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1  Games Center / WIP games, tools & toy projects / Re: Explosions [v0.8.2] on: 2013-11-18 07:00:28
Dig it man. Like what Kyper said, more dynamic. Make some do different things when the "die" I want them to create black holes and suck others in but I am kinda crazy like that.

Thanks! I actually like that idea and it'd be somewhat easy to implement with how I have everything organized right now.
2  Games Center / WIP games, tools & toy projects / Re: Runninin' (Unofficial random programming name) on: 2013-11-17 11:02:07
Oh god, the problem is that you can't use the internal libGdx truetypefont to bitmapfont generator on mac, so...
Yeah, guess it's windows only now. (I'm too lazy to go do it with hiero, not like i'm selling it.)
sorry SHC.

Actually, I'll just add the fonts from hiero, it's easier than I thought.

You can use the ttf->bitmapfont generator on mac. This is the code that I use and it works on mac and windows:
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public static BitmapFont generateFont(String internalPath, int size, Color color) {
       FreeTypeFontGenerator gen = new FreeTypeFontGenerator(Gdx.files.internal(internalPath));
        BitmapFont font = null;

        font = gen.generateFont(size);
        font.setColor(color);
        font.setUseIntegerPositions(false);
        font.getRegion().getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear);
        gen.dispose();
        return font;
    }


You just have to have the gdx-freetype and gdx-freetype-platform-version-natives-desktop.jar in your classpath.
3  Games Center / WIP games, tools & toy projects / Re: Explosions [v0.8.2] on: 2013-11-17 10:48:42
really nice Smiley played through the whole thing. so here is the criticism

1)it got less challenging as it progressed and more balls were added since there was so many that the chain would spread so fast and far that i would win the level missing only two balls.
2)it got really repetitive , maybe add more variety in gameplay. like maybe make the color shading mean something(slow or fast expanding) or add more variables that affect the way the chains are formed.
3) konami code didnt do anything :/
4) MOAR SETTINGS PLS Smiley

but all in all it is a really nice looking  and addicting game.


Thanks for playing!

I'm working on trying to tweak the difficulty. It's more challenging to get that correct than it was to create the game itself -.-

I'm cautious about adding more variables to affect the gameplay since it could really mess with the difficulty but I might do it anyway since it's not really working out currently. I'm also looking to add some sort of "score attack" mode where you try to get as many as possible in some amount of time, with various ways to get score multipliers/time pauses/etc.

Konami code should be up up down down left right left right b a enter on the screen with Play/Highscores/Settings/Exit

What type of settings were you looking for? I'm thinking about adding resolution/full screen/fx volume/music volume. Anything else?

Edit: Congrats on beating my score too Tongue
4  Games Center / WIP games, tools & toy projects / Explosions [v0.8.2] on: 2013-11-17 09:26:01
Explosions is a typical chain reaction game. I am still planning on adding another game type to it.

Download v0.8.2

Download Latest Version (Note: This version may be unstable, if it doesn't work, try v0.8.2)

Features
* 55 Levels to play through
* Online Highscores
* Standard 3 "star" level scoring system
* Secret Bonus game available upon completion

How to Play
Click to place an explosion. When other balls run in to the initial explosion, they start exploding. Your goal is to cause a chain reaction big enough to get to the next level as indicated by the UI.



5  Games Center / Archived Projects / Re: Castle Forge on: 2012-12-13 17:55:58
I don't think it likes the Unicode in the path to the jar. Can you try deleting ~/.castleforge then rerunning the jar from a path without Unicode in it. I also never tested on Linux so the binaries for lwjgl might not even work. But try running the jar from a location without Unicode first. Also what version of java are you using?
6  Games Center / Archived Projects / Re: Castle Forge on: 2012-12-13 16:20:13
It doesent work. I just see a black screen.  Huh
It takes a couple seconds to load. What version of java do you have installed? What OS? Can you run it with java -jar and paste any errors here?
7  Games Center / Archived Projects / Re: Castle Forge on: 2012-12-12 22:56:17
Definitely looks cool! Any plans for monsters/enemies/bosses/treasure in the future?
Yeah definitely, probably after I get it ported to libGDX which will take some time.
8  Games Center / Archived Projects / Re: Castle Forge on: 2012-12-05 23:19:38
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java -version
java version "1.7.0_03"
Java(TM) SE Runtime Environment (build 1.7.0_03-b05)
Java HotSpot(TM) 64-Bit Server VM (build 22.1-b02, mixe
java -jar CastleForge-1.0.jar
Error: Invalid or corrupt jarfile CastleForge-1.0.jar


Ok, NOW it should work. All sorts of weird issues with my native extractor not working after I changed the version number as well as jar files becoming 0 bytes after uploading them -.-
9  Games Center / Archived Projects / Re: Castle Forge on: 2012-12-05 21:13:37
I don't know what's going on, I run the jar file and it works just fine, I upload it to GitHub, I then redownload it from GitHub and it works just fine again. Then after awhile it just becomes a 0kb jar file. I'll try reuploading it again but if it still doesn't work, there will be a mediafire mirror.

edit: ok I know what I did. It's going to be broken for awhile, I'll fix it as soon as I have time later today.
10  Games Center / Archived Projects / Re: Castle Forge on: 2012-12-05 17:32:46
Error: Invalid or corrupt jarfile.  Tongue
Oops, I uploaded the wrong jar file -.-
Should be fixed now.
11  Games Center / Archived Projects / Castle Forge on: 2012-12-05 07:46:35
My friend and I created this game for an Independent Study project. It's our first game created using Slick2D and was written in Scala. It's missing sound and the graphics are just programmer art, but it can still provide some amusement. Sound likely won't be added until the future when we have time to port it to libGDX so it can run on android and in browsers. Also, our code structure started showing some weaknesses towards the end of development which made us have to cut some features. It was a great learning experience and our next game(s) will be much better because of it.

Download: https://github.com/downloads/Talon876/CastleForge/CastleForge-1.0.jar
Source: https://github.com/Talon876/CastleForge


Game Objectives:
The goal of the game is to find your way through Castle's containing various puzzle elements. Most of the time it's just finding the right key for the right door, but there are objects that allow for creation of ice sliding puzzles (like in pokemon), teleporters, hidden rooms, and more.
Currently, there is only the intro level available but the other half of the game is the editor which allows you to create your own Castles.





<a href="http://www.youtube.com/v/sP44eRHJgTE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/sP44eRHJgTE?version=3&amp;hl=en_US&amp;start=</a>
12  Discussions / General Discussions / Re: Distribution using maven/launch4j with natives (Slick2D/lwjgl) on: 2012-05-30 06:45:44
Sweet, I have it working. It's only limitation now is you can't run the jar if the path to it contains nonASCII characters like §☼ƒ. I tried to decode the path with URLDecoder.decode but it doesn't save it from utf characters. Oh well, I can live with that limitation.
13  Discussions / General Discussions / Re: Distribution using maven/launch4j with natives (Slick2D/lwjgl) on: 2012-05-30 05:03:15
Use Jarfile and enumerate through all the entries, extracting only the ones that end with .DLL for Windows, .SO for Linux, or .JNILIB and .DYLIB for Mac OS X

How do I use JarFile on itself?
14  Discussions / General Discussions / Re: Distribution using maven/launch4j with natives (Slick2D/lwjgl) on: 2012-05-30 04:25:54
After messing around with the one-jar maven plugin it seems like it won't do what I need. I can't seem to stop my java library jar files from being added (that was its original purpose). It also appears as though it's not being actively maintained/updated anymore either which may cause problems in the future. Looks like it's time to work on extracting the natives from the jar in the most robust way possible so I can just copy/paste that code in to new projects and have it just work.
Would you still like me to make that tool for you?
Thank you for the offer but probably not. I can get it working with the tools mentioned. I'm just trying to get something working with maven (one-jar maven plugin was close but had some flaws).

I decided to just go for the extract the dlls from the jar solution. So right now I'm trying to make a method that will copy all the files in a folder in a jar to ~/.appname/natives to be loaded from the program.
To clarify:
This is what the contents of my jar looks like: http://i.imgur.com/rdDiV.png
I'm trying to copy all of the dll/so/jnilib files in the natives folder to a folder in the user's home directory. I can get this working if I specify each file but for some reason I can't get it to just loop through every file in the natives folder.

Any help with this task would be appreciated, but don't feel like you have to.
15  Discussions / General Discussions / Re: Distribution using maven/launch4j with natives (Slick2D/lwjgl) on: 2012-05-30 01:15:32
After messing around with the one-jar maven plugin it seems like it won't do what I need. I can't seem to stop my java library jar files from being added (that was its original purpose). It also appears as though it's not being actively maintained/updated anymore either which may cause problems in the future. Looks like it's time to work on extracting the natives from the jar in the most robust way possible so I can just copy/paste that code in to new projects and have it just work.
16  Discussions / General Discussions / Re: Distribution using maven/launch4j with natives (Slick2D/lwjgl) on: 2012-05-29 22:46:07
I'll see what I can accomplish with one-jar and maven. If that doesn't work out well then I'll probably work on a system like this. Mr Gol, would you mind sharing some code examples? Do you have a project that uses this on github or something like that? It would be much appreciated.

Another method I have considered is storing the natives folder in the jar and then when the jar is ran, have it extract the natives to folder to some place like ~/.myapp/natives. This feels like a hacky workaround to me though but if it's a common practice, I'd be open to suggestions on ways to make this method be more robust (should I only do it once? everytime its ran? etc).

This is the approach I'm currently using, but I agree with you that it doesn't feel like a robust solution. I only extract the natives if they are not already present. However, be sure to put the version number in the filenames to prevent everything from breaking when a new version of the native library is released.

17  Discussions / General Discussions / Re: Distribution using maven/launch4j with natives (Slick2D/lwjgl) on: 2012-05-29 07:37:14
I don't think I can use that automatically with maven. I'll try to to dig deeper with it and see if it can be done though.
18  Discussions / General Discussions / Distribution using maven/launch4j with natives (Slick2D/lwjgl) on: 2012-05-29 06:36:26
First, I'm not really sure where I should be posting this so I just chose General discussions. If this is the wrong place for it, please move it.

I'm trying to perfect my distribution process. I've spent tons of hours working on getting everything just how I want it and I think I'm close to my final goal.
My final goal is to be able to only require a single exe to run my games. However, I'm not sure this will be possible but that's why I've come here.

Currently, I'm using maven in conjunction with the launch4j, shade, and assembly plugin. Currently it works like this: shade plugin builds the executable jar with all dependencies inside it, launch4j plugin takes that executable jar and wraps it in to an exe, then the assembly plugin places the exe and my natives folder in to a single zip folder. I'm fairly happy with this design currently but I'd really like it more if I only had to distribute a single exe and didn't have to worry about users moving the exe and not the natives folder (though I don't think most would do that, but I'd like to take the possibility away entirely).

I'm wondering if it's possible to use launch4j to somehow include the natives folder in such a way that the jar has access to them, but the folder is still inside the exe. This would get around the fact that you cannot load native libraries from within a jar.

Another method I have considered is storing the natives folder in the jar and then when the jar is ran, have it extract the natives to folder to some place like ~/.myapp/natives. This feels like a hacky workaround to me though but if it's a common practice, I'd be open to suggestions on ways to make this method be more robust (should I only do it once? everytime its ran? etc).

If you are interested in seeing how I have my current distribution process setup, you can look at my pom file here: http://pastebin.com/fQtCWdwG and the dist.xml the assembly plugin uses here: http://pastebin.com/kh10MrFE.
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