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1  Games Center / 4K Game Competition - 2013 / Re: Community voting results on: 2013-03-21 20:28:15
Thank you all for another great time at the 4k-pool!

Allthough I have different taste than most of the community, I still enjoyed the games!
Weird that I scored better than my personal favorite Smiley

Again, best of regards to all the programmers for entering!

2  Games Center / 4K Game Competition - 2013 / Re: 4kProf on: 2013-02-24 08:56:43
Thanks all for commenting.

I have updated the game (and link at top of forum-post)

  • Scaled down to 450x400
  • Antialiassing (penalty: increased bytecode !!)
  • Added levels + implemented the optimization code for level-load
  • Added objects

Best regards from
3  Games Center / 4K Game Competition - 2013 / Re: 4kProf on: 2013-01-27 22:00:28
Thanks for looking at it and commenting on the game!

1. Originally the game was designed for 1024x768 but then noticed the 800x600 is maximum on the site.
I should redesign the drawing mechanism, or see if the limitation on isn't that strict (anymore)
2. I was thinking of a smoother animation but I'm not sure if I can pull it off without losing the number of levels. Will look into it again when things get better optimized!

Best regards from
4  Games Center / 4K Game Competition - 2013 / 4kProf on: 2013-01-27 13:28:59
Last year I wanted to make this game using polygones. In the end I made a matching game using the technique I wanted to use.

This year the sprites and level design are using different decoding mechanisms.

At the moment it isn't extremely optimized so I think I can add some more levels to the game.

The game is inspired on the Professor Fizzwizzle games.

Click on image to start

Navigate with Arrow Keys and N key for next level if you want to skip one. (P = previous)
ESCape restarts the level.

Basically the sprite decode is like:

chr(nr) = number of sprites .. so for each sprite do
chr(nr) = number of polygones .. for each polygone do
chr(nr) = polygone palette-color reference
chr(nr) = number of points in the polygone so for each polygone-point do
chr(nr) = modulus of coordinate = polygone-x or polygone-y  (sprite width/height determines number of chr)

The level decode is something like this:

chr(nr) = repeat number of objects
chr(nr) = objectnr

The level is still in a multi-dimensional array and I know this can be optimized further using one String technique like the sprites.
So that will be my next task for optimization.

*updated link to java4k*
5  Games Center / Featured Games / Re: ApoSheeptastic on: 2012-03-31 02:54:08
WOW very nice improvements since my last try!

You added levels and a puzzle mode, upgraded graphics and are still improving things as you go!

A few PERSONAL comments, don't know if others feel the same !!!

Puzzle mode:
- level design is quite steep. The first levels < around 5 where very good. Then it is getting harder
and harder to get the right sheep to clear the level in one move.
I like the fact that it is getting difficult, but I fear you would lose too many players early on.

- Feel of control.
 * Maybe you could make the grass eating as a bonus rather than prevent the level to be completed.

 * I found the shifting/moving/falling action rather frustrating.
It was nice to follow the path in your mind as you move the sheep around, but when there were
more moves necessary to complete a level I found it frustrating that the falling of the objects really
threw my predictions away. Again, this could very well be challenging in later puzzles, but you
introduced it rather quickly.

- In the tutorial I thought I saw a text that there were 40 levels. I think you should increase that in case
you want to charge money for it.

Endless Mode:
- The falling technique works better in this mode
- Still would love to have a 'change direction' power (Maybe power up?)
- The ration frustration/feel of control is better in this mode all together.

-  "We are strong message" doesn't really apply as long as there is no dog/wolf in sight

My compliments on your persistence to this game and I think you demonstrate good game design
in progressively improving on your game. It has come a long way from your first idea.
Like I wrote in my earlier post it has potentials and now it slowly looks like something that people
actually would pay for.  You might want to check a game like Shoot the Apple on Android.
It has a nice feature that you can unlock levels if you have scored heavily enough or buy an unlock.

Keep on polishing the graphics but I would kindly ask to look into (puzzle)level-design.

Best regards from

6  Games Center / 4K Game Competition - 2012 / Re: AnimalMatch 4k on: 2012-02-29 06:18:06
Added extra line describing the horizontal/vertical matching.
Since you can match either of them I didn't want to choose different colors. It doesn't feel right to match a red and green tile. Sorry!

Thank you very much for your input!
7  Games Center / 4K Game Competition - 2012 / Re: AnimalMatch 4k on: 2012-02-27 05:55:18
You have to click on both middle tiles to get them removed.
The middle tiles are blocking-tiles so that you have to avoid them during
the matching. If however you want to remove them you can do so by clicking
on two middle tiles. But only horizontal/vertical matches have real effect!

Hope this helps..

Best regards from
8  Games Center / 4K Game Competition - 2012 / Re: PORT4K on: 2012-02-25 11:20:14
Great improvement over the first itteration.
I personally would like to alter the keys so that the arrow keys could be used
instead of the A-D keys.

Best regards from
9  Games Center / 4K Game Competition - 2012 / Re: AnimalMatch 4k on: 2012-02-25 11:11:01
Thank you for that bug-report !! Found the -1 index , I think!
Should be fixed now.

The red pieces should be matched to make a path between the right and left side.
Only at a penalty of 100 points can the middle pieces be matched, so you should
be careful in matching just the two easiest animals and think ahead.
Hope that helps!

Best regards from
10  Games Center / 4K Game Competition - 2012 / Re: AnimalMatch 4k on: 2012-02-25 09:08:22
Hello ReBirth and StephR,

Thank you for testing my game! Greatly appreciated!

@StephR: I changed the sleeping-mechanism and introduced Implemented/Run instead of a single init to hopefully fix that
freezing issue.

@Both: There seems to be a change to the site as I now can see different outputs on different
browsers that wasn't there before.
Other games are running with chopped game canvases as well on IE 9. Chrome still works, but give extra white spaces
next to the applet.

@StephR: Sometimes the rules of the tiles are blocking eachother.
Fish can only swim across other fish and black = empty tiles.
Land animals can only walk on empty = black tiles.

An example of unfinished level is for instance:

Here the fish tiles are blocking the animals.
You can only make L-shape matches or horizontal-vertical matches.

Best regards from
11  Games Center / 4K Game Competition - 2012 / Re: AnimalMatch 4k on: 2012-02-19 11:49:09
The proof of concept for the polygon usage for the sprites came out just fine.
Made a poly-editor to draw over an existing image and converted into string-encoded-coordinates.

Endresult of the proof of concept is ANIMALMATCH 4k.

Edited original message to include the applet.

Best regards from

12  Games Center / Featured Games / Re: ApoSimple on: 2012-02-11 15:23:58
First I thought it was a 4K game (which still could be made Smiley )

Played both the Applet and Android version.
There is great potential here!

The graphics should change. Sheep are good.

I would love a playing mode where you have to find
the one sheep that can clear the whole level with one
Or maybe three moves to clear the whole board and
not replace the directions and leave the empty spots
on the board.
Another option could be that the player as the opportunity
to change the direction of one ´sheep´ to gain better flow.

I don't know if you have later levels that introduce
different kind of objects, but I would like something to
be blocking the shape in the middle. I found the middle
'sheep' to score the heaviest. Now it seems that there
are only ´good´ colors.

At the moment I´m not challenged enough to pick
the right direction.

Again I feel great potential here for a more-in-depth game.

Well done and good luck!

Best regards from

13  Games Center / 4K Game Competition - 2012 / Re: Theseus vs Minotaur on: 2012-02-01 08:52:49
Nice game and challenging.

I experienced same exception.
Also, I could not solve level 3.

Luckilly I found N (ext) and P (revious)  keys to navigate through levels.

Best regards from

14  Games Center / Showcase / Re: Arcane Tactics: applet loader on: 2011-12-10 21:47:29
Hello Nate,

Your applet on my mac mini gave this in the system.log file
(Both Safari and Firefox)

Dec 10 21:22:44 www [0x0-0x15f15f].org.mozilla.firefox[59583]: Exception in thread "AWT-AppKit" netscape.javascript.JSException: Plugin instance for applet ID 1 was already released
Dec 10 21:22:44 www [0x0-0x15f15f].org.mozilla.firefox[59583]:    at sun.plugin2.main.server.LiveConnectSupport.getInfo(
Dec 10 21:22:44 www [0x0-0x15f15f].org.mozilla.firefox[59583]:    at sun.plugin2.main.server.LiveConnectSupport.shutdown(
Dec 10 21:22:44 www [0x0-0x15f15f].org.mozilla.firefox[59583]:    at sun.plugin2.main.server.JVMInstance.unregisterApplet(

(These messages don't appear when running the lwjgl applets from the 16kb contest)

Not sure if it helps, but a quick google search hinted towards mixed 32-bit / 64-bit libraries.
Might be something you can work with?!

Best regards from

15  Games Center / 4K Game Competition - 2012 / AnimalMatch 4k on: 2011-12-01 10:27:10
Unfortunately I didn't completed the physics engine as I planned.
So instead I submit the proof of concept game for the polygon drawing.


[WIP] Prof4K

Hello All,

This year I'm going to try to make a game like Professor Fizzwizzle.
It will be a vertical platform puzzle game where the hero can't jump or fly.

First I will investigate fillPolygon as opposed to sprites created by String.
In the past I had good results using String encoding Sprites.

This is where I'm headed now (pseudo-code)
String sprites="[nrofcoords]XY..XY[nrofcoords]XY..XY";
Each sprite definition starts with nr of poly followed by x,y coordinates.
Maybe advanced technique would be to include number of sprite parts indication with
some color definition encoding.

Anybody allready walked that road in 4K? Any suggestions?!

Best regards from

Edit: Java4k link
16  Games Center / 4K Game Competition - 2012 / Re: Snake on a Plane on: 2011-11-23 15:35:46
Great start!

Found an issue. I created a level where the snake could fall down to the
bottom of the screen:

Exception in thread "Thread-10" java.lang.ArrayIndexOutOfBoundsException: 621
   at Source)
   at Source)

Pushing the limits further gave a freeze after eating about 50 or so pellets.

Very interesting levels could be made using only the current physics!!

Best regards from


17  Games Center / 4K Game Competition - 2012 / Re: Mystery Mash on: 2011-11-14 17:21:36
Very Well done!
Great Idea!

You still seem to have a few bytes to even incorporate some
other mashes Smiley

Best regards
18  Games Center / WIP games, tools & toy projects / Re: Fruit Maze on: 2011-08-13 07:49:28
Hello FruitMaze,

Love this kind of game and you executed it nicely!

Few suggestions:

- Start very simple with just one piece of fruit that you have
  to push to the mouth. Maybe even with an arrow in the background
  so as to know where the fruit has to go. Just for the starting level(s)
- Undo button (Important one, maybe penalty point for using it?)
- Hi-score list with number of steps taken to complete level
- The text between the levels doesn't change except for the last.
   You almost have a story going on, maybe you should vary a little?
- I see potential of growing this into a larger game and maybe even
  ask a little money for it! This could be the free-version  Cheesy
  Mickelukas had a good suggestion for extra elements. You can
  even introduce a female which you have to feed. Or even harder
  an animal that eats certain fruit if it can get to it ... etc..

Good job so far!

Best regards from

19  Games Center / 4K Game Competition - 2011 / Re: Trains 4k on: 2011-02-26 08:30:21
Nice Game!

An instruction on dragging the mouse and right-click to clear
would indeed be helpful.
Maybe stop the play action when clicking the mouse on the
canvas? An undo is maybe too hard to get in?!

Ran fine on Windows 7 , Chrome, Java 1.6.0_24
and SUSE Linux Enterprise 10,FireFox,Java 1.6.0_19

Best regards from

20  Games Center / 4K Game Competition - 2011 / Re: Help making my sprite transparent on: 2011-02-23 09:35:16
Hi Luisoft,

The way I used transparency was to create a bufferedimage with TYPE_INT_ARGB and
not to draw anything when I needed transparency.

Taken from maze4k 2010 entry:
import java.applet.Applet;
import java.awt.image.*;
import java.awt.event.*;
import java.awt.*;

public class transparent extends Applet implements Runnable {

   final int color[]={0, -1};

   // SpriteSheet
  final String str="$ $ ###############$ $ $ $#$ $ $ $ $ $ $ $  # ############  # $ $ $  $  #    $ $ $$$$##########$$ $$$         $$$$";

   public final void start() {
                new Thread(this).start();

        public final void run() {
      int width=48;
      int height=48;
      int TILESIZE=24;

      final BufferedImage screen = new BufferedImage(800, 600, BufferedImage.TYPE_INT_RGB);
                Graphics g =  screen.getGraphics();

      final BufferedImage SpriteSheet=new BufferedImage(4*TILESIZE,4*TILESIZE,BufferedImage.TYPE_INT_ARGB);
                Graphics ssg=SpriteSheet.getGraphics();
                for(int i=0; i < str.length(); i++){
         // If there is a space it is transparent!
                       if(str.charAt(i)!=' '){
                                int cc=str.charAt(i)-35;
                                ssg.setColor(new Color(color[cc]));
                                ssg.fillRect((i%width)*(TILESIZE/12),(i/height)*(TILESIZE/12), TILESIZE/12, TILESIZE/12);
      int bg=-1;      
      while (true) {
                        g.setColor(new Color(bg));
                        g.fillRect(0, 0, 800, 600);
         g.drawImage(SpriteSheet, 30,30,this);
         getGraphics().drawImage(screen, 0, 0, null);
         // new background color

         }catch(Exception e){}      

This example changes the background color and you
will notice that the white and black dots nicely fit on
the background.

Hope this helps.

Best regards from

21  Games Center / 4K Game Competition - 2011 / Re: Blocker 4k Completed on: 2011-02-16 21:29:46
Hello All,

On the Java 4k site is the final version of the game.
The goal this year was to fit a large amount of
levels without resorting to logic to create a level.
I aimed for 30 levels and that is what I ended up
having in the game.

Hope you enjoy!

Best regards from

22  Games Center / 4K Game Competition - 2011 / Re: Blocker 4k [Work In Progress] on: 2011-02-10 21:05:37
Hello Luisoft,

Thanks. I am confident that I can make it to 30.
I'm on 26 now. If I don't make the levels too large
it should work.

Propably you are referring to my 2010 entry Maze4K that used
a spritesheet. I'm honored that you want to take a look.
You have to do a little digging in the directory where
I host the game:
If you browse to
you will get the source code for the converter tool.
You use it : java getcolor a.gif
My spritesheet:
It will create a file called a.gif.txt with some String code.
You copy-paste this code into your own project where you
decode it.
The file contains the code for the game in which
you will find the technique to create a spritesheet from
this data.

Using strings you can use the compression qualities of
the kzip/7zip tools to make it really small. Riven's tool
is awesome with these strings.

This year I tried to do something clever like: if you see
9 times A write 9A instead of AAAAAAAAA.
It turns out that you can't beat the compression techniques
that are already provided in kZip. At least not without writing
much more decompression code which takes a lot of extra

Funny thing is that some characters compress better than
others. You have to do a little experimentation with your
particular spritesheet. In my case I replaced # with a space
to get the best compression.

Good luck.

Best regards from

23  Games Center / 4K Game Competition - 2011 / Re: Blocker 4k [Work In Progress] on: 2011-02-06 21:49:35
Hello WORLD Smiley

Byte count is on 3458

I'm getting confident that I will put 30 levels in the game. The
last levels will probably not be as huge as the world, but maybe I can make
them tricky enough...

Best regards from


Ehh.. No, I didn't make it accurate, and your country is probably not
represented .. my apologies for that!

24  Games Center / 4K Game Competition - 2011 / Re: Blocker 4k [Work In Progress] on: 2011-01-31 07:36:07
Thanks All!
Hopefully I can find even more levels for your enjoyment Smiley

 - levels .. Use ESC to go to the menu, you can select levels there
 - There was a 5 step penalty for using undo. You are the second
   person who wanted it gone, against one who found it challenging
   with the penalty.
   So you now can use undo without any penalty!
   If I get around it and it doesn't cost too many bytes, I might make
   a Menu Option so you can select expert mode or something like that..

Good job on level 6, but it is beaten by my girl-friend again Smiley

Best regards from

25  Games Center / 4K Game Competition - 2011 / Something to show on: 2011-01-30 15:36:53
Hello All,

In this simple puzzle game you need to match 2 colors
to remove the blocks from the grid.


The focus of this 4k game is on the number of levels.
Unoptimized there are 11 levels at the moment (3674 bytes),
but I aim for around 30 or even more levels.

You can participate in creating levels : LEVEL EDITOR
Login with a name and password and if the account does not exist,
it will ask if you want to create an account.

The 4k game will be static so I would need to copy the levels
from the editor into the game manually, but you can play your own
and other levels in the editor.

In case you beat a high-score I would like to change
the static high-score list to match it. Please leave a
reply or message so that I can manually change it.

Currently tested on:

Safari 5.0.3
Java 1.6

Safari 4.0.3
Java 1.6

ACER Aspire 5740 i5 4GB @ 2.27Ghz
Windows 7                                  
Internet Explorer                          
Java Plug-in 1.6.0_22-b04            

Google Chrome
Java 1.6.0_22-b04

Virtual Machines
SUSE Linux Enterprise 10              
Java 1.6.0_19

Windows XP HE 2002
Internet Explorer 6.0.2600
Java 1.6.0_10

Best regards from

26  Games Center / 4K Game Competition - 2011 / Re: 4Kube 3D on: 2011-01-27 16:51:56
Thanks Bysse,

That is exactly what I needed !!

This is my current low-score:

Best regards from
27  Games Center / 4K Game Competition - 2011 / Re: 4Kube 3D on: 2011-01-23 16:20:27
Hi Bysse,

Hopefully you be able to squeeze in a sort of
menu where you can go to a specific level?
I want to replay a level to beat my own score.
Also, it would be nice to have some kind of
indication what the (current) least number of
steps is to solve a grid?
I am trying to beat the score Scarzzurs made
but I either have to restart before the finish
to get it done. An unlimited undo would be
really, really helpful to get a step-by-step

Again, a great job and a very addicting game!

Best regards from


28  Games Center / 4K Game Competition - 2011 / Re: 4Kube 3D on: 2011-01-19 22:15:54
Hi Bysse,

Very nice game! I like this kind of thing!

I second Mickelukas on the stepcounter!

Best regards from


29  Game Development / Newbie & Debugging Questions / Re: Advice on: 2011-01-06 15:29:32
Hello heX-

Search this forum for : "2D Map editor"
It is a map editor from juddman and it is pretty good.

There are so many different ways of implementing a map.
The map editor you refer to have a tile-based system which
means that each tile is basically a separate image.

pseudo code:
for(int i=0; i < images; i++)

int GRID=16;
int TILESIZE=32;
for(int i=0; i < GRID*GRID; i++){
  getGraphics().drawImage(image[map[i]], X+( (i%GRID)*TILESIZE ), Y+((i/GRID)*TILESIZE), this);

Hope this helps.

Best regards from

30  Games Center / 4K Game Competition - 2011 / Re: Mage Wars (Working Title) [Work In Progress] on: 2010-12-01 09:19:49
Hi Allan,

Compliments of getting this far with network and cool graphics!
I was experimenting / thinking of doing some network things too so I will
be watching this with great interest!

Best regards from

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