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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-09-07 18:34:26
Decided to start working on an application for once instead of a game.

While picking up behind my son and dusting, I realized that we have a lot of objects in this house. So the wheels turned and I had the bright idea to start a database of Items, Containers and Locations. The goal is to mostly to strengthen my programming knowledge outside of game development. I hope to finish it eventually. The part I know I'm going to have issues with is making an intuitive UI that doesn't show the programming-side at all.

It should be fun.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-08-05 05:31:15
So, I'm at a loss as to how to describe this. Got home from work at midnight, took my pup outside so she could pee. As I lit my Djaram, I noticed a faint noise. It was somewhat disorienting, because it didn't really feel like it was coming from any particular direction. It might help to say that I live out in the country, in the middle of the woods.

Anyway, I've never heard this before. It wasn't a howl, nor did it quite sound like a horn. I can best describe it as an odd pattern that almost sounded like a howl, without sounding like it came from an animal's throat. The most disturbing part I found was(aside from it sounding like it was all around me, close yet distant) it didn't feel chaotic. It kept building on itself until it slowly died down. Most of the noise was on the deeper side, not really high-pitched. I checked my A/C unit to make sure it wasn't about to blow up or something, but that was making its normal noise as the other went away.

Does anyone have a clue as to what I heard? Been living here two years and I go outside almost every night, never heard it before in my entire life. Just kind of bothers me that I honestly can't fathom what I heard. Maybe selling gas, lottery, cigarettes and beer to people has just made me a little nuts? Heh.

EDIT: Sorry if this does not fit into the topic, it was just the strangest thing that happened to me today. in the spirit of the topic, started working on a map editor prototype before I went to work. It has a long way to go, but I can see why people make them now. Eases the load quite a bit on the design of levels.
3  Games Center / Showcase / Re: Jetris - A shameless Tetris clone. [Update] on: 2015-08-01 16:17:08
Decided to share the source code for this project in case anyone wanted to pick it apart. Perhaps someone still learning can take something from it.
Keep in mind this isn't perfect code by any means, it just does what I wanted it to do. There's some stuff in there that I'm sure wasn't the right way to go about it, just did it the only way I knew how.

Welp, here's the source.
It's an Eclipse project, so if I did it right, you "should" be able to just import it into your workspace.

Also added this to the topic post, that way anyone that wants to take a peek won't have to scroll around.
4  Games Center / Showcase / Re: Jetris - A shameless Tetris clone. on: 2015-07-13 15:32:37
I've seen that from Tetris: TGM. I had no plans to implement it, but I'm not against it.

Will be posting the next build soon.

Counter-clockwise rotation has been added. Wasn't as simple as I thought it would be, given how the method worked. That said, the rotation method has been improved a good bit because of it.

Vastly smoother difficulty increase. It should now be felt with every level completed, instead of suddenly getting bombarded at level 17+. From my playtesting and watching my wife play, the earlier levels have become slightly harder.

Force drop speed is much faster, need input on if it's too quick, or if it's something you can adapt to.

Thanks for playing the game and giving me feedback everyone!

EDIT: Bah, I lost the Game! I just had to look at your signature SirSoltex. xD Been several months since I thought about the Game.
5  Games Center / Showcase / Re: Jetris - A shameless Tetris clone. on: 2015-07-12 19:55:40
Thanks for trying it out! I've been pondering a way to make the difficulty increase smoothly while I was in town with the wife and son, I think I know what to do now. I would like background music as well, and to create it myself. Having a hard time finding resources that I can grasp in that area. Making the sounds was enjoyable and I can only imagine music being just as satisfying, once I gain a basic understanding of it.

You got it, you'll be able to rotate in either direction with the next build.
6  Game Development / Game Mechanics / Re: Level stuff (just something I was wondering) on: 2015-07-12 19:46:32
I'm sure someone else can give you a more detailed answer, but you should be fine just passing a reference to the level upon creation of an object that would need access to these lists. You can also do it the other way. Depends on your programming style. After all, they're only references to the existing object.

EDIT: See, two posts before I could even finish my own. xD
7  Games Center / Showcase / Re: Jetris - A shameless Tetris clone. on: 2015-07-12 05:24:52
I'm glad you liked it!

As for the particles, there's 16 * 16 per block. Each one is given the color from the location it's spawned. Each gets a random negative float for its vertical velocity, and the horizontal velocity is a float obtained from the Math.sin() function with a random integer as the radian. Once they update, their vertical velocity is gradually increased to a positive. That's all it really is. However each particle is 2 * 2 pixels instead of the single pixel from which it derives its color. I tried them as single pixels and it just didn't have the same feel.
8  Games Center / Showcase / Jetris - A shameless Tetris clone. [Update] on: 2015-07-11 16:05:11




For this game, I simply pretended that someone had requested I create Tetris so that it ran using only standard Java with zero external libraries(for better or worse). Until the very end, I relied on my existing knowledge from prior games without looking up solutions elsewhere. It really helped me identify which areas I need to improve on the most.

The area it turned out I needed vast improvement was sound programming. Ended up scouring the web for various solutions for one-shot playing of *.wav sound files with minimal lag and decent stability.

I don't believe this game is perfect in its current state by any means, there's a few things I'd like to add. The only feature I know I will add is a high-score table instead of the current single high score being saved.

The scoring rules are very similar to the classic NES version of Tetris. More lines cleared at once yields more points than single line clearing. Forcing a piece down gives points based on the distance traveled.

The tetraminoes are randomized to a certain extent. Within seven pieces, they will not repeat. Once a set is cleared, a new one is created. Not sure how fair this is. A possibility is remembering the last 3 or 4 pieces and randomizing them based on that, to help create more variety.

Game speed starts slow, but becomes very difficult level 18+. I'm not a very skilled Tetris player so I don't know if it's possible to survive past level 20 with the way I've programmed Jetris. If there's any expert players within the JGO community I'd love to hear your thoughts on this.

Controls:
W or UP - Rotate current piece clockwise.
E - Rotate current piece counter-clockwise.
A & D or LEFT & RIGHT - Move current piece horizontally.
S or DOWN - Force current piece down. If released before the piece lands, bonus points will not be rewarded.
ENTER - Start game, pause game, or begin new game after a game over.
ESCAPE - Return to main menu from pause screen.

All assets were produced by myself and my son Jack(He was attached to my side through most of this.)
Sounds were recorded with Audacity using household objects.
The simple graphics were made with GraphicsGale Free Edition.


[Update]
Download from DropBox here

Added counter-clockwise rotation. Pressing E will rotate it in that direction.
Improved difficulty curve.
Force Drop speed increased.

If you encounter a bug, experience excessive lag, the game crashes, or you have a suggestion, I'd be happy to hear from you.

-------

Decided to share the source code for this project in case anyone wanted to pick it apart. Perhaps someone still learning can take something from it.
Keep in mind this isn't perfect code by any means, it just does what I wanted it to do. There's some stuff in there that I'm sure wasn't the right way to go about it, just did it the only way I knew how.

Welp, here's the source.
It's an Eclipse project, so if I did it right, you "should" be able to just import it into your workspace.
9  Game Development / Newbie & Debugging Questions / Re: Hello, I am looking for a simple sprite animation class on: 2015-07-11 05:46:01
As chrislo27 said, we have no idea what your needs are without knowing what you're trying use for this purpose.

I'm not going to paste some code, but I can give you a general idea for a crude animation.

First of all, whatever your means of storing individual graphics is, you're going to need to store them in a way you can easily iterate through them. You need a timing mechanism(how quickly does this animation cycle through its frames?) An index for the current frame of the animation is needed. You need to decide what kind of functionality you want them to have. Do you want them to be a one-shot deal? Do you want them to repeat a certain number of times? Loop infinitely? Be played in reverse? Or even have it to where you can have an animation that only has one frame?

Depending on your needs and current knowledge, you could make a simple animation class from the questions I wrote. I'm not sure how helpful my post has been, I got off work not too long ago and it's almost 2 am here. We'll definitely try to help as much as we can when we're given more information.
10  Game Development / Newbie & Debugging Questions / Re: Keyboard input isn't working on: 2015-07-11 05:20:47
I'd rather you figure it out yourself so, figure out how to make the mouse trigger the move methods, and quit assigning mx to x.  Use mx to figure out which way you need to move the paddle.

I'm with him on having you figure it out on your own. I know these things can be difficult when you're starting out, but your issue is one of logic. You're going about it the wrong way. Basically, you're making the x of the paddle moot. Currently, the actual position of the paddle is entirely reliant on the mouse. Think in relative terms instead of the absolute position of the mouse. Draw it out on paper, write down your thought process. Use a piece of paper and move it your your hand. Whatever will help you get past this. Figuring out this simple issue is very important for your growth as a programmer.

You've made a mistake and that's a good thing. Right now you have something that does not work. So now you're going to either find the correct solution or make another mistake. Eventually with enough mistakes you WILL figure it out. Keep posting your progress even if it still doesn't work. We'll help guide you. When you solve it on your own, it's something you won't forget. And it'll feel very good.
11  Discussions / Miscellaneous Topics / Re: I have not programmed in 3 weeks. on: 2015-06-24 16:35:06
You're not alone. After I started my job as a gas station cashier, working 4pm to midnight, I had about a month where I started up my IDE two or three times. Felt tired when I did and discouraged. The hard part is that even when I'm not working, I still have to take care of my 9 month old son(I love every moment I spend with him, he just typically demands attention these days.. And daddy can only get so much programming done with one hand, while his son smacks the keyboard or tries to teethe on his shoulder.) When I have a day off, I usually spend it with my wife and son and don't get much coding in then either.

I'm still not programming as much as I'd like. Hurts, but I put a project I enjoy on hiatus for now. Working on simpler games that I can go through quickly, but still learn new things/reinforce old skills. Things will probably stay this way for quite awhile, until I can start releasing creations that people will pay for to support my programming adventures(a long ways off...)

What's been said a few times, allotting a certain block of time, really helps. Even if it is only half an hour, you're still programming. I know it's hard, but try to fit in some time for yourself. I know I felt like crap when I completely stopped programming.

You can do it.
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-13 16:20:41
Finally making the transition to LWJGL(3). Been spending the past week trying to get used to the bindings and various inner workings of OpenGL and GLSL. It's painful so far, but that could be a good thing I suppose. I'm enjoying the process, it's new and unfamiliar. The potential performance and control I can eventually have will make all my frustration worth it in the end. Back to tutorials and documentation until I go to work to sell gas and overpriced items to customers!
13  Games Center / Android Showcase / Re: [FREE] Squared Equality - Android on: 2015-06-08 05:38:01
Congrats Sauron! Looking forward to trying out your released game in the morning =D. Bed calls for now though.
14  Games Center / Showcase / Re: RPG Game (Early Alpha) on: 2015-06-08 05:33:40
Figured I'd take a look before I went to bed.

As you noted, the pause screen is buggy. I can pause on the title screen, and when paused I'm forced back to the title screen. Random generation works for the most part, there's a bug in the code somewhere though. Only had it happen twice, but the game can crash when generating a new map.

I don't really have much else to say about it. When some actual content is added I'll be able to give better criticism.
15  Games Center / Showcase / Re: RPG Game (Early Alpha) on: 2015-06-07 06:07:07
Saw this earlier, but didn't have time to write a decent reply due to having to go to work. I myself followed this same tutorial about six months ago, the artwork is memorable however. Anyway, I'm with Cougar, let the guy do his thing. We all start somewhere. Best we can do is give him honest criticism when he releases a build. RPG, adventure, whatever you wanna call it. My main concern is if it has a fun and engaging game loop.

Good luck TGS, and do tinker with the current assets or develop your own, eventually. Even if you think they're not very good, we won't fault you for it. They just need to at least communicate concepts and we'll be happy(for the most part.)
16  Discussions / Miscellaneous Topics / Re: What's your favorite OS and why? on: 2015-06-06 19:25:30
Always been a Windows person(I prefer the classic theme for the UI over the translucent default theme, however.) I use Mac sometimes because my wife gave me her old mac laptop. I don't "hate" it, but there's just a bunch of small quirks with mac that makes using it for longer than 2-3 hours painful. Unless I'm coding. Then it doesn't matter.

Edit:  Windows 7 is my preferred OS for now, my least favorite was Vista. *shudders*
17  Discussions / Miscellaneous Topics / Re: What kind of keyboard do you code on? on: 2015-06-06 19:20:35
Just a $20 Logitech K120 here. Never really put much thought into the keyboard I use, as long as it works I'm generally happy. Coffee cup killed my last K120, worked perfectly through gaming abuse until then.
18  Game Development / Newbie & Debugging Questions / Re: New to Java game making on: 2015-06-04 00:33:17
I'm not trying to steer you away from your goal, lord knows we all want Megaman's spirit to live on, even if Capcom doesn't.

That said, Basil is right about starting small. You could go two ways with it, make the classics such as pong, tic-tac-toe, tetris and more. Or you can make small prototypes that flesh out parts of the game you dream about creating.

If Java is your first attempt at making games, be ready for a long road. Sauron's recommendations are good ones once you have the basics of Java under your belt. I myself wish I would have gone that route earlier. Still using Java2D for my games and I'm starting to feel the limitations(Could just be bad programming too though).

Now here's some of the tutorials I've watched, coded and recoded and broke, until I understood them.

I want to make it a point that anything you learn from these is not only way to go about things. They're just a starting point. As you make games and mistakes you'll gradually find what works and does not(Mistakes are wonderful, if you're not making mistakes, you're not making progress.)

Math for Game Developers
Wonderful lessons here that you will find useful no matter what you use to make your games.

Game Programming with Cherno
Not the first series I learned from, but you'll pick up some knowledge along the way.

Game Programming with Zephyr
This series takes you along creating a minimal copy of Notch's Ludum Dare entry 'Minicraft'. Towards the end, you'll get to explore the joys of implementing Multiplayer.

Java platformer Tutorial
This one will probably interest you the most, since it's in the same genre of Megaman.

I probably don't have to say this, but type the code along with them. If they supply source, only refer to it if you can't figure out what you've done wrong(usually it's a mistyped variable). If they don't explain something thoroughly enough for you, research the concept or classes they use(A lot of tutorials don't explain the why's quite often).

That's all I can think of for now on the programming side of things.

Good luck with your programming adventures.
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-03 18:58:17
Been trying to improve my pixel art, today's attempt was a side-view of myself. Turned out okay, still much room for improvement though.

20  Games Center / WIP games, tools & toy projects / Re: Dominance (work title) - spaceship war game on: 2015-05-26 14:49:31
Just finished three system captures, I did notice all ships seemed to have priorities. Capturing with the new A.I. was initially difficult, but after altering my design to a roughly M shape(Yay side shielding to protect my thrusters!) it was mostly smooth sailing.

I'm happy to report that they're not treating enemy portals like an amusement ride anymore. However on my third attempt at a system capture, on the last portal I had three ally ships attacking(Very effectively) the last green ship. Unfortunately they did not realize how close they were drifting to the green portal(Flush!). Still a vast improvement over the former A.I. I really liked how defensive the enemies were.

I kind of agree with Soul Foam. I mean, it's obvious that you can't place something in front of your gun, lest it be turned into swiss cheese. Or blocking thrusters with shielding. I'm still not sure what Connectors do versus having more shielding. I do incorporate them into my build however, since I might need them. I tend to attach cannons to connectors.

I'm guessing you plan on having more options down the road, judging from the UI. If you're not sure about keeping the parts in their current state, I wouldn't put too much effort into a description. I can imagine more varied shielding types and cannon types. Possibly side-thrusters to allow strafing(or front to counter the pull of a portal).

I enjoyed this latest build, keep up the good work Drenius!

And yay for reset button and resolution changes!
21  Game Development / Newbie & Debugging Questions / Re: How to pack resources in my game ? on: 2015-05-24 18:08:54
Not trying to be rude, but your post is very vague. Without supplying us with how you store your resources or access them, the best we can do is give you a quick tutorial and hope that helps, or link you to a tutorial elsewhere.

Do you use an IDE?
If so, which one?
Are your images stored within a folder in the project?
If not, where are they?

If you're using Eclipse, I might be able to help somewhat.

I.E.
Your project's main folder is called SomeRandomGame.
And your source is located at /SomeRandomGame/src
You can put a folder in /SomeRandomGame (The name is irrelevant) we'll call it Resources.
So now you're storing your images in /SomeRandomGame/Resources
If you created this folder outside Eclipse, refresh your project to update Eclipse(Right-click your project and click Refresh).

From there, right-click your Resources folder, highlight Build Path, and select "Use as Source Folder"

This is just a snippet,

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public SpriteSheet(String p)
   {
      BufferedImage image = null;
     
      try
      {
         image = ImageIO.read(getClass().getResourceAsStream(p));
         if(image != null)
         {
            width = image.getWidth();
            height = image.getHeight();
            pixels = new int[width * height];
            image.getRGB(0, 0, width, height, pixels, 0, width);
         }
         else
         {
            System.out.println("Error: image == NULL @Path: "+p);
         }
      }
      catch(Exception e)
      {
         e.printStackTrace();
      }
      if(image != null) { Game.debug("SpriteSheet @Path: "+p+" Created"); }
   }


The only part that's relevant to you is:
 image = ImageIO.read(getClass().getResourceAsStream(p));
Where p = "/Resources/player_sprite_sheet.png"

You're accessing them in a relative matter, omitting "/SomeRandomGame"/Resources/player_sprite_sheet.png

I hope this helped a bit, teaching isn't something I'm good at. If I need to make it clearer, let me know. Good luck, hope you've been searching through learning materials since your post.
22  Games Center / Android Showcase / Re: Squared Equality - Android Game - LibGDX on: 2015-05-24 17:43:47
Love it Sauron, level 7 had me stumped for a bit until I just used brute force and wrote down the possible combinations on a sticky note(Of a single column that is) and eliminated them one by one xD.

Not sure how others feel, but maybe a feature to turn all tiles off or on? Not so important in the current state, but might be handy if you do make 8 x 8 levels and beyond. I find myself wishing that the tiles had a thin opaque border around the edges to contrast the change in the tiles when they're on/off. Your choice of music was nice. Catchy, not too in your face. Calming. I really don't have a problem with the art, keep heading in that direction.

Mouse detection felt crisp, no issues there. I noticed on the intro screen that there's a third button(At least that's what I think it might be). I tried maximizing the window to see if that would bring it into view, but it just stretched what I already saw. Might just an issue with my current resolution(Scratch that, changed my resolution just now and started it up again, same thing). After switching my res, I tried clicking it and realized it was an exit button =P

Looking forward to your next build!
Oh, I should be specific, I was playing the desktop build.
23  Games Center / WIP games, tools & toy projects / Re: Shoot 'Em Up Prototype on: 2015-05-24 16:28:33
Finally! I got around to doing something. Granted it's technically not the main part of the game. I wanted to try a versus mode. So after some..questionable code that I definitely have to clean up later, here it is, a demo showing a possible game mode.



Since the last time I released an update, I've changed a few things behind the scenes(nothing visible on that end). Sound's still terrible, sound programming is an area I need much improvement on. I implemented VERY simple alpha blending, which will be most noticeable when opposing big blasts start colliding.

Now for the ugly part. I haven't yet figured out how to get past the input limitations of the standard keyboard(I believe I can have 3..or maybe it was 4, Keys pressed before no other input is read.)
Basically I'm pretty sure if I want to actually implement this as it should be, I'll have to finally cave in and really get to know JInput well to add controller support. About a month and a half ago I had started toying with LibGDX and got their Rain Catch tutorial game working using my wired 360 controller. However I couldn't find a simple way to actually get a list of a controller's input options.

All right, I rambled long enough.
Controls for player 1 are mostly the same as before, however they lost the arrow input to player 2.
Input for player 2 is Numpad keys 4, 5 and 6. An issue with that for now is laptops. Fairly certain most do not have one. If it makes it unplayable for anyone on here, I don't mind uploading a version with the controls squeezed closer together. Just be ready to cuddle until I can muster up the willpower to tackle Controller input. Here it is.

Versus Demo: https://www.dropbox.com/s/ni747sg03g2tey9/Excalibur%2085%20VS%20Demo.jar?dl=0

If you can manage to get someone to try it with you, I appreciate any criticism, as always.
Thank you for your time!
24  Games Center / WIP games, tools & toy projects / Re: Shoot 'Em Up Prototype on: 2015-05-12 17:34:59
Thanks Sauron, I'm glad I joined JGO. Previously I was alone with only my tutorials I'd read and watch, with this strange family of JGO I have people I can talk to. Programming sure does get lonely at times when no one in your family understands it. You will be seeing more of this game soon, best of luck to you and your endeavors!
25  Games Center / WIP games, tools & toy projects / Re: untitled spaceship game on: 2015-05-12 17:24:49
Just finished capturing my first system with the default difficulty! Took a few iterations on my ship design to manage it.
Ended up going with a T shape with a short tail. Top row all guns, shield layer, minimal shielding around core, and thrusters all along the bottom layer. Fragile but lots of spread for capturing portals quickly and decent maneuverability.

Overall I really enjoyed it. Ship design was simple yet allowed for quite a few options. I only wish there was a reset button of sorts. Deleting the four parts surrounding the core achieves this, so it's not that big a deal.

The default resolution was a bit too big for my system's settings(I could change my own quite easily, I just prefer 1280 x 720). Thanks to the fullscreen option, it wasn't that big an issue for me.

Radar seemed like mass chaos at first, but the bars are really helpful with making sense of the battlefield.

I don't feel like the player is rewarded for choosing a smaller ship design, the small increase in agility isn't enough to compensate for the massive spread of bigger ships. I tried my best to get around them and disable their engines(which works very well), however I usually ended up dying due to an enemy shooting at an ally ship somewhere offscreen.

It's an early version, so I know the current A.I. isn't likely to remain, but I found myself wishing that my allies would work with me more. While trying to capture a spawn, they usually just flew right into the darn thing(Wheee!! Is what I imagined them saying.)

I say again, I really enjoyed it. The art is beautiful in its simplicity. Just enough to convey information to the player while allowing custom ships to look presentable, no matter what strange design they create(A small ship needs two thrusters, unless you want to look like Homer Simpson).
26  Games Center / WIP games, tools & toy projects / Re: Shoot 'Em Up Prototype on: 2015-05-06 16:18:20
I just wanted to give an update of sorts. This project is not dead, I add to it from time to time. However I've been in a funk as of late that I can't shake off. Between raising my son, family life and this new job, I've had trouble maintaining motivation to program with what free time I have.

I hate that I let it slip as much as it has. Has anyone else reached this state at some point? I genuinely love designing games even though I'm not very skilled at it. It makes me sad that I can't bring myself to suck it up and program through this.

Enough of that, I WILL release another build eventually. It won't be until I feel it's a full-fledged game however.

Thank you for your time,
-Ryu
27  Games Center / WIP games, tools & toy projects / Re: Shoot 'Em Up Prototype on: 2015-04-08 05:30:55
The next build is ready for testing, if anyone would like to try it out. Overall I'm not very pleased with it, simply because the audio system is far from solid. I've noticed some spikes while playing, it's possible it may even crash due to too many sounds trying to play at once. I tried my best to prevent this by limiting when certain sounds play, after about 30ish play tests I haven't encountered a crash since limiting it. Most actions now have a sound. There's also some music now.

I apologize for not having any new gameplay for testing. Between some recent family matters, Easter dinner(Oh lord I was full), and starting a new job, I haven't been able to spend as much time as I want working on the game.

Please let me know if the addition of audio in its current state makes the game too unstable for you to play, be it dropped frames or (hopefully not) crashing.

Credits for sounds used:
http://www.freesound.org/people/aust_paul/
http://www.freesound.org/people/Robinhood76/
http://www.freesound.org/people/Nbs%20Dark/
http://www.freesound.org/people/timgormly/
http://www.freesound.org/people/bubaproducer/
http://www.freesound.org/people/fins/
http://www.freesound.org/people/smcameron/
http://www.freesound.org/people/kennysvoice/
http://www.freesound.org/people/Benboncan/

Credit for music used:
http://aaronkrogh.tumblr.com/

Download for current build:
http://www.filedropper.com/spaceshooterv021

EDIT:
Also, I'm still looking into adding controller support with JInput. Not sure about completely switching to LWJGL yet, but I'm reading up on the documentation for JInput, LWJGL 2 and 3.
28  Games Center / WIP games, tools & toy projects / Re: Shoot 'Em Up Prototype on: 2015-04-05 23:42:55
Thank you hwinwuzhere and CopyableCougar4, I've seen LWJGL. Controller support is a good reason to switch to it finally. I'll be reading up on the various versions of it.
29  Games Center / WIP games, tools & toy projects / Re: Shoot 'Em Up Prototype on: 2015-04-05 19:17:44
hwinwuzhere:
I'd really like to add controller support, I use Joy2Key myself when I'm testing on the PC. I've looked around in the past for a good library. The task was beyond my understanding at the time. I'll check into it again after music and sound have been added.

ClaasJG:
Your English is fine, I understood everything you said. It's definitely too hard for a first level. I like the idea of a boss changing its tactics once it's close to death. I don't intend to make someone fight a boss more than once. I'll probably implement checkpoints.
30  Games Center / WIP games, tools & toy projects / Re: Shoot 'Em Up Prototype on: 2015-04-05 02:38:07
ClaasJG:
I'm glad you beat it! Having beat it, do you believe it's still too hard? Was delivering the killing blow satisfying? Thank you, I'm happy that you like how the elements tie together. The art isn't the best, but I'd rather make my own assets so that it isn't simply reusing art that other games might have used(There's nothing wrong with that, just not the path I want to take.)

hwinwuzhere:
Thank you! I hope that my future art fits in with what I have so far. I'm hoping that its difficulty won't put people off. I want it to be challenging, but fair. My favorite thing about the big blast so far is its defensive capabilities. It's stronger, but the added size helps to punch holes through the projectiles.

Thanks again for trying out this build. I spend so much time with it that I begin to doubt its current direction at times.
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