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1  Games Center / WIP games, tools & toy projects / Re: Project Freeman: a remake of Risk on: 2016-05-26 09:28:21
I'm interested in your project because I've always thinking about a risk or tabletop games, so I have few questions:

1) I see a nice map, there is an editor / tutorial to change it ? And also there is a way to define nations borders ? If I understand correctly you are simple using colors, right ?
2) did you tried to add some sort of AI ?
3) what kind of license for code and art have this project ? It's free software?
4) do you have an UML diagram or some sort of scheme for projects dependencies and "main loop" otherwise is hard to understand well what's happening and where Cheesy
5) about the map, there is a data structure behind it ? For example in first screenshoot "Agricia" have border only with Anglum, do you have planned unit movements using also this information ?

2  Game Development / Newbie & Debugging Questions / Re: What library should I work with?(if any at all?) on: 2016-05-15 08:39:14
+1 for slick2d, if you want to do a simple 2d games, why don't use it ? Try to do a small game with it and then move to libgdx. My2cents
3  Discussions / General Discussions / Re: Game research - 4x and card games on: 2016-05-10 12:04:57
Hello everyone! My analysis on survey, on my blog here
4  Game Development / Game Play & Game Design / Re: Designing a shopkeeper game, need ideas on: 2016-05-10 11:52:08
hi! First you should play games in this "genre": potions and Swords on facebook comes in mind and there is a similar game on kongregate

5  Game Development / Newbie & Debugging Questions / Re: Making an entity follow pathfinding path array on: 2016-05-04 10:14:18
could you please give us a code to understand ?
6  Discussions / General Discussions / Re: Game research - 4x and card games on: 2016-05-03 13:09:18
Hello everyone! I have closed survey and emailed to every participant raw data. I will do a post on my blog with in depth analysis and release all data free for everyone, keep an eye on my blog here:
7  Discussions / General Discussions / Re: Game research - 4x and card games on: 2016-04-26 08:48:55
Hello everyone! I'm closing this survey and I'm going to email to every participant survey result and after two weeks I will publish results for everyone.
Thanks, It's amazing your support!
8  Games Center / Showcase / Re: Age of Conquest IV for PC, Mac, Linux, Android & iOS (Strategy/WEGO) on: 2016-04-21 13:56:54
re-payment: the game comes with 2 free maps. I need some income somehow, so making it completely free is not option.

My suggestion is to add some small maps, maybe 3 more ! Total of  maps for free version is reasonable, no ?
9  Discussions / General Discussions / Re: Game research - 4x and card games on: 2016-04-17 08:38:10
thanks SkyAphid !
10  Discussions / General Discussions / Re: Game research - 4x and card games on: 2016-04-16 20:29:42
You are welcome sir  Grin

I've planned to stop ad 100 results, 76 so far, just a bit more to get some interesting results! Comments are really cool btw Cheesy
11  Discussions / General Discussions / Re: Game research - 4x and card games on: 2016-04-16 15:58:30
50 answers so far, in less than 5 hours! I promise to share data, I think to do a post on my blog with my analysis and summary and raw data as csv (with no email from users, only answers). Do you think could be interesting to someone else other than me ?
12  Discussions / General Discussions / Re: Game research - 4x and card games on: 2016-04-16 12:47:02
It'll be interesting to see what comes of this.

hey thanks? Do you try also to answer to module? I'd like to collet some data and ideas from it!
13  Discussions / General Discussions / Game research - 4x and card games on: 2016-04-16 10:29:22
Hello everyone!
I'm doing a little game research in field of 4x games and card games, I'd like to have some feedback from you, it requires only 5 minutes:

I will share results with every participants!

Thanks for your time!
14  Game Development / Artificial Intelligence / Re: Hnefatafl on: 2016-04-13 14:03:44
interesting game, thanks!

I think attacker and defenders have slightly different moves reading rules, for example defenders don't have king Cheesy So at first sight I think this is an important thing to consider, because resulting AI could be.. two AIs types?

15  Discussions / Miscellaneous Topics / Re: The "impressiveness" of games on: 2016-04-12 11:47:28
my 2 cents: try another genres! Shumps, rpg, rts, puzzles, etc..

I'm trying to do the same, btw!
16  Discussions / General Discussions / Re: Unity3D/2D on: 2016-04-11 07:14:57
My 2 cents on Unity2d after some tutorials:

- I really like pipeline: creating animations, handling sprite, importing assets.. simple and easy
- C# not a really problem. I'm a programmer, not only a Java programmer, I can use it (different thing is to master it!)
- strange solutions: sometimes tutorials make a great job, but I've found some problems in following them, mainly because with component architecture, every GameObject can have a script, or logic and in that "logic" I can handle everything. For me is more clear, for example, have Systems, and every system handle a component. I think is because I have to learn more on Unity2d
- webgl, android, ios exporter.. in this Unity2d is amazing!
17  Games Center / Showcase / Re: Age of Conquest IV for PC, Mac, Linux, Android & iOS (Strategy/WEGO) on: 2016-04-10 14:33:20
A very solid game!
At first play seems to be a little difficult, because player need to find a way not only to conquer but to keep provinces! No major bugs here, I've played 5 games so far and found no bugs.
I'm not sure if diplomacy works on easy, I mean all AIs keep refusing my proposal until I get more powerful than thems Tongue

I'd like to play on other maps, but hey.. I have to pay! Fair enough I suppose, but my suggestion is to add some other maps, maybe little, for free, so you can get more people playing on it!

I really like graphics, sound effects, not too much menus, too much options for a game like that. Somewhere reminds me Crusader Kings 2, maybe because free map is in Europe!
18  Discussions / Miscellaneous Topics / Re: The point of games on: 2016-04-10 09:49:32
all IMHO Cheesy

short story: yes, you are right, but..

long story: for me you are focusing only on open ended games (like skyrim, gta, etc..). Forget them for a moment.

Crusader Kings 2 teach me how medieval politics works (btw, I read a lot of book about that and mechanics in CK2 are really close to history), for example.

In my opinion you should try different kind of games otherwise you could have a limited view on games in general. Are videogames pointless? Could be, bug I think depends by the player and the game, no?

19  Games Center / WIP games, tools & toy projects / Re: CryptoRL 2 on: 2016-04-04 19:49:59
Hello everybody, another update for my roguelike, CryptoRL2!

Play CryptoRL2 now!

version 1.0
* add new items: sword (+1 attack) and shield (+1 defense)
* From Archifenix: put in menu screen that using F2 you can go fullscreen
* BUG From Archifenix: the text at the top is blocked from view until you repeat the same action a few times (fighting an aberration for example resulted in health being lost but the text only scrolling into view after the third or so hit)
* BUG from Pavel Provotorov: Sounds when the player/monster recieves damage   
* BUG from Pavel Provotorov: Adding health bars to mosters. The combat is hard without those
* added new monsters: Fungus, Shade, Ring, Formian, RedFlame, BlueFlame
* level balancing for new monsters

Play CryptoRL2 now!

And if you have some time, send a line of feedback!
20  Games Center / WIP games, tools & toy projects / Re: Heroes of Loot 2 on: 2016-04-02 09:18:29
really nice, lot of practice behind it I suppose.  Grin
21  Games Center / Showcase / Re: super Battle City (tank game clone)[Demo] on: 2016-03-31 20:58:07
I'm not sure, but enemies try to kill between them instead to kill player ?
22  Games Center / Showcase / Re: Cross Platform MMORPG: Little War Online on: 2016-03-31 20:54:40
nice! What about user interface? There is a library do it? (I'm libgdx newbie)
23  Game Development / Newbie & Debugging Questions / Re: Pathfinding through a node graph on: 2016-03-31 20:52:22
like princec says, try A*

Forget the grid, think about your node as a graph (connected I hope!), some code and example here:

note: there is a looot of theory behind and a lot of code already done, use them!
24  Games Center / WIP games, tools & toy projects / Re: SterriaLand on: 2016-03-31 20:38:52
Bouncing slimes.. remembers Pang Tongue
25  Discussions / General Discussions / Re: Make game development step on: 2016-03-23 12:09:54

 I honestly believe that graphics is a skill-set you can learn just like programming. But like programming, it requires time and most developers can create games and would like to just as easily create graphics.. but remember where you were when starting programming, that's where your graphic skills are.

This is a good point. I'm a programmer for so much time that I almost forgot how hard was at start!

All game art is defined by rules and style. For pixelart there are simple rules on how to create a rounded edge, just blow up a pacman sprite, and notice how the outline of the circle is made.. that's the most simple example of graphical rules in pixel-art, and there are a lot of those little rules (aka tricks) to create certain shapes.  Same goes for any other graphical art form (vector, 3d, etc).  Look at examples and start copying them and then tweaking them  (again, much like how you would learn how to program games, take example game code, and start tweaking it)

I think I need some sort of tutorials/guide to to it, not because I'm not able to copy, but I'd like to find a (why not?) fun way to do it! I mean, for graphics I'm using Gimp, I'm able to use it as tool, but if you take a look to my last games, I'm struggling in find a decent style for my sprites. And maybe copy someone else sprites is not right way for me, mostly because I have to understand better how to use colors, find right palette and so on.


mechanics is playing many games, and prototyping. Sounds like you already do one of the ways to accomplish it. I work the same way, I come up with a specific little concept, and then I build it and iterate and play the shit out of it until it's fun or just time to move on to the next idea.    Sometimes a game idea starts with an idea like "main player moves like this"  or sometimes I start a design with "funny little sprite" and then I never know where I end up Wink

For this I think I'm okay, I'm playing a lot of games recently and find some inspirations from them Cheesy Again copy one game, like for arts, it's right exercise for me ? (I'm asking to myself!)


don't worry about the tools, if you can make what you want to make with it, and run it on the target platforms you had in mind, then it's the right tool for you.   I only recently started using LibGDX, but I only use the core of it (the part that get's me an opengl + audio + input setup and works cross-platform).  All other code on top (actual engine of the game) is my own code.

This means my code can be ported fairly quickly as long as I have a rendering+audio+interface layer between my code and the platform I want it to run on.

On this side I think I'm a little bit too much perfectionist, struggling to find right pattern, right way to do it, because after a bit.. too much code becomes a mess and as hobbist, I love to make games, but I need to make them "right way" and in a way I'm comfortable working on it after one week or one month. But this is not code related Tongue

finally, don't think too much about it, just do it Wink   creating games is mostly the fun of creating, the end result doesn't matter. Especially if it's just as a hobby.

Right! Thanks ! And keep makings good games Cheesy
26  Games Center / WIP games, tools & toy projects / Re: 2D Roguelike Dungeon Game Alpha on: 2016-03-23 09:48:29
hi! I'm also working on roguelikes lately, so any download for your project?
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-03-22 10:50:01
playing more games, as suggested in this topic:

in short: I need inspirations and make a "development step" for my games, any ideas are welcome!
28  Discussions / General Discussions / Re: Make game development step on: 2016-03-18 10:30:06
thanks guys!

Honestly, I think you'll find that every time you make a game, you're going to get a little bit better at it. Just bear that in mind. Make little projects, focus on the aspects that you feel you need to improve, and in time it will come to you.

You get the point: going to get a little bit better at it! I mean, my steps are sooo little that right now I'm trying to find a way to have a proper step in right direction.

I do have some quick points to make:
  • Play games. As many as you can, in whatever styles interest you. If you see an idea you like, think about how it fits in with the rest of the game, think about how it works, even think about how you'd implement it. I spend a lot of my time in games just investigating what makes them tick. I find it pretty fascinating to tell you the truth.

Your point on playing games is right, I'm a little bit lazy right now, only Starcraf2 and Xcom2 and random games around, not focused on a specific genre, well said! I have to play with right mindset and analyze mechanics, graphics and so on..

  • Make a game that you'd play. I made the mistake of creating several games purely because I was bored and had too much time on my hands - namely my project Element X and two prior 2d minecraft clones. Each time, I learned more about building a game but I always ended up abandoning them because, honestly, Minecraft bores me. So instead, I looked at games that I thoroughly enjoyed. I haven't actually ever finished a game, but I am valiantly pursuing that goal Tongue

For 22 games I've made, I have a lot of unfinished games around! Maybe the point is that games I'd like to play, like That which sleep (aka: manipulate world as Lovecraft's Old One, really cool, waiting for beta.. still in development) are more tabletop games that videogames, with emergent behaviors and story self created between player actions and interaction with other "thinking" entities.. something really cool to think, but hard to get done Cheesy

Another thing to consider is that we all operate differently. I for one feel much better penning ideas in my notebook, just little conceptual notes and illustrations - I find it helps me, being able to visualize what I'm doing. Sometimes I just jump into writing code straight away, but I often forget ideas.

I think that it's a great hobby to have and it's something that unites us here, we're here to learn from each other and to share our creations.

I'm more a "organized" than "creative" guy, so make a sketch is something really "new" for me, for most of game dev is to think, organize a TODO list and go to programming!

I am much more of a logical thinker than a creative thinker which makes graphics, level and mechanics design difficult. I fantasise about building the architecture to do something, for example, making a tile map editor, but once I finish it I have no idea how to go about making a creative map and end up moving on to something else. This made taking to use a library like LibGDX (mentally) difficult because it provides all of the things that I have worked so hard to create for free, and they work better than I could ever have done. However, since forcing myself to pick up LibGDX my mind has been free to come up with creative ideas because of the freely available functionality, which is pretty exciting for me.

I've this in past years, with my little "engine", MarteEngine. After this effort, I abandoned a little bit this hobby, because made an engine, a tool or something related gives me so little in terms of satisfaction.

I was considering learning Unity as well and still might one day but I enjoy the freedom that comes with using a programming language like Java or C++ to create your own tools or modify the engine to behave differently if you need it to. I wonder if with your programming experience you might feel a bit trapped or restricted by Unity..?

being trapped in Unity could be an issue, from an outside perspective seems really cool, easy to use and customize, but if you need some plugins or other people code, how much effort to put in integration part ?
29  Discussions / General Discussions / Make game development step on: 2016-03-18 08:23:37
Hi everyone,
 I'd like to share with you some thoughts about game development in general, starting from my perspective.

My path as game developer is summarized in my blog:   Pointing
22 games (! wow.. it's a long run in the past 7 years..), made mostly with Java+Lwjgl+Slick2d+MarteEngine and Flashpunk
I've started from classic pacman, try a little tower defense, an android game, shump, platformers and then roguelikes.

My weak points are always the same:

1) graphics: I'm not an artist! And I don't want to pay someone to do art for me, mostly because this is an hobby, not a work! Anyway without a proper direction on art, my games are really really weak on this field. I'm trying to improve my graphicals skills, with pixelart, but it's hard and I'm not able to found a proper tutorials or "mentor" for improving myself on this field. Any help on that is important!

2) mechanics: my games, IMHO, lacks of a proper game design. For me it's always try to see if a mechanics works, test, iterate and so on. I don't have a proper "vision" of game mechanics in games (maybe Zombie Employee as platform is a step in right direction, I don't know ). I think that without some thoughts about game mechanics and how player interact with the game, objectives and a little bit of level design.. I'm not able to do that step I want to do on my game development! For most part I'm working alone and get feedback from anyone is hard, because you know.. my games are not so interesting Sad

3) tools: for last years I've been using Java libraries but even with Slick2d or MarteEngine or Flashpunk for me seems always to start from scratch. I've tried libgdx.. but seems a step in wrong direction, on "details" that for me are not so important. I mean, my programmer-part is enjoying in put code together, make it work, but requires a lot of time.. and more old I will become.. less will be (or I can quit my job and start an app-company.. get into reality, small boy inside me!  Tongue ). So I'm thinking about Unity2d a reasonable tool, tried with small experiments and so on.. seems to be a decent mix for programmer/designers/graphics guy. What do you think about it? It's right tool for someone like me?

4) projects: start a mmorpg (I'm joking!). No really, I'd like to find more inspirations and sometimes I have what I think a good idea (for example: make a risk-like game, but where you must handle consequences of your actions: pestilences, refugees, etc...) BUT I think tool I have right now (Java) force me to start from scratch again and again.. one for all, make a decent UI. I'm not so interested on it, what I need is just to make it work, but for doing that, I need a proper "user design"  behind it and.. I don't want to lost too much time on it

Soooo a little rant by me right now, I don't know if make sense for anyone or someone else are on my same situation: want to improve on many sides, but don't know how Cheesy


After a little bit of thinking, I believe to come up with a plan:
1) focus on one side only. For example.. pixel art for my next roguelike, or work on game design for rts. Without stress.. it's only an hobby. But to have in my mind one point. Make best of my time and improve on that side as far as I can! Then move on another weak point, for example tools. Try unity2d again, try libdgx tutorials and so on..
2) try to copy a game. Start from scracth again, but remake a classic, same graphics, same mechanis, but find how professional developer make all different parts works together
3) put all ideas together, brainstorm, dream a little bit and choose where to put my heart
4) find an unique artist style to be inspired from.. I'm from Italy and really, there is so much inspirations in arts around me Cheesy

What do you think about it ?

30  Games Center / WIP games, tools & toy projects / Re: CryptoRL 2 on: 2016-03-13 10:35:50
Hello everybody, another update for my roguelike, CryptoRL2!

Play CryptoRL2 now!

version 0.10
 * BUG   avoid monsters next to the player on dungeon generation
 * BUG   by Archifenix: "Players pick up and feels a lot better (+10 HP)" does not actually give you the 10 HP. There was not even a visual health bar change.
 *   BUG      Found a bug by Archifenix: Finally, the README is incomplete. "CryptoRl 2 is a cave-dungeon roguelike based on Crypto setting [1], setting in a dark underterrain world full of monsters." Footnote [1] is never provided. And the word "setting" appears twice in a row.
 * added efffect support and shake effect suggested by ArchRylen
 * when torch is used, updated alphamap
 * removed block trap
 * added step indicator
 * updated tileset following Saltgames tutorial:

Play CryptoRL2 now!

And if you have some time, send a line of feedback!
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