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1  Games Center / WIP games, tools & toy projects / Re: The Final Jump - puzzle platformer [switching to pixel art] on: 2014-11-21 23:39:26
I think the black looks so much cleaner, if you added some cool light objects and stuff but still keep the hero black I think it will look really good.
2  Games Center / WIP games, tools & toy projects / Re: KeepMeBusy Java2D Game!!! [Update 6] - 10.000 AI | NO LAG + New Player Sprites!! on: 2014-11-21 23:38:13
Looks like just walking towards the player.
3  Games Center / Showcase / Re: Cake Quest on: 2014-11-11 21:35:19
Nice and short, I enjoyed that little exploration that was required without many hints, which reminded me of old text adventures.

The art styles was very consistent and polished but sometimes the controls weren't responsive but for one of your first games I congratulate you.

Well done.
4  Game Development / Newbie & Debugging Questions / Re: [LibGdx] Stuck with simple collision detection on: 2014-11-09 00:54:20
Things to check first:

  • Do a simple sysout do check the co-ords of the boundary box.
  • Try a point intersection using the mouse co ords
  • Check when this is getting called if at all
5  Games Center / WIP games, tools & toy projects / Re: Scrap Warfare on: 2014-08-21 21:43:57
fix the download links

Are they working now? For some reason when I use the tag it changes it.
6  Games Center / WIP games, tools & toy projects / Scrap Warfare on: 2014-08-21 21:29:06
[Very New, therefore all, all art is WIP]

This is more of a concept build than an actually game but thought might as well start getting some feedback for the idea as well as suggestions for further progression.

The idea of the game is that the world no longer has any fresh resources and so the need for using scraps has become the only option (then maybe a little story about how different mechanisms were created some more effect than others) weapon systems now have to use scraps to use as ammo but this means that some of the time its not very effective but other times if the correct scraps are acquired then a powerful attack can be formed.



Anyway, what I've created so far is just a little thing to show some small mechanics of how it would work for the spaceship battles. You control the spacecraft, W to move forward, A and D to rotate.  You fly around and pick up scraps using a powerful electro-magnet (Don't ask how this attracts rock and ice and even gold...) which goes into your stores. By pressing the left mouse button then combines the current scraps in the store to give you a resulting projectile that fires towards your cursor.

At the moment there is only three scrap types at the moment, two common (Rock & Ice) and one rare (Gold). Combine these in different combinations will produce different power.

Hope you like the idea and the demo really doesn't have much but if you have a spare minute feel free to give advice and suggestions.

http://www.dropbox.com/s/3opb4s3fvwz3kah/ScrapWarfare%20-%20windows.jar - Tested!!
http://www.dropbox.com/s/ltfv60p63ov8zr5/ScrapWarfare%20-%20linux.jar - Not Tested !(please report if working or not)

Thanks for reading!

BeardedCow
7  Game Development / Game Mechanics / Re: Resizing a 2D array of objects on: 2014-07-08 18:16:01
refreshed[ y ][ x ] = clone[ y ][ x ];

I think this is where your issues is, you are not 'skipping' your initial blank positions.


I will try and give you an example,

You have a single dimension array of 1s, 0s.

Like {0,0,1,1,0,0,1}

What you work out in your code is the number of 1s. So 3 in this example, then what you are currently doing is getting the first 3 entries in your code. So you will end up with,

{0,0,1}. Which is not what you seem to want.
8  Games Center / WIP games, tools & toy projects / Re: Jumproom on: 2014-07-05 23:18:40
For level 8 just jump into the hole but jump at the last possible point, you don't actually have to go through the coin to collect it.
9  Games Center / WIP games, tools & toy projects / Re: Jumproom on: 2014-07-05 20:11:32
Played all of the main levels and found 2 warp levels, good game.

Though I can just jump on spikes if I just spam click making a lot of levels a lot easier. Good luck with further development.
10  Games Center / Showcase / Re: Astronaut - a light puzzle game with a powerful twist on: 2014-06-30 19:38:10
Completed, well done sir!
11  Game Development / Newbie & Debugging Questions / Re: Error in my restart method.. on: 2014-06-29 16:45:16
Can I see the addObject() method?
12  Games Center / Archived Projects / Re: Legend Quest beta on: 2014-06-23 18:40:43
Once I get through to the 'game' all I get is this.



The bottom is the result of moving around. I don't think this is the result you want.
13  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles >>MAP EDITOR TECH DEMO RELEASED!!<< on: 2014-06-22 10:13:41
Wow, looking very professionally!!

Looking forward to the actual game Cheesy
14  Discussions / General Discussions / Re: Cool Puzzle Obstacles on: 2014-06-20 15:20:51
Games like Trine 1/2 get the solving puzzles using different abilities very well, have a look for inspiration. 
15  Game Development / Newbie & Debugging Questions / Re: WASD Movement - Questions on: 2014-06-18 16:19:14
But I do believe that you've got y and x the wrong way round.
16  Discussions / General Discussions / Re: How to stay focused.. on: 2014-06-17 19:54:48
LISTS!!

For me, if it is written down I'm more likely to try and do it.
17  Games Center / Showcase / Re: Concursion - A Mashup of a Million Games in One on: 2014-06-17 18:36:01
Fantastic art, very well done mechanics.

<-- Impressed.
18  Game Development / Newbie & Debugging Questions / Re: WASD Movement - Questions on: 2014-06-17 18:27:54
Looking at it more, the method that bothers me is the Math.atan2(). What I think you should be using is Math.atan(mouse.y - character.getY()/mouse.x - character.getX());

I'm not familiar with the atan2 function so it might work but the atan should work, just make sure it is y/x.

If you want me to explain the maths just ask.
19  Game Development / Newbie & Debugging Questions / Re: Slick 2D Collision Detection Issues on: 2014-06-17 17:52:40
Yeh, You just don't want to actually move the object, as such you want to see if it can first then actually move it.

If you first just think about it in one dimension. So a object travelling side ways.

Lets say its moving at 1 block per turn.. or 1 pixel per update.

And we have lava at the sixth pixel.


So, we begin with the object at pixel zero (If you're not aware most programming starts with zero) and then we get an input from the user for it to move to the right, until it hits a wall for instance.
Ok, then what we'll do is create an imaginary object, or like a test dummy and move him one pixel, it doesn't matter if he falls into the lava and dies. So we tell him to go check that next pixel out for us, he reaches it and then shouts back saying that he is alive. Now we know it is ok, we can then move that pixel. The same thing happens with the next pixel another dummy is sent to check it first and then when we know it is safe we move. However when we reach the 5th pixel we then send out the dummy and we hear a scream as this dummy falls into the lava. Now we know that we shouldn't do that and so we stop.

That probably sounds really stupid but I hope it helps you understand the concept.

(Extra)

You can then progress this idea into more dimensions, but keep them separate so check if dummy is ok going up and another sideways, if both say ok then you can move to that new position.

If you want to move more than one block/pixel at a time, also to keep the analogy going, you could teach your dummy to shout-out what tile it is on as it moves along and so the last tile that you hear is the safe one you can move to.

Man I really hope this helps because otherwise it sounds so weird.
20  Game Development / Newbie & Debugging Questions / Re: WASD Movement - Questions on: 2014-06-17 17:37:05
The issue that I see at the moment is where you are defining the characters position. You seem to be using the camera, but what location does that actually give you?

If it is not where the character is then your angle of rotation will be wrong.
21  Game Development / Newbie & Debugging Questions / Re: Slick 2D Collision Detection Issues on: 2014-06-16 17:47:12
Just briefly looking through you're not handling what should happen correctly.

The general logic:
(From the object)
  • I want to move by an amount in a direction
  • If I did this would I be colliding?
  • Yes, then move back to were I was
  • Nope, OK then move to new position

You can interpolate between the two positions to work out closest point to be but for the type of movement you're talking about this isn't necessary.
22  Game Development / Game Play & Game Design / Re: Creating good game UI on: 2014-06-14 20:22:28
I haven't seen any mouse release methods in lwjgl. How would I go about this, yet keeping things simple?

If(!Mouse.isPressed(0))

Release.
23  Game Development / Game Play & Game Design / Re: Creating good game UI on: 2014-06-14 20:18:02
I agree with ipe369, don't both with the whole velocity thing, just set its location to the mouse's based on a boolean for 'grabbed' or something.
24  Games Center / Android Showcase / Re: Infinite Space on: 2014-06-14 19:22:57
First off, all looks in the game style which is very nice. I'm downloading now and will try and report back.
25  Games Center / Showcase / Re: Cirkit on: 2014-06-14 10:36:14
This game reminds me of the game we would play in our free time in Tech Ed in Middle School. Bloxorz or something. It was on cool math but I cant remember its name. Lol

Here you go: http://www.coolmath-games.com/0-bloxorz/

*Jumping back onto topic*

Looking good so far, as I'm sure you're aware adding more art would make this game a lot more appealing.
26  Game Development / Newbie & Debugging Questions / Re: Reduce the polys in a voxel engine? on: 2014-06-14 10:27:59
I don't understand?

Currently, I store all the cubes in a 3 dimensional array of integers. a different integer denotes a different block. When I come to placing the vertexes in the VBO, I first check whether the spaces adjacent to them are filled with air (0). if they are, I render that side.

But what about as you're from a top-down view the blocks underneath blocks, you should forget about those.
27  Game Development / Newbie & Debugging Questions / Re: Reduce the polys in a voxel engine? on: 2014-06-14 10:01:20
Will you be rendering the ones you can't see, with that calculation?
28  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles - Top Down Survival Mayhem! on: 2014-06-12 21:09:07
Took a GUI break and created some parallax scrolling stars. These render behind the map, so anywhere on the map that has a hole in it (or along the edges of the map) you'll see them.


Love your little details, as I'm sure I've mentioned before but thought that I should say it again.
29  Games Center / WIP games, tools & toy projects / Re: Galactic Warp - Vertical Scrolling Game - Updated a little on: 2014-06-10 21:31:25
Just some things to work on, if you want to.

  • Try making sure it only spawns monsters off the screen
  • Add a movement path for the monsters
  • Advanced on the previous is to get a group to behave like a snake or something together
  • Add different weapon types
  • Add a boost system to move faster
  • Shield system to the ship (From pickups another thing to add)

I wish the best of luck with this project.
30  Games Center / WIP games, tools & toy projects / Re: Lumens Cave on: 2014-06-07 15:19:59
Very nice graphical style and controls.

Level 10 just quits the game, is that correct?
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2014-12-27 19:41:21

Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
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2014-10-09 22:35:00

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2014-10-02 22:36:02

List of Learning Resources
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List of Learning Resources
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Resources for WIP games
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Resources for WIP games
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