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1  Games Center / 4K Game Competition - 2013 / Re: Judging panel results. on: 2013-03-26 10:54:30
Why are you even a judge?

Postings like these make me sad. I mean... WTF?!?!
I... err...
I'll give it up... Anything i could answer, would be an insult as well.  Angry

So - back to the judges and the results:
Thank you all for the vast amount of time you must have sacrificed to the judging-panel.

And thanks for the 18th place of Fuego! I'm really happy  Grin

Based on a little extrapolation of my reached ranking from last year (49th of 51) to 2013 (18th of 68), i should easily win the java4k 2014 ... Haha!  Wink
2  Game Development / Newbie & Debugging Questions / Re: Compare an object in an array with all objects in another array? on: 2013-03-22 14:03:35
Maybe you want to compare objects using Object1.equals(Object2) for good results.

something like

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// assuming:
// JButton buttonToSearchFor is the random button
// and the 4 Buttons are in: JButton[] theButtonArray
for(JButton testButton : theButtonArray) {
   if(buttonToSearchFor.equals(testButton)) {
      // Jump and dance
   }
}
3  Games Center / 4K Game Competition - 2013 / Re: Fuego! on: 2013-03-20 11:18:07
Thanks, bainit  Grin
4  Games Center / 4K Game Competition - 2013 / Re: Fuego! on: 2013-02-27 19:41:53
Thanks for your replies!

What a luck, that my business-appointment tonight was canceled, so i could add further things to Fuego!  Grin

I added a slightly visible curved path from the player-ship to the mouse-position, which visualizes the skippers wish, where the vessel shall travel to. (So its not an accurate prediction of the path the ship will go, just a visual hint)
This should be a perfect tradeoff between the last two suggestions...

Further i've fixed a bug in the game-state-handling, when crashing into a sunk enemy-ship in "press-mousebutton-for-next-stage"-state. Now you can not be destroyed after you won a stage.  Wink

5  Games Center / 4K Game Competition - 2013 / Re: Fuego! on: 2013-02-26 19:35:38
Just updated the game on java4k ( http://java4k.com/index.php?action=games&method=view&gid=456 )

Now the reload-time of the cannons is shown as yellow bar over the ship, and the bullets that dont hit anything fall into the ocean with a little "splash"-animation.   Cool

Unfortunately, i dont have any more time to change more things before the deadline.

So, I'd like to wish everyone a happy contest!    Grin
6  Games Center / 4K Game Competition - 2013 / Re: Easy shrink method on: 2013-02-14 15:10:25
Here is the applet-html-snippet from my entry on java4k, maybe that helps?

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<applet code="Fuego.class" archive="fuego.pack.gz" width="800" height="600">
   <param name="java_arguments" value="-Djnlp.packEnabled=true" />
</applet>
7  Games Center / 4K Game Competition - 2013 / Re: Easy shrink method on: 2013-02-14 09:45:35
I only used pack200 with the following options:
--effort=9
--no-keep-file-order
--strip-debug

That worked for me, now the packed "Fuego" has approx 3.700 instead of 4200 bytes...
8  Games Center / 4K Game Competition - 2013 / Re: Fuego! on: 2013-02-13 22:31:05
Ha! Did it! And it worked!

After refactoring now there are about 360 Byte left, and the pirate-ships also fire their cannons  Grin

The new version is already posted on java4k: http://www.java4k.com/index.php?action=games&method=view&gid=456

Thanks for the feedback! That helped a lot...  Cheesy
9  Games Center / 4K Game Competition - 2013 / Re: Fuego! on: 2013-02-11 05:47:26
Yikes!
I "optimized" the rendering-code for the ship model, now I've only 2 bytes left (instead of 19)  Emo

I'll try to add shooting pirates, but I'll have to make space for it...

@Damocles: thats strange. I'm using Applet's
handleEvent(Event e)
and then the Modifier META_MASK to determine, if the right Mousebutton was used:
if((e.modifiers & Event.META_MASK) == Event.META_MASK)

Alternatively you can use "A" or "Arrow-left" to shoot portside and "D" or "Arrow-right" for starside...
10  Games Center / 4K Game Competition - 2013 / Re: Fuego! on: 2013-02-07 10:09:44
Do you mean the concept of the game is lame?
  • don't steer the ship directly - only set a target with the mouse
  • fire at those pirates with the correct left/right cannon

Or is it only the lack of real threats?
  • because the pirates don't shoot at you
  • you have infinite ammo
  • etc.

I don't agree with the lack of speed, as they are huge sail-ships and should behave slowly...
And so its possible to not only get a "lucky hit" but rather score "skilled hits"
(ok, only if the game is interesting enough to train the skill... hm...)

But maybe i should limit the ammo, and let the hit ships drop some floating ammo-chests, which the player has to collect?
So running out of ammo, and no floating chest remaining would be a game-over...

Or should i kick out the stages and instead always send 2 new pirates in for each defeated ship? That would faster increase the danger of running into sunk ships...

Thanks for the feedback, gave me some points to think about  Wink
11  Games Center / 4K Game Competition - 2013 / Re: Fuego! on: 2013-02-07 09:13:11
I think there is some more work to do:

1.) The player-ship sometimes "escapes" the screen upon start-up.
That's because the ship always tries to reach the mouse-position, and if the mouse never has entered the applet, this goes wrong. 
I'll define a starting-point for the target-position, if the mouse has never entered the applet.

2.) The hitpoints-bar of sunk ships should disappear. It doesn't look good...

3.) The reload-time of the cannons should be visualized. Maybe there should be 2 separate times for the left and right cannon...

4.) The enemy-ships sometimes appear to close to the player upon a new stage. I'll move the randomized spawnpoints slightly outside the screen, so they sail in (and don't pop up suddenly)

5.) The cannonballs should make a splash in the water, if they missed...#

6.) the pirate-ships should try to avoid each other. Looks odd, when they pass through another ship...

7.) Stuff all that into the remaining 19 bytes...  persecutioncomplex
Well, I'll have to clean up the rendering of the ships a bit, to make space...  Roll Eyes


Any more feedback? Anyone? Please?  Grin
12  Games Center / 4K Game Competition - 2013 / Re: Wizzy 4K on: 2013-02-07 08:01:31
Hm. Looks pretty smooth to me... ok, maybe its because of my computers at home and at work, both are Core i5...

That reminds me of testing my humble entry (Fuego) on slower machines...
13  Games Center / 4K Game Competition - 2013 / Re: Wizzy 4K on: 2013-02-06 21:06:23
Wow! That's nice! I like the graphics  Grin
And the gameplay also.
Good work!
14  Discussions / Miscellaneous Topics / Re: Umlaüts in gäme names? on: 2013-02-06 14:05:06
Hm... the spoken λ in a word has the sound of "L" which would result in "hllf life".

Sounds pretty bad to me, compaired against "brütal legend" (which would be "brytal legend"...)  Grin
15  Discussions / Miscellaneous Topics / Re: Umlaüts in gäme names? on: 2013-02-06 10:24:37
Ah, i've founde a page... http://www.europa-pages.co.uk/lessons/german-pronunciation.html


ä -> (Umlaut, transcribed as 'ae') like 'e' in "ten", 'a' in "band"
ö -> (Umlaut, transcribed as 'oe') like 'i' in "Sir"
ü -> (Umlaut, transcribed as 'ue') like 'y' in 'Tyrell'

a -> like 'u' in "cup", 'a' in "target"
e -> like 'e' in "ten", 'a' in "bake"
i -> like 'i' in "bingo"
o -> like 'oo' in "door", like 'o' in "top"
u -> like 'ou' in "you"
y -> same as 'ü', but also consonant "j" in words of foreign origin ("Yacht")
16  Discussions / Miscellaneous Topics / Re: Umlaüts in gäme names? on: 2013-02-06 10:21:31
They are called "metal umlaut" according to http://en.wikipedia.org/wiki/Metal_umlaut
Dont ask me how to pronounce them in english... i'm a native-umlaut-speaker from austria  Grin
17  Games Center / 4K Game Competition - 2013 / Fuego! on: 2013-02-06 06:31:40


Since two weeks you were patrolling the waters around Fort Hope, spotting no sign of Blackbeard's armada of dark-sailed ships.

Suddenly your man in the crow's nest shouts "DARK SAILS!". You throw some commands at your well trained sailors and within minutes your ship is ready to fire at those evil pirate-landlubbers.

Then, the first of Blackbeard's ships is in range for your cannons... "FUEGO!" you yell, and the first enemy sinks.

I already submitted the first playable version to J4K2013...  Grin
http://java4k.com/index.php?action=games&method=view&gid=456
18  Games Center / 4K Game Competition - 2013 / Re: Galactic Conquest 4K - II on: 2012-12-21 08:20:26
I already liked the version from last year, and it happened again: I've lost several hours to this game...   Emo
Thanks!
 Grin
19  Games Center / Android Showcase / Re: Android - Way Away on: 2012-06-01 07:22:11
Ok, i played some more levels now. its pretty hard, especially because my finger is always blocking my sight to the obstacles... (right handed) But i guess, that's my fault Wink
20  Games Center / Android Showcase / Re: Android - Way Away on: 2012-05-31 07:22:48
Hm... My Phone is a Google Nexus S with Android 4.0.4  persecutioncomplex
21  Games Center / Android Showcase / Re: Android - Way Away on: 2012-05-30 11:50:13
Hehe, thats a nice one Smiley

Just tried the first level at work, but i like it.

By the way: there where no ads...
22  Games Center / Showcase / Re: Quinn's Quarrel: Global Cat-astrophe! on: 2012-05-23 07:13:27
Hehe, i like that story  Grin
23  Games Center / WIP games, tools & toy projects / Re: Flynn Gordon - Yet another Space-Shooter-Beginner-Project :) on: 2012-03-11 12:02:08
After months without development, here is an little update of the game:
http://www.schansky.at/flynngordon/0.6.1/

I added a nicer status-bar at the top (showing score, bonustime, energy, and shield-status).
The alien-bullets are now brighter and bigger.
The player-bullets move a bit faster.
And there are help-texts in the shop Smiley

Thanks for all your feedback!
24  Games Center / Showcase / Re: Lodestar: Stygian Skies on: 2012-02-29 08:13:31
Great! Voxels FTW!
Have you developed your own engine and voxel-editor?
I really like them, both Smiley
25  Games Center / Showcase / Re: Yet another towerdefence on: 2012-02-08 11:24:05
Yeah, spriting is not the easiest job.
I create the alien-ships of my current project as 3d-models (using "wings 3d"), then i make screenshots of them and finally i resize the images to the needed size...
Works well for me.
26  Games Center / Showcase / Re: Yet another towerdefence on: 2012-02-08 08:31:24
I'm not really a towerdefence-fan, but this video of the game looks like it would be fun to play.
Are you planning to change the graphics to some kind of perspective-view? (like 45°)

Also, may i ask, which screen recorder you found?  Grin

27  Games Center / WIP games, tools & toy projects / Re: Flynn Gordon - Yet another Space-Shooter-Beginner-Project :) on: 2012-02-07 09:49:58
That's shaping up as a nice little game.  I like the ambition of it: boss fights, weapon upgrade shop, etc.

Thanks Smiley

- The player's bullets move annoyingly slowly.  I don't know whether there's something in the upgrade shop that speeds them up.  (It wasn't obvious to me what some of the upgrades actually did.  If I hadn't read about the "pulse generator" above I wouldn't have guessed its meaning.)

Good point.
The "pulse generator" increases the frequency of bullets.
I think I'll add the possibility to upgrade the lasers (more speed, more damage)

- The enemy bullets are quite hard to see.  How about making them bigger or brighter (or darken the background, as Egon suggested)?

Hm..I dont know what to think about darkening the background, its so nice... Smiley
I'll try to give the bullets more contrast.
If that wont work, I'll set the background darker...

Simon, in the upgrade shop you can rotate the guns.
I noticed that option, but it didn't seem to do anything.  Game instructions need to be very clear to be understood by someone as stupid as me. Tongue

Good point too... a help-text in the upgrade-shop should fix that Smiley

- Collision detection could be a little more precise.  It felt like the collision boxes were a bit bigger than they needed to be (although it probably doesn't matter much if the game is frantic enough).

Currently it checks the dimensions of the images (rectangle)


Technically, this is not a sroller, because there's no actual scrolling. Yes, the background slides past, but that's just visual. There's nothing in the gameplay that interacts with anything scrolling. So, it's a static shoot 'em up (like Space Invaders, except that the ship has two degrees of freedom). Just a pedantic clarification.

Would this be a good addition to gameplay? Undestroyable objects, like asteroids or space-trash, which the player has to avoid? I'll think about it. Should be fairly easy to implement...
28  Games Center / WIP games, tools & toy projects / Re: Flynn Gordon - Yet another Space-Shooter-Beginner-Project :) on: 2012-02-02 08:26:21
When I died, the "A" button didn't restart the game.

Hm, yes... its the "R"-Button... but in the "A" and "R" are quite similar in the used font..
I'll add the "A" to the "restart"-event Smiley
29  Games Center / Showcase / Re: Crusaders of Yore on: 2012-02-01 11:44:08
i really like the glowing eyes of the golem-idle-animation   Cool
30  Games Center / WIP games, tools & toy projects / Re: Flynn Gordon - Yet another Space-Shooter-Beginner-Project :) on: 2012-01-29 20:12:26
The powerups are now replaced by the shop-idea  Grin

The Aliens drop "energy-packs" upon destruction, which you can use in your ship to activate another laser-mount, or upgrade the "pulse-generator" (aka bullet-frequency) or repair your shield.

This "shop" is accessible after each level (when you press fire in the bonustime-screen)

What do you think of it?

http://www.schansky.at/flynngordon/0.6/
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