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1  Games Center / Showcase / Re: Beamer - game with riddles on: 2014-03-25 16:49:01
Looks nice. It's a shame I don't have an Android device.

Thanks. It's a shame that game doesn't have html5 version. I'm going to work on that.
2  Games Center / Showcase / Beamer - game with riddles on: 2014-03-24 15:56:35



<a href="http://www.youtube.com/v/lK2PbkN_6vY?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/lK2PbkN_6vY?version=3&amp;hl=en_US&amp;start=</a>

Hi,

Beamer - my latest android game is a kind of arcade game with riddles inside.
available for free at https://play.google.com/store/apps/details?id=com.perunlabs.app.beamer

Initially I wanted to make something completely different. I started with idea similar to "edge" bu in 2d and with richer environment - switches, bridges, lasers etc. All you need would be a skillful finger and good timing to succeed.

In the end it turned out that I really enjoy inventing different riddles for each level so I ended up with a kind of puzzle game.
Hope you like it.  Smiley

3  Game Development / Newbie & Debugging Questions / Re: How do you guys name builds, betas, etc. on: 2014-03-01 19:55:17
Take a look at semantic versioning
http://semver.org/ describes it in details and explains why it matters.
It might be overkill for a game project which is never linked to by other binaries but it does not hurt to use standard that is widely accepted and uderstood. (Semantic versioning is suggested versioning by github)
4  Games Center / WIP games, tools & toy projects / Re: A Cup of Christmas Fear on: 2014-02-17 20:59:49
I've retested and:
- countdown 3,2,1 is correctly visible now
- exiting app and entering again works correctly (all textures are visible)

only buttons are still not very responsive, have to be touch in the center
5  Games Center / WIP games, tools & toy projects / Re: A Cup of Christmas Fear on: 2014-02-17 20:11:21
I tried running it under the Nexus 7 in the Android Virtual Device emulator, and it seemed to work, but I still want it tested on actual hardware!

I would retest on my nexus 7 but dropbox link you provided stopped working. I get 404 - (maybe it's dropbox servers issue)
6  Games Center / WIP games, tools & toy projects / Re: A Cup of Christmas Fear on: 2014-02-17 09:51:22
Issues I've found:
- Buttons on main screen seems unresponsive. It looks like I have to touch it exactly in the center. This is especially visible with a "sound on/off" button that is very small. I am able to turn it on/off but I have to be very precise. (scaling issues?)
- I have the same problem as nerb - exiting the app with "back" button and starting again causes all textures except avatar to be white
- After I press "play" button whole level is rendered correctly but for the first 2 seconds white rectangle is rendered in the center of the screen and is shrinking until it disappears.

Apart from that I can control avatar correctly.

tested on Nexus 7.
7  Games Center / WIP games, tools & toy projects / Re: Square WIP on: 2014-02-15 12:45:01
Well I played it, the overall idea is pretty solid, but the movement needs some work. I think touch based movement should be an option, and when you roll over "special" spaces the player should sort of stick to it. I spent a lot of time trying to roll perfectly onto the spaces so they would activate, and it got really frustrating at times!

But I like the concept! And the entities teleporting is really cool!

Thanks for feedback.
You're right - accelerometer controls need some work. I haven't spent much time on it.
What's more I started wondering whether acceelerometer makes any sense in that game at all. When I play it on desktop with standard keyboard I feel I'm more precise than with accelerometer (I thought it would be other way). Your suggestion with touch feedback seconds that so I will add on screen buttons as an option or maybe default interface.

8  Games Center / WIP games, tools & toy projects / Re: Square WIP on: 2014-02-13 13:30:10
Link doesn't work on your Google+ post, it just brings up a 404!

You have to click "follow" button on "Square game alpha testers" community in google+ service. Only then you won't get 404 under mentioned link.

I know - this is as user unfriendly and complicated as it can be. I had known it upfront I would have never chosen to publish alpha version via "alpha testing" channel at developer console.
9  Games Center / WIP games, tools & toy projects / Re: Square WIP on: 2014-02-13 13:23:17
This looks really nice!
As said above the animation is really smooth!
Unfortunately I'm in the process of changing it :|

It really reminds me of 'Thomas was alone' Smiley
I actually quite like how the graphics are now.
Nice, simple and square Tongue
Someone before you suggested that I should add more avatars that can be controlled by the player and need to cooperate to success.
However from the very beginning I wanted to create a game that would require skillful hands instead of intelligent brain. I just wanted to take a rest from puzzle/mind games.
10  Game Development / Shared Code / Re: jValues - object oriented java values on: 2014-02-13 09:16:57

Looks very interesting.
I tried to learn more but the problem is that despite RxJava is a java library, all examples on their wiki are in scala language. (for example https://github.com/Netflix/RxJava/wiki/Creating-Observables)
Are you able to point to some examples in pure java? or some opensource project using it?
11  Game Development / Shared Code / Re: jValues - object oriented java values on: 2014-02-13 08:37:22
readme.md
Quote
We can simply multiply it by 3 this way:
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radius.mul(2)
... rocked my world ...

Fixed. Thanks for pointing out.
12  Game Development / Shared Code / Re: jValues - object oriented java values on: 2014-02-12 18:03:29
First! Grin

Wait a minute, I published my project in January 2013...  Grin

but seriously you have a few nice features like updating data from file. I'll take a closer look later, I'm not scala literate.
13  Game Development / Shared Code / Re: jValues - object oriented java values on: 2014-02-12 17:59:39
I get what this lib does, but why?

I'm not quite sure what you are asking about?
Why I needed that lib?  - There are examples in the tutorial.
Could you be more specific?
14  Game Development / Shared Code / jValues - object oriented java values on: 2014-02-12 10:09:58
Some time ago I opensourced jValues library that I use on a daily basis and forgot to share it here.

It is a library providing object oriented representations for primitive values like Float, Int and compound values like Vector, Frame (Aabb), Quad (4 Vectors), etc. Each value have mutable, immutable and readable interface. For example float can be represented via mutable FloatV interface, immutable (const) FloatC interface or readable FloatG that is supertype of FloatC and FloatV (you can read it but have no guarantee it's immutable).

It provides most common methods that can be invoked on values it can represent.

Tutorial available at https://github.com/mikosik/jvalues provides simple examples and explains everything nicely.
15  Games Center / Showcase / Re: Zombie Cubes! on: 2014-02-11 17:18:18
No I know the difference...I just never looked at it properly lol. I only clocked the second part like an idiot, maybe there is something wrong with my ROM.

Happens to me as well Smiley
16  Games Center / Showcase / Re: Zombie Cubes! on: 2014-02-11 09:36:24
Not showing up when I use search for some reason, link is just taking me to Google play first screen. Galaxy s4, did you setup the minimum android version correctly? Running 4.2.2 here.

Weird lol

This is the code I have in my Manifest:
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 <uses-sdk android:minSdkVersion="5" android:targetSdkVersion="17" />


EDIT: fixed quotations

This is perfectly sane AndroidManifest.xml file.
Your minmal sdk version is 5 which means your app will be visible to android devices with android version 2.0 or higher. It's more than needed in my opinion. All my games have minSdkVersion="10" which covers almost 99% of devices.

@Gibbo3771 You probably misunderstand difference between minSdkVersion and targetSdkVersion. Everything is nicely explained here: http://developer.android.com/guide/topics/manifest/uses-sdk-element.html In a nutshell: Having targetSdkVersion very high means that you tested your app against device with that high android platform installed, but it is still visible to devices with at least minSdkVersion.
17  Games Center / Showcase / Re: Zombie Cubes! on: 2014-02-11 09:16:51
Quote
I made this one, but I dont feel like it turned out so good. I feel like it would be weird with just a Shotgun there Smiley

In my opinion it is much better. Now it is visible that you put some work in your icon so user can expect that this is also true for the game itself. Previous icon looked like it was the first icon image that one could find over internet. Don't take offence, most devs do that mistake, me included Smiley

If you have more time you can prepare a few different icons, show to a couple of friends asking which game they want to play (pretending you created a few different games). This way you will see which icon attracts more people.
18  Games Center / Showcase / Re: Zombie Cubes! on: 2014-02-10 14:58:47
Quote
I can't really do much about the blue background since I think it's a LibGdx with Tiled Map Editor issue. I could be wrong though Thanks for trying it out!

I'm not familiar with libgdx so I can't help here but it would be strange if it was issue in libgdx - other games would have it to unless you just found a bug in libgdx. In any case if nobody helps you in this thread try starting a new topic asking libgdx veterans for help. My guess is you did some newbie mistake.

One more tip: Your app icon is not very attractive and does not say much about game. This is a game about killing monsters so how using a gun in the icon. You have a really great pixel art of Uzi and Shotgun - use that. This will attract more people browsing games on google-play.
19  Games Center / Showcase / Re: Zombie Cubes! on: 2014-02-10 10:33:14
Looks great!
I can see that you put a lot work into details - Zombies move slower when shot, you can see holes in their bodies, creepy music builds proper thrilling atmosphere.

Did you draw all the graphics yourself?
What framework did you use?

A couple of ideas for making this game even greater
- When your avatar is killed by a zombie and becomes green it should automatically start moving like every other zombie and stop attract zombies. It should just become one of them. Currently it just becomes immovable and zombie that killed it hovers over it.
- on my nexus7 tablet blue background is sometimes visible between floor tiles. (see screenshot at https://www.dropbox.com/sh/8a015drxjkm790r/PeldykbePz#lh:null-zombie-cubes.png there are horizontal blue lines through the center of the screen)
My wild guess is that vertexes of neighbor tiles do not have exactly the same coordinates. When map scrolls sometimes rounding causes
20  Java Game APIs & Engines / Android / Re: Android immersive full screen mode - is it worth trying? on: 2014-02-10 09:43:39
Quote
Don't worry about it. When I use apps that use immersive mode, Android shows you a big pop-up telling you to swipe down to get your buttons.  It also shows this pop-up during some subsequent startups (not every time, I don't know how often).  So really I don't think it's a problem.

I know that people at java-gaming.org won't have problems with handling game with immersive mode Smiley
I'd rather know in advance how mysterious such full screen mode is for average user.
I worry in advance because I haven't seen that feature used by any popular android game. Is there a reason for that?
21  Java Game APIs & Engines / Android / Android immersive full screen mode - is it worth trying? on: 2014-02-09 16:59:19
Some time passed since Immersive mode has been introduced to android (https://developer.android.com/training/system-ui/immersive.html).
However it is still hard to find android game that uses that mode.

Main advantage of that mode is that it hides virtual buttons so user won't tap it accidentally when engrossed by the game.
Main disadvantage is that it hides virtual buttons (what a coincidence Wink) so novice user might have hard time finding how to exit the game.

I wonder if somebody had some experience with this mode and can share whether it caused user complaints.
22  Game Development / Newbie & Debugging Questions / Re: Using Swing in game development. on: 2014-02-08 19:57:00
Quote
But then I remembered, that just as it's 'forbidden' to manipulate Swing elements from outside of the EDT, it's also problematic to manipulate non-Swing objects from inside the EDT (I think... is this correct?).

It is "problematic" because writing correct code that accesses shared state from more than one thread concurrently is tricky. Apart from that, it is doable.

It would help if you paste your code here. It is easier to help when we both look at the same code.

Assuming that you have one thread that runs your game loop that updates game state and second thread (EDT - event dispatching thread) that reads game state and draws a frame then simplest solution with proper synchronization would look like this.

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public class MyGame {
  // game state goes here
 ....

  public synchronized void step() {
    // advance game state
   ....
  }
  public synchronized void draw(Graphics2d graphics) {
    // draw game state
   ....
  }
}


You should be calling draw() from EDT and step() from game loop thread.
'synchronized' keywords in method signatures make sure that at most one synchronized method in MyGame object will be executed at given time AND that each thread (when it enters synchronized method) will see all changes of game state made by the other thread.

If you really want to understand java concurrency you should read http://www.amazon.com/Java-Concurrency-Practice-Brian-Goetz/dp/0321349601. Apart from explaining every single bit of concurrency problems in java it has a whole section devoted to concurrency in GUI applications.
This is a book that every java programmer should read (just after "effective java").
23  Games Center / WIP games, tools & toy projects / Re: Square WIP on: 2014-02-08 12:47:28
Quote
Add a screenshot in your post so it shows on the forum board.

Done. Thanks for pointing this out Smiley
24  Games Center / WIP games, tools & toy projects / Square WIP on: 2014-02-08 11:15:13
Hi everyone.

Square is a game I'm currently working on. It's in early phase but reached a point where I can show something and ask for early feedback.
Graphics is rough but so far I'm working on game mechanics.

I'm not good at talking so I simply share captured gameplay and link to download.

<a href="http://www.youtube.com/v/iLWGuyjuA18?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/iLWGuyjuA18?version=3&amp;hl=en_US&amp;start=</a>

To download android version follow instructions at https://plus.google.com/102441144740066100238/posts/2bZqScCiqfX

Waiting for your feedback Smiley

25  Game Development / Newbie & Debugging Questions / Re: How do you capture video of your games? on: 2014-02-07 10:09:59
Quote
I use jMonkeyEngine, and that has a class for capturing video.

Thanks for that tip. I've found this article about capturing video in jmonkey.
http://hub.jmonkeyengine.org/wiki/doku.php/jme3:advanced:capture_audio_video_to_a_file

It's as easy as I imagined the only problem is that it requires jmonkey.
I guess there should be similarly simple solution for libgdx or even for lwjgl.

In general thanks for all screen-capturing tools ideas but it definitively is not the way I want to use.
When I wrote about external capturing tool I thought about something that could plug into opengl driver and capture screenshots of  opengl frame after each eglSwapBuffers call.
26  Game Development / Newbie & Debugging Questions / Re: How do you capture video of your games? on: 2014-02-07 09:52:18
Quote
What distro are you using? That could help us tell you what would best fit.

I'm using Linux Mint but it doesn't matter - I can always run any distro from live-cd in a few minutes or just build any tool from source if it is open source.
27  Game Development / Newbie & Debugging Questions / Re: How do you capture video of your games? on: 2014-02-06 21:09:21
Quote
The only free recording software I know of is Open Broadcaster Software, which is Windows only. What about using Wine as a temporary solution?

Looks more complicated than other solutions I found so far (see my first post in this thread).

Quote
What distro do you use?
Try: sudo apt-get install recordmydesktop

Have just tried gtk-recordmydesktop (ui version of that tool). Works without problems but it looks like it is unable to record at 60fps. Ui allows setting fps at 50fps max.

Anyway my assumption is that to produce high quality video we need a solution that fetches every single game frame exactly once. Screen capturing software does not guarantee that. Solution (with libgdx) described here http://bigosaur.com/blog/17-making-libgdx-youtube-video makes sure that you fetch each frame exactly once. It just puzzles me that it is so cumbersome so I concluded that there must be better solution that everybody uses.
28  Game Development / Newbie & Debugging Questions / Re: How do you capture video of your games? on: 2014-02-06 19:38:21
Thanks for quick answer.

Quote
Do you mean so the user can activate a built in record function?

No. I want to record teaser of game I developed so I can post it on youtube.

Quote
If not, FRAPS. lol

That's windows only. I'm looking for Linux solution, preferably free.
29  Game Development / Newbie & Debugging Questions / How do you capture video of your games? on: 2014-02-06 19:25:34
I searched java-gaming.org forum and strangely enough I haven't found any tutorial/topic about capturing game video.

I managed to find http://bigosaur.com/blog/17-making-libgdx-youtube-video showing how to capture each frame in libgdx and convert them later to movie at command line. Looks doable but seems so tedious.

There's also http://en.wikibooks.org/wiki/OpenGL_Programming/Video_Capture tutorial explaining how to capture opengl stream outside of application. I guess it should work ok for libgdx desktop app.

I would love to know what others use for capturing game video.
Is there easier solution I missed?
30  Games Center / Showcase / Re: Penny Pitch on: 2014-01-06 11:36:36
I wished my first game looked so polished and professional.
I'm looking forward to your next game Smiley

the only nitpick I found is:
- menu options on the fist screen ("play" / "help" / etc) are to small and close to each other - on my Nexus5 phone (which has quite big screen) it's difficult to choose desired option - and I don't have very big fingers
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