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1  Games Center / Showcase / Re: SUPERBLAM! - A Mario-Type Game [RELEASED] on: 2015-06-05 21:23:07
very ZOOL like Wink

There are several games that can look similar Smiley
2  Games Center / Showcase / Re: SUPERBLAM! - A Mario-Type Game [RELEASED] on: 2015-06-04 13:36:24

SUPERBLAM! is now available on iOS:!-the-super-hero/id946737734

3  Game Development / Newbie & Debugging Questions / Re: LibGDX - how to make a popup window on: 2014-12-05 17:22:41
@Endos that sounds great I guess I'm more interested in the logic of how it would work.  Specifically pausing the underlying level.  I appreciate the suggestion, maybe I will start there and just see where it takes me.

That depends on how your engine works. If you has separate update and draw methods, you can simply ignore any update to pause everything while showing the popup.
4  Game Development / Newbie & Debugging Questions / Re: LibGDX - how to make a popup window on: 2014-12-05 17:06:24
You can make a window class that draw a black square with some transparency and a border and over it every item you need to show in that window. The same as if you were drawing the HUD, but inside that square. I do this in my last game for the options and some windows I need inside the game and works great.
5  Games Center / WIP games, tools & toy projects / Re: [libgdx] SUPERBLAM! - A Mario-Type Game [RELEASED] on: 2014-11-30 22:01:53
Thanks all of you for help me test the game!  Smiley

It has been released for Android!
6  Games Center / Showcase / SUPERBLAM! - A Mario-Type Game [RELEASED] on: 2014-11-28 13:46:51

SUPERBLAM! is a run & jump classical platformer game with multi-layered parallax scrolling. Briefly, a Mario-type game.
It will be available first for Android and later for iOS (and maybe other platforms).

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

Best regards,
7  Games Center / WIP games, tools & toy projects / Re: [libgdx] SUPERBLAM! - A Mario-Type Game on: 2014-11-26 12:25:25
Reminds me of the Magic Pockets game I used to play on Amiga.

Looks really cool. Do you plan a PC version as well?

We currently do not have it planned, but it depends on how the game works on mobile devices.

8  Games Center / WIP games, tools & toy projects / Re: [libgdx] SUPERBLAM! - A Mario-Type Game on: 2014-11-24 20:01:23
This game is so polished! Its hard to believe you guys have made it and not some big company, really Tongue

Ohh! Thanks a lot, really!!!  Smiley
9  Games Center / WIP games, tools & toy projects / Re: [libgdx] SUPERBLAM! - 2D side scrolling platformer on: 2014-11-24 19:16:23
We are looking for Android beta testers! You should have android 4.0 or higher to test the game.
If you are interested, please join the Google+ SUPERBLAM! Beta Testers Community following this link:

10  Games Center / WIP games, tools & toy projects / Re: [libgdx] Project Ultimate - 2D side scrolling platformer on: 2014-11-24 19:15:45

I like it. +1.

11  Games Center / Showcase / MINDTRIS - Stupidly addictive! on: 2014-08-30 19:42:29
Hi all!

I present my last game, and the first for iOS. I've used LibGDX to make it. It's a Tetris type puzzle with some maths involved. Don't get fooled if you don't like maths because it's very easy and you will get it in a few seconds.

Everyone that had the chance to try the game have the same opinion, that it's extremely addictive. These are some user reviews:

-"Awesome!!! Got hooked within 30 seconds. This one could become big . Great job "
-"Wow I spend all morning to play this game. You need to try this. Very easy but still excited. "
-"Great brain game Such a nice simple brain puzzling game.....i bcm addictive to it "
-"Really addictive. Gets your brain going. You'll lose track of time."
-"This game was really fun and well designed. I liked the fast paced action and the frenetic gameplay when the numbers have almost reached the top. Highly recommended."

If you like Tetris, and you like 2048, you will love MINDTRIS!

I forgot to say that the game it's free and it's available for both, Android and iOS.

Any feedback will be appreciated!

Best regards!
12  Discussions / General Discussions / Re: Errors When Setting Up libGDX Project on: 2014-08-28 14:56:02
The latest version as far as I know. Downloaded it straight from which is from

I'm only using Windows Defender and Malwarebytes. I've checked for a .gradle folder, but none exists. In one of my previous tests I installed gradle, but that did nothing so I removed it.

I don't know in Windows, but in my Mac the .gradle folder is hidden, so be sure that you has the explorer configured to show hidden files.
I also must say that the last gdx project setup doesn't work for me, I had to use an older version (1.2) that work fine.
13  Games Center / WIP games, tools & toy projects / Re: [libgdx] Project Ultimate - 2D side scrolling platformer on: 2014-08-27 17:39:35
I love the art, totally reminds me to many platformers of the 90's. (Jazz jackrabit, prehistorik 2, hocus pocus...)

That's the idea. Smiley We want to make a nice platformer like those you said, and others of the 90's.

The physics look a bit weird isn't it? for example, when the character jumps, the jump speed is not instantaneous, he speeds up while going up.

It must be the acceleration in the "x" coordinate that makes it looks a bit weird. The "y" coordinate doesn't have acceleration.
Thanks for point this out!
14  Games Center / WIP games, tools & toy projects / Re: [libgdx] Project Ultimate - 2D side scrolling platformer on: 2014-08-23 18:29:18
Hi all! Here is the new trailer! Hope you like it!

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
15  Game Development / Game Mechanics / Re: LibDGX graphic mechanism on: 2014-07-09 08:04:36
Just use an Orthographic camera and a background that simulates the perspective.
16  Game Development / Newbie & Debugging Questions / Re: Collision Detection with a tiled map (.tmx) on: 2014-06-18 06:17:59
here is a simple loop that would just loop through the entire map. Every step you can check a tile for a "blocked" property, or whatever it is you use to build your collision map:

EDIT: Note that you can remove the mapLayers part of your loop if all your blocking is only happening on one layer. In my old engine I had to potential for blocked objects on multiple layers, so I had to check those as well.
   for (int x = 0; x < mapWidth; x++) {
      for (int y = 0; y < mapHeight; y++) {
         for (int l = 0; l < mapLayers; l++) {
            //x*tileWidth, y*tileHeight == tile the loop is currently on.

Why you need to check the full map if you know the portion of the map where your sprite is located? This is slow.
17  Game Development / Newbie & Debugging Questions / Re: Teaching Java Game Programming to Children on: 2014-06-17 20:53:42
You can go to Amazon and look at the table of contents of any of the Java for beginners books, for example this. They need to know at least the basics before trying to make any game.
18  Discussions / General Discussions / Re: How to stay focused.. on: 2014-06-17 20:40:41
I use the pomodoro technique with this app:
19  Game Development / Newbie & Debugging Questions / Re: Collision Detection with a tiled map (.tmx) on: 2014-06-17 20:17:43
You must transform screen coordinates to tile coordinates by dividing the x by the tile width and the y by the tile height.
I think this is the fastest method.
20  Game Development / Newbie & Debugging Questions / Re: No main method can be found on: 2014-06-17 09:19:49
We need to see exactly what you're typing into the command line, as well as the directory structure where you're executing those commands.
  Well, as you want. I have my code here :


  And my main class is called Main. So what I type is:
cd Users\Me\Desktop\Project\Code
java Main

Maybe you has a package defined in Main?

java yourpackage.Main
21  Discussions / Miscellaneous Topics / Re: Longest program you have written? on: 2014-06-17 08:40:34
The longest code I wrote was in my old job, while porting a very old ERP to something "more visual". Around 200K lines or so, with the worst and more obfuscated language that exists in the universe Cranky

And as the longest personal work, there where 2 and I'm not sure which where longer (around 20K lines). One was something like a Windows OS I wrote more than 20 years back in C, and the other a shooter for the Nintendo GameBoy Color.
22  Game Development / Networking & Multiplayer / Re: Patching/Updating games - How would it work? on: 2014-06-12 10:25:30
You can also use Java Web Start to do it automatically for you:
23  Games Center / WIP games, tools & toy projects / Re: [libgdx] Project Ultimate - 2D side scrolling platformer on: 2014-06-11 16:10:11
Hi all!
I added a lot of features to the game engine and the game looks much better now. This are some of the most important additions:

-Advanced sprite management. It's able to build sprite animations from a sprite sheet without writing any extra code. You only need to put a new name in an enum and it's ready to use.
-Tile animations
-Tile animation attachments
-Map triggers
-Enemies. Various types with different behaviors.
-Basic global lighting.
-Audio engine.
24  Game Development / Newbie & Debugging Questions / Re: [libGdx]rotating group element cause rectangle misplacement on: 2014-06-11 15:22:37
I know it's not what are you asking but, why don't you use circle collisions instead of rectangles?
25  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Rectangle collision returns different results on: 2014-06-07 19:05:42
The rectangle.overlaps method works fine, it doesn't has much mystery. I think your problem could be that you are moving your sprites or the map at more that 1 pixel per frame, and you don't has this into account.
26  Game Development / Newbie & Debugging Questions / Re: get cell in tiled map on: 2014-06-07 15:52:54
No idea with the library you are using but with libgdx is something like this:
27  Game Development / Newbie & Debugging Questions / Re: libgdx rotation (Sprite, Animation) array issues on: 2014-06-06 08:22:59
but i don't have a bullet angle or Vector2 position???
so now do i have to create them and amend my code?

You don't need a vector, I put it only as a reference to help you understand how it works.
"vector1.y - vector2.y" is "dy", and "vector1.x - vector2.x" is "dx" in your code.

So, at the end, is something like this:
float targetX = GameWorld.getBall().getX();
float targetY = GameWorld.getBall().getY();
float dx = targetX - getX();
float dy = targetY - getY();
float angle=MathUtils.toDegrees(MathUtils.atan2(dy,dx)); // <-----

I suggest you to learn Java better before attempting to make a game like this. You are a bit lost in basic things.
28  Game Development / Newbie & Debugging Questions / Re: libgdx rotation (Sprite, Animation) array issues on: 2014-06-05 09:16:07
As English is not my main language I'm not sure if is this what you are asking, but to get the rotation angle to point to other vector you can use
double angle=MathUtils.atan2(vector1.y - vector2.y, vector1.x - vector2.x)

The angle is returned in radians, if you need it in degrees, MathUtils has a method to transform it.

For the other question about having multiple bullets, enemies,... , use the Pool class in libgdx.
29  Discussions / Miscellaneous Topics / Re: Random syntax tweaks! on: 2014-06-04 11:12:25
I love the princec idea but applied to constructors to have a destructor

public foo() {
} finally {

It will be nice to have a short object construction syntax when left & right is the same. Instead of
YourClassObject<Class1,Class2> var= new YourClassObject<Class1,Class2>(params);

have this
YourClassObject<Class1,Class2> var= new(params);

And to have by reference parameters instead of only by value
void swap(int a, int b){
int c=a; a=b; b=c;


30  Game Development / Performance Tuning / Re: Cache locality and LibStruct - fixing Java's horrible memory layout on: 2014-05-19 08:32:35
Why you need to compute 100 000 entities if it's impossible to have all of them on screen? Compute only what is on screen and you will get 60 fps easily.
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