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1  Game Development / Networking & Multiplayer / Re: Kryonet/Kryonet alternatives on: 2014-01-07 20:57:15
Kryonet+LibGDX definitely works for both desktop and Android (evidence).

I can't comment on iOS or HTML.
2  Games Center / WIP games, tools & toy projects / Re: Friends vs Aliens on: 2013-12-31 10:51:00
Although you may want to consider a tutorial of such? It took me a while to figure out that the red things were barriers, and that the punching was coming from the enemy, not the red!

Thanks for trying it!  You're quite right about a tutorial.  Part of the reason for releasing the game in this state is to get an idea of how much of it is obvious and what sort of things need explaining.
3  Games Center / WIP games, tools & toy projects / Friends vs Aliens on: 2013-12-30 12:07:41


Hi folks! Smiley

Friends vs Aliens is my attempt at making a multiplayer 'tower defence' - or if you prefer 'lawn defence' - game for Android (although there's a runnable JAR for Windows, etc.).

Multiple players can connect to a game over Wi-Fi/LAN.  (In fact you can probably connect over the internet if you try hard enough, but non-local hosts aren't detected automatically and the game will likely be unplayable due to network lag.  This is the first time I've ever tried network programming, so don't expect too much. Wink )

The game is still a bit of a prototype, so there's a lot of stuff missing at the moment.  (Specifically: graphics are messy, there's no sound, compensation for network lag is crude, the variety of attacking and defending units is very limited, and there's only one never-ending level.)

For Android devices: Google Play
For Windows, Mac, etc.: .JAR

Credits: Made with LibGDX and Kryonet.

Any feedback would be much appreciated!
4  Games Center / Showcase / Re: Mini Quests on: 2013-09-01 11:58:54
Wait, you are still developing this after such a long time???

Not continuously. Wink  I switch between working on a few different things.  And when I'm working on this, it's usually to add a completely new dungeon, so it feels like I'm making a new game.

At this rate I reckon the game should be completely finished in about three years, so check back then to see how it's going!

(And, yes, I know how perverse it is spending so long making a game that no one plays.  If I knew how to make games people like, I'd be doing that instead. Grin )
5  Games Center / Showcase / Re: Mini Quests on: 2013-08-31 10:49:13
Works fine for me in applet

Part of the joy of Applets is their unpredictability. Roll Eyes

Thanks for testing!  That's at least one thing that the world can't blame Windows 8 for. Wink
6  Games Center / WIP games, tools & toy projects / Re: Legends of Yore 2 on: 2013-08-30 22:09:17
Quote
"The game is still turn based"

Silly question but: Why?  Watching the video above, the game looks like it would be perfectly happy running in real time...?

And since you mention Ouya, I just have to say that a four-player Gauntlet-style LoY would be a dream come true. Grin

Distractions aside, the game so far looks magnificent. Smiley
7  Games Center / Showcase / Re: Mini Quests on: 2013-08-30 21:49:51
Applet not working for me.
Serves me right for using Applets. Roll Eyes

One of these days I'll have to see whether libgdx can spit out an HTML5 version that works more reliably.  (I'm assuming that far more people come across the Android version these days, so the browser version is low priority.)

I don't know what the problem can be, other than just the general rubbishness of Applet plug-ins.  It works for me on Chrome (JRE 7 update 25) but I've never tried on Windows 8.

Ah well, thanks anyway for giving it a try. Smiley
8  Games Center / Showcase / Re: Mini Quests on: 2013-08-30 12:02:27
Update: Now on Ouya!
9  Discussions / General Discussions / Re: Can I use the OUYA without a creditcard? on: 2013-08-21 19:45:56
Is the Ouya account that you make on ouya.tv the same as the account you use with the ouya itself???

Yes, but to link that account to the Ouya (and you can't use it until you do) you need to enter credit/debit card details OR a "redeemable code", which I assume means something like this.  But I'm not 100% sure of that, and it may vary from country to country, so don't take my word for it.

For what it's worth, my experience of the 'consumer' hardware (I've not seen the earlier 'developer' version) is that it works just fine, although the controller feels a little cheap.

The front-end software though seems alarmingly amateurish - the storefront in particular seems like it was written by someone who has never seen an App store before (and bear in mind that I got my Ouya after the big update that apparently fixed most of the problems).  Of course, future updates may fix all that, and hopefully the quality of available games will improve over time as well.

So overall I'm not sure I can recommend getting one, at least not just yet.

That all said, the one thing I really like about the Ouya is that it makes me feel like I've been transported back to the mid-eighties, with a ZX Spectrum plugged into the TV, and a big stack of borrowed cassettes to work through. Cool
10  Java Game APIs & Engines / Android / Re: Distribution and marketing options on: 2013-08-13 11:34:12
Am I right in thinking that the Amazon App Store is the only option for (un-rooted) Kindle tablets?

Also the $99 per year developer fee is "currently waived" according to their FAQ.

I keep meaning to upload my app to the Amazon and Samsung (and Ouya) stores, but I never get further than reading the FAQs. Wink
11  Games Center / WIP games, tools & toy projects / Re: Mega Melon Adventure on: 2013-08-11 12:26:56
I tried it on my Nexus 7.

It looks lovely, and overall presentation is great!

I found playing the game with the virtual joystick very annoying, but I don't really know what alternative controls you could offer (have you tried tilt controls?).  My Ouya should show up next week so I'll give the game a go with a proper controller then. Smiley

I didn't always feel like the game window was big enough to let me see the hazards ahead of me.  I don't know whether that comes from scaling the game to fit different device aspect ratios, or just that my reflexes are old and slow.

The distinction between game objects and background isn't as clear as it could be.  In particular, I kept trying to jump over the rock shown in the screenshot a couple of posts back.  Maybe you could fade the background images a little?

Finally, I know it's just a test level, but I didn't find that the level design really grabbed me.  I can't put a finger on anything in particular, but over the years I've jumped onto millions of platforms, collected countless stars/coins/whatever, and fallen into way too many pits - and currently Mega Melon didn't feel like it was giving me a reason for doing that all over again.
12  Games Center / Showcase / Re: Carubloc on: 2013-07-14 11:54:30
I've played the Android version a bit.  It's cute and fun (as usual) but slightly painful to play.  My poor old-man brain struggles to complete the "recognise colour, decide where to put colour, choose which thumb to use, touch screen" loop reliably.  I could play Fruit Corners for hours, but this game falls just the wrong side of complicated for me.

One specific thing:  It might save a little bit of frustration if, when I get a block wrong, the colour doesn't change.  My instinct is to immediately retry to put the block in the right place, but currently that instinct just leads to a cascade of failures.

Also, how about showing the current best time when a level is completed so I know what I'm aiming for?

I was a bit surprised to find that only three levels are playable on the free version.  I guess you're experimenting to find the point at which people are willing to part with their money...?  I'd certainly be interested to know how that works out.
13  Games Center / Showcase / Re: Mini Quests on: 2013-07-14 11:28:25
New version released!  The game now features an astronomical number of dungeons (three to be precise).

Applet / Android

(Four posts in a row...  I think that means the next one has to be my last if no one else replies.  I guess I'd better save that post for the next dungeon announcement - about a year from now at the current rate. Grin )
14  Games Center / Showcase / Re: Mini Quests on: 2013-05-13 22:22:22
Some time later...

Update: Dungeon Number Three is on its way!

I'm finally close to adding a new dungeon to the game.  Yeah, it's been a while. Wink

If anyone is kind enough to try it out for me, the dungeon beta is here.  But if you haven't played the game before, it's probably more sensible to start with the full game (without the new dungeon): Applet or Android.

The new dungeon is a bit bigger than the old ones.  And harder?  Tell me what you think! Grin

Cheers,
Simon
15  Discussions / Miscellaneous Topics / Re: JGO is awesome! on: 2013-03-29 08:21:55

Go ChrisM!
16  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-01-26 11:30:57
I watched Episode 1.

It was exactly as dumb, trashy, and grating as I'd expected, with anything resembling depth mercilessly edited out.

But there was something quite interesting about watching a developer try to justify their game.  Yeah, we know you've spent a lot of time on it, and you think you're really smart, but seriously, why do expect anyone else to be interested?

I think JGO should use the same approach for deciding if a game is allowed into the 'Featured' section. Wink

Anyway, I known it's too late to matter, but Go Team Eli! Grin

P.S. I always imagined you looked like the orangutan that used to be your avatar pic.
17  Discussions / General Discussions / Re: Tremble, mortals! I have enslaved your administrator on: 2012-10-01 12:25:54
Wow!  This is like Aliens and Predators appearing - IN THE SAME MOVIE!
18  Discussions / General Discussions / Re: Not A Game! on: 2012-08-09 11:06:12
Videogames are like television programmes: there are lots of different kinds that fill different sorts of gaps in different peoples lives.

Arguing that MMORPGs aren't proper games is like arguing that soap operas aren't proper telly.
19  Discussions / General Discussions / Re: Nerves of steel or just plain lazy? on: 2012-08-06 11:57:07
Iterate.  Have an idea and try it out.  If it works, build on it.  If it doesn't, be prepared to ditch it (no matter how much code/artwork/whatever it involves).
20  Discussions / General Discussions / Interview with princec on: 2012-07-24 13:05:15
Interview  (Audio only.  Boo!)

Funny how different his voice is from the one in my head that reads out his posts.
21  Discussions / Java Gaming Wiki / Re: Gameloop experiment on: 2012-07-20 12:33:40
In that case I'm surprised you're so unambitious.  We should be using this thread to build a MMORPG!
22  Discussions / Java Gaming Wiki / Re: Gameloop experiment on: 2012-07-20 12:05:29
Quote
To celebrate the start of the new wiki we will try to create a gameloop together as a community.

Just to be pedantic, I take it we're talking about a fixed frame-rate loop (no 'deltaTime' passed to the logic() function) in plain Java (Java2D).

For ultimate newb-friendliness, how about a demo applet/application that uses the loop so everyone can see how lovely and smooth the final result is?
23  Discussions / General Discussions / Re: Ouya: a $99 Android game console on: 2012-07-17 10:08:13
Anyway, there are some rumors suggesting that this project is a scam.

Week 1: The internet says Ouya is the greatest thing ever.
Week 2: The internet says Ouya is a scam.
Reality: Probably somewhere in between.
24  Discussions / General Discussions / Re: Ouya - Oh yeah? on: 2012-07-11 12:03:42
Quote from: Roquen
I believe that your correct about the Wii, but it's a one off.

As I understand it every Nintendo console has been sold at a profit (with the 3DS being a possible exception following it's price reduction).

But still I'd assume that the plan is for the Ouya to make money from its App/Game store rather than its hardware.

Personally I find the idea of a cheap, fun, hackable console quite appealing (more so than the Raspberry Pi, not that it's quite the same thing) although I wouldn't bet on it being successful.

Quote from: princec
there are already a ton of games available for it at launch but for one small problem - it's designed for touch, and consoles are all about controllers.

Very true.  Also many existing games might not look too good when scaled up from a 4-inch screen to a telly.
25  Discussions / General Discussions / Re: Your first game release stories and experiences on: 2012-06-24 16:27:35
ps I tried to play one of your games
Just to be clear, I'm not holding those up as examples of "games people want to play".  Quite the opposite. Emo

Quote
...the applet wouldn't load.
Common reasons seem to be an out-of-date or broken plug-in, or Javascript not being enabled (since the applet launcher uses it).  Thanks for giving it a try anyway.

Back on topic...
Quote
It's like, just because one can learn guitar and to sing doesn't mean they can write a hit song.
Excellent analogy!  And like playing guitar and singing, programming games is fun, regardless of how much of an audience you have.
26  Discussions / General Discussions / Re: Your first game release stories and experiences on: 2012-06-24 10:32:54
1. Don't make a game about maths and expect many people to actually want to play it.

I suspect it's more general than that.  Don't expect many people to play your first game, whatever it is.  Or your second, third, fourth, etc.  Get used to the idea that making games that people actually want to play is harder than just making games.

(Or maybe I'm just feeling cynical this morning...)
27  Discussions / General Discussions / Re: Indie Gala - Android Games Bundles (oh yes, Legends of Yore is there too) on: 2012-06-22 12:36:17
Twelve hours left.  Tick tock tick tock...
28  Discussions / General Discussions / Re: Hours and hours and hours on: 2012-05-17 13:34:58
You only have to look at how trivially "simple" our games are versus the time taken to produce them to realise just how much effort really goes into making something commercial.

Just for fun we can try putting a number on that.

Two of the games in our little list are Space Invaders/Galaxians clones, but at different ends of the spectrum.

Starbugs is at the 'hobby' end.  Gameplay is very basic, but I'd argue that it's reasonably polished (at least I remember it being a hard slog getting it into a state that I felt was finished).

Titan Attacks on the other hand offers the deluxe, award-winning (I'm too lazy to check but presumably Grin ) alien-shooting experience, and is very obviously 'commercial'.

One took 80 hours to make, the other 1680 hours.

So we could claim that the difference between hobby-standard and commercial-standard is a factor of 20 in the development time.

As I say, just a bit of fun. Wink

Simon
29  Discussions / General Discussions / Re: Hours and hours and hours on: 2012-05-17 10:25:11
Doh!  I'll have to add a no-Javascript link or something.
Thanks for the info!
Simon
30  Discussions / General Discussions / Re: Hours and hours and hours on: 2012-05-17 08:38:10
no, your button says applet but when I clicked it a jar file thrown (not that I don't like desktop though) Smiley

Ah, I see.  What a shame.  I'm using a plugin that's supposed to handle applets correctly - and clearly it's not doing its job.  What OS/browser are you using?  (The plugin does say it requires Javascript, but that's always present these days, isn't it?)

Simon
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