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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-08-27 20:38:03
Hi guys,

I am looking for a game that was posted here some years ago (at least one).
I can't remember its name, but some of its story and the game concept:

I think it was top down and had pixel-art.
The game involved a lot of reading and featured many books.
It plays in your deceased father's house (he was a writer I think) and you had to find some secrets by reading and combining a lot.
I haven't played it much though, so I don't know if the place changes, but the main part played only in a few rooms with many bookshelves and your father's desk.

I hope someone can point me to it  Smiley

EDIT:
Nevermind, I already found it! It's here if you're interested  Smiley
P.S. I did search the featured, showcase, and WIP section plus searching for "book/s" with the search function before posting. No hate please.  Grin
2  Game Development / Game Mechanics / Re: Best way to make 2D Platformer collision? on: 2018-05-18 07:33:27
Hi,

this has nothing to do with collision, but I noticed that you have a lot of images as individual files.
You could merge all those images to a single image and divide it in your code. This prevents you from loading too much into memory. https://stackoverflow.com/questions/621835/how-to-extract-part-of-this-image-in-java this link might be helpful for this.

 Grin
3  Games Center / Showcase / Re: Light Pirates! on: 2018-03-21 07:27:05
Hi,

Your game looks really great. I like your graphics and the concept seems to be fun. I see you added a sharing feature, did you also implement a highscore board or similiar. I think multiplayer functionality would make the game more engaging.

One think I would change is the coloring of the boarding/fighting bar. First I thought you were loosing in the video, but the other ship disappearing and you getting gold determined that was a lie. I think simply inverting the logos/colors would make alot more sense.

 Grin
4  Discussions / General Discussions / Re: Level format and Collision on: 2018-02-17 19:10:09
If you happen  to use LibGDX you can use the Tiled Mapeditor mapeditor.org with it. LibGDX has built-in support for it  Pointing
5  Game Development / Newbie & Debugging Questions / Re: Name based skins on: 2018-02-17 18:58:21
Hi,

Sorry, I don't really get where your problem is or rather it looks like you don't do what you intend to at all  Huh
For example you do the same thing in your if and else block.

Anyways, I guess what you are trying to do can be achieved with something like this:
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if (username != null) {
   
    switch(username) {
        case "superman":
            g.drawImage(supermanImage);
            break;
        case "batman":
            g.drawImage(batmanImage);
            break;
        default:
            g.drawImage(noCostumeImage)
    }

    g.setColor(Color.WHITE);
    g.setFont(Main.size8);
    g.drawString(username, (int)x - (int)Main.sX - username.length() * 3 / 2, (int)y - (int)Main.sY);

} else {
    System.out.println("null");
}
6  Games Center / Showcase / Re: Dodger Dog on: 2018-02-09 09:23:22
Nice work!

They look really great and even though handing out usb sticks sounds kinda wierd, I really love the idea.
Thank you for sharing, I'm going to do this myself in the future  Pointing

Where did you order them?
7  Game Development / Newbie & Debugging Questions / Re: [libGDX] Can't localize assets folder with files on: 2018-01-30 08:08:37
Hi,

You need to tell libgdx to use the internal folder, which is the assets folder.
The path you've given is correct, but you also need to call
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Gdx.files.internal("")

In your case it should look more like this:
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javaimg = new Texture(Gdx.files.internal("badlogic.jpg"));


There is some official documentation about managing assets with LibGDX.
https://github.com/libgdx/libgdx/wiki/Managing-your-assets

I wrote a tutorial about my solution here if you want to check it out  Smiley
8  Game Development / Newbie & Debugging Questions / Re: Comments & feedback on this health-bars? on: 2018-01-26 07:32:11
I like this the most:

Quote
Click to Play

It looks very clean and displays the empty bar the best while still providing information on your maximum health (as long as you're not dead all the time  Grin)
9  Games Center / WIP games, tools & toy projects / Re: Advent Game Calendar on: 2018-01-14 10:53:59
First of all great work  Pointing I had a lot of fun playing a completely different game every day. Some were really hard and I certainly couldn't complete all of them  persecutioncomplex
So, how did it go? Do you have any statistics on your submissions? How many completed the calendar for example.
10  Games Center / Showcase / Re: Tile Remover - remove tiles by a falling tile on: 2017-12-31 17:19:25
Nice game idea!  Pointing

My two cents are to implement holding down on the left and right button. It was a bit annoying to press left seven times to get the tile to the left most edge.

 Smiley
11  Games Center / Showcase / Re: Dodger Dog on: 2017-11-28 11:46:10
I just tried running it on Manjaro Linux (Release 17.1pre3)

Kernel: Linux 4.13.12-1-MANJARO #1 SMP PREEMPT Wed Nov 8 10:52:53 UTC 2017 x86_64 GNU/Linux

I got the following error message:
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[stampler@stampler-pc ~]$ sudo bash Downloads/DodgerDog.sh
Error: Unable to access jarfile /home/stampler/Downloads/DodgerDog.sh
: numeric argument requirede 4: exit: 0
12  Game Development / Newbie & Debugging Questions / Re: [LibGDX] I'm having trouble understanding PPM with Cameras and Box2D on: 2017-11-22 10:11:27
Oh sorry, my sentence was quite confusing. I am using meters instead of pixels for my current project. This is just new for me since I've been using pixels until now.
13  Game Development / Newbie & Debugging Questions / Re: Matching algorithm almost success on: 2017-11-21 12:27:18
Hi,

just a random tought: Do your row and col variables have the right value or are they too low by one?
Given your description it looks like your for-loops end too early.

Maybe try changing
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i<row;
in
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for(int i=0;i<row;i++) {
into
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i<=row;
14  Game Development / Newbie & Debugging Questions / Re: [LibGDX] I'm having trouble understanding PPM with Cameras and Box2D on: 2017-11-21 09:47:00
Hi,

there is a great article on pixels. It covers box2d and the examples are done with LibGDX.
https://xoppa.github.io/blog/pixels/

To be fair, this article doesn't answer your question.
There are some people who use pixels and PPM and others that deny using them. The author is one of the latter.
Personally, I used to use pixels and PPM, but in my current project I am following this "new" approach.

EDIT:
"new" approach means using meters instead of pixels as the article suggests.
15  Game Development / Newbie & Debugging Questions / Re: Loading, Screens, and General Trickery on: 2017-11-10 16:38:37
Maybe you already came by it while googling, but a short search gave me this which looks pretty promising: https://stackoverflow.com/questions/12016675/how-to-create-loading-screen-in-libgdx
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-10-19 09:57:03
Finished my first ever blog post: Asset Loading in LibGDX
Our website is not yet finished, so don't judge Wink
17  Game Development / Newbie & Debugging Questions / Re: [lwjgl/joml] shadow mapping and matrices on: 2017-09-21 19:07:26
Hi,

do you have some code or images for us to understand the problem better?
18  Game Development / Shared Code / LibGDX Asset loading on: 2017-09-21 19:03:41
Hi guys,

I am working on small project with LibGDX at the moment and implemented my asset loading in a way I personally think is very convenient.
So I would like to know what you think of my implementation.
Is this a good way? Do you have a better way? Do I make some fatal mistakes here?
I don't look for any micro optimizations, but anything that makes programming easier is really appreciated.

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public class Assets {

    private static final AssetManager assetManager = new AssetManager();

    private static HashMap<String, AssetFile> files;

    /**
    * Enter all files from the assets folder in here
    */

    public static void load(){

        files = new HashMap<String, AssetFile>();

        //TextureAtlases
        files.put("backgroundTextureAtlas", new AssetFile("sprites/background.atlas",   TextureAtlas.class));
        files.put("entitiesTextureAtlas",   new AssetFile("sprites/entities.atlas",     TextureAtlas.class));
        files.put("uiTextureAtlas",         new AssetFile("sprites/ui.atlas",           TextureAtlas.class));
       
        //Skins
        files.put("defaultSkin",            new AssetFile("skins/default/uiskin.json",          Skin.class));
        files.put("pixthulhuSkin",          new AssetFile("skins/pixthulhu/pixthulhu-ui.json",  Skin.class));
       
        //I18Ns
        files.put("defaultI18N",            new AssetFile("i18N/prototype",             I18NBundle.class));

        //Loading files
        for(AssetFile asset : files.values()){
            assetManager.load(asset.path, asset.type);
        }

        assetManager.finishLoading();
        //while(!assetManager.update()){} TODO: Decide for one method
    }

    public static Object get(String hashmapKey){
        return assetManager.get(files.get(hashmapKey).path, files.get(hashmapKey).type);
    }

    public static void dispose(){
        assetManager.dispose();
    }
}


Later I get the sprites like this:

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TextureAtlas textureAtlas = (TextureAtlas) Assets.get("entitiesTextureAtlas");
TextureRegion cityTexture = textureAtlas.findRegion("city");


Thank you in advance  Smiley
19  Games Center / Android Showcase / Re: 100 Shapes - An Android Game just released on: 2017-09-15 05:49:10
Hi,

Yeah, I finally tried your game.
It was really fun actually ( I didn't think it would be when I saw the screenshots, to be honest ).
The new rules every now then gave it a really cool twist and after the third rule it got really hard. Especially when new shapes and background color where introduced.
From a game design perspective you did a really good job if introducing new shapes BEFORE the rules came into play. That way the player could get used to them without overwhelming him with new things. I haven't tried the game with the old graphics, but from the screenshots I can tell that the game now looks a lot more professional. You should update the graphics in the Play Store as well.
One thing that could be improved is the size of the buttons. When playing I had the feeling that my fingers where dropping of the screen any moment  Grin It looks like your buttons where bigger in the previous version, maybe you can play around with it and see what's best.
20  Discussions / General Discussions / Re: JGO Twitter List on: 2017-07-27 06:46:33
@StamplerJ
@BeeMelonStudio
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-17 13:21:08
Started working on a small android game with two friends. We used to talk about making games a lot in school but never started. Now we have jobs and actually use the skills we learn there to develope in our freetime.

22  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-03 12:59:13
It is the first day of my internship in London (Btw.: I'm from Germany and during my apprenticeship I had the chance to 'win' a 6-week internship abroad)
23  Games Center / WIP games, tools & toy projects / Hit The Six on: 2017-03-21 21:58:23
Good evening everyone  Pointing

I proudly present to you my current project 'Hit The Six'!
It is a classic board game from my childhood that I tried to migrate into a mobile app since I haven't found something similiar and I wanted to remember the good old days.

You can play locally with your friends and/or against one or multiple AI. The goal is to get rid of all your sticks by sticking them into the corresponding holes you rolled with the dice.
You can roll as often as you like to, but be careful not to overextend. You have to roll at least once, though.  Wink
It's a mix of gambling and having some luck to become the winner. If you hit a hole that is already occupied you have to collect all the sticks from the holes and your turn is over.
The 6th hole, the 'SuperSix', lets every stick through so there is always a tiny chance to not loose at your turn.


The menu is in german until I figured out how to change the language resources in an active activity
24  Games Center / Android Showcase / Re: .juggle on: 2017-01-20 07:13:24
Hi,

first of all neat game idea!

It looks a bit too hard though. Maybe you can resize the falling blocks a bit or at least  put in some more coins, so the highscore feels a bit more accomplishing.

And maybe you shouldn't call your customers dick, bitch or cock Cheesy
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-06 11:23:46
Quote

Nice pixel art, reminds me of some characters Cheesy
left to right
Red(Pokemon), Johnny Bravo,  Huh, Summer(Rick and Morty), Snake(MGS), lumberjack or truck driver  Grin
26  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX] How do you make your UIs? on: 2017-01-05 06:42:54
Thanks alot for the insights. @princec Your XML system doesn't look that awful, it's better than lying on the floor.  Pointing

I was hoping to have some more opinions on doing UIs with LibGDX. I tried Overlap2D and I either failed to learn the proper usage of it or it actually isn't what I am looking for.
I'm sticking with hard coding my UIs for now since my current project isn't so UI heavy.

Stampler  Grin
27  Java Game APIs & Engines / Engines, Libraries and Tools / [LibGDX] How do you make your UIs? on: 2016-12-19 13:43:59
Hi,

I've spent quite some time developing with LibGDX, but I never cared much for UIs since hard coding everything always feels really messy.
So, I would like to know how you fellow developers always create your UIs.
Do you hard code everything? Use an editor like Overlap2d or VisEditor? Or do you have your own tools?

Greets
Stampler  Grin
28  Games Center / WIP games, tools & toy projects / Re: Lala - Now available in alpha on Google Play on: 2016-12-14 07:19:50
Through the eýes of my ínner three year old it's awesome and I finally understand what I have to do  Cheesy
29  Games Center / WIP games, tools & toy projects / Re: Lala - Now available in alpha on Google Play on: 2016-12-06 07:37:29
Awesome! The buttons look a lot better, sometimes color changes have a lot of impact.

Thank you, I feel really honored to be mentioned in your game. Smiley I should show it to my kids (if I had any)

Edit: P.S. I guess I am not clever enough to solve the last level in the last world Cry
30  Games Center / WIP games, tools & toy projects / Re: Lala - Now available in alpha on Google Play on: 2016-12-05 07:13:57
It may sound weird, but I somehow feel that the home-, x- and play button are too "edgy". They just don't look very smooth according to my eyes (Sorry, I'm a petty person). About the fancy part, I would just try to change the color a bit. Maybe some orange/red to still stand out from the level enviroment.

Aside from pointing out irrelevant things no one else probably cares about, I found a few bugs:
  • In the 4th world (pink alien) level 5 and 6 are exactly the same
  • My game crashes when I want to start the last level in the last world(yellow alien)
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