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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-05-20 01:10:43
So, took a Break after 2.5 month of learning Blender and doing my first animations and was working for last few weeks on new UI version (version 4 Cheesy). And of course I do not like it Sad, but I will not be reworking it anytime before I release a version for gamedev community to give a try (still have ~10 features to implement and 4 animations to do and some buildings to model).


Ohhh, I like your pre-rendered graphics. But I will say, make sure you keep the perspective correct to make it look good. You can use Blender's camera feature to render them at the correct angle every time to make sure that everything is consistent. If you need any feedback or help, feel free to message me. I have a lot of experience with Blender and Substance Painter.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-05-15 01:25:35

Here's a small look at our environment updates to Robot Farm. But we'll be releasing some videos soon, hopefully.
3  Discussions / Business and Project Management Discussions / Re: Can independent Java game developers make a buck (or two)? on: 2018-05-09 08:07:02
Gamedev is more fun when you're not worried about how much money you're going to make from it anyway. If you focus on making something fun, then I think that's better than making something purely so that it'll sell.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-04-28 07:44:51
I realized making an isometric game might be beyond the scope of my knowledge being new to LibGDX, so I scrapped that idea and will either make the game top down or top down / angled back, like how Earthbound is for a lot of the game.  Like this...does anyone know what this style/camera view is called?   Or what axis and angle the camera is rotated?  I messed around with it for a while last night but couldn't really get it to look right.

Just to answer your question, this is called an orthographic rpg viewpoint. The specific angling of some of the areas is just part of the artstyle. Robot Farm uses a similar viewpoint and a similar cartoony artstyle too, but we tried to make ours unique so that it wouldn't be instantly recognizable as "looking like X" or something.

Speaking of Robot Farm, this is a bit old, but we've been working on combat a bit. This screenshot is of an attack called "Zekkai," which is similar to Kaio-Ken from Dragonball. The cool thing about is that it works as a buff to attack, but the twist is that you turn it on and off manually (I.E. it doesn't wear out after a few turns) and it instead consumes stamina each turn and can eventually start killing you once you run out of stamina. There's also alternate Zekkai's for each stat category (speed, defense), and they can be stacked, at the cost of more stamina with each one. So I'm excited to see how it's used by players since you can use it to turn the tides of battle (literal meaning of Zekkai), but maybe at the cost of causing a team member to be killed by the resource implications.

Sorry for the long-winded post, but I haven't really gotten to ramble about this yet and wanted to get it out of my system!
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-04-09 23:19:23
Wow! That really looks great dude. Good job.
6  Games Center / Showcase / Re: Bee Aware! on: 2018-03-26 16:12:27

I'm curious about Robot Farm, you got greenlit about a year ago (if I read that right), but I don't see a version in the store? I'm impressed that you got greenlit by the community (my game got swept up in the last batch, only about 14% of my voters wanted my game on Steam (still enough I guess)).

One last thing, what's with the medals? You and philfrei gave me one, but what's their purpose (apart from that illustrious hall of fame)?
Have a nice day!

It's a long story about Robot Farm, it came down to personal problems you can read about here. We're still working on it though.

Medals have no purpose besides elongating your e-penis from what I understand lol
7  Games Center / Showcase / Re: Bee Aware! on: 2018-03-25 22:39:58
@SkyAphid Anyway, you think you can post something serious, be it positive or negative? Constructive criticism is welcome, and though your video might be funny, it doesn't help much.

Oh sure! Sorry.

I think it looks pretty good - and it actually has pretty catchy music. It reminds of those 90s video games you'd play at school to learn stuff. But if I'm going to be entirely honest, I'm not sure how much of an audience there would be for this kind of game. But of course that's not a big deal, since we all make games for fun primarily.

What I'd try to do is maybe make the general gameplay a bit more exciting if possible. My only real complaint watching this is I'm not sure what the game is about. My impression was that it's a collection of minigames, but if you want to make it addicting, you need a way to tie them all together so that you're being shifted from minigame to minigame in a fluid way. Think Mario Party or something like that. Maybe you could make a central gameplay system where you get rewards from the minigames that all go towards one singular goal, like building your own bee farm. That could actually be pretty fun, especially if you use something like the Chao garden from Sonic Adventure 2 as inspiration.

Pretty much anything can be a lot of fun if you can take advantage of the brain's reward systems. An example is how games like Call of Duty back in the day were really simple, but had tons of "rewards" that triggered your pleasure centers because you were constantly winning new things. You could maybe try and do the same here by making the game more addictive in that sense.

Plus I agree with everything @philfrei said too. I'd definitely take his advice. He's a smart dude.

I hope that helps a bit. Good luck dude! Glad that video made you laugh. I thought you'd like it. Lol
8  Games Center / Showcase / Re: Bee Aware! on: 2018-03-25 01:47:15
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-03-11 18:54:31
...And that's how NNGINE saved Christmas lol
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-03-06 08:30:41
I saw that video some time ago, it looks god damn sexy, i thought it just vanished but it's good to hear that it's still worked on!
Where does it stand with GUI and other usability stuff? It would be a shame if it's the inverse of LibGDX, great 3d API but no 2d magic.

Also I would be intrigued to see how a simple scene setup/update looks with that engine?
Somthing like a box, a light and a particle spawner in an empty scene with some default skybox/skylight.

It would be a great test on how good the engine actually is actually structured Wink


Oh gosh. This enthusiasm actually legitimately made me smile. Lol. And don't worry, no offense taken - I understand what you mean about the menus. I'm working on it now to try and make it clearer.

Robot Farm is actually running on the same engine as WSW. You can see its 2D features in just these screenshots I'm posted. We have Distance Field Fonts working for example, which means they'll scale to any resolution. We have support for making icons with the same tech, it's just that we added the functionality too late in so I won't be able to fit it into RF now.

Unfortunately, the GUI API I've written for NNGINE will likely be retired after RF. It hasn't held up over the test of time. But I may write a new one or see if someone from the community would be interested in writing a new UI system for it.

As for the rest, when Robot Farm is done and released, we'll make a thread on here and get some stuff going. It's really too early to talk about it. But if you guys would use it, we'll share it. It'll need a lot of work to make it clean enough for us to feel comfortable sharing it because it's really just a huge mess of tools we've made since like 2013 at the moment.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-03-06 07:44:02
The only engine/framework i would ever want was LibGDX but cleaned up and with a full 3d rendering API. I'm talking animations, light and smoke, but blazing fast and packed neatly into modules, with editors that are actually usable.

To summarize, that's pretty much what NNGINE is. It has 3D/2D rendering, along with a sound system, and various utilities and wrappers that speed up development. Everything is module based and you can easily pick and choose what parts of it you do and don't use. We're gonna clean it up a lot after RF and give it proper Vulkan support as well, but make it optional so that OpenGL and Vulkan can be interchanged (but I'm not gonna talk too much about it since that's theagentd's baby). It also has full Blender/Substance Painter integration - we wrote plugins/export settings for both of them so that you can pretty much send stuff straight from those programs into NNGINE. Just a lot of neat tools we've made over the years that might benefit others.

If you want to see what it can do, this is our best example we had like two years ago, although it's pretty old and not really indicative of what we can do with it now (this was the LWJGL2 version):

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Also I appreciate the detailed feedback on the Status menu. I'm gonna see if I can make who's selected clearer. The only thing I disagree with is the "too many words" part. It's a jRPG. That's an inevitability. Haha. The good news is that literally everything has a tooltip, so we're not leaving you in the dark and you can just mouse over stuff and see what it is.
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-03-06 03:48:00

What do you guys think of our Status Menu? Edit: please don't mind the silly item names. They're just for testing.

Also, theagentd and I are thinking about making the We Shall Wake/Robot Farm game engine open source once RF is done. Would any of you guys be interested in using it if we did? It uses LWJGL3 and JOML. We think it'd be cool to maybe get some kind of free open source community game engine going in Java (besides jMonkey of course). I'm not really sure if anyone would actually want to help though haha.
13  Games Center / WIP games, tools & toy projects / Re: Katt - Run on The Tide on: 2018-03-03 05:07:44
You have some genuinely beautiful graphics you're working with here, but you need to work a lot on making the gameplay smoother. Keep up the good work and keep practicing. Make sure to play a lot of games that inspire you to get a real clear feel for how you'd want your game to feel, then keep iterating until it gets there. Best of luck!
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-02-14 23:59:59
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Happy Valentines guys! I made this video from salvaged parts of a paid project that never quite took off. The 3D aspect is running in our Java game engine, NNGINE. The music was done by our friend that's also doing the OST for Robot Farm.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-12-18 01:59:41
I've been rewriting bits of Robot Farm's framework to allow for faster and more robust testing. One of the benefits so far is that I've been able to virtually turn the game into a visual novel, which makes programming the dialogue in way faster. I can test all of the dialogue in the game within in a 100 line test program.

16  Discussions / General Discussions / Re: Gosh, it's quiet in here on: 2017-11-25 19:40:29
I'm not sure what's going on in this thread but the excitement of everyone in here makes me excited too lol
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-11-07 19:51:36
There's good to be found even in drippy penises being made with your editor, it means someone is using the editor lol

It's actually interesting, the editor still uses some of the generators systems. The world's foundation is made with the generator, then a human will overlay details that are more easily made with hands. So you don't have full control, but enough to change the experience of gameplay.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-11-07 18:35:39
Long time no see guys. How is everyone?

We decided to scrap the world generator for a world editor that the players can use too. This is speeding up development by a large margin and will hopefully set Robot Farm apart from other RPGs more. This thing only took like a week to make and can already produce more interesting results than the generator we hacked at for multiple months:

19  Games Center / WIP games, tools & toy projects / Re: Blue Box: A bored college student project... on: 2017-10-02 12:39:09
This is actually a really good concept. If you improve the UI and add some special effects like screen shake when you get hit, it could really be something even greater.
20  Discussions / General Discussions / Re: Neat code or a early finish product on: 2017-08-13 04:01:46
A general rule of thumb is that if the code is easily adaptable to new scenarios, it's well written.
21  Discussions / General Discussions / Re: Posting to not-so-old topics on: 2017-08-04 19:08:26
Anti-necroposting rules always seemed weird and arbitrary to me, because [...]

You can look at it from the other side too... One day this limitation was introduced as a solution to a problem.
That makes sense. I've never have messed with this stuff, so from an outside perspective I just didn't get it. Out of curiosity, what kind of problem/limitations lead to necroposting being banned?
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-08-01 13:16:42
I made my game real time instead of turn-based and I updated the art  Smiley

I like the music. Did you make it yourself?
23  Discussions / General Discussions / Re: Posting to not-so-old topics on: 2017-08-01 13:15:42
Anti-necroposting rules always seemed weird and arbitrary to me, because isn't it better to just contribute to an existing thread so that old topics and discussions aren't retreaded by making a new thread? Then again I've never really extensively managed a forum.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-28 23:22:26
Everyone in this thread needs to chill out lol

Also if you're paying 4k for like two weeks of work on a small game then you're not budgeting well
25  Games Center / Android Showcase / Re: Pong97 (my very first game / libgdx) on: 2017-07-24 05:20:07
Great work!
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-22 06:18:15

All of this time spent animating, and I've only got about two minutes done! It takes a lot of work to animate interacting objects. Also, please ignore the low quality textures on the model in theagentd's videos - those are very old UVs and textures made for Terminus that were merely for testing. I promise it'll look even better in the final version!
27  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-07-15 18:43:33
RIP the dream of making games without selling your soul to Satan
28  Games Center / Showcase / Re: [LibGDX] Undercore on: 2017-07-12 16:58:04
It looks great! Good job!
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-11 05:08:39
Almost reached the end of my GUI building fun.

What are you making? Is this some kind of Dorf Fort-esque game?
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-10 08:54:14

More giant robot shenanigans today.
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Java Gaming Resources
by philfrei
2017-12-05 19:38:37

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

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

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
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