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1  Games Center / Android Showcase / [Free] First Densetsu on: 2014-09-22 16:45:02

 Hi, Im here to show you guys my new game, First Densetsu, an adventure-puzzle game, with a little story for background where you assume the role of an hero that needs to protect the world and defeat and evil necromancer, to do this, he needs to get through a lot of challenges.
 The principal concept of it is to solve puzzles using some items that you gather through the game,  it is a very small game, it has nearly 15 minutes of gameplay and about 6 puzzles.

Here some screenshots:

The link to download First Densetsu:

I'll ask you people to help me with some things, english is not my native language, and by the lack of budget I translated the game by myself... so if you find any problems with the translation please... let me know.

Thank you guys, have fun.
2  Discussions / General Discussions / Re: What's with unorganized code? on: 2014-06-28 22:50:27
I'm the only one here that organize the code like this:
public void method()

and not like this:
public void method(){
3  Game Development / Newbie & Debugging Questions / Re: [libgdx]need to make Flashlight... on: 2014-06-11 19:51:44
Ty, working on it Cheesy thanks everyone.
There is a way to do it without box2dlights?
4  Game Development / Newbie & Debugging Questions / Re: [libgdx]need to make Flashlight... on: 2014-06-11 17:12:19
I'll take a look on this, but for an android game, the performance is good enought?
5  Game Development / Newbie & Debugging Questions / [libgdx]need to make Flashlight... on: 2014-06-10 19:00:56
 Hi, i'm actually with a new project, in this project i will have a flashlight that changes its size and position. (The mouse will control the flash light, so it has to be dinamic) its a 2d game... I've tried to make a image with black background and an alpha, that represents the light of the flashlight, but since it moves and stretches, it gets a lot weird... any tips or sugestions of what i could do to make this flashlight?

6  Games Center / Showcase / [android][libgdx] Super Monkey kick-out 2000. on: 2014-06-04 14:25:18
Hi, I'm here to present my first android game: SUPER Monkey kick-out 2000. Its an arcade, fast-paced game, with leaderboards provided by Google play services.
 Like I said, its my first game, so I'm in need of feedback for my futures updates and projects, the game actually supports two languages, english and brazilian portuguese, I only speak fluently one of those language so if you find any gramatical error, you can tell me so I fix it, bugs also the same thing, the game is completely free and its performance is good, I think that it runs in any android system.
 I'll not ask for you to rate & comment in google play page, but if you could post some feedback (here in forum) I'll be pleased.

Yeah, I'm not in the "pixel-art" area, so my drawings are kinda crappy, hope that you people don't mind it for now, trying to get better on this.

Here is the link:

Thank you, hope that you enjoy the game, any tips, suggestions or anything else you want to say about the game is appreciated.
7  Game Development / Newbie & Debugging Questions / Re: [LWJGL][LIBGDX] window drag problems. on: 2014-05-11 20:04:28
The problem was that this Display don't return false focus if the window is dragged, it still returns true...
I found a workaround by checking if delta time is > 1, i don't think that frames will normally be that high...

Thanks for the answer, the cursor leaves the frustum is a nice ideia too, i will try to implement it...
8  Game Development / Newbie & Debugging Questions / [LWJGL][LIBGDX] window drag problems. on: 2014-05-10 22:54:26
Hi, I'm using libGdx to do a game, so far was so good, but I figured that if I move the window while the game is running (Example: I shoot and right after that I move the window with the cursor) the Render process stops, but all other process continues, the game don't stop entirely, that causes various problems, since it doesn't stop update methods some collisions get messed when I move the window, some keys freezes... any one know an work around? I read that it is a problem with Display implementation... so I tried to use JFrame to substituite it, but it doesn't worked well, messed all my game, resize gets really weird with JFrame... any tips? ty...
9  Game Development / Newbie & Debugging Questions / Re: [LIBGDX] Tiled pathfinding, any examples? on: 2014-04-20 14:47:00
yeah but I was looking for an workaround with its classes, but I found one, at coke and code. Thanks for  the replies.
10  Game Development / Newbie & Debugging Questions / Re: [LIBGDX] Tiled pathfinding, any examples? on: 2014-04-20 14:04:14
Yes I was following it. but libgdx classes don't have some nescessary methods... that's why i need some examples...
11  Game Development / Newbie & Debugging Questions / [LIBGDX] Tiled pathfinding, any examples? on: 2014-04-20 13:52:50
Hi, I'm having a lot of problems trying to implement pathfinding in my game, I'm using libgdx and tiled to do the map, but it seems that TiledMapTileLayer class don't have any methods to get cell's x and y coordinates and I don't know if I'm doing right... so far I've got this:

import java.util.List;

import com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell;
import com.badlogic.gdx.math.Vector2;

public class AI_Pathfinding
   Map_Base map;
   Vector2 pos;
   Vector2 finalPos;
   Vector2 currentPos;
   Cell currentCell;
   float g;
   float h;
   float f;
   List<Cell> openList;
   List<Cell> closedList;
   public AI_Pathfinding(Map_Base map)
   { = map;
    pos = new Vector2(0,0);
    finalPos = new Vector2(0,0);
   public void createPath(Entity_Base e,float finalx, float finaly)
    pos.set(e.pos.x / 32,e.pos.y / 32);
    finalPos.set(finalx / 32, finaly / 32);
    currentCell = map.collisionLayer.getCell((int)pos.x,(int)pos.y);
     * Moral da historia pra mim fazer depois:
     * adicionar todos os 8 quadrados adjacentes para a open list.
     * escolher o quadrado com menor F e adicionar ele para o ClosedList.

    if(!map.collisionLayer.getCell(((int)currentPos.x) +1,(int)currentPos.y).getTile().getProperties().containsKey("Solid"))
     openList.add(map.collisionLayer.getCell(((int)currentPos.x) +1,(int)currentPos.y));
    if(!map.collisionLayer.getCell(((int)currentPos.x) -1,(int)currentPos.y).getTile().getProperties().containsKey("Solid"))
     openList.add(map.collisionLayer.getCell(((int)currentPos.x) -1,(int)currentPos.y));
    if(!map.collisionLayer.getCell(((int)currentPos.x) +1,((int)currentPos.y)+1).getTile().getProperties().containsKey("Solid"))
     openList.add(map.collisionLayer.getCell(((int)currentPos.x) +1,((int)currentPos.y)+1));
    for(int i = 0; i < openList.size() ; i++)


I'm on the right way? someone has code examples of pathfinding with tiled and libgdx? any tips? ty Smiley
12  Game Development / Newbie & Debugging Questions / Re: LIBGDX & Tiled how to flip? on: 2014-03-21 17:43:15
Ok thanks everyone, =P not what I wanted though.

Oh I figured out, if someone have problem with it too here is how i resoled:
You need to put a Parameters.yUp = false in your TmxMapLoader, like it:
Parameters parameters = new Parameters();
parameters.yUp = false;
map = new TmxMapLoader().load("path",parameters);
13  Game Development / Newbie & Debugging Questions / LIBGDX & Tiled how to flip? on: 2014-03-21 00:04:13
I'm using y-down axis on libgdx, so I need to flip every texture in my game, but when I reach on rendering a tiled map, it draws the map... flipped, I need to re-flip it... Use the normal Axis in LibGDX for a 2d game is a pain, the coordenates changes and f**k up everything, so I need to change it for the sake of my sanity, can someone give me an light on it?
Thanks from now and sorry my bad english.
14  Games Center / Showcase / Re: Evilution - My New Game on: 2013-07-13 14:43:00
The combat system don't work very well, I have to press space bar quickly? So if it is, I can kill everything on the beggining of the game.
A HP bar would be nice...
The game is not "FUN" but its kinda cool, reminds me spore, and make the game turn based could be a solution for the meh combat system, and your game art is cool to, I liked it.
15  Discussions / General Discussions / Searching for a group. on: 2013-06-30 18:14:37
Well... After many tries of making games (And completing a few...) I see that if I want to make something good, a group i what I need... but every group that I enter is just... kids trying to do something and then they get tired and send the project to hell... yes this is quite annoying.
 I am not pro in programing, but have some experience ( I work making softwares to a law office), Actually I want to get in android scene, I've maked some test programs and worked well (LibGDX) and is cool play with your creations in a smartphone.
 My english is bad, but I can understand you, and I think you can understand me, but I will get better... so It is it... I'm searching for a serious group... any tips?
16  Games Center / Showcase / Re: The Walking Sprite (My Second game & Halloween Comemoration) on: 2012-11-04 17:52:15
ah yeah, sorry for not respond that, i have make my last post in the work... so i have to write fast.
I do not have plans to add ammo restrictions to pistol, but for the shotgun, yes. Cheesy
17  Games Center / Showcase / Re: The Walking Sprite (My Second game & Halloween Comemoration) on: 2012-10-30 21:48:28
thank you for the replies... and walking dead? never heard of it hehehe...  Roll Eyes

And people, come on! i need feed back, what is bad in my game? what i need to make better?
18  Game Development / Game Mechanics / Re: Calculating angle to mouse on: 2012-10-30 20:29:01
i have made a mistake
this is y coord code:
y -= delta * Math.cos(Math.toRadians(entity.angle));

and try GL11.Rotatef with

angle = angle % 360.0f;
19  Game Development / Game Mechanics / Re: Calculating angle to mouse on: 2012-10-30 18:34:31
to move: (Worked in my game. see Walking sprites in show case)
       x += delta * Math.sin(Math.toRadians(entity.angle));
       y += delta * Math.cos(Math.toRadians(entity.angle));
20  Game Development / Game Mechanics / Re: Calculating angle to mouse on: 2012-10-30 18:26:20
this should help:
angle = Math.toDegrees(Math.atan2(MouseY - entity.y, MouseX - entity.x));
21  Games Center / Showcase / The Walking Sprite (My Second game & Halloween Comemoration) on: 2012-10-29 19:18:48
 Hi, I am a brazilian guy, have 16 years old, and don't speak english very well, so this is my second game(The thruth is this is my fourth game, but two of my last games are from a tutorial, space invaders and asteroids, both from coke and code tutorials).
 Well I have created this game in my work (Yes, and hiding this from my boss e.e), so I cannot focus much in graphics and sound, sorry about it =/, and sorry if have something write wrong, like i said I do not speak english very well =P.

The Game:
The game focus in killing zombies and making a fort (And A halloween game Cheesy). each zombie have 50% chance to drop a coin, and this coin can give you 5 or 8 golds, also there is differents types of blocks, they are:

Wooden = Only blocks the zombies. and blocks your bullets.
Steel Barricade = Blocks the zombies and do not block your bullets.
Sentry = Shoot in zombies Smiley.
Shovel = Dig holes, that makes zombies fall in. this instant kill a zombie and block the path for 2 seconds.
Water = wet the zombies making them slow.

I do not have so much time to test my game, so is probably to have a lot of bugs. if you find one, please tell me.

Know Issues:
Exit button run away from your mouse: This is not a bug. Cheesy

Download & Feedback
If you like the game, or the ideia, or nothing tell me, or give my tips... please, I will accept them with a smile in the face.

and the download:
Exe version:
JAR version:
(Only works in Windows. Made with Slick2D)
22  Game Development / Newbie & Debugging Questions / Re: Am I doing this collision check right? on: 2012-09-20 15:58:22
What exactly is bugged?

If the type is the type of object, for instance only specific entity types should collide with each other, then this:

       if(entities.get(i).type.equals(tipo) || tipo == null)

Should be reversed. You should check to see if the types are the same before checking if their rectangles intersect.
No problem, I only had make something wrong, they are working good now.
And about the tipo, I've put them in the top of ifs. thanks both of you. and sorry for bad english
23  Game Development / Newbie & Debugging Questions / Re: Am I doing this collision check right? on: 2012-09-19 18:56:50
Yeah thanks, but making a one-time rectangle has bugged my game. Tongue its a bejewelled like game.

Edit: nothing, thanks the rectangles worked!
24  Game Development / Newbie & Debugging Questions / Am I doing this collision check right? on: 2012-09-19 17:50:10
this is right?
public BEntity collide(BEntity e1, String tipo,float x, float y,float wid, float hei)
     //hitboxWidth = Image Width, hitboxHeight = Image height.
     Rectangle rectangle1 = new Rectangle(e1.x + x,e1.y + y,e1.hitboxWidth + wid,e1.hitboxHeight + hei);
     for(int i = 0; i < entities.size(); i++)
      Rectangle rectangle2 = new Rectangle(entities.get(i).x,
     if(e1 != entities.get(i))
       if(entities.get(i).type.equals(tipo) || tipo == null)
        return entities.get(i);
     return null;

and the getter:
to get the entity on left
25  Discussions / Miscellaneous Topics / Re: Introducing me. on: 2012-09-17 17:25:28
and how do i fix this? to the people don't need to put console commands?
26  Discussions / Miscellaneous Topics / Re: Introducing me. on: 2012-09-16 18:54:17
Sorry for the double link, now fixed ( )
nice graphics in ledodge? well thanks... but u have sure those are nice graphics? hehehe my fish is weird, and that Cow-Skulls are... ugly.
And the KinaFormer are all in portugueses (My native language) =P. i forgot to translate, well lucky this game doesn't have so much texts, they are only in the menu.

And... anyone else can run my games?... thats weird, a lot of people cannot run it...
27  Discussions / Miscellaneous Topics / Introducing me. on: 2012-09-16 16:44:49
Hi to everyone, I made this topic to introduce myself, well... I have 16 years old, learning java since april, I not speak english very well so sorry for the gramatical errors, I'm interested in game Desing since i was 10, with rpg maker and game maker stuff, now decide to learn something with more... freedom... yah its kinda hard to learn a language since I only have used RPG maker, but I'm doing well... kinda.
Since April I have made 3 games. those are:

KinaInvaders (From CokeAndCode tutorial):

Le~Dodge(My first no-tutorial game, and 1 day to finish)

and the last one KinaFormer(4 days to finish):

No one of them are fun, or without bugs, i made them more for learning, I save them to track my progess (And Yeah, kina invaders is the best of them =P becouse is derived from a tutorial)
I wish to learn more here, mainly collision stuff and math... Smiley so here is my intro.
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