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1  Games Center / Showcase / Re: You. Me. Hell. on: 2015-01-16 21:58:30
Thanks for pointing that out - I totally missed the download links. Embarrassing. Smiley

Fixed the post now.

2  Games Center / Showcase / You. Me. Hell. on: 2015-01-16 21:13:39
Hi everyone!

I've just released a new Java-based point and click adventure for iOS, Android, Windows, Mac and Linux. And it's totally free!  Smiley

Here is a trailer:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Downloads: (Windows, Mac, Linux) (iOS) (Android)

You play the game as Tova and Tor. They have a shaky relationship. Tor lives in the future and in his own made-up-past. Tova is irritable, aggressive and dangerous to her self and every one else. They have two things in common: they are both trapped in their personal hells, and they want to get out.

During the game you will meet lots of (crazy, funny and… scary) characters; a depressed hostile computer, philosophical ghosts that for some reason shows up in your apartment, a talking doll looking for happiness, a robot that tries to prevent you from leaving your boring office, and most scary of them all… your father in law.  Shocked

Solve mind bending point-and-click-puzzles, participate in numerous crazy dialogs, and make your own choices to shape the history of the game!

"You. Me. Hell." is not a game about saving the world. It's a game about a relationship, about how things can go wrong, and how they (maybe?) can be set right again.

The game is heavily based on libGDX, and my own jesDOB-lib (

Please play the game, and please give me feedback! Smiley

Best regards
3  Games Center / Showcase / Re: Freja and the sequel on: 2014-11-13 16:35:44

Old topic, and old game, but this game is now finally out on iOS. You can download it from:

I've used RoboVM to port the game to iOS, so the main engine source code is still Java. There were a few hiccups on the way, but porting the game was fairly straightforward and now the game runs well on iOS. All of the game logic is written in a custom domain specific language, and executed by a small interpreter I wrote in Java. RoboVM makes it possible to run my own interpreter on iOS, which makes it possible to run my domain specific language on iPhone/iPad. Impressive!

I can really recommend RoboVM - fantastic piece of software!

Best regards
4  Games Center / Android Showcase / Toras Blocks on: 2014-11-02 12:17:31
Hi everyone!

I've ported one of my old Java4k-entries, Toras Blocks, to Android. It's a block puzzle game where you line up blocks, and avoid evil spiders. I've added some music, sfx, and also automatic progress saving, but the game is more or less the same as the original Java 4k-version.

Toras Blocks is a challenging and tricky retro puzzle game about pushing blocks and avoiding evil spiders.
Tora likes to push blocks. Line up three blocks of the same color to make them disappear. A level is completed when all blocks have disappeared. But watch out of for the evil spider - it will try to stop you!

The game can be downloaded from Google Play for free:

Best regards
5  Games Center / Android Showcase / Acid Car on: 2014-10-27 19:21:12

I've made a new game for Android. It's a very very simple game, but it's a bit also addictive (and very hard and frustrating!). It is integrated with the Google Play Game Services, with a leaderboard and lot of achievements! Can you beat my best score? Cheesy

Drive fast - avoid crashing. Acid car is a fast, hard, frustrating and addictive arcade game about driving fast and avoiding the walls. Easy to learn - hard to master.

You control the acid car by tilting your device left and right. Touch the screen for entering turbo mode.

How long will you survive?  Shocked

You can download the game from here:

There is also an iPhone version on the way, but it's not release yet.

Please play the game, and give me feedback. And if you like it - please give it lots of stars on Google Play Smiley

The Acid Car!

Driving on the Acid Road!
6  Games Center / Android Showcase / Re: [libGDX] Falling Blocks - Android! on: 2014-02-07 20:04:21
Hi Tracers!

Funny game! It's a simple but fun game. I like the controls!

I've tried it on my HTC One, and it goes into sleep-mode after a few seconds.

Do you have any WAKE_LOCK-permisson in your manifest? If not, add the following line to the manifest, and it should fix the problem:
 <uses-permission android:name="android.permission.WAKE_LOCK" />
7  Games Center / Showcase / Re: Freja and the sequel on: 2014-02-07 19:55:41
Hi Tracers!

Thanks a lot for your error report! I'm pretty sure I have fixed the issue now, and am uploading a new version right now. Phew. Smiley
8  Games Center / Showcase / Re: Freja and the sequel on: 2014-02-07 18:54:21
Hi Tracers!

Nice to hear that you liked the game!

I have not run into any crashes when I've tested on the Nexus 7, so I'm really interested in your crash. Smiley Do you always get a crash when exiting to the main menu, or is it just sometimes? Does it crash under some special circumstances? And did the autosave work properly after the crash, or did it screw up in some way?

Thanks in advance!
9  Games Center / Showcase / Re: Freja and the sequel on: 2014-02-06 17:35:41
Hi again!

Now is the new version uploaded to and to Google Play.
There was an invisible door that you could go into, who took one back to the office ... Now it removed.

Strange that no one has seen this before, but some bugs are good at hiding as we all know. Thank you for finding it!

I've also added a few new jokes, and fixed one or two spelling errors.

I can not reproduce the error with the mouse pointer on my linux machine, but I'll look into it. Thanks!
10  Games Center / Showcase / Re: Freja and the sequel on: 2014-02-05 21:43:44
Hi again Drenius!

I found the bug, and it's fixed now. I'll upload a new version of the game tomorrow.

Thanks for finding an reporting the bug!
11  Games Center / Showcase / Re: Freja and the sequel on: 2014-02-05 21:40:48

This is not supposed to happen, and sound very much like a bug actually. Thanks a lot for finding it!

However, I cannot reproduce this... Were you able leave the second childhood room (the one with the mother) to the left? Or did the bug occur after you left the childhood trough the painting?

Did you play the Android version or the desktop-version?

Thanks in advance for all kinds of info on this! I really like to fix this asap. Smiley
12  Games Center / Showcase / Freja and the sequel on: 2014-02-04 19:43:59
Hi everyone!

This is my new game "Freja and the sequel". It's an old-school point and click-adventure (or maybe a new-school interactive story?).

It's using (the very nice) libGdx, which made it easy to make one version for Android, and one desktop version (for Linux, Windows och Mac).

The Android version can be downloaded from here:

And the desktop version can be downloaded from here:

I would be very happy for all kinds of feedback. The game is more or less finished, so I will not make any major changes, but will take the feedback with me to future projects! Smiley

And here is a screenshot:
13  Games Center / 4K Game Competition - 2013 / Re: Dord on: 2013-02-20 19:14:29
Great mix of platform and puzzle! Starts easy but quickly becomes challenging. Nice!

Is this a retro game clone, or is it an original idea?
14  Games Center / 4K Game Competition - 2013 / Re: tiny_world on: 2013-02-20 19:10:39
Nice game! I like the fancy zoom function and the isometric view.

Maybe a bit easy, but still fun to play and very addictive.
15  Games Center / 4K Game Competition - 2013 / Re: Toras Blocks 4k on: 2013-02-20 19:04:14

I have updated the game, and tried to make the game harder and more challenging. It was a bit easy before.

The following changes were made​​:
* The levels are now much more challenging.
* There is an enemy: Tora evil shadow. Do not let it catch you!  Shocked

Still lots of bytes left actually! I might add more stuff if I get some free time...  Grin
16  Games Center / 4K Game Competition - 2013 / Re: Legend of the package delivering hero on: 2013-02-15 20:07:46
There are not many bytes left, but I've made some small changes:

* Nicer space graphics. The cloud are less blocky, and the stars are little bit more blurry. The background looks better, and there's a greater contrast between the enemies and the background.
* The difficulty level is a bit more balanced. The game had a more "adaptive" difficulty level before, but it didn't work out very well. I think the difficulty level is more predictable now.
* You'll get one extra health point every third level (to compensate for the increased difficulty).

StephR: I tried your suggestions. It's a fun idea, but I think I would have needed a few extra bytes to make it work really well with the rest of the game. Maybe this will be something for "The package delivering hero returns" next year. Smiley
17  Games Center / 4K Game Competition - 2013 / Re: Legend of the package delivering hero on: 2013-02-10 13:20:50
Thanks for all feedback.

I've made some changes to the game:
* Improved enemy graphics.
* One new enemy: the cannon.
* Different coloured background clouds for different levels.
* Removed one enemy: the narrower. Nice idea (maybe?), but didn't work very well in practice.

The new version is uploaded to Java4k.
18  Games Center / 4K Game Competition - 2013 / Re: Legend of the package delivering hero on: 2013-02-03 19:17:37
Your concept - avoid'em'up - is original. I don't remember playing such a game. And the gameplay is rather enjoyable.

At the end of each delivering mission, the player's ship may have to dock to a slightly moving space station. This new game phase would add to the interest of the game. And then you would have the fundation for a 2D arcade version of Elite !

Also, consider changing the shape of your power-ups to a square, for example, so the player will be less likely to mistake them with enemies.

Ideally, improve all your graphics. Purple enemies may become meteors, cyan ones comets, the chasing ones saucers...

Thanks for your feedback!

Ah, Elite. I remember the docking episodes - it was very hard, and very easy to crash!  Grin

It's probably a good idea to change the shape of the power ups. For color-blind people it's probably impossible to see the difference between enemies and powerups. I had not really thought about that...

It would be awesome with general graphics improvements, but there is not very much space left unfortunately (to many enemy types). But I might be able to prioritize away one of the enemies, and maybe save some bytes here and there ...
19  Games Center / 4K Game Competition - 2013 / Re: Toras Blocks 4k on: 2013-02-03 19:05:20
I tried the first couple of levels. Not really my type of game, so I couldn't last very long. Smiley It worked really well though. Nice smooth animation going on, which is nice to see at 4k.

If you have any bytes left, I think some sounds could spice it up quite a bit.

Good job on this game Smiley

Thanks for your feedback! Sound would be very nice, but there is not very much space left.  Sad

I will probably use sound in one of my future Java4k-game.
20  Games Center / 4K Game Competition - 2013 / Re: Toras Blocks 4k on: 2013-02-03 19:02:59
Completed. The later levels were interesting as there were quite a few ways to muck up.  I would have liked something interesting to happen when level 25 completed, but probably not much space left.

Yes, it's a bit of an anticlimax; you finish the game and nothing happens.  Smiley
Unfortunately there's not very much space left (unless I remove some levels).
21  Games Center / 4K Game Competition - 2013 / Re: Toras Blocks 4k on: 2013-02-03 19:00:46
What about widening the game screen size by 50% for this nice puzzle ?

The game is originally an Android game (it's not on the Android market (yet?  persecutioncomplex)) with the resolution 320x480. In the 4k-version I removed some rows on each level to save space. It would be nice with 50% wider levels if I could add additional blocks - this would result in more complex levels. Unfortunatly there's not much place for that, unless I remove some levels.

I could probably stretch the game by 50%, but that would make the blocks non quadratic and probably make Tora look fat.  Grin
22  Games Center / 4K Game Competition - 2013 / Re: Legend of the package delivering hero on: 2013-02-02 09:46:39
The directions refer to shooting an enemy. You can only avoid things in the game though, right?
I like the background. The pink cloud looks a little to square.

Thanks. It was possible shoot enemies first (there were even different kinds of weapons), but I removed that option because I felt the game was funnier to play without it. I forgot to update the enemy descriptions - thanks for pointing it out! I've fixed it now.
23  Games Center / 4K Game Competition - 2013 / Legend of the package delivering hero on: 2013-02-01 19:32:42

My second entry this year is an avoid'em'up-game, with lots of different enemies and power ups.

The human race is under attack from outer space. You are the package delivering hero, a man of wit and honor. You need to deliver secret packages to human bases in the solar system. But outer space is dangerous, and you need to avoid being caught by the alien ships!

Take part in this deep engaging story driven sci-fi game, and stop the aliens from taking over our galaxy. You are our only hope!

Please check it out here:

24  Games Center / 4K Game Competition - 2013 / Toras Blocks 4k on: 2013-02-01 19:28:46
Hi everyone!

My first entry this year is Toras Blocks 4k, a puzzle game about a block loving girl names Tora.

Check it out here:

Can you complete all 25 levels?  Roll Eyes
25  Java Game APIs & Engines / Java 2D / Re: Stuttering and rending issues in java4k game on: 2013-01-14 17:41:25
Probably a silly suggestion, especially for a java 4k game, but have you tried promoting the priority of java process running your game? Perhap your OS is being a little to sparing to the process?

There must be something weird going on with the Linux box. I see serious stuttering even if I remove all application logic, all timing code and almost all rendering code. The framerate is not perfect on the Windows laptop (in IE; it runs fine in Chrome), but the game is still playable. I'll upload the game to Java4k wait for feedback - if everyone complains about performance issues I have to take another look.

Thanks for your input!
26  Java Game APIs & Engines / Java 2D / Re: Stuttering and rending issues in java4k game on: 2013-01-14 17:35:03
I've tried to print the "remaining"-value, on both computer. On my main computer (where it all work fine), there is a very small variation between the time frames. On the "slower" computers the variation is bigger, but I can't see a straight correlation between the variation and the stuttering.
If it doesn't go negative at all then that rules out one important candidate problem.

I'm out of relatively sensible ideas. The more outlandish ones would include using renice on the Linux box to see whether it's a scheduling issue; disconnecting from the network to eliminate some interrupts; disabling antivirus on the Windows box; and using fullscreen exclusive mode to limit the other traffic to the graphics card. But I'm not particularly bullish about any of those.

I've seen the "remaining" value go negative a few times, but I can see no connection between the negative values and the freezing.

Since the problem seems to occur even if I run the program with just the bare minimums, and since it works fine on most computers, I guess that I have to ignore this problem. I've spent to much time already on this issue. I'll upload the game to Java4k wait for feedback - if everyone complains about performance issues I have to take another look.

Thanks for your suggestions, and thanks for taking time to look at the code!
27  Java Game APIs & Engines / Java 2D / Re: Stuttering and rending issues in java4k game on: 2013-01-13 14:52:55
I had a quick skim and there's no obvious need for regular garbage collection - Event objects will be generated by AWT, but they're small. You could try running with -verbose:gc just to check that.

The other obvious step for some non-intrusive profiling is to print remaining to System.out. Are some frames taking longer than the allocated time, or is the problem in the waiting?

Thanks for the tips about running with -verbose:gc! The gc kicks in from time to time, but there seems to be no connection with the freezing-moments.

I've tried to print the "remaining"-value, on both computer. On my main computer (where it all work fine), there is a very small variation between the time frames. On the "slower" computers the variation is bigger, but I can't see a straight correlation between the variation and the stuttering.

To diagnose the problem I've tried to remove almost all the code, and just keeping the scrolling stars, but the problem still remains on the two computer:
import java.applet.Applet;
import java.awt.AWTEvent;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import java.util.Random;

public class G extends Applet implements Runnable {
   public void start() {
      new Thread(this).start();

   public void run() {
      setSize(320, 480);
      BufferedImage screen = new BufferedImage(320, 480,
      Graphics g = screen.getGraphics();
      Graphics appletGraphics = getGraphics();
      Random random = new Random();

      int a = 0;
      int starsX = -100;
      int starsY = 0;

      // Create star image
      BufferedImage starImage = new BufferedImage(320 + 200, 480,
      Graphics starGfx = starImage.getGraphics();
      for (int i = 0; i < 200; i++) {
         a = random.nextInt(200);
         starGfx.setColor(new Color(250 - a, 250 - a, 250 - a));
         starGfx.fillOval(random.nextInt(320 + 200), random.nextInt(480), 2, 2);

      // Game loop.
      while (true) {
         // Move stars
         starsY += 1;
         if (starsY == 320) {
            starsY = 0;

         // Draw stars
         g.drawImage(starImage, starsX, starsY, null);

         // Draw the entire results on the screen.
         appletGraphics.drawImage(screen, 0, 0, null);

         // Burn off extra cycles
         try {
         } catch (InterruptedException e) {

I've also tried to replace to replace the timing code with a more busy timing loop, but the problem still remains:
long nextFrameStartTime = System.nanoTime() + 1666667;
while (System.nanoTime() < nextFrameStartTime) {

And also an extremely greedy timing solution, without any sleeping/yielding at all. This solutions makes the animation more smooth, but the freezing/stuttering still seems to occur:
long nextFrameStartTime = System.nanoTime() + 1666667;
while (System.nanoTime() < nextFrameStartTime) {}      

So the issue is not related to the application logic, not to the rendering and not to the timing...  Huh

Am I doing something incredibly wrong, or is there something terribly wrong with my computer (most likely I'm doing something wrong  Wink).

The Linux box is running OpenJDK, but the game is running fine with OpenJDK on my main computer. The windows laptop is running the official Java 6 from Oracle, and the official browser plugin for IE. In Chrome everything works fine for some reason.
28  Java Game APIs & Engines / Java 2D / Re: Stuttering and rending issues in java4k game on: 2013-01-13 14:34:57
Can you give an example of an "older" system that presents the issues? I have started 10 parallel instances and there was no slower frame rates.... but that said, if this is for java 4k then you should really only care about making sure that it will work well with JRE7 and hardware that most people would have... i guess one would look at Steam's statistics for that info.

Both computer have Intel Core2 Duo processors and 2GB ram. Both are using cheap build in graphic cards. They are not really old, but it' no state-of-the-art machine. Still, I feel they should be good enough to run a simple Java applet game.

One the Windows laptop the game is still playable, but the framerate is bad and the animation is not very smooth. The experience on the Linux box is both better and worse - the framerate is much smoother, but every now and then there are short freeze-moments. I usually associate such freezing-moments with the garbage collector, but I can't see any reason for the GC to kick in (since I'm not allocating very many object).
29  Java Game APIs & Engines / Java 2D / Re: Stuttering and rending issues in java4k game on: 2013-01-13 14:33:48
I am just doing the basic sleep in my code...

try {
} catch (Exception e) {

I haven't had any real problems with frame rate. (You can test to see how it runs by trying it.) Older computers always have a much slower frame rate for Applets by my experiences, but they usually run okay when dealing with JFrames.

I'm pretty sure that the issue have nothing to do with the timing code. I've tried with different kind of timing strategies, but the problem still remains. Sad
30  Games Center / 4K Game Competition - 2013 / Re: F4R KRY on: 2013-01-12 19:53:04
Maybe... Are all the other 4K games working OK on that system?

All games I've tried are working fine, more or less, but I have not tried every game. It sounds a bit strange if some code makes the Iced Tea-plugin freeze. But the Iced Tea-plugin and the Java browser plugins for windows are not already 100% identical, so I guess it's not impossible.
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