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1  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 !

2  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 ?
3  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!
4  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)
5  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!
6  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
7  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
8  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!
9  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)
10  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!
11  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 !


12  Games Center / Featured Games / Re: Heroes of Loot 2 - Steam + Android + iOS (libgdx) on: 2016-07-14 09:37:08
thanks @orangepascal for sharing interesting data.

Do you feel confident and try to boost your sale, I mean, working on a bigger title, invest in better graphics, marketing and so on ? What are your plans ?
13  Game Development / Newbie & Debugging Questions / Re: LibGDX ninja rabbit project on: 2016-06-24 07:11:55
try to open an issue also on github, so author can see it
14  Games Center / Showcase / Re: CannonBlast on: 2016-06-24 07:10:25
you should make a video, it's more easy to engage people with it
15  Games Center / WIP games, tools & toy projects / Re: CryptoRL 2 on: 2016-06-24 07:06:14
Its been nearly 19 days. It seems like centuries have gone by since I saw this post Cheesy

For me seems centuries too Cheesy

I really like the art of the game. It is very... hard pixeled. Meaning there is hard lines on the character being that small and lightly detailed.

thanks, I'm a newbie on pixel art and find ideas and a style, is really hard Cheesy what do you think about monsters ?
16  Games Center / WIP games, tools & toy projects / Re: CryptoRL 2 on: 2016-06-22 19:14:38
I have released source code for CryptoRL2 here, if you are interested!
17  Games Center / WIP games, tools & toy projects / Re: Malevolent Primeval LIBGDX PC ANDROID IOS on: 2016-06-14 07:41:49
Cthulhu mythos 2d sidescrolling resident evil style ?

mine Cheesy

btw about Cthulhu Mythos, do you plan to add some sort of "sanity check" on horrors and monster player encounters ?
18  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - LMDB bindings on: 2016-06-07 11:46:42
@princec: A pain to read as open source lover and believer Sad

19  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 ?

20  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
21  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
22  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

23  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 ?
24  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:
25  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!
26  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 ?
27  Discussions / General Discussions / Re: Game research - 4x and card games on: 2016-04-17 08:38:10
thanks SkyAphid !
28  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
29  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 ?
30  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!
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List of Learning Resources
by elect
2016-09-09 09:47:55

List of Learning Resources
by elect
2016-09-08 09:47:20

List of Learning Resources
by elect
2016-09-08 09:46:51

List of Learning Resources
by elect
2016-09-08 09:46:27

List of Learning Resources
by elect
2016-09-08 09:45:41

List of Learning Resources
by elect
2016-09-08 08:39:20

List of Learning Resources
by elect
2016-09-08 08:38:19

Rendering resources
by Roquen
2016-08-08 05:55:21 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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