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1  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-23 06:27:59
I have a Rift on the way (28th woot!), I have some ideas I've been tossing around for a hybrid "2D game in VR", but I'm not sure how it'll all pan out. But of course, I have a flagship product to focus on, so I'm not sure how much time I'll have to really dev with VR though.

Sucks too, because with VR being really new there's a lot of weird untapped (and easy to get into) markets to jump into, like hybrid "2.5d platformers" and other fun stuff that VR could make really interesting.
2  Discussions / General Discussions / Re: Grass Texture on: 2016-02-23 22:42:48
Are we making grass textures? Here's my try at grass:

Did someone say grass?

3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-23 05:18:11

Effectively and efficiently slammed, good sir. Smiley
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-23 05:01:27
I reimplemented glClear() in Vulkan. Took me just under 1500 lines. All in just 3 days work.

10/10. You should post it on Steam Greenlight as the first Vulkan based indie title running on Java!
5  Discussions / Miscellaneous Topics / Re: What's your "game dev dream" on: 2016-02-13 22:18:05
I can rely to that, time is also my main issue - but the idea sounds awesome. Have you considered working in a team?

So yeah, I also struggle with the time so my dream is actually getting more time to finish (if thats even possible) my current project and that it gets some attention Smiley

Nah, I don't do the team thing. I have nothing against them, but I have to pay the bills. Every one team member you add cuts your profits in half. If I had a team of even 5 people, I would only get a 20% cut (assuming all things equal), that's not enough to live off of. :/
6  Discussions / Miscellaneous Topics / Re: What's your "game dev dream" on: 2016-02-09 08:44:20
My dream game isn't limited by technical problems, more so by time problems.

I want to make a top down open world survival game that's mostly centered around Harvest Moon style game play but with Diablo-style dungeon crawling. The world would be full of randomly generated content, and to gather things for your home/farm you have to delve into nearby dungeons and abandoned buildings.

The problem is, while I can code something like that, the sheer volume of content I'd need would prevent me from ever finishing the project. Wink
7  Discussions / General Discussions / Re: Releasing on Steam for a (very) indie developer on: 2016-02-02 22:31:22
Sorta. No, not really. The information is almost public anyway and Valve couldn't care less one way or the other. Besides, your own revenues and sales units are indeed your own data. What might technically not be your data is the cut that Valve takes but that's one of the worst kept industry secrets ever.

Cas Smiley

Honestly wonder why we have an NDA sometimes. Almost everything can be googled, including those "super secret" sales dates. There's just too many devs on Steam, and it only takes one to leak basically-everything.
8  Discussions / General Discussions / Re: Releasing on Steam for a (very) indie developer on: 2016-02-01 21:11:26
   Is that a bad thing?
- No! Write more games. Tongue

   Am I being a bit unrealistic expecting money for this stuff?
- Yes and no. To make money, you need a ton of polish. Even a high quality game (mechanics wise) will be almost unsellable without decentish graphics. There are some out liners on Steam (Not-GTAV, or that retarded "Shower With Your Dad Simulator" for example) but generally speaking if you don't have graphics/polish, you won't make money.

   Does anyone have any experience of putting Java games onto steam?
- My games Java, on Steam, and it's no problem what so ever.

   Do PC arcade games actually sell well (or at all)?
- "yes" (see my second bullet point way down in the next section). My game is my day job now, but it isn't an arcade game.

   Is it easy to integrate a Java game into steam?
- Cakewalk!

   Is it straightforward to use their achievements, leader boards and cloud facilities?
- Also a cakewalk. Smiley

   If you have experience of releasing on steam - can I ask how you did? (a PM is fine and I promise not to repeat any info)
- I can't speak exact numbers because of Valve's NDA, but I make enough to pay all my bills/living expenses and still put money in savings. My wife works, but only because she wants to. We don't use her income.

   Is it mostly luck or is there a good formula to follow?
- There is of course some luck with everything in life. But generally no, making a successful game is not about luck. If you make a good, interesting game that grabs people's attention and is unique to the genre you picked, they will come. You just have to do a LOT of legwork marketing the game. You can't expect them to show up out of no where.

My 2 cents of what I think makes or breaks an indiedev:
1. Keep in touch with everyone all the time constantly. Social media is half the battle.

2. Don't just clone a game then add your special twist to it, reinvent the idea the game sets forward. For example, don't make "Pacman with a random level generator". Figure out why pacman is fun, and reinvent pacman itself entirely.
(Example: Shatter, a re-imagining of breakout.)
(Example: Pacman Championship Edition)
(Example: Kingdom Rush (Now a lot of TDs clone their mechanic though, but they were the first to do what they did to the genre))

What sets these games apart is they don't feel like clones anymore. They feel like something totally new.

3. Polish the ever bloody hell out of it. If you're not a good artist, become one. You will most likely fail if you can't polish your product.

4. Be unforgiving to yourself. Nothing you do is ever perfect. Never be satisfied. Obviously you need to release that game sometime, but don't just accept your limitations. Don't know how to do something, and you think the game will benefit from it? Learn!

5. Always act professionally in the public eye. Even if you have something hard to say, say it like a well spoken professional. Don't let the trolls get to you (they'll try) and don't let angry customers piss you off (because they'll try too!). If you get a fanbase, your fans will take care of the insulting idiots for you, and you won't have to look like the bad guy (Read comments starting from page 8, if you're crazy enough).

6. Remember that everything wrong is your fault. Figure out why it's your fault, and fix it. Smiley

7. Market, market, market, market, market, market, market, market, market, market, market.

8. Repeat 1 through 7 50 million times, and cry yourself to sleep once you realize your 6 month project is actually a 2 year project. But keep trucking forward anyway and someday release that game.
9  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2015-12-30 19:49:27
Interesting system you have there, for short paths it seems to get the job done fairly easily.

I've actually since rewritten my entire pathfinding system, I now use a full blown A* system I've optimized to the point of doing 1,000-1,500+ tile paths in around 0.5ms, the new system is pretty robust and probably could still be improved further, but it's hitting my knowledge-barrier of pathfinding algos.

A* itself isnt too hard to implement, but the tricky part is implementing it in a way that it runs quickly, if you're curious, here's the code. I also have a bunch of searching algos as well, but I removed them from the class file since they're of no real use to you;
searchNode.class (Not needed, it's used for Search algos, but I included it anyway):

Keep in mind it's written specifically for my game's map engine, so if you try to use it you'll have to read the code line-by-line and pluck out all my game's references and replace them with your own. Also have to keep in mind my game's pathfinding has a "2 tier" system. The first run works like traditional pathfinding and automatically ignores "blocked" tiles, while the second doesn't. This is how my game's brute-force pathfinding decides when a mob should try to break/tear down a wall or terrain. So for you, there's probably a lot of unneeded code centered around line "searchBlocked" flag inside findPath().

Basically it works like this:
1. Try to find path.
2. If found, build a path, return it to the entity.
2b. if not found, if the entity is allowed to cut through terrain, flag searchBlocked to true. If not, skip to 4b.
3. Repeat 1, with searchBlocked true.
4. If found, build a path, return it to the entity.
4b. if failed, return null so the entity knows no path exists for this route.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-25 02:05:09
So this is happening.

11  Games Center / Featured Games / Re: RFLEX ** IS IN GREENLIGHT ** on: 2015-07-28 23:03:26
Welcome to the big leagues. Wink

12  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2015-07-13 23:43:45
I would like to make a suggestion , currently the difficulty jumps up way too quickly to be able to build a village with even a lot of effort. considering that it can all go wrong at day 5 things should be pushed back a little bit.

Have you played since InDev 15? I changed around the spawning a bit. Smiley
13  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-06-07 07:53:53
I found that when you play RPC in full screen and the auto save kicks in, the screen flickers black. That's the only 'bug' I found so far.

Apart from that it looks really awesome :3

Yeah, I'm honestly not sure why that happens, I think the OpenGL thread is flipping out when I attempt to save. The save system isn't multithreaded yet, so that could be to blame. But since it's such a minor issue I haven't really looked into it.

On another note; if you guys could please take the time to head over to the store page and throw a few tags on the game. The rumor mill claims that tagging a game helps quite a lot with search result positions. You can even retag it with existing top tags (that's actually a good thing too, as it makes them stronger) Cheesy

14  Discussions / Miscellaneous Topics / Re: IRC? on: 2015-06-06 22:49:38
Actually, it's still at 20 people. Three of them are duplicates.

Dunno, I'm still convinced BadGerman and BadgerMan_ are 2 different people.
15  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-06-05 23:02:34
No offence, but I prefer to watch ME code :-)

Same. Tongue
16  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-06-05 21:41:47
Ps: Haven't seen you stream in a while... Did it stop or am I looking for it at the wrong times?

I stopped. Not enough people were interested. Even when I got the game on steam and did steam announcements I could never get over 20~ viewers for more than the first 30 minutes. Wink

Gamers just aren't interesting in watching coding, and the gamedev community isn't big enough. Sad
17  Discussions / Miscellaneous Topics / Re: What is your opinion about ... on: 2015-05-29 07:37:20
     *Sweeps NullPointerException under the rug*

try/catch all the things!
18  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-28 11:04:45
I never managed to build a village center, no. I simply placed it somewhere, got confused and then the game crashed.

Ah, yep, you're falling victim to that bug then. Here's a little mini-guide I put together to get you started though if you're stuck;
19  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 23:08:39

Ah right, that annoying crash. It's a known issue, I plan to fix it in InDev 15. But it should be extraordinarily rare, surprised it keeps happening to you. Are you trying to build your village center right next to the void? It's usually caused by the builders trying to flee when no village center exists yet (because it's not completed.)
20  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 21:59:39
I found tiny bug already - when you pause game and zoom out the map, only previously rendered part of it is visible (I guess that game is not updating what is visible and what is not when paused).

You're right, the pause state freezes the map rendering. But actually, the real bug is you shouldn't be able to zoom out at all while paused. Smiley

Although regardless I'll need to unfreeze the renderer, because the same thing will happen if you change the window box size while paused as well.

I'll add both to the fix list.
21  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 20:49:31
Game keeps crashing for me after playing for a few minutes... =< Any log file or something I can send you?

wha? That's strange, the game's pretty darned stable, usually.

There's probably a stacktrace in the /logs/ folder. Smiley
22  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 17:44:34
Just woke up, sent out as many as I could. There's a PM limit, so I'll have to get the rest of you in an hour when the counter resets. Wink

(Or longer, I think poor Herjan might have to wait 2 hours if my calculations are correct since I can only send 5 at a time per hour, and he's the 6th in line.  Lips Sealed)

I should have appreciated you months before Ray. Is that key still valid? And by the way, I couldn't get steam to run on Windows 10, it always can't find the internet connection, while all my other apps can access it pretty fine. Anyone know a workaround?

Yeah, if you have a key already from way back when, it should still work. If it doesnt, let me know. Smiley

Not sure why Steam wouldnt work on Windows 10 though, really strange.
23  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 08:03:50
Well, I've already got a copy Smiley Where's my barracks and soldiers!

Cas Smiley

Actually, I just added the foundational AI code for them in the last update.

They're still rough around the edges, but there are in fact guards and barracks now. Smiley
24  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 07:15:48
I'm not sure if I qualify, but I did always enjoy your progression post for RPC. Smiley

Close enough! Wink

When will you continue to post there again?

I actually still post the major announcements like new patches and important things I post on the Steam store page over there, I just kinda backed off on the constant updates because I thought it would come off as a little spammy since I've been so busy I haven't done as much casual posting lately. Undecided
25  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 06:49:17
Well, you made me bartender in a deserted bar. You owe me. Cranky

Well, on the bright side, you have a lot of liquor for personal use now?
26  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 04:58:08
I'd love to play the game! I remember when you first posted it, I thought it was a pretty great idea right from the start. Sure evolved from your little path finding demo, eh?

haha, yep. I still have those old builds too, amazing that was only a year ago.
27  Discussions / General Discussions / Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 04:15:16
Hey guys, as most of you know Retro-Pixel Castles started it's life here on JGO, and it's doing fairly well now. A lot of the foundational exposure and support came from you guys, as did a lot of the drive to keep pushing forward to reach the point the game is currently at. Now the game is going fairly well in Early Access and has brought in enough income to support my day-to-day life. So in large part to you guys and your support, I can now call myself a "Indie Dev" with a decently selling product on Steam.

So, as a thank you, I am giving out free copies of Retro-Pixel Castles to all JGO members who qualify!

Qualification 1:
- An account over 2 years old, with at least one project.

Qualification 2:
- An account over 6 months old, with at least 20 posts.

Qualification 3:
- Anyone with over 100 posts.

The qualifications are really just meant to weed out people from trying to register here just to get a free copy of the game, I'm willing to hand out copies to the rare lurker here and there that doesn't technically qualify. Smiley

The one and only thing I ask is if you like the game, to please consider giving Retro-Pixel Castles a review on it's Steam store page, it's certainly not a requirement, but those reviews really go a long way for me.

To request a key, just reply to this post asking for one. If you qualify, you don't have to explain yourself. If you don't just explain why you think you should get a copy anyway. I'll PM you a Steam key as soon as I get to you on the list if you qualify. Smiley

People who claimed keys so far:
HeroesGravesDev (Via IRC)
NegativeZero (Via IRC)
Soul Foam
Jacob_Pickens (Via IRC)
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Read Slick2D image as a pixel array? on: 2015-05-11 08:12:30
Word of warning if you use .getColor() in a forloop for more than a dozen or so executions you'll need to (should) run .flushPixelData() or you'll quickly find yourself running out of memory.
29  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2015-04-14 12:21:22
I feel as if I need some sort of additions to the game wrt. attacking/defending. Like soldiers and barracks or something.

Cas Smiley

That's actually what I'm working on right now. Cheesy

I'm adding heroes to the game (Automated little villagers who can't work, but defend the village), and the influence tab that will allow you to try to nudge your little guys to do things you want. But by design, it won't always work.

Also going to be adding barracks and basic fighters too, although I'm not sure if they'll make it into this next update.
30  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2015-04-14 09:14:56
Greetings everyone,

For 7 days I will be giving out copies of Retro-Pixel Castles on Twitter. Winners will be announced at the end of each day! Already own a copy? Gift it to a friend!

To enter, simply follow @RaymondDoerr and retweet the current active tweet for that day. This post will be updated daily with latest active tweet, and a list of previous winners. Anyone can enter, names will be collected from the retweet list on twitter, thrown into a (figurative) hat and one name will be picked randomly!

Even if you win, you can even retweet the future active tweets to try your luck for a another copy!

Bonus: Winners Twitter accounts will be listed below, giving your account some free exposure! Smiley

Winner be announced early on the 16th just prior to the next tweet!

TUESDAY, April 14th - Jon Hearn (@ZenDarklighter)

Upcoming tweets:
THURSDAY, April 16th.
FRIDAY, April 17th.
SATURDAY, April 18th.
SUNDAY, April 19th.
MONDAY, April 20th.
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