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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-20 18:16:05
JavaME (for the old brick phones) is certainly an interesting environment to train programming for small application and have an eye on performance.

That was OpenGL ES 1.1 if I remember? Certainly interesting to get stuff running on it.

From a practical view: its more reasonable to learn Android development right away.
2  Games Center / WIP games, tools & toy projects / Re: BlockBreaker on: 2017-06-08 04:55:31
Wow, 40MB Download.

Here some critics:
-> The Ball does not bounce in a different direction depending on where it hit the paddle -> the player is just reacting, cant control much, its mostly about catching things that fall down.
-> You should add a stronger light emitter to the balls, they are too small and hard to spot when everything is blinking and moving.
-> elements are too small in general for the screen. try boosting their relative size
-> The paddle movement does not respond immediately, try making it controlled directly by the mouse-pointer-position, without acceleration.
3  Java Game APIs & Engines / Java 2D / Re: Triangle fill algorithm on: 2017-06-06 12:29:59
4  Games Center / Showcase / Re: Meganoid (2017) a challenging roguelike platformer (steam+mobile) on: 2017-06-06 08:18:58
Thanks for your post-mortem, interesting read.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-06 04:46:31
@Damocles - Really nice looking! Can I assume you will add more variation, in the future, to the debris source particles rather than reusing graphics as much as you do in this iteration?

Yes, there are only 4 particle types (sprites) in the animation. I will later make them distribute in a better, more fractal pattern and have more variances in the particle types.
It as here mainly a test to see the rendering in Canvas2D.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-05 21:10:38

Some 3D Matrix calculations with Sprites:
Javascript rotating dustcloud, (Canvas2D)

7  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-04 10:45:16
The first iteration was called "Pooplin", but the marketing department vetoed against it.
Now they are at an impasse..
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-05-29 16:04:30
Worked on an EvE Online like procedural StarCluster Generator.

(JS Version, click to see star-names, drag to tilt starmap)
starmap JS
9  Discussions / Miscellaneous Topics / RIP Leonard Nimoy on: 2015-02-28 00:03:05
A great actor just passed away, at the age of 83.

RIP Leonard Nimoy
10  Game Development / Newbie & Debugging Questions / Re: Pathfinding? on: 2014-10-14 13:20:16

The tile map is made in TileD and I'm using slick.
Thats totally unrelated to your problem of implementing your own pathfinding.
11  Discussions / General Discussions / Re: How do you come up with ideas for games? on: 2014-10-01 14:35:37
important to keep it a game concept, not just a wild phantasy:

#1 avoid feature creep

its easy to have a good base idea, and then add and add and add more cool new ideas and
features to it  -  up to a point where the game seems to be a humongous undertaking that just cant be realized.
Also, a lot of ideas might change during development, so dont nail down everything in the beginning.
Just keep the basic gamemechanic intact. Other things will change

#2 dont plan games with unrealisic workload

If you are not a (paid) artist, dont plan your game on a high poly 3D world with thousands of assets.
Look for an art style that can be realized coherently with less work.

If you dont get fundet (hobby developer) dont plan the scope as if you where a full time employee.
at one point the game moves from the fun prototype stage to the actual full implementation stage.
If the workload is too much, your motivation will fade and the project likely gets stored away and abandoned.
(maybe serving as a nice mine for code snipplets)

#3 look back on older concepts

I usually scribble 1 - 2 page text documents with lots of ideas to a project, then just save it in a concept folder.
If you look at the concept again after 5 months and it still looks cool, its probably cool.
(and not just a random dreamup of ideas after playing the big commercial game XXX)
12  Discussions / General Discussions / Re: How do you come up with ideas for games? on: 2014-10-01 13:40:24
mostly on the toilet
13  Discussions / Business and Project Management Discussions / Re: Starting a small dev business on: 2014-10-01 11:32:27
Getting money involved is the best way to end a friendship.

Dont get into that until your have a serious business concept.

If you have (small) money piling up, lets say from advertisement in your Android app,
let it assemble on one account, and then split it in two after a few months.
14  Discussions / Miscellaneous Topics / Re: Java won't let me time travel on: 2014-09-30 17:06:52
try this

try {
} catch (Exception ex) {

and then in Eclipse hit Alt-F4 to open the auto completion
15  Game Development / Game Mechanics / Re: Detecting islands on a 2d map? on: 2014-09-26 17:39:25
good solution.

now you could also implement a method to remove/sink islands which are too small (minimum number of tiles reached in a floodfill)
if that fits your gameplay
16  Games Center / WIP games, tools & toy projects / Re: Asteroid Fight [MMO-RTS-RPG genre mix] on: 2014-09-26 11:24:00
Ok, good to hear that the players units are running in a persistant world when the user is offline.
The main reason why this is a good is that it avoids the situation to come online and having
no others players (or his owned units) populating the place.
Especially when playerbase is not quite enough to always find someone online.

So when you attack someone elses units, will there be a message stored?
like "CatPixtures89 attacked you at 10.50pm, you lost 5 ships"

This way its good to plan to retaliate.
eg-> interaction even when players are not concurrently online.
17  Games Center / WIP games, tools & toy projects / Re: Asteroid Fight [MMO-RTS-RPG genre mix] on: 2014-09-26 10:26:02
Visually quite appealing.

Can you attack other players bases/troups, when they are not online?
18  Discussions / General Discussions / Re: Are Java applets really "dead" for indie developers? on: 2014-09-26 10:12:20
Dead, as in dead as online Media for the common casual enduser.
Not dead as in disabled technology.

There are certainly still business-internal and academic uses for applets.
19  Games Center / Showcase / Re: CustomRPG - A fully customizable role playing game! on: 2014-09-26 09:55:41
I suggest not to spend money on assets yet.
Also, whatever you will find in some (commercial) collections will likely not cover everything you need.
Then you are stuck with aquiering assets (with the same art style) for the missing elements.
This is something where you need an artist. And that would cost.

And then seriously, dont expect to earn money from your project. Its not nearly far enough to be marketable.
(not just because of missing art)
See it as a way to learn skills and enjoy as a hobby.

Also look into creating a little YouTube demonstration for how your project works.
Its better and more entertaining than explaining it with a wall of text.
20  Discussions / General Discussions / Re: Should i allow everyone to see my game source code? on: 2014-09-25 16:32:21
Maybe your sentence was too long, so he forgot the beginning  Grin
21  Discussions / General Discussions / Re: Should i allow everyone to see my game source code? on: 2014-09-25 16:02:30
If you send the source to your prof or someone else, you can proove its from you (or send by you first anyway)

If your have doubts, that any part of the code is not quite original ... dont release it Wink
22  Games Center / Showcase / Re: CustomRPG - A fully customizable role playing game! on: 2014-09-25 14:33:34
A suggestion for the "art-part"

If you are not an artist, and dont want/cant affort an artist, and dont want to use free assets:
You have 2 options:

-either create a rendering method, that produces visually appealing art from very simple to create shapes
(like some fake 3D with shadowmapping and particle/bloom effects)
-> so let your technical skills define the art-style


-research and play around with a very easy to produce art-style, that you can manage (given your skill) to create
enough assets.

-  use very low res graphics with a very limited color palette
-  create a voxel renderer and make yourself an editor for it
-  use simple geometric shapes and create nive looking transitions and effects or textures, something of a workflow that you can
do and redo again and again in your graphics editor
-  use a vector drawing program (like inkscape), draw your art roughly as a bitmap and then convert it into vector graphics
(an easy way to create high resolution graphics from a sloppy simple base-drawing)
-> add some effects to it too

anyway, play around with a WORKFLOW that allows you to have a coherent art-style without the need
for a lot of artistic skill.

what you dont want to do is spend lot of time to create a single asset, then realizing you have to do 100 more
thats a grind, and something only pure (paid) artists might enjoy.

here a random example of an isometric scene made from simple geometric shapes and simple textures
You dont need to be an artist to create these shapes (or generate these textures), its more programming skill.

here an example of very low res tiles with a very limited color palette:

a simple drawing, vectorized using inkscape:

this is a good example of creating a nice scene based on your technical skill (without the need to be a big artist)
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-23 18:27:22
The color-style reminds me of the BitmapBrothers
24  Discussions / General Discussions / Re: Are Java applets really "dead" for indie developers? on: 2014-09-22 15:56:38
Given what possible in JavaScript nowerdays,

(check this demo out)

Its a bit depressing to see the demise of JavaApplet.

If Oracle would have taken a more end-user oriented approch (Applets as dedicated Multmediasolution)
Java could still be a big player in online content.
Im thinking more of a "Adobe Flash" type of multimedia plugin - that is beeing controlled by Java bytecode, instead of just sandboxing a complete programming environment
also ment for business backends.
25  Game Development / Performance Tuning / Re: Best way to go about many objects checking array for data? on: 2014-09-22 05:37:16
But the Force vectors need to be used in some way...
26  Discussions / Miscellaneous Topics / Re: Whays the story behind your name on: 2014-09-21 22:14:17
Damocles -> Mercenary 2 by Paul Woakes

An impressively large game back in its time.
(you could travel a complete solar system including all its planets and moons, visit thousands of building etc)
One of the first (3D) open world games.

(Other notable games where Midwinter and Carrier Command for example)
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-19 19:46:41
made some vectorized images of people for an upcoming game
28  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-19 14:39:00
Now with all that money, I wonder if he waits for change at the cashier  Grin
29  Game Development / Newbie & Debugging Questions / Re: Libgdx android xml saving on: 2014-09-18 20:07:05
I HAVE that image hanging behind my desk  Grin
already for like a year.
30  Game Development / Artificial Intelligence / Re: A* Pathfinding seems to give up before target on: 2014-09-18 19:58:13
Cool website, thanks for posting
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Java Gaming Resources
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2017-12-05 19:38:37

Java Gaming Resources
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2017-12-05 19:37:39

Java Gaming Resources
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2017-12-05 19:36:10

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List of Learning Resources
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List of Learning Resources
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SF/X Libraries
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