10-31-2014 is now, Indev 9. (Note: The version you're on now)

and finally, this all means the upcoming version I am working on will now be referred to InDev 10. Smiley
8  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2014-11-05 23:18:34
There's still the option not to talk about the game before it is ready, although we all know what that leads to.

When you're trying to market a game that's usually suicide though, you have to have some people behind you when you push to Greenlight/Kickstarter. Even great projects can fall flat without some base fans. :/
9  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2014-11-05 21:29:30
I make it really clear in my store page to not buy the game yet looking for a finished project, but rather buy it if you're interested in following and interacting with the development. I'd actually rather lose sales now by being honest than get a ton of angry players asking why they wasted $15. Wink

Ha yeah, good luck with that Cheesy You will still get idiots buying it without reading. I've had some really bad luck with Early Access games, one of them was Stomping Land. Terrible devs, terrible game.

You have dedication, willpower and knowledge so yeah, this project is not going to fall through unless you let it to be honest.

Oh yeah, I already had one of those. My one and only bad review on the game for example. He goes on forever about what the game is missing, and it's like "uh, hey dude? Did you forget what Early Access is? Did you read the InDev paragraph warning you the game isn't even a game yet?"

He even went as far as complaining I have no development plan, even though I constantly share what I am doing all over my website and on twitter. Guess it wasn't good enough for him. Tongue
10  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2014-11-05 21:18:45
Congrats man!

I am a little hesitant to buy at the moment though and don't take this personally but I have bought one to many "Early Access" games over the past year or 2 that have well, not went anywhere Sad.

From what the video shows, it looks like a very well polished tech demo. That might re-direct a lot of peoples attention away, it did for me I am afraid.

Hope that didn't sound offensive :s you've got more to show for than what I have :s lol.

What!!? how dare you say such mean things! .. .. (sarcasm!) Tongue

Oh, it's no problem if you don't want to buy now, I make it really clear in my store page to not buy the game yet looking for a finished project, but rather buy it if you're interested in following and interacting with the development. I'd actually rather lose sales now by being honest than get a ton of angry players asking why they wasted $15. Wink
11  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2014-11-05 20:57:06

Steam Store:
^ Shameless plug FTW!
12  Discussions / General Discussions / Re: What is wrong with Jars? on: 2014-11-05 20:11:38
Or "Oh I have Java, but when I double-click your jar, nothing happens. You must be a horrible programmer."

Half an hour of debugging later and you realize the person has Java 1.4 installed...

That's why you tell them to give you the output of
java -version
. Let's you check it's installed properly and if it's the right version.

^ this is the exact reason why Retro-Pixel Castles now has a bundled JRE, I got really, really exhausted telling people to reinstall Java. Even though I do use executables, they're just glorified command-line launchers. All the action is still happening on Core.jar (the main jar)
13  Discussions / General Discussions / Re: What is wrong with Jars? on: 2014-11-05 07:18:38
But I just don't see the point in it...
Why use Java when you scrap one of Java's best features?
You might as well use something like Google's GO (although I won't)

Think of it on a much bigger scale, like Steam, GoG, Desura, or the general public.

Steam for example won't launch .jars directly, and it needs to know what executables to use to launch it for each platform. Jars are also unwieldy for non-techies, a lot of people don't even know what they are. It's extremely easy to just make executables for all 3 platforms that just runs a simple command line, that's basically all mine do. I never have to update/change them, I just drop in updated jars/resources into the game folder and my game will launch the latest version with the old executables. So really I'm not even packaging anything, I still use the jar.

While .jars are perfectly fine for us Java people, others are scared of them. Also huge portion (My guess is over 50%) of the internet has Java installed incorrectly and can't double click to launch jar files, and they're not tech savvy enough to know how to fix it. Thus, making a platform executables solves that problem, even allowing you to go as far as I did with Retro-Pixel Castles and including bundled JREs so it doesn't even matter if their copy of java is installed at all, it just works. Smiley
14  Discussions / General Discussions / Re: Worried, Scared. Life wasted? [ANSWERED] on: 2014-10-31 23:18:26
Your 15.

You don't even know what fear is. Get on with it and enjoy the process.
He may not have as much experience as older people but his emotions are just as valid as anybody elses.

I believe Gibbo's point was he's 15, he's not old enough to even have enough experience to judge what is a "waste of life" yet. Wink
15  Discussions / General Discussions / Re: Worried, Scared. Life wasted? [YOU SAY!] on: 2014-10-31 06:35:03
People who tell you to give up you be smacked.

If I actually listened to the naysayers who want to spit out excuses why you can't make it alone I wouldn't be where I am today. I can now say from experience that it's completely possible to be a successful developer all by yourself yourself. Just keep trying, keep improving your skills, never give up, be willing to learn as you go and most importantly, give it your 110%.

I know, it sounds cliche, but g'damnit, reach for the stars and screw what anyone else thinks.
16  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > IT'S TIME! Steam Launch in 4 hours! < on: 2014-10-27 03:41:40
The latest stable build is now sitting in the Steam servers waiting for Retro-Pixel Castles to unlock in just a few hours. If you have any problems with this build, don't forget to check let me know about it over in the Support and Bugs subforum, or here on JGO of course!

Full Change Log:
- Dismantling system added, your villagers can now take down buildings and recover some of the resources.
- Added two new songs, Skull Hunter and Main Theme Piano.
- Changed full screen key to F10.
- Decreased adult villagers hunger and energy decay rates by 30%
- Frame skipping added, allows the update cycles to run even if the render cycles can't keep up. Making the game much more playable on low end machines.
- Fixed a bug that would prevent villagers from harvesting resources they obviously have access to.
- Villagers can now harvest even if they can't access their work building.
- Floater icons now fade away correctly.
- Optimized the engine, improving load times for the shadow, objects, maps and collision detection systems.
- Added a few new maps (Some official, some user maps)
- Added a link to a fan made tutorial by Boss Llama.
- Fixed a lag spike caused when there was no work to be done, and growing crops existed on the map.
- Adjusted nearly all of the resource costs to build objects.
- Cleaned up the GUI in some areas.
- ..and of course, a whole mess of other bug fixes and optimizations.
17  Game Development / Newbie & Debugging Questions / Re: Last y axis of tiles stretch infinitly? on: 2014-10-23 06:33:45
Is your tile generation just messed up and repeating the bottom row of tiles over and over again? Use a texture that is not completely solid (ie. add borders) to see if this is happening.

I second this, because I dont see anything in your render code that would cause this graphics glitch, it seems more like a logic problem generating the map itself.
18  Games Center / WIP games, tools & toy projects / Re: Legends of Fore on: 2014-10-21 23:44:11
Why is this game not done yet?

*taps foot*
19  Discussions / Business and Project Management Discussions / Re: Mobile Advertisment/ Admob: How much do you really earn? Where to find the data? on: 2014-10-20 22:32:29
Advertising revenue is a sticky subject. If your app isn't that popular (Less than 1k players a month launching your app) you probably won't make much at all, as in, you might not even be able to buy yourself a combo meal at McDonalds once a month. But if your app takes off and you break into 10k, 15k or more you could start seeing some decent money. It still won't be much though.

The reality is unless you get into the monstrous numbers (100k+ players using your app a month or more?) you won't be able to make a sustainable income. The Flappy Bird guy claims he was making 50k/week or some insane number, but his app was installed on basically every kid's device in America. Wink

There's a deep dark secret to why people are not allowed to talk about their ad earnings, I think it's rooted in the fact that unless you're mega popular the income is absolute crap, and if only the people with popular apps bothered with ads then the adservice would go under. They need the hundreds of thousands of you guys giving them 100-200 impressions a week, it adds up quick for them, but the ROI  for you is horrid.
20  Games Center / Showcase / Re: CustomRPG - A fully customizable role playing game! on: 2014-10-20 22:24:18

^ this one

But, you should probably go find some tutorials on shading in 2D art, because that will *greatly* help you get the quality and depth you're looking for. I'm on my iPad at the moment, so I can't go find you anything easily. But they're all over the web.

Even if you don't plan on using pixel art, you should read some pixel art shading tutorials, because the skills easily transfer to transitional 2D game art and typically Pixel Art tutorials are easier to follow along with (in my past experience anyway).
21  Game Development / Newbie & Debugging Questions / Re: Programming an online top-down game for newbies - Questions on: 2014-10-20 19:42:15
I'd like to hear your honest opinion!
As beginner, don't do an online multiplayer game at all.
I had the same thought. When I see "newbie" and "online-multiplayer" in the same post, I see a recipe for disaster. This is not always the case, but I still hazard opening the can of worms labeled "multiplayer" as a first serious project.

I agree, while it's great to go for the game you always wanted, if your a new programming throwing in figuring out netcode is just a recipe for disaster. You should work on single player games, or semi-online games where the bulk of the game is offline, but you have some online inter-connectivity.

But really, you should jump heads first into online features if you're a newbie, you're just asking to get overwhelmed. :/
22  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > New Stable Build + Steam Price! < on: 2014-10-16 07:51:25
DRM is one of those really odd things, on one hand DRM helps protect the authors/devs, and when done right (Like Steam's DRM) it's almost completely transparent. I'm actually completely ok with those types of DRMs, even though I don't plan to use any. I guess I (and most gamers) aren't so upset about DRM in general, we're more upset by the really downright overkill way it's done. Always-On in single player games for example, or limited activations with no easy way to deactivate copies for example.

Personally, I think the moment the DRM becomes such a hassle it's easier to just pirate the game even if you already own it, the DRM has gone too far. So I guess I'm not completely, venomously against all forms of DRM. I just get pissy when the DRM starts getting in the way of the paying player just to make a few extra missed sales. :/

But that's really why I'm going DRM free, I just don't want my players to have to mess with it. I want them to be able to say, stick RPC on a pen drive and take it to school if they wanted to. Just have a really mobile game they don't have to worry about.
23  Game Development / Newbie & Debugging Questions / Re: Best way to iterate through ArrayList? on: 2014-10-15 07:15:50
Personally I use No.2, it's just easy to code IMO.

But I'd love to hear of a faster way, as I use quite a lot of ArrayLists in Retro-Pixel Castles.
24  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > New Stable Build + Steam Price! < on: 2014-10-15 07:11:26
Looking good bud, I voted for this and backed it.

A am a little confused though, in the op you state that this is  "DRM"  free,  yet it is being sold through steam? Was that the original plan or just how it panned out? Don't get me wrong, getting your foot in the door is importan.

Just curious lol. Might have been answered in the past but hell,  15 pages :p.

You can be 100% DRM free on steam. You just have to actually login to steam at least once to download a copy. But once you have it you don't even need to worry about "play offline" (or hell, even having Steam still installed for that matter) you can just open the install folder and execute it.. or copy it out of the folder even. The only problem is you have to login to steam to patch up since I haven't coded a launcher yet.

At least, that's how it works right now on my Steamworks page, not sure if Valve will yell at my later if they catch on. But I'm pretty sure it'll be fine, I've seen other games do this too. Cheesy
25  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > New Stable Build + Steam Price! < on: 2014-10-15 01:34:29
If you're interested in getting a copy, you can also check out the already-funded kickstarter that still has about two weeks left, there are many tiers that offer a free copy of the game that are much lower than the $14.99 pricepoint Steam has authorized. Smiley

The latest and greatest build has finally been released! This build features a ton of tuneups, bug fixes, runs faster, uses less memory and it much more stable! Woot!

Full Changelog:
- Overall load speed increased by about 25-30% (More on lower end machines)
- Villagers no longer attempt to grab resources that are on a blocked tile.
- Fixed a bug that would cause farmers to stop farming entirely.
- Resources are now pushed out of the way if you attempt to build something on top of them.
- Added Children. They are not allowed to work, but will eventually grow into adult villagers. They inherit stats/experience from their parents when born.
- Hovering over "total population" on the top GUI now shows how many adults and children you have.
- Zooming added, you can now zoom between 1x and 8x zoom with the + and - key on your numpad. (Last build was locked at 3x)
- The interface GUI is now set to 2x scaling (Last build was 3x)
- Minimap colors rebalanced, and the minimap renders faster.
- Shadows generate much faster now.
- Lighting style changed, now more retro-like. Also renders faster.
- Created proper launcher files/executable for Windows, Mac and Linux.
- Patched a crash related to lighting values dropping below 0.
- Fixed a crash related to villagers trying to do mate related AI functions and their mate dies before the action is completed.
- Fixed a crash that would fire when a villager is starving to death and looking for food.
- Farmers now distribute food more evenly.
- Builders now build from first to last, not everything all at once.
- Many other tiny bug fixes and tweaks.

You can fetch the latest copy of the game here.

Screenshots from the new build on a WIP map made by Dragonisser.

26  Games Center / WIP games, tools & toy projects / Re: Legends of Fore on: 2014-10-14 08:01:08
I loved Legends of Yore, I played the hell out of it on iOS long before I knew anything about Java programming, Slick2D, or JGO. Even more hilarious, I started using Slick2D, not realizing this "KevGlass" dude all over the .class file descriptions was the guy who made Legends of Yore. ...and then I ran off and joined a random good looking community, and oh look. KevGlass is here!

Such a strange string of coincidences. But I guess it's only natural Java devs all eventually end up here.

But anyway; Long silly story short, looking forward to Sci-Fi Legends of Yore Legends of Fore. Wink
27  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > GREENLIT + FUNDED!!!! WOooOOOoooOooOoo! < on: 2014-10-10 15:19:35

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
28  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > GREENLIT! WOooOOOoooOooOoo! < on: 2014-10-10 06:20:07

29  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > KICKSTARTER at 40% Go Go! < on: 2014-10-08 20:21:55
Damn son... looks like some are confused, but the people who matter will see it, either way that is some of the best marketing you can get.

Yeah, I giggled at a few of the comments, like "instead of kick starting you should focus on geting minecraft psvita to us and why help you,you will just sell your new game to MCSFT" Silly people. Smiley

Either way, jeb's help was amazingly amazing, it's only been 4 hours and I gained over 60 backers and almost $900. Shocked
30  Discussions / Miscellaneous Topics / Re: Name that Poker hand - Tiny Code Challenge on: 2014-10-07 12:15:14
This thread has officially broken my brain. Thanks guy. Wink
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