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1  Games Center / WIP games, tools & toy projects / Solv - Puzzle Adventure game on: 2017-09-25 19:30:30


Game
Solv is a unique puzzle adventure game I've worked on nearly half a year focusing on presenting interesting puzzles that present something new each time and the depths of the human condition.The mechanics are familiar to those who have played a Sokoban type of game. Except Solv allows you to push and pull objects as well as interact with the world in a variety of other ways.

Here's a video I made a month ago showing a bit of what it plays like (Though this is already quite outdated in polish and level presentation)

<a href="http://www.youtube.com/v/v2LT2XCMt0U?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/v2LT2XCMt0U?version=3&amp;hl=en_US&amp;start=</a>

Here is a shot of polish I've applied to one of the first areas.

Click to Play


And a little early overworld development


Follow the game on twitter: https://twitter.com/solvgame

(Would also appreciate any tips on centering and general formatting as things like font resizing don't seem to work Smiley)
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Starting game development, need guidance? on: 2016-09-15 21:41:56
Other than Libgdx there's Mini2Dx wich just got a site update. It's pretty much slick for the GDX developer. Slick2D is pretty much complete and discontinued so this is a good alternative if you want to use the same platforms as LibGDx. I recommend it for it's pretty simple style.
3  Games Center / WIP games, tools & toy projects / Re: ChessBall on: 2016-03-18 16:47:27
Really neat change on chess mechanics. I would recommend the ball being kicked to where i choose to send it. It seems to just teleport there unlike the AI's kick movement. 
4  Game Development / Newbie & Debugging Questions / Re: intersecting issue on: 2016-01-24 04:07:21
What the previous replies are describing is called AABB collision detection. More info can be found at this tutorial: http://lazyfoo.net/SDL_tutorials/lesson17/index.php
5  Games Center / WIP games, tools & toy projects / Re: Base Invaders on: 2016-01-22 22:02:06
Thanks for the feedback; glad you liked it. I also fixed some of the problems you came across. Download link should be updated.
6  Games Center / WIP games, tools & toy projects / Base Invaders on: 2016-01-20 03:25:14
Game I made this weekend where you try to shoot as many invaders as possible before they destroy your base.



Download
7  Game Development / Game Mechanics / Re: Smooth background scrolling - small freezes in a loop on: 2015-11-26 21:46:59
Hello, can you show us a gif of what's happening? I didn't notice anything unusual.
8  Games Center / WIP games, tools & toy projects / Re: Floodgate - Randomly Generated Sewer System Search Thingy on: 2015-11-26 03:45:21
Great game so far! The concept is pretty interesting and the the effects and looks in general are good for this stage of development. It would be cool to have maps (or tilesets) of lava or a toilet bowl to go with the game play. One problem is I get an error when I choose to do FullScreen:
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org.newdawn.slick.SlickException: Failed to find value mode: 2720x1024 fs=true
   at org.newdawn.slick.AppGameContainer.setDisplayMode(AppGameContainer.java:146)
   at com.pickens.main.Game.main(Game.java:98)

Monitor resolution isn't 2720x1024 though.
9  Discussions / General Discussions / What version of Java do you use on: 2015-11-16 22:43:00
With Java 9 coming out, I find that there are a good amount of people still using Java 7 over 8. This isn't meant to be a debate, but I'm sure others are curious: What version of Java (or rather JRE) do you have installed?

Here's a quick poll for anyone interested: https://docs.google.com/forms/d/1amupfcID65ckrw7YCQlflw2g-sBSeoFzC47nljzjaqo/viewform?usp=send_form
10  Game Development / Newbie & Debugging Questions / Re: libgdx The need to dipose assets on desktop on: 2015-08-07 17:19:29
In LibGDX the dispose methods are used for disposing things like Spritebatches, Textures, Audio, etc. If you're making a Desktop version as well, you should still do cleanup.
11  Discussions / General Discussions / Re: Windows 10 on: 2015-07-30 00:57:49
I gave it a go after backing up files on my Linux partition (Apparently windows is greedy with partitioning) and I really like how they made the metro view on the desktop and made multitasking more efficient. The start menu is alright, but I dislike how "Search Windows" is always there when I could easily hit the home key and start typing. This adds more clutter to the task bar. I prefer the windows 8 window borders. Apparently their white windows with thin borders with your theme color. Their automatic color theme (when enabled) was pretty clever as it changed the theme based off the background colors. The privacy statements that mcela linked were a bit of a turn down for me. I don't care much for it   Stare
12  Game Development / Newbie & Debugging Questions / [LWJGL] How can I make a batcher with GL3.x on: 2015-07-27 22:52:27
So I've started to understand OpenGL 3 a bit better, but I'm having trouble making a batcher so I can render objects in real time. I have yet to find any good tutorial on doing so that isn't too complicated. Until I can find one, I attempted to make a Quad class that loads Rectangles using of the LWJGL wiki code. Only one Quad is rendered and movable though. I tried changing the parameters so they would sort the index of the vbos for me but that made a bigger mess.

If you're interested in my code here's the main class: http://pastebin.com/cDbjqfGz
And here's the Quad class: http://pastebin.com/vaev3vqj

In modern OpenGL I find it difficult to make some kind of Batch class than it was in older versions. What are some good books/tutorials/docs on making simple batchers for drawing shapes using calls like
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batch.drawRect(...)
?
13  Game Development / Newbie & Debugging Questions / Re: TileRenderer Buggy lines on: 2015-07-26 17:46:35
When I opened it in Gimp the tiles were 16x16 (not 60x60). So firstly, do you know enough on how the tilemap loader works? Maybe the tiles need to be shifted to the right by 1. Otherwise, try a tile sheet from a t tutorial or a random one online and compare them. Another problem may be with the Tiled editor and how you configured it. Does that tilemap look like this in Tiled as well?
14  Game Development / Newbie & Debugging Questions / Re: TileRenderer Buggy lines on: 2015-07-26 17:27:52
I don't use Tiled anymore, but by padding I believe it means getting the tile drawn to correspond with the tile sheet. If your background is black, then the size of the tile may be the problem here. Have you tried comparing the brick sizes to that of the stone tiles?
15  Games Center / Showcase / Re: Izalys World (Java 2D run and jump game) on: 2015-06-13 17:54:55
I really like the art and overall look of the game. Whenever I download the linux version i get a file-not-found.txt that says "File not found or deleted from server"
16  Java Game APIs & Engines / OpenGL Development / [LWJGL] Binding multiple VBOs to a VAO on: 2015-06-07 16:48:49
I'm giving modern OpenGL a go, but I'm curious why I wasn't able to add another VBO (more positional data) to my VAO. Based off the Wiki, I followed the same process to create the first VBO (vbo0) and put it on index 0. The second one (vbo1) at a different position isn't being rendered, even though I put it in index 1. They should be 2 quads at different positions.

INITIALIZATION

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 public void setupQuad() {  
       
       //vbo0
        float[] vertices = {
                // Left bottom triangle
                -0.5f, 0.5f, 0f,
                -0.5f, -0.5f, 0f,
                0.5f, -0.5f, 0f,
                // Right top triangle
                0.5f, -0.5f, 0f,
                0.5f, 0.5f, 0f,
                -0.5f, 0.5f, 0f
        };
        FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length);
        verticesBuffer.put(vertices);
        verticesBuffer.flip();
       
        ///////vbo1
        float[] vertices1 = {
                // Left bottom triangle
                -0.8f, 0.8f, 0f,
                -0.8f, -0.8f, 0f,
                -0.6f, -0.8f, 0f,
                // Right top triangle
                -0.8f, 0.8f, 0f,
                -0.6f, -0.8f, 0f,
                -0.6f, 0.8f, 0f
        };
        FloatBuffer verticesBuffer1 = BufferUtils.createFloatBuffer(vertices1.length);
        verticesBuffer1.put(vertices1);
        verticesBuffer1.flip();
       
       
        vaoId = GL30.glGenVertexArrays();
        GL30.glBindVertexArray(vaoId);
       
        //vbo0
        vboId = GL15.glGenBuffers();
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId);
        GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW);
        GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0);//index 0
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
       
       
       
        //vbo 1
        vboId1 = GL15.glGenBuffers();
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId1);
        GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer1, GL15.GL_STATIC_DRAW);
        GL20.glVertexAttribPointer(1, 3, GL11.GL_FLOAT, false, 0, 0);//index 1
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
       
       
         
        GL30.glBindVertexArray(0);
         
    }


Rendering

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  public void loopCycle() {
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
         
        GL30.glBindVertexArray(vaoId);
        GL20.glEnableVertexAttribArray(0);
        GL20.glEnableVertexAttribArray(1);
         
        // Draw the vertices
        GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexCount);
         
        GL20.glDisableVertexAttribArray(0);
        GL20.glDisableVertexAttribArray(1);
        GL30.glBindVertexArray(0);
         
    }


Also, how can I get coordinates based on screen size without using an Orthographic projection? It wont let me call
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glOrtho
, so I'd asume it's deprecated.
17  Discussions / Miscellaneous Topics / Re: What kind of keyboard do you code on? on: 2015-06-06 19:29:56
Usually whatever isn't broken. I really like my current Dell one though; It has nice flat/smooth keys similar to a laptop.
18  Games Center / WIP games, tools & toy projects / Re: Dominance (work title) - spaceship war game on: 2015-05-14 20:54:02
The game play is fun, and the menu is nicely organized. Cool being able to build your own ships. If you can, I think some sort of alien or mother ship would be cool as well.
19  Java Game APIs & Engines / OpenGL Development / Re: Java fatal crash with LWJGL 2 on: 2015-03-08 20:26:10
Yep
20  Java Game APIs & Engines / OpenGL Development / Java fatal crash with LWJGL 2 on: 2015-03-08 19:47:24
I was using LWJGL 2 and it seems to have crashed once I got to rendering. I'm using LWJGL from here and LWJGL 3 seems to work just fine. This has happened before with earlier projects as well.

The error in console: http://hastebin.com/yaluzoxope.tex

the error log: http://hastebin.com/hicarofido.tex

Google says I should re-install Java, but the only difference in this project than my others is the LWJGL version.
21  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX] Mouse coordinates all funky. on: 2015-02-11 02:23:18
I don't think the problem is in this code, so would you care to share some more? Are you changing the player position somewhere else? A problem may be that you are setting the rectangle's position before the if statements check if x <0 or x > 480.

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public void update() {
      x = Gdx.input.getX(0)-75 /2;
     
      rect.setPosition(x, y); //<-------------- try putting this under the if statements

     
      if (x < 0) {
         x = 0;
      }
      ;
      if (x > 480) {
         x = 480;
      }
      ;
     
         if(timedOut == true){
            revive();
         }
   }
22  Game Development / Newbie & Debugging Questions / Re: What are these "Mentions" that I have on the top of the site? on: 2015-02-11 01:42:54
Resent talk about it http://www.java-gaming.org/topics/new-feature-mentions-in-posts/35520/msg/336482/view  Pointing

EDIT: And the correct place would be Miscellaneous Topics
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-08 04:20:46
Learning about raycasting
Click to Play

EDIT: This was done using a 2D game library
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-01 19:51:12
Finished my twitter profile

blah blah blah...

Nice! I tried that animator and animated my profile picture (Not too good at breathing animations as you can tell)
Click to Play


creepy thing

What the Hell?
25  Game Development / Newbie & Debugging Questions / Re: Best way to deal with infinite elements? on: 2015-01-20 02:09:25
I recommend you make a rectangle the size of the screen and add (and draw) the entity whenever it collides (and is inside) with the screen. 
26  Game Development / Newbie & Debugging Questions / (LibGdx) Problem Supporting crossplatform on: 2015-01-20 01:10:55
Both the Desktop Launcher and Android Launcher call this class:
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public class AGame extends Game {
   
   BaseGame bg; //a screen class
   BaseGameAndroid bga; //a screen class
   
   @Override
   public void create() {
     
      switch(Gdx.app.getType()) {
     
      case Android:
         System.out.println("Running Android...\n");
         initb();
         setScreen(bga);
         break;
      case Desktop:
         System.out.println("Running Desktop...\n");
         inita();
         setScreen(bg);
         break;
      case WebGL: //Html5
         break;
      default:
         System.out.println("IT BROKE!");
         break;
      }
     
     
   }
   
   public void inita() {
      bg  = new BaseGame(this);
   }
   
   public void initb() {
      bga = new BaseGameAndroid(this);
   }
}


When I use Desktop, it simply runs the BaseGame class. On Android, it shows exactly what the desktop shows. My eclipse android emulator wont find the game anymore so I test it with bluestacks and my phone. Bluestacks runs it with W,A,S,D support and my phone just runs it (Haven't added controls).

Is there something wrong with the way I choose the platforms?
27  Discussions / General Discussions / Re: Looking for beginner game developer guidance on: 2015-01-15 22:31:19
Welcome.

If you're begging, I recommend making sure to keep programming books for reference. The book you are looking at uses Java 2D which is a bit too slow for modern day video games. It's usually used for testing and basic games. After you have learned some basic game development concepts like rendering and collision, you should look into a game library. A game library uses OpenGL (Open Graphics Library) in an organized way to make game development more efficient for you. Because you are using Java, you would need to look into LWJGL (Light Weight Java Game Library). It is basically OpenGL in the Java language. Keep in mind that LWJGL is not a game library. You would have to learn some pretty complex math such as vectors and matrices. Game Libraries are made using this (OpenGL/LWJGL) graphics library to avoid having to learn those intermediate topics.

It is usually recommended that you use a game library before learning OpenGL/LWJGL so you get the basics of game development. If you want an up to date, high level game library, I recommend LibGdx.

As for learning, keep a few Java books near by, take some time to figure out your problems before asking, and be very clear about any questions you have. Remember, Google is one of your best friends as a programmer.
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-15 01:54:19
Bought a breadboard and a 16 pin Integrated Circuit.

EDIT: After some research, I found out It's just an IC Socket. It holds the actual IC.
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