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1  Discussions / General Discussions / Re: Looking to hire artist on: 2017-08-08 08:29:32
I suggest to post your request also on because there is a bigger audience there!
2  Game Development / Newbie & Debugging Questions / Re: 2D Nuclear Throne style lighting [LibGDX] on: 2017-07-20 18:54:53
If there is any running example for lights.. in my game are actually pretty bad Sad
3  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-07-06 16:24:58
thanks for the update!
4  Games Center / WIP games, tools & toy projects / Re: First Recon - Multiplayer FPS on: 2017-07-02 15:34:39
nice work! I'd like to find some other players to play with it!

one feedback: I don't like the dead corridors, because in this kind of game are game over if you found someone inside Tongue

There are also grenades ?
5  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-07-02 15:28:14
Any way to try it on ? I don't find any useful information about your game and testing
6  Games Center / Showcase / Re: Town and Rivers [Puzzle game test] on: 2017-07-02 15:22:11
hi ! I think you missed an image in this post!

anyway, nice little puzzle game, get hard really fast, it's good for me, maybe new players can be frustrated, so be careful on level balancing ( I notice the feedback on level, good idea!)

Do you plan to add a new version with improved graphics ?
7  Games Center / Showcase / Re: Stix on: 2017-07-02 15:16:53
My 2 cents

1) isn't a zip enough for this type of game ? May players don't want to install something (IMHO)
2) change backgrounds and increase font size, so rules are more readable
3) let me user the mouse for the UI !
4) what is the aim of the game? I'm not sure to understand what is going on

hope it helps!
8  Game Development / Newbie & Debugging Questions / Re: I.T. professional: bored of being a tool - "Please Advise" on: 2017-06-16 21:02:10
start from pong with libgdx.
easy to do, you can learn a lot. Then ask yourself: "do you want to create a game or a library?" general advice here is not to waste time and go with "create game path", but you are free to do what do you want Cheesy
9  Games Center / Showcase / Re: A droid story on: 2017-05-17 18:00:46
thanks for feedback again!

No it's not intentional, I will fix it ! Thanks!
10  Games Center / Showcase / Re: A droid story on: 2017-05-07 12:57:06
Hi everyone! I've updated a droid story to version 1.3, here changelog:

- fixed music issue, now music works!

Play it now! - requires Java to run
11  Games Center / Showcase / Re: A droid story on: 2017-05-07 08:25:16
Thanks for the feedback guys!

I'm not sure how to reproduce the collision problem, so I will try and if I find a solution create a new version Cheesy

did someone finished alle 25 levels ? Do you want more of them ?
12  Games Center / Showcase / Re: A droid story on: 2017-04-29 16:24:09
Hi everyone! I've updated a droid story to version 1.2, here the small changelog:

- added transitions between game states
- added level selection

Play it now! - requires Java to run
13  Games Center / Showcase / Re: A droid story on: 2017-04-29 15:13:27
I've developed this game in 2-3 hours for days, not too much really, because I've made some other games in the past ( hint.. see my blog!)

Quote from: sarcastibots
Overall I'd say the level design [...]
 I think the art works for this game [..]

Thanks, is something I really like to see more in games. As designer, I don't like to use all my gameplay ( in this games puzzle elements Tongue ) together. Anyway is a strange balance to find between all gameplay elements in first levels or introduce every X levels

First time anyone like my pixels, thanks!
What do you think about doors ? For me are weak point for graphic in this game

About level 3: on level 3 there are no doors  Huh Maybe is on another level ?
Thanks for the feedback, sometimes collision is strange for me too, I think I should have some kind of "magnetic" grid, so every time player moves, always stay inside a block of the grid, what do you think ?

I'm working on level selection, so these problems will be solved, thanks for feedback guys!
14  Games Center / Showcase / Re: A droid story on: 2017-04-26 17:42:00
thanks meva for feedback!

After game over I have to restart application to start to play again, is there any option to avoid restarting application?

you need to press ESC do you played version 1.0 or 1.1 ?

There is no button or any other information how to start playing.

On the first screen there is written "Press SPACE to start"

You can also improve your game by adding codes to levels.
For example, if somebody reaches some level he gets a code key to that level and has not to pass through all the levels from the beginning again.

I don't like this solution, maybe is better a level selection, where you can unlock levels and start from the last one you played ?

The character has two stripes one above and one bottom. Above is health but what does the bottom strip mean?

bottom one is the number of keys for doors Cheesy

15  Games Center / Showcase / Re: A droid story on: 2017-04-25 09:01:05
Hi everyone! I've updated a droid story to version 1.1, here the small changelog:

- added 5 more levels, now 25 !
- fixed some small bugs!
- improved game over and win screen

Play it now! - requires Java to run
16  Games Center / Showcase / A droid story on: 2017-04-22 14:17:35
Hi everyone! I'm here to show you my last creation, A droid story.

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

- single player puzzle game
- built in 7 days
- made with libgdx
- 25 levels!
- opensource !

Play it now! - requires Java to run

Long story

In past months I've tried many times to start a new project without any real "win". So I've tried to test my programming abilities on this small puzzle game and learning libgdx. The experience was really fun, so I'm here to share my project and get feedback.
This time I've worked a bit on pixel art and I can say I'm not a good artist at all Tongue Seriously, the point is to get player all visual elements to understand what's going on and I'm satisfied on that side too!

Click to Play

Any feedback is appreciated, thanks!

Note: updated to version 1.2
17  Games Center / Showcase / Re: Meganoid (2017) a challenging roguelike platformer (steam+mobile) on: 2017-04-22 14:09:39
nice sharing as usual, well done!
18  Games Center / Showcase / Re: Howard Phillips Lovecar - fight otherworld monsters from your car! on: 2017-04-17 14:27:28
Insane concept, well executed! I really like a way to upgrade my car with new weapons Cheesy

do you plan to work more on that game ?
19  Games Center / WIP games, tools & toy projects / Re: Spaceship Roguelike on: 2017-03-16 17:29:42
you are welcome!
20  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
21  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?
22  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 ?
23  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
24  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
25  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!
26  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!
27  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 ?
28  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!
29  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
30  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..
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List of Learning Resources
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SF/X Libraries
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SF/X Libraries
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SF/X Libraries
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2017-03-02 06:37:51 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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