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1  Games Center / WIP games, tools & toy projects / Re: Remnants of the Precursors [Master of Orion 1 clone] on: 2016-07-02 12:31:35
Wow, I just stumbled on this. Wow! I absolutely love Master of Orion 2, and in some distant past I did play MOO1 a lot. Both are among the best games ever and IMHO no 4X game has managed to reach that level since. So very worthy of a remake Grin

It looks really good so far and stays quite close to the original, which is good. One thing you might consider, however, is to be really, really careful in adding new interface elements of features. The first two MOO games are very delicately balanced and manage to keep the cognitive load really low for such complex games. E.g. I'm not sure whether the grid options for the star map really help make things more clear. Anyways that is hard to say without playing the game of course, and other additions such as sortable colony lists are always very good.

Good luck with this!
2  Discussions / Miscellaneous Topics / Re: Java won't POST to webserver on: 2016-04-10 09:33:46
Some potential problems I can think of:
In the following line you try to open the output and input streams simultaneously. If I remember correctly the request is sent when you call conn.getInputStream, which would mean your content body is never sent:
    try(DataOutputStream out = new DataOutputStream(conn.getOutputStream()); InputStream in = conn.getInputStream()){ 

Maybe you get an exception and the LEDS thing does not work so it goes unnoticed? Can you log or print the exception?
        }catch(Exception e){

Just maybe, but this may be wrong, calling doInput after doOutput resets doOutput? I know that doInput(true) does not need to be called since it's the default:
3  Discussions / Community & Volunteer Projects / Re: Looking for other programmers for a stealth shooter on: 2016-04-10 09:18:19
Guys, what is this? The OP asks for help and you just rant about how bad teamwork is? All the "harsh" advice sounds, IMO, like total nonsense. You learn how to work with other people by working with other people. Teamwork can be lot of fun, and highly productive. Building a good team is not easy but is definitely the only way to make something more complex than an individual can. How many good games do you know that are made by a single individual? There are some, but not too many.

I see a reasonably clear concept, quite realistic expectations and a relaxed, laid-back approach. There's even a (quite good) tech demo to give direction. If anything this is one of the most well-formulated posts in the "Community & Volunteer Projects"(!) board.

I do not have the time, unfortunately, but what you have so far looks really promising.
4  Discussions / Miscellaneous Topics / Re: Unsolicited blank CD in post - huhh? on: 2016-04-04 18:52:59
I would most certainly NOT put that CD in your computer if I were you. It could very well be filled to the brim with every nasty piece of ransomware on the face of the earth. And you will not notice it untill your hard drive is encrypted and you have to pay to (hopefully) see any of your data again. Just put it in the blender or something if you are sure you did not order it.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-04 12:57:36
Maybe it's a bit different in the Netherlands, but I usually find a significant difference in the way in which university-educated people think, compared to those that are not university-educated (also true when it comes to computer science). Many programmers that I meet that are not university-educated find it hard to transcend the immediate problem, to reason in abstractions. But I'm not sure which of "education" and "abstract thinking" is cause and which is effect.

However, many employers will assume someone without an university degree will find abstract thought difficult. This assumption will hurt you if you do not have a degree.

Also, time spent in university can also be a time of having fun, meeting new people, discovering yourself, learning new social skills, etc etc. Not everything in life revolves around success at work and having more moneys. There's plenty of time allocated for that in life already.
6  Discussions / Miscellaneous Topics / Re: The point of games on: 2016-04-01 19:08:09
There's a dull money-making aspect to games, and an inspiring, artistic side. Many (but not all) "free to play" and Android titles are driven solely by the money-making aspect (which is an art in itself, heh). I'm looking at you all top grossing Android apps. Nothing wrong with that, it's just IMHO a "lesser" kind of art. Many indie games are much closer to the artistic side. Unfortunately they usually generate less cash.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-01 19:03:00
Installed Netbeans and converted my project from Eclipse to Netbeans. I must say I find it a big difference, Eclipse somehow got so much more slow and cluttered over time.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-03-10 12:30:57
*Just kidding, that'd take several years to finish*

Heh, no I was just thinking of making something that combines the best of Dwarf Fortress (generate a galactic history), MOO2 (deep 4X strategy) and Star Control 2 (to boldly go where no insectoid has gone before!). Kind of mad, really. But I have time.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-03-09 14:45:20
More variety in generated galaxies, and even some different color schemes. Now I only need to build a game in this  Wink
10  Games Center / Showcase / Re: Borstal - survival roguelike novellas on: 2016-03-06 14:25:31
Looks like the kind of game I love to play, voted for it!
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-03-04 21:49:48
Great job @Gjallar, sounds like fun to have GameDev classes!

I progressed a bit futher on galaxy generation today, here's a short video of generating galaxies with 2, 4 and 7 arms:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

And this is one end-result, I'm especially pleased by the variety in star & nebula density:
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-03-04 08:42:23

Been playing with different OpenGL blend modes and generation algorithms to make my galaxies look more realistic (or at least, more like an attractive playground). It's improving but I still need to improve the distribution of stars: there's way too many at the galactic core and too few in the arms. Currently it renders 7500 stars and nebulae smoothly, which should be plenty. They just need to stop clumping together at the core...
13  Games Center / Showcase / Re: Borstal - survival roguelike novellas on: 2016-03-02 20:53:07
It looks interesting, but there's nothing to play yet?
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-03-01 20:29:27
Progress on procedurally generating a galaxy:

Click to Play

The number of arms can be configured. Not bad for an evening's work, now I'll try to make it more realistic, perhaps with some color.
15  Discussions / General Discussions / Re: Comparing Rust and Java on: 2016-03-01 15:08:25
Yeah ok, the "so" is perhaps a bit overstated.
16  Discussions / General Discussions / Re: Comparing Rust and Java on: 2016-03-01 14:51:27
Unrelatedly it irritates me when even "experts" write about the subject but I still see such nonsense as this:
The first obvious difference between Rust and Java is that the latter runs on the JVM, so it’s just-in-time compiled

Cas Smiley

Could you explain why this is nonsense? I'm far from an expert on the matter but I believe that Oracle's JVM does some kind of JIT and Rust does not (being compiled AOT). I quote from Oracle's website:
Oracle’s Java HotSpot VM is equipped with a highly advanced just-in-time (JIT) compiler. This means that the class files (which are compiled from Java source code) are further compiled at runtime, and they can be turned into very highly optimized machine code. This optimized code runs extremely fast—usually as fast as (and, in certain cases, faster than) compiled C/C++ code.
17  Discussions / General Discussions / Comparing Rust and Java on: 2016-02-29 06:21:40
I just read a nice article called "Comparing Rust and Java", well worth a read:

Although Rust is not mature enough yet for my tastes it offers many things that I enjoy a lot in Java, especially when it comes to holding my hand in avoiding mistakes. Recently I dabbed (again) into C and C++ for a while and did some learning but it's just too easy to make untraceable mistakes in those languaes for me.

Do any of you feel attracted to Rust for the same reason?
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-28 20:40:22
Also been writing some galactic history:

So far the galaxy is very sparse and boring, but I intend to do something like Dwarf Fortress (only a bit less ambitious) in generating a galactic history in which a game will take place.
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-28 15:06:55
Worked on a simple sci-fi name generator (in other words: string concatenator). It generates different styles of names for members of different galactic races, e.g.:

Ignacia Tanner
Melany Sabbagh
Romelia Safar
Ingeborg Seif
Luvenia Ramirez
Natacha Valdez
Mariko Mccarty
Cheyenne Rich
Zula Mcpherson
Genna Bass

Rocklike race:
Hyalite the Cubic
Hydroxylapatite the Opaque
Rock the Minor
Magnesiostaurolite the Powdered
Arsenic the Quartz
Nevada the Soft
Sulphur the Opaque
Jasper the Fracturous
Prase the Blue
Spinel the Apatite

and so on, for 7 different races.
20  Games Center / WIP games, tools & toy projects / Re: WaveDefender(); //2D RPG-ish on: 2016-02-28 13:24:13
Okay, this time I could download it and got it running with no trouble at all. You've managed to put in quite a bit of depth already, with the inventory and the leveling up / getting skills.

Some remarks:
  • I could not close the "Menu level" by clicking return, only pressing escape worked
  • It took me some time to figure out that the skill tree in this menu starts at the top. Maybe make clickable skills a slightly different color? Or lighter?
  • One thing that distracted a bit of the fun for me was an impotent feeling: the bullets I fire feel extremely weak and inconsequential. I'd rather see twice as many enemies that take 1 or 2 shots to kill (except bosses) than fewer enemies with more health. Make the player feel powerful / meaningful (could also be done by making the bullet effect a bit more spectacular).

Really good work also in introducing the player to the game. The popups work very well and helped me along nicely. Overall I think you made a great start. and you seem to have a good idea about introducing the player to the game, balancing the difficulty and making things interesting. Keep up the good work  Grin
21  Discussions / Miscellaneous Topics / Re: I hate hi-res graphics on voxel based games on: 2016-02-26 21:07:01

This is a Pixel. Isn't it beautiful? Modern games have way to many ordinary pixels. Now back in the days we had some really good Pixels:

Now look at that. So much awesomeness in so few Pixels. These days I feel like pixels are undervalued. They are just thrown around on the screen like nothing.
22  Games Center / WIP games, tools & toy projects / Re: WaveDefender(); //2D RPG-ish on: 2016-02-26 19:12:13
Good work, it sure looks good, especially for a 3-4 month project! I'm attempting to download now. Must say that's a bit of an issue when downloading from To be honest, I can't seem to manage it. I'm clicking on the "Free User" button and the page refreshes, but no download (using Chrome).

You may consider putting it on another download site (or if its below 2 MB on the "my files" section of JGO).
23  Game Development / Game Play & Game Design / Re: procedural music, drum composition, proof of concept on: 2016-02-24 14:48:48
Meh, I found it quite poor actually. I mean, the samples are good but the overall atmosphere created by the music did not fit the game at all. The music reminded me more of a fleet of warships steaming up for a good long-range bombardment rather than intimate close-up combat. I suspect a bunch of monkeys ramming on drums will have pretty much the same effect.

Edit: I should add that I really do not have an ear for music as you might have guessed.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-24 11:06:48
If one wrappers Vulkan, he gets away from its design and closer to OpenGL one and then one might think what's the point if there is already OpenGL..

I suspect there are many different abstractions possible that are very different from OpenGL. Very few people will actually develop games or applications using Vulkan directly (just as not too many people are using OpenGL directly). I'm just guessing that Vulkan will allow the open source community to develop some interesting new API's on top of Vulkan.
25  Discussions / General Discussions / Re: Unity3D/2D on: 2016-02-23 18:48:43
But in the end the result matters, not the engine - if you made something that's fun and doesn't lag on every click/touch - you're done.

That's true indeed. I just noticed one of my favorite games (Nuclear Throne) is actually made using Game Maker. And it's really, really good. Not good as in look-at-my-awesome-engine-that-is-boring-as-hell-good but fun-good. Discussions like these usually boil down to viewpoints based on making fun games and those based on making awesome engines. Both are fine things to do.
26  Discussions / General Discussions / Re: Unity3D/2D on: 2016-02-23 16:46:11
In case anyone is insterested, I just saw that Godot 2.0 is released. Godot is an open source game engine and development environment somewhat like Unity, some say better than Unity when it comes to 2D. And of course its free and open source, so thats a big plus.
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-23 16:36:58
One thing I might potentially like about Vulkan is the possibility of more userfriendly API's being developed on top of Vulkan. I have no interest in dabbling in supertechnical details, but maybe something easier / better than OpenGL built on top of Vulkan, who knows.
28  Discussions / General Discussions / Re: Unity3D/2D on: 2016-02-21 18:58:08
Kerbal Space Program is made in Unity. Nuff said.
29  Discussions / Miscellaneous Topics / Re: Realistic graphics -- how can it be achieved? on: 2016-02-21 09:47:43
You may also want to consider how valuable "realism" is in games. Realism is a strange thing: the more realistic a game (or computer generated movie for that matter) becomes, the harder it gets to really immerse players / viewers. No doubt, GTA V is awesome, but as others said, that's really mostly the work of awesome artists (and a huge budget). When you get down to it, the game mechanics are a whole different story. These are really great, but much closer to what one or a couple of smart dudes in a basement can achieve.
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-21 09:42:40
Wish me luck.

Well, best of luck! It's an fighteningly awesome thing to do  Wink
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SF/X Libraries
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