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1  Games Center / WIP games, tools & toy projects / Re: Spaceship Roguelike on: 2017-03-16 17:29:42
you are welcome!
2  Games Center / WIP games, tools & toy projects / Re: Spaceship Roguelike on: 2017-03-11 17:49:08
I agree with Orangepascal, try with:

tip: here at JGO, but in general, it's better to get a clear idea of your game in first few phrases and words, so people can understand what kind of game do you have Cheesy
3  Games Center / WIP games, tools & toy projects / Re: Hexxon *On Greenlight* on: 2017-02-10 09:22:33
I voted too, really nice idea!
I like the atmosphere and the music! I hope you can refine the left part, maybe merging with the right part in one screen?
4  Game Development / Newbie & Debugging Questions / Re: What are you guys using for your GUI? on: 2017-01-11 16:16:12
hi! I've tried to find a decent solution for GUI with Slick2d problem.. and in the end the best and quick is to go straight and build a custom solution! I mean build a simple button, with a click event attached, is not enough ?
5  Game Development / Newbie & Debugging Questions / Re: Making fields public that use both setters and getters on: 2016-12-28 11:24:57
In my project I simply use all public and make meaningful methods when I need it.

At work we have tried also Project Lombok, maybe can help you, more info here
6  Games Center / WIP games, tools & toy projects / Re: Remnants of the Precursors [Master of Orion 1 clone] on: 2016-12-23 08:47:45
Thanks for answer!

I need to update the UI simply because the original UI is so outdated and hard to use. Even though the look at is different, all of the elements from the original game are still present and in the same location. It's analogous to updating the artwork. No one would expect me to use pixelated artwork from the 90s.

Sure! My point it's: how to you plan to keep the balance between the "old feel" of the game and the new feel ? From the blog I can see you are not planning to add new mechanics and keep the game balance, right ?

I need to maintain a consistent aspect ratio to avoid stretching or cropping the artwork.

I agree, but you can change screen resolution according, I'm not sure what library you are using behind to do it, libgdx, slick2d ?

Currently I am using a non-animated version of the race's ground combat icons to show the colonist. There will be specific colonist animations when the game is done. However, the Meklar soldier does not have legs, but tank treads.

cool, thanks!

That's MOO2. There is no food in MOO1. The Silicoids can colonize any hostile planet without learning colonization techs, but they grow slowly. This information will be provided in the updated Setup UIs when they are redesigned.

My bad! So it's nice also, I think setupUI with unique traits is important for every player, at start but also during the play

You can mute all sounds on the initial screen, bottom right. Eventually there will be a preferences UI for this as more options become available.

thanks, I think a quick option menu is the best during the play

Once you establish diplomatic relations with another race, you will see races they've established relations with. Of course, you cannot contact those races yourself until they are in range.

It's strange for me, but I now understand, thanks!

New question: how the AI works? I'm curious about this! It's a crucial point for this kind of games
7  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2016-12-16 13:32:23

I was wondering yesterday.. "but where is orange pixel update? " and here you are!
I like the atmosphere and the overall "feel" of the game so far: pixel art is really cool!

I hope you will show us some good old vehicle fighting, because was most part of mad max: fury road Tongue

On the other side, I don't like the "poster", too cartonish/maga, I prefer more dark theme for this kind of game!

Any way, good work so far!
8  Games Center / WIP games, tools & toy projects / Re: Remnants of the Precursors [Master of Orion 1 clone] on: 2016-12-12 14:49:46
HI! I think your game is awesome and I've enjoyed in reading through the blog, to see how much work and progression do you have right now.
I'm not sure create a MOO clone is right direction and I feel you are moving from that goal, every change you made fro a better UI is a change on the core experience. Be aware it's not a critic, but I hope a starting point for a discussion.

Anyway, some points I'd like to highlight
- lack of full screen options. I'm a guy that like to play the game full screen, enjoy tue music, atmosphere and put my focus on what I'm doing, so.. why force players in use only windowed game ?
- rally point. It's irritating that I've declared war to Bulrathi and move all my fleet to their system.. but I cannot move all my rally points, and so my starship to the target
- arts are really nice, but I don't like how new colony screen is rendered, in particular after a species reach the planet. For example for Meklar, after my first colonist exit the ship, I don't really understante the shape of the Meklar, too little I suppose
- there is a way to see race stats and unique traits ? It's already in your beta or only planned ? For example for Silicoid, they don't need "normal" food, right ?
- I really hate Alkari "whistle", can I mute or control sounds somewhere ?
- On first contact with a new race, I can see that other races exist and their names, even if never met them

Overall, impressive job!
9  Games Center / WIP games, tools & toy projects / Re: Undergrowth on: 2016-12-09 12:38:59
Sorry, I'm not sure to understand: you provide a link for a game where player can do .. what ?
10  Game Development / Newbie & Debugging Questions / Re: Implementing tween engine with entity system? on: 2016-12-09 09:11:05
you are welcome! Most of MarteEngine design philosophy came from Flashpunk and be aware that an entity model (without thinking about tweening) it's useful, IMHO, for small games: be aware that for "big games" could be really a mess!
11  Game Development / Newbie & Debugging Questions / Re: Implementing tween engine with entity system? on: 2016-12-07 10:01:14
I've made a simple Tweener for my library, you can find it here
12  Discussions / Miscellaneous Topics / Re: Looking for simple but complete open-source game on: 2016-11-22 07:33:42
Problem with LWJGL ? Do you have windows, linux, mac ? Maybe is just a problem of which version of LWJGL I've used

J4K competitions are awesome.. and difficult to understand some times. I mean, these are games build for a competition with small code base, so..
13  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Slick2D - Ripple effect on images on: 2016-11-11 10:25:57
what if a tree is build of smaller parts that can move a little bit according to wind direction ?

Another idea: pixel art! Example:
14  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Libgdx notable game repositories on: 2016-11-10 09:30:26
thanks @orangepascal! I'd like to see spacegrunt source code, because I really like the style of the game, consider it in the future
15  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Libgdx notable game repositories on: 2016-11-09 16:23:38
I've also found Orange's pixel libgdx jam:
16  Discussions / Miscellaneous Topics / Re: Looking for simple but complete open-source game on: 2016-11-09 13:14:25
You can check also some of my games:

- CryptoRL2: a top down roguelike
- GeometryTwo: a fully playable crazy game made in 48 hours for Ludum Dare compo
- JPacman: simply pacman
- Shade: a nice game I made with Alex Schearer years ago. Gameplay involves stay on moving shadows in order to grow

hope will helps!
17  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Libgdx notable game repositories on: 2016-11-09 13:08:00
@SteveSmith: I completely agree with you on that, even WIP/showcase games from JGO in some cases lacks of repository to learn from

@VaTTeRGeR: thanks! This what I need, also with Artemis (IMHO) is more easy to learn a specific part for library, for example for rendering I can watch only SpriteRenderSystem
18  Java Game APIs & Engines / Engines, Libraries and Tools / Libgdx notable game repositories on: 2016-11-09 08:09:25
Hi everybody!
I'm playing a little bit with libgdx and I'd like to hear your ideas in awesome game repositories (aka github for example) with source code where I can learn from it. Genres:

- rts / strategy
- platformers
- roguelikes
- top down shooters

Do you know any source code repositories on the web with some good games to learn from it ?

Thanks everybody!

p.s: I'm asking here because ligdx "gallery" here: is a mess.. with a lot of games, but no search, so .. asking to JGO wisdom Cheesy
19  Games Center / WIP games, tools & toy projects / Re: [2D][ARPG] Eyes Of Light on: 2016-11-08 16:08:22
my 2 cents: your project seems interesting, but If I see in your screenshot your desktop.. could you please remove it?

edit: wow, 2 medals.. so another suggestion: edit your "trailer video" to reduced length, for example just 1 minute is enough
20  Game Development / Game Mechanics / Re: Downloading and running jars from servers - Security? on: 2016-08-30 06:45:44
wait, inform your users they can be hacked using this method in a clear and straight way !

21  Game Development / Game Mechanics / Re: Downloading and running jars from servers - Security? on: 2016-08-29 11:46:14
I will be a little bit.. cynical this time.  persecutioncomplex

Security does not exist, you can slow down people from exploiting your architecture!
My suggestion is to provide a way to get working mods and put a clear disclaimer: "You accept the risk!"
Why only a warning? Because here at JGO we are most of the time speaking about hobbies java gaming developing: it worth  time in developing a robust solution like this one for your game ?
22  Game Development / Newbie & Debugging Questions / Re: where to place collision detection, and why? on: 2016-08-22 06:33:02
cool you are happy! Well done!
23  Discussions / General Discussions / Re: Is my app decietful? on: 2016-08-09 06:55:55
hi! You should check with many android versions or phones before launching on app store! ( lol )

Seriously, you could also add some sort of crash report services like this one (never tried, btw)
24  Games Center / Showcase / Re: Red Defense - Tower Defense Game on: 2016-08-09 06:53:51
Hi! I've tried desktop version on windows 8 and java 1.8.0_91 and works fine.

My 2 cents:
- there are sound effects or music ? I see control but is not working
- why enemies go straight to my hearth and don't try to follow path I'm building ?
- what upgrade does to my turrets ?

I think there is a bug after tutorial: if you try another game it's working!
25  Game Development / Newbie & Debugging Questions / Re: where to place collision detection, and why? on: 2016-08-08 08:19:13
I agree with VaTTeRGeR, it depends how much entities do you have and scope of your project: fan made or professional ?

From my point of view, if is just a "simple" project, don't waste time on complex algorithms if you don't have too much entities or complex behavior.

My strategy is the following:
1) start from a World class with list of all game entities
2) add to each collidable entity a simple flag
3) on each entity update method, if movement is required (for example on player command, or in player-controlled agent command ), simulate movement: there is a collision with other entity ? To determinate it, just cycle on all collidable entities in my world

As example, check here  and here
26  Games Center / WIP games, tools & toy projects / Re: Farm Nightmare - A pixel rpg horror on: 2016-08-04 09:28:13
sounds are really creepy... Shocked
27  Discussions / Jobs and Resumes / Re: Artist Needed, Will Pay on: 2016-07-29 22:19:59
My suggestion is to ask to a lot of artists there!
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LibZ - 2D Java Game Library on: 2016-07-28 06:45:07
Yes I will put some videos and demos online soon.
(Likely tomorrow)
And sorry for the dead link still working on the documentation.

EDIT: Little unfinished demo Super Mario Bros remake

Mario's jump velocity is too high, for me (IMHO)
29  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Is it a good idea to make your own library to write less code in the future? on: 2016-07-22 07:03:24
For my experience with Slick2d and Flashpunk I've created MarteEngine it was fun and I've learned a lot, but if your goal is to make games, do it, don't waste time in create a new engine. Right now for me is more important to experiment with new gameplays and new ideas quickly Cheesy

Btw, years ago I've made same question in another forum, but there was not so much examples for doing what I want (tower defense, platformer, rpg, etc..) so my suggestion is to get a library/system/tool with a lot of examples, tutorial, video tutorial!
30  Games Center / Featured Games / Re: Heroes of Loot 2 - Steam + Android + iOS (libgdx) on: 2016-07-14 13:28:11
Always looking for new ways, like adding new platforms is one (like Steam,, etc). Same with things like the Ouya, or many other androidTV devices that most of us will never have, own, or want, but I do release my games on there as it's often just 1 or 2 days work since these things all run the same platform.

What about time spent on resolving bugs?

As for bigger games, I honestly don't think a one-man company like me should do bigger games. And I wouldn't dare to try it.
Working 9 months on a game is already stretching it pretty much as to what the costs are if you do this full time with no other income. (my games are also the main income for me and my girlfriend).
If a game takes 4-6 months, and it fails, my current range of games will make sure there is money coming in and I can do a new game, even if it's just a sequel or a re-skinning of one of my existing games.
If a game takes 9 months (meaning that's close to a year before you see money coming in) and if it then fails to deliver.. I could survive that, but it will make it a lot harder on the next game, no matter how fast I can make them.

It's a good point, at least for full time indie developer out there like you. I'm aware of that limit and I think part of your success or other people success is you must confront with real market and real customers, like a good lean startup Cheesy

I'm in the fortunate position of not having to do work-for-hire anymore, my always growing catalog of games are sustaining me and I have a more then decent income from them.  Last year I released only 1 new game, and this year I magically managed to release 2 fairly big games and now my next game won't have to be released until 2017, which is a very nice luxury.

Why do you decided to release a turn based game ? It's a tough choice for me

As for marketing, I've looked at various indie marketing companies, and their prices range from $2000 up to $5000 for fairly basic stuff (contact press, streamers, influencers, etc), but so far I just found it very hard to judge how good these marketing companies are and if they are worth that sum.  It's hard to track what they bring to the table.

I also contacted publishers with various games in recent years, but never found one that was interested in the game or they didn't have a time-slot for it, or they simply weren't looking for such games at that time  (or any other silly excuse they made).

For what I understand about this topic, there is a lot of work behind and a lot of "marketing" companies are not partner in your business, but for them you are a customer, nothing more

As for my plans, with every game I release I learn new things and try new things, from coding a better level-generator to game-design improvements on how to handle stuff like tutorials, hints, or tricks for camera-movements.

I now started a completely new thing,  a sandbox type game (which I never play or even like) mixed with original GTA car-driving, mad-max vibes, etc.   No idea if it will be the next game, but it's a working prototype for now.

It's time share with us Cheesy
Mad max sandbox games where old-style lone warrior fight against the world, enemies? Sounds really cool! With your pixel style even more!

While doing prototypes I keep very obvious idea's in the back of my head:  Gunslugs 3, Heroes of Loot 3, Space grunts 2, etc.. those are great fallback idea's when a prototype fails and time is ticking out on a new launch.   Altho I only do a sequel if I think I can really bring something new to the game or improve on it in some meaningful ways.

This is a good point. I'm a hobbyist right now so working on a sequel is something I don't want to do: experiment with new things is right choice when you don't have too much time. But seems, following your experience, that improve every game (codebase, graphics, gameplay, effect, etc..) is right choice to me. A lot of work and motivations behind btw !


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List of Learning Resources
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