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1  Games Center / Archived Projects / Re: 3D Alien Shooter Game on: 2009-07-03 20:25:27
This is actually pretty fun. I was expecting the positive comments to mean "good job as a starter, though it needs work to be a good game" but I did rather enjoy this. Very slick, runs smoothly, and presents a significant but not insurmountable challenge.

Anyway, I got through level 3 the first time, beat all 8 levels the second time, at which point I realized I actually beat all 5 levels and it was cycling. Man I thought I doing really well until I realized that =P

Keep it up  Smiley
2  Games Center / Featured Games / Re: Quantum - Free RTS on: 2009-03-01 20:35:20
Cool game, but maybe I just suck at it. I can't ever, ever beat the computer. It always starts out gaining ahead of me, and whenever I try to strategically attack he re-routes his "creatures" faster than I can, and is expanding the whole time. Is there some particular trick to doing it? I've played games of these types before and usually managed pretty well, but this one is giving me difficulties.

Also, sometimes it's confusing because I'll send like 14 ships to a planet, only to discover I can't build a tree because I only have 7 or 8 guys. Is it supposed to work like this (losing guys upon entering a planet?) or am I sending ships that haven't left yet, so they go somewhere else?

Sorry if I just sound frustrated, I just like to be able to win things, and this utterly defeats me. I can kill 1 computer if I go vs 3, but then discover that the computer 3 has completely taken over computer 4, and expanded while he was at it, and then I can't possibly micromanage fast enough to make up for it. Or maybe I don't understand the system well enough. The tree thing is cool, but kind of confusing.
3  Games Center / 4K Game Competition - 2009 / Re: Hunt 4k Bread on: 2009-03-01 07:59:19
Hahaha this is hilarious and awesome
4  Games Center / 4K Game Competition - 2009 / Re: Java 1.6 update 12 on: 2009-02-28 07:41:32
Not only that, but it turns on a semi-broken version of OpenGL acceleration which runs horrendously slow in XOR mode.

For those that don't know, XOR mode is when you draw the inverted color of what is onscreen, a feature used to select regions in a couple of programs I use.

Really regret downloading this release.
5  Games Center / 4K Game Competition - 2009 / Re: Just Get Bigger 4K on: 2009-02-25 17:25:32
Perhaps I just like this type of game (or I'm just really hungry), but this has got to be my favorite entry so far. Sure, I've seen the concept before, but it is undeniably a ton of fun to play, and beautifully implemented, both in how small the source is, and of course the rendering of the plasma/cloud texture.

Anyway, I've played it several times already, and actually rather like that you have to shoot out bits of yourself as propulsion. It's an interesting concept to introduce, and changes how you play the game. Also managed to beat it on level 9 a few times already, and might do it again if I get bored.

Nice addition, very good job.
6  Games Center / 4K Game Competition - 2009 / Re: 4bidden Fruit on: 2009-01-17 19:24:20
They're very wide crescents!  Tongue

They're just crescents as the limit of their width approaches the radius? Tongue

Anyway cool game, managed to (without getting stuck!) beat the game first try. Took a while, but I didn't feel like it was excessively long. And every time I missed a shot, I could just look at the pretty trees again, swaying around. Agree with very surreal and (mostly) relaxing. Something very compelling about this. Very nice Smiley
7  Games Center / 4K Game Competition - 2009 / Re: Conquest of Planets (WIP) {New update: Jan 12} on: 2009-01-13 02:34:05
Hoooly crap you made hard mode hard  Shocked

I didn't even think it was possible to beat it at first. I had a good 4 or 5 completely failed attempts at first.

Then finally amidst a game of frantic offensive/defensive clicking, I managed to take out the evil blue menace. If you're wondering whether you should make it harder, I would say you've gone far enough, at this point. Really quite a challenge now, enjoying it Smiley

As a side note, however, I depending mostly on rapid right-left alternating clicking to send units, since there was no good way to send ships fast enough using the current controls. I noticed you have changed both left and middle click to sending only half the ships at once. I know I kind of said I liked the left click to send half the units, but it doesn't work so well if you deselect every time you do it. The only way I could select fast enough was to abuse select-all rapidly. I would say either switch left click back, or stop deselecting after the click.

Also, have you actually beat the current hard mode? Curious.
8  Games Center / 4K Game Competition - 2009 / Re: Conquest of Planets (WIP) [Update: Jan 11] on: 2009-01-12 04:17:21
Quick suggestion: if you're having issues making hard mode hard (maybe you have enough good ideas, I don't know), just "cheat" a little and make the cpu start out with more planets. I messed up the beginning of my last game (hard mode), because I managed to send, on three consecutive attempts, just not enough ships to take over a planet (due to me sending them "out of sync" and just not waiting long enough). By the time I started capturing planets, the cpu had 5 or 6 planets already, while I just had 3. I found it a healthy challenge trying to beat the computer then, but could still overcome it.

Also, there's a greater feeling of satisfaction if you beat an opponent who actually has more forces than you, as you just feel like you're all that much smarter.  Wink
9  Games Center / 4K Game Competition - 2009 / Re: Conquest of Planets (WIP) on: 2009-01-10 23:32:41
I'm in agreement with this being a little, easy, and some of the controls seeming unresponsive/failing to send ships. Needs a bit of work.

Also, to further continue the string of "game inspiration", I believe that flash game you linked took it's concept from an earlier game on kongregate (which, frankly, probably took it's idea from some other indie game somewhere), called Nano War (

It might be worth taking a look at how this game set up it's mechanics, as it's a slower paced, but still very intense game (I rather liked it, anyway). Having some indication of the strength of the neutral territory you're attacking would be good, and I definitely think complete dominance should be the condition for victory, as it's much more satisfying.

Perhaps, also, middle click for send all, and left click for sending half. Maybe this is just what I'm used to, but I thought it worked well. Although with the fast pace ship sending, maybe the 100% send is more practically useful. So perhaps disregard that. Or maybe use a ctrl-key modifier instead of a middle click, I'm not that fond of middle click as a thing I have to click rapidly/often. I'm not sure really though.

Good luck, hope to see this emerge into one of my favorites (I really enjoy these styles of games, for some reason)
10  Games Center / 4K Game Competition - 2009 / Re: Year on Year on: 2009-01-09 03:12:24
I guess the best alternative would to be just open up a JFrame with text field, set it to monospace, black background, and then go crazy with whatever string editing based graphics engine that suits you. Sure it's not quite a console, but it's close.
11  Games Center / 4K Game Competition - 2009 / Re: Desert Bus on: 2009-01-08 15:54:25
It says someone was amused and posted it on reddit?

12  Games Center / WIP games, tools & toy projects / Re: Bouncing Viral Alienz... on: 2009-01-04 23:19:21
Wow, that was a really fast fix.

Also, problems happily resolved Smiley

Playing now.

edit: also as to why it happened, I'm not really sure. I'm running it on a pretty fast computer (2.0 ghz, core 2 duo) but it is a laptop, perhaps some sort of strange power management feature was reacting oddly to the application? Not sure. Maybe I just need to reboot every week or two. But anyway, I think it's good you added this regardless, as there's really no need to waste the cycles. Smiley
13  Games Center / WIP games, tools & toy projects / Re: Bouncing Viral Alienz... on: 2009-01-04 21:05:40
Mmm okay, have not tried games #2 and #3, but I did try #1.

I actually really liked the idea here. Something about trying for large sequential combos was fairly mathematically appealing, without being too complicated (I'm not sure who would think the game is confusing, really?). And the game itself was pretty fun too, got to level 3 or so in it.

Unfortunately I had to close the game because it lagged my computer worse than Fallout 3. I could barely use gmail at all while the game was running, and was (regrettably) forced to close the program because of it's performance when it wasn't the window in focus. I'm sure this was an easy concern to overlook when developing it, but sadly was quite a real issue practically.

ALSO, although I hate to complain about nitpicky things, the 25 seconds (so says my timing) that you force the user to sit through at the beginning is really quite silly. This should be cut down to around ~5 seconds, in my opinion, or have a skip key (I hit escape the first time and closed my game trying to bypass it). If you want to impress people with smooth sliding effects, make them sharp and quick, not agonizingly slow.

Sorry if that sounded a tad negative. Really quite good concept, I'm glad you didn't just go with another puyo pop or tetris or columns or whatever. I haven't seen this concept before and I really quite like it, and would enjoy playing this in a smoother implementation. But yeah, technical issues do exist. Any chance you could sort out those in a short span of time?
14  Games Center / 4K Game Competition - 2009 / Re: Desert Bus on: 2008-12-31 10:11:12
You know, this might actually be quite fun if the bus didn't have a capped acceleration, and the game was a contest to maintain control over the shoddily maintained vehicle as it approaches lightspeed.

Or I guess you could keep with the whole remake thing.  Tongue
15  Games Center / Archived Projects / Re: MyJavaPet on: 2008-12-04 23:09:43
Okay sooo... loaded up this program, and did some of my own coding for about an hour or so, hatched my guy, and immediately spammed the play button to fix his "inadequate" mood bar.

He goes to the Edge of Insanity.

I'm amused at first. Then impressed you got a little popup working along with that, in case the window was minimized. Then, unfortunately, annoyed when I realize this implies I also become gifted with a perpetual popping sound and notification until, presumably, the little guy calms himself down. In fact I might just keep hitting the play button and see what happens, then possibly restart.

Pretty cool app, but fix this please?
16  Games Center / Showcase / Re: TinyCham on: 2008-10-28 20:40:27
Wheee fun. I think I "beat" it. Ran around trying to figure out the space until I was reasonably sure I had seen everything.

I actually didn't think the space was toooo confusing. But an m for map would be fantastic, since I think you'll have issues fitting that on the edge of the screen.

Cool work so far though, stylish and fun to run around. I'd let users skip the scrolling text when you run into an option, though.

More please Smiley
17  Games Center / Showcase / Re: Callisto Carnival - Space thruster on: 2008-08-24 20:48:17
Exact same result as above poster.

Upload bad version?
18  Games Center / Archived Projects / Re: Java Fighter on: 2008-08-24 20:46:29
Er, started downloading, but realized I do not have gamepad? (But I do have windows..)

Any chance of keyboard support..?

(sadly all my xbox controllers are the wireless, not usb..)
19  Games Center / Archived Projects / Re: jClassicRPG framework and game (GPL/CC-BY-SA/Public Domain) on: 2008-08-21 18:57:02
Although I did not know specifically, I actually expected the 6200go to be fairly compatible with most dx9 tech. I was mostly referring to the fact that it would be so slow at rendering them that one would be disinclined to use them, even if they are possible in the first place.
20  Games Center / Archived Projects / Re: jClassicRPG framework and game (GPL/CC-BY-SA/Public Domain) on: 2008-08-19 18:56:41
This seems really really impressive. I'm looking forward to seeing where this goes. Currently downloading the SVN from sourceforge, will mess around with it later.

Also I like your pig models Smiley I watched the pig battling video and it made me laugh, but in a good way. Artfully and appropriately done I think.

And did I infer correctly that you're developing this primarily on a 6200go? That seems like a rather limited card in terms of capability, but I suppose that is good to be able to support that as a standard, should support a wide base at that level. But all the same, will you eventually be working on more fancier effects? (I love my normal mapping and shiny surfaces) Or are these pretty much waay in the back of the priority list for now?

One thing I think might be good to add as an option is anti-aliasing however (forgive me if you already have, I haven't checked). But I think it would look much nicer if you had at least 2x AA enabled when you took the screenshots, as everything would come out a lot cleaner. Would that be too much trouble?

Anyway please don't get the impression I'm criticizing you or anything, excellent work so far, it really is. I just don't want people to shrug it off if the graphics look a bit basic.

Keep up the excellent work Smiley
21  Games Center / Showcase / Re: Steam Tower on: 2008-08-19 01:47:35
Agree with above sentiments as well, though I have to admit,

"Thanks 4 it dear"

rather amused me as a random spam comment Tongue

So not entirely useless.
22  Games Center / Featured Games / Re: Project X (Applet Game) on: 2008-08-15 18:13:39
Hmm maybe I'll try it later then, unfortunately I tend to have a lot of things open (I do have eclipse and another java application running a large amount of the time?) but I don't really want to close them if I can help it. So more likely I'll just find another computer later, actually.

No idea really why that would be necessary though? Unless you somehow made your threads so low priority that they just... stopped? Could you try affecting the priority on them? (honestly I don't really know what I'm talking about though, I've never seen an issue like this before).

23  Games Center / Featured Games / Re: Project X (Applet Game) on: 2008-08-15 13:58:01
I'm afraid it seems the game locks up on me as soon as I click to start the training. I.e., all I see is the grey pillars of the starting area with white background, no guy in sight. The FPS counter seems locked too.

Interestingly enough, if I change focus away from the window it seems as though it can register this and brings it to the "pause" overlay (but then when I click it does not bring me back into the game).
24  Games Center / Featured Games / Re: Breaking the Tower on: 2008-08-11 07:30:41
Simply excellent game and implementation. Very enjoyable. Started playing this late at night when I was pretty tired and kept me addicted enough to finish.

Pixel art is well done, as is the rest of the retro feel, but the spinning island gives you some nice "eye candy" to look at, even if you could mostly play the game from one angle.

I maaybe wish I could have a bit more control over functions, esp when I ended up locking out my wood supply after building too many barracks (whenever I had wood, another warrior was trained, so I couldn't get enough supplies to build another woodcutter, a somewhat recursive problem I had to solve by selling a barrack; thus ability toggle/command unit training would be nice). But really, I could manage everything eventually, and I could see that it was meant as a more suggestive game (Black & White style, almost) rather than a strict micromanagement one, which has it's own benefits to the game's playability and perspective.

Anyway, you'll also be happy to hear I found no bugs here Smiley I also recalled selling buildings in "scaffolding state" without any issues, but did not try the mason one specifically (as reported by above poster). And of course no lockups/freezes either. The laptop I'm on is a 2.0 ghz core 2 duo with 2gb of ram also, but has Java 6, Windows XP Home, and is using Firefox.

So once again, great work, hope you can get those bugs resolved, and look forward to seeing any additional posts from you in the future. Smiley
25  Game Development / Newbie & Debugging Questions / Re: Open GL BLARG on: 2008-07-26 04:08:51
Did you try printing out the xsize and ysize? I get this feeling it's actually 64, and not 50, because the size allocated (as hinted by the poster right above me) is 64, due to the power of two size thing.

I'm almost positive if you multiply your xsize and ysize by (64/50) your images will print out appropriately.

Try that, see if it works, then see if you can find something that gives you the actual width/height.

If the width/height is actually 64... I have no idea.

Good luck.
26  Games Center / Archived Projects / Re: T By 3 - Tic Tac Toe on a mild stimulant on: 2008-07-01 22:18:31


course this will only work for like 2 people I guess and there's nobody online when I checked. So unfortunately no game comments.
27  Games Center / Archived Projects / Re: Beetles - a game without a plot... on: 2008-06-17 19:22:09
Soo apparently the game seems to work now. Though unfortunately I don't have time to run and test atm, so will do comments later on. But the multiple JVM error seems to have dispersed. I did just update to Firefox 3 though so I'm not sure if this has anything to do with it? (doubt it but dunno?)
28  Games Center / Archived Projects / Re: Beetles - a game without a plot... on: 2008-06-17 15:29:57
I just get "Several Java Virtual machines running in the same process called an error". It pops up twice, then renders me with a blank screen. I tried to close all other Java processes I had running, but it didn't do anything to change the message.

Are you testing this on a dual-core btw?

29  Games Center / Showcase / Re: Sinuosity - A Simple Maze-Solving Dungeon Crawler on: 2008-06-10 13:23:40
Just a note, by the time you get to the second boss I think all the powerful stats (esp really high dodge %) that you accumulate starts to overpower your character a tad. Although on the first boss I had to run around and hit and jump back a lot (note to zammbi concerning potion spawns: they only appear while you are actually fighting the boss; sitting in the outside won't do anything), by the time I got to the second boss I was hitting for at least 9 and taking only 1, and he went down with surprising ease.

Perhaps this has to do with me exploring each level thoroughly before continuing, and holding off on killing spawns until I've explored a few other paths first?

Picture of me right before I decided to quit:

Note that there are in fact multiple XPs in the air cause they just kinda die in one hit. I did feel satisfyingly powerful though  Grin

All of these also hit me for 1, if they hit.
30  Games Center / Showcase / Re: Sinuosity - A Simple Maze-Solving Dungeon Crawler on: 2008-06-10 04:52:44
Interesting, you've definitely taken this to a point that unfortunately I think a lot of apps (esp basic swing ones) don't get to, and I'm happy to see a reasonable degree of polish to the whole thing. A couple of interesting points that came up in my head while playing:

1. Keyboard control? I personally tried this out on a laptop (in a position where a mouse would be a bit awk, i.e. sitting on a sofa) and I'd rather not use the touchpad for quick twitch based movements. Right now keyboard seems bound to the zoom... which, actually was moderately useful? But I think I'd rather have keyboard usage, and just modify the zoom once per level. Or, possibly, you might want to get rid of the zoom altogether (or at least hide it somewhat), since it's a kind of odd feature to be necessary to control (in 3D games, yes, 2D games, not really unless it's an RTS). Though I do understand you wanting to give players the freedom to switch, so I'm not entirely sure what to do here. Perhaps come up with 5-10 main zooms and hide it in a options somewhere?

2. Please... fix the cpu usage if possible. My leg is now burning from laptop going overkill on processing just trying to power your game Tongue I know this has been mentioned before but meh reiterating can't hurt?

3. Is there any way you're going to make the combat more dynamic? I'm not sure what plans you have, is blocking or anything (right click? spacebar?) in mind? Gameplay works as is but success is largely due to luck right now. Though I'm happy to say I've been seeing varying degrees of progress in the game each time I try (i.e., I don't just cruise easily through everything nor do I perish repeatedly without any hope). So I'm impressed with the balance so far, but would like to know what the strategy is/will be involved with this game. I did discover you could perform a "hit and run" tactic to avoid damage, as long as you had space to retreat, which required some skill to pull off. Is this an intended mechanic, btw? (note: this becomes much easier if you slow the turn speed, which I think you might also want to remove, or at least simplify, at some point)

4. I am also impressed that the sound effects in the game did not actually annoy me. Normally when people record their own sounds and plop them in I have to mute the game to continue playing. For whatever reason I found your simplistic self-recordings amusing if nothing else, and even the "woohoo" didn't bother me. Good job (I guess? heh).

5. Can you make descending optional? Sometimes you can see that there are places to go on the level still, but the ladder is in the way, so you're forced to move down. I'm one of those obsessive people who likes to uncover every square. Thanks Smiley

Sorry if I went on for a bit there. Game definitely has potential though, and seems to possess a certain addictiveness already. Going to try again I thinks.

Good luck.
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