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1  Game Development / Newbie & Debugging Questions / Re: JavaFX updating a Label on: 2017-08-26 19:17:28
Create a new Thread with a Runnable that contains your infinite loop, and in the loop put a Thread.sleep(500) to sleep 500 milliseconds between each execution.
2  Games Center / Showcase / Re: Spark Rush on: 2017-08-12 22:14:25
@sarcastibots Those are some great suggestions, I'll add them to my to-do list. Those 3-4 unavoidable hits doesn't sound very fun, I'll figure out a way to prevent it, at least in the early game anyway.

@herhor 283 points for your first time is a great score. I generally get around 300-350 when I play it, despite playing it a lot to test it. I guess I just have bad reflexes. Roll Eyes

The blocks are randomly generated, and there's no checking to ensure that there is a way to get through without taking damage. Which in my opinion isn't necessary since the game allows you to take multiple hits without dying, as well as gaining more life. But if unavoidable hits aren't a fun gameplay feature I can always change it.

Thank you for playing Smiley
3  Games Center / Showcase / Spark Rush on: 2017-08-05 19:39:36

Spark Rush

A small, but fun game about guiding a little yellow ball to avoid the red blocks and collect the yellow ones, in keeping with my goal of just making and releasing something. When you hit the red blocks, you lose energy, causing you to go slower, lose too much and you die. When you hit the yellow blocks, you gain energy (and live longer), but the game goes faster, which makes it harder to avoid the red blocks. The game also goes faster the further you get.

Your score is based off how far you get and how many yellow blocks you collect. Press where you want to go on Android and use A and D to control the spark on desktop.

The game was made using LibGDX and Box2DLights, with the code written in Kotlin.


The game is available on desktop and on Android, both for free.

Android download
Desktop download

Let me know what you think.
4  Java Game APIs & Engines / OpenGL Development / Re: Opengl 4.6 is released on: 2017-08-01 23:42:55
Yet another update that I won't be able to leverage on my Mac. Come on, Apple! Why do you have to be so monopolistic?
5  Discussions / General Discussions / Re: Posting to not-so-old topics on: 2017-08-01 23:41:38
Considering how long many topics can stay relevant, I agree.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-30 13:30:27

That's a beautiful website.
7  Discussions / Miscellaneous Topics / Re: Cheerpj: convert any Java application and library to a browser-based Web app on: 2017-07-27 12:02:47
All these efforts baffle me. Why Javascript? Seriously just why? It doesn't have to be the defacto clientside language. Someone integrate the JVM directly into Firefox please, and get rid of all the contentious APIs and sandbox it properly this time. It really can't be that hard.

Cas Smiley

It gets better. Their FAQ has this text.

"Can JavaScript code produced by Cheerp be plugged into Node.js?"
"Yes, it should. However, this has not been one of our areas of focus so far. "

People are asking if they can take their Java code and compile it to JavaScript in order to run it on the server. When Java is already on the server with better stability and performance than JS.
8  Game Development / Newbie & Debugging Questions / Re: how to create GUI game editor on: 2017-07-25 22:38:22
GUI is one of the great unsolved mysteries of programming. There are a million ways to do them and none of them are that great. WYSIWIG editors are cool for show off but most of them I've found hard code margins into your code meaning that you end up with a layout that looks good on your computer but breaks on any other. Generally developing anything is more frustrating, time-consuming and problematic than it seems when you think about it. I say just hardcode the UI into your game.
9  Discussions / General Discussions / Re: Hoping to make a return to JGO... on: 2017-07-25 22:31:58
Welcome back! If you make something using a non-Java language you can always post it in the "What I did today" thread as inspiration for the rest of us, no Java required!
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-13 19:40:21
Updated my Pico Editor to include syntax highlighting for Ruby as well as line numbers.

11  Game Development / Game Play & Game Design / Re: Using default methods in interfaces effectively on: 2017-07-12 20:23:15
Interfaces are a useful concept, not least because it is simple. Simple is good. Which is no longer true for interface default methods.

Sometimes, simplicity can be an issue as well, making it hard to express your intent in code - which causes you to end up with a simple language, but complex code. See this example:

public interface Positioned {
    Vector2 getPosition();

    default float getX() {
        return getPosition().x;
    default float getY() {
        return getPosition().y;

Without default methods, you'd have a lot of calls like getPosition().x littering the codebase. In my opinion, this is a better solution.
12  Game Development / Shared Code / Re: Faster Than Light JSON Parser on: 2017-07-06 10:27:59
As it operates on bytes, it doesn't support non-ASCII characters, no?
13  Game Development / Shared Code / Re: LibGDX snippets collection on: 2017-07-04 18:55:49
Why not make a GitHub repo, or several?
14  Game Development / Shared Code / Re: jbump - 2D AABB collision library on: 2017-07-04 11:31:28
This is just what I needed, thanks!
15  Game Development / Shared Code / Re: Faster Than Light JSON Parser on: 2017-07-03 21:02:48
That is some well thought out code, really shows what can be done when performance is the priority. Besides, JSON validation should be done on the dev machine, not on the user's machine.
16  Discussions / Miscellaneous Topics / Re: Gotta make a new Shading Language for College Project - Opinions? on: 2017-06-29 19:05:00
Any somewhat modern build system is going to automate away the compilation step, no pain there. Besides abstractions are the root of productivity.

But, having some experience with parsers, surely when it reads 'frag' or 'vert' it automatically expects 'shader' and the shader body? That shouldn't be too hard on the code, in my opinion.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-29 16:51:14
My pull request was merged into the LibGDX base, meaning that I have joined the 400 people who have contributed to the repo. Due to the code I wrote it is now possible to generate Kotlin projects using the GDX Setup tool, with the ability to add more languages further down the line. Feels good!
18  Discussions / Miscellaneous Topics / Re: Gotta make a new Shading Language for College Project - Opinions? on: 2017-06-29 16:48:58
@65K Did you read the link?
  • Smooths over differences between GLSL, GLSL ES and GLSL for WebGL.
  • High level features allowing for better code reuse like inheritance and imports.
  • Uses return values instead of arbitrary fields like GLSL code does.

That's what I gleaned from the link. Seems worthwhile enough to me.
19  Discussions / Miscellaneous Topics / Re: Gotta make a new Shading Language for College Project - Opinions? on: 2017-06-28 18:13:07
Object-oriented shaders, yeah!

But why have the frag/vert after the shader keyword? Looks more natural to write "vert shader" and "frag shader".
20  Discussions / Miscellaneous Topics / Re: What I drew today on: 2017-06-24 19:10:48

I made this icon for my game!
21  Games Center / Showcase / Re: Nuup on: 2017-06-23 22:29:57
Hey, that looks great, though you might want to remove the Admob ads from screenshots (can be done by turning off internet).

I'm giving it a try right now - great mechanic!
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-19 09:02:59

Is that Midas or does it just look very much like it? I've played and it's a great story and good controls too.

You are right. Its Midas with some new features (golden statue to get golden, other harder level etc)
Cool, looking forward to trying it out!
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-18 21:50:26

Is that Midas or does it just look very much like it? I've played and it's a great story and good controls too.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-15 21:25:06
Today I forked LibGDX to add an alternative to the setup app for generating a Kotlin project instead of Java. No more manually configuring a project to use Kotlin for me! That felt good - to have enough programming chops to be able to go into someone elses codebase to add a feature I wanted.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-10 10:33:56
Released first alpha version of Pico, see, for anyone who might be interested. Here are some icons I made for my game with it yesterday:

26  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-07 21:33:29
This is really cool! How feature complete is it? What format does it save / load from? Open Source? Plans for release?
I would love to try it out, I too prefer working in text for vector graphics.
Thanks! The images are saved in text files, I use .pico to show their meaning, but they're really just Ruby source files. They can be exported to PNG currently and I can easily add any other formats supported by AWT's ImageIO.

It's not feature complete, but it's usable. New features can easily be added just by writing a function in an image, since the source files are Ruby code operating on a Graphics2D object. Ruby errors are caught and reported in the bottom bar and the display on the right is updated each time the source changes, allowing quick iteration on source code. JRuby and Java2D are fast enough to make this viable.

No actual Ruby knowledge is necessary to use the tool though, as the DSL is as detailed as SVG and much less cluttered.

I'll add the source to my GitHub and upload a release when I have the time!
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-05-31 21:34:26

Mobile games are all about cool vector graphics nowadays, but I prefer working with text, and SVG is a pain. So I glued JRuby to Java2D and made an editor for it with Swing Cool
28  Game Development / Newbie & Debugging Questions / Re: LWJGL Reading HTML/CSS files? on: 2017-05-22 17:59:39
I don't know of any good HTML/CSS to LWJGL renderer. It's one of the things I would want to make, HTML/CSS beats most GUI toolkits out there (looking at you Android) once you get used to it.
29  Games Center / Android Showcase / Re: Wordicle - Word-based Tile Matching Game on: 2017-04-09 18:20:02
Dude that's an awesome idea!
Thanks man! Anything you want me to implement, feature-wise?
30  Games Center / Android Showcase / Wordicle - Word-based Tile Matching Game on: 2017-04-07 19:19:24

The game is somewhat like Tetris but with letter blocks and words instead of tetraminoes and lines. I got the idea this Monday and spent the rest of the week building it. It's the second game I've published and I'm very happy with being able to finish gameplay in such short time. It's also rather challenging, which I like.

Gameplay consists of placing letter blocks beside each other to form words, earning you points, the goal is to get as many points as possible before the board gets filled up and the game ends. I'd like to thank the devs of LibGDX for their awesome work, making game development so quick and easy Smiley

Android/Google Play:

Feedback & suggestions welcome!
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2017-03-02 06:37:51 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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