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1  Game Development / Game Play & Game Design / Re: Damage Types in RPGs and Roguelikes on: 2013-12-20 18:45:07
You can make composite stats, like World of Warcraft used to do 3 expansions back, whereas you add 2 or more stats with a single prefix. I bet you will remember the "prismatic" prefix, which added +x to every resistance
Back in the day there were prefixes for everything, even for items that added strength and agility

Naming and mapping those would be fun as hell...
2  Games Center / Contests / Re: Ludum Dare 28: "You Only Get One" on: 2013-12-14 18:58:09
I'm giving up.

My mouse has died and now i'm using something that can't even be called a mouse, also I won't be able to code tomorrow.

I shall try again when the stars align.

Good luck everyone  Wink
3  Games Center / Contests / Re: Ludum Dare 28: "You Only Get One" on: 2013-12-14 17:47:19
My idea is a smash-tv like game, where you only get one bullet for every enemy kill

So you gotta kill them before they spend this one bullet.
4  Games Center / Contests / Re: Ludum Dare 28 on: 2013-12-14 02:55:38
Theme: You Only Live Once Get One
5  Games Center / Contests / Re: Ludum Dare 28 on: 2013-12-14 02:44:18
As long as the theme doesn't suck, i'll try to make the usual... trusty notch-like engine, 2d, pixel art, timelapse.
6  Discussions / General Discussions / Re: Do you listen to music when you code? on: 2013-12-12 03:21:48
Any sort of hip electronic music will satisfy me. Usually some underground stuff, mostly 2hu.
7  Discussions / General Discussions / Re: Sharing something with you on: 2013-12-06 14:24:11
Well there's a first time for something. And as for that, i think your first result is above average.

No reason to feel insecure. Keep trying. Everyone here started with some basic stuff. People who lurk around making game after game until they think they are presentable enough aren't doing it right. Feedback leads to ideas and more importantly, motivation.

PS: Don't mind me, I was listening to TENMON - One more time, One more chance PIANO ver. while reading your post. It almost made me cry.
8  Game Development / Networking & Multiplayer / Re: I want to move my game from single player to MP on: 2013-12-05 16:57:35
If you are intending to, you can release the server application, so any of your friends can open a server and call anyone to play.

This way you don't even need a permanent server. That is, until the point you'd want a server browser in your client, which would require having a master list server, responsible for receiving all the information of all online servers (server name, ip, etc.) and propagate it.
9  Game Development / Game Play & Game Design / Re: RPG stats on: 2013-12-05 16:47:19
I like to split stats between character-specific stats and item-specific stats

For character stats, i like them simple and intuitive (like strength, agility and wisdom).

As for item stats, i usually make them have counterparts, like armor and armor penetration, magic-absorption and magic penetration, critical hit chance and sturdiness. These stats make up so you can have different strategies throughout the game, like having a boss with a ton of armor, or a ton of penetration, forcing you into a different mindset, where the best equipment is not the best choice.

And then we have progression: How we acquire these stats? We gain a point or two when we level up? Are we able to decide where we are spending these points? On games like Runescape, you progress by "using" those skills, like increasing your critical hit chance after you hit X critical strikes.

I also like some creative stats  Roll Eyes
10  Game Development / Performance Tuning / Re: Loading a large map in server on: 2013-12-05 13:08:27
Yeah, in this case you might want to find a new way to represent a map. You are creating about 5 new objects per tile. Eventually, you'll run out of room.

 For large maps use primitives like int or byte. They are easier to store and you can fit a lot more without crashing. It really helps to separate the items from the map. Any object on the tile should probably be stored in a (item, x position, y position) to help reduce space. The smaller the better when it comes to any large map.

Not only that, he also has 2 collections per tile.

Why do you have two objects (ground and itens) regarding items?
Does that Creature collection includes players?

You could also try mapping the game objects (like items, players and monsters) to the Map itselt, not the Tile
11  Discussions / General Discussions / Re: AWESOME particle system on: 2013-04-29 05:27:27
That's how i like it. Messing with pixels, no forms, pure math.

I'm yet to see if it performs well.
12  Games Center / Contests / Re: Ludum Dare 26 starting 26th April! on: 2013-04-27 04:22:55
Theme seems simple enough to fix something in a few hours

I shall accept this challenge.
13  Games Center / Contests / Re: Ludum Dare 26 starting 26th April! on: 2013-04-25 22:32:14
Jam is for newbs or big stuff.
For me it's either compo or nothing.
14  Games Center / Contests / Re: Ludum Dare 26 starting 26th April! on: 2013-04-25 18:24:59
LD starts by saturday`s midnight in those lands of mine. I'll be off the entire saturday, and half of sunday.
Yet i'm still thinking where am i gonna put that potato.
15  Games Center / Showcase / Re: Starshock, a retro-esque arcade shooter on: 2013-03-04 04:16:28
It.... reminds me of system shock  persecutioncomplex

I can imagine this beat on:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
16  Game Development / Newbie & Debugging Questions / Re: Creating lots of different enemies (Inheritance, polymorphism, etc.) on: 2013-03-04 04:08:51
Well i'd rather have everything set up inside the constructor than passing every value as a parameter megazord.
Yet the first seems easier to read/change. Why not mix both?

public class MobGiantAnt extends Enemy
   final private static String type = "Giant Ant";
   final private static int ac = 17;
   final private maxHP = ...
   public MobGiantAnt() {
      this.type = type; = ac;
17  Games Center / 4K Game Competition - 2013 / Re: Behind the wall of sleep on: 2013-02-27 23:54:29
Helping fellow people by posting link:


What i like about these games is the amount of stuff you can exploit (And it's exactly what makes it fun, like speedrunning Sonic 3 & Knuckles).
For instance, i jumped on the head of that square box thing, went back in time, stopped right on the point where it adds more momentum, and it skyrocketed me:

Exception in thread "Thread-13" java.lang.ArrayIndexOutOfBoundsException: -129
   at Source)
   at Source)


Anyways, cool game!
18  Game Development / Game Mechanics / Re: Pixel based 2d destructible terrain? on: 2013-02-25 18:48:34
I think that getting the pixel-array and editing it would be easier and faster than using setRGB

And this might be some help:
19  Games Center / WIP games, tools & toy projects / Re: Wizards of Yore (second try) on: 2013-02-24 20:57:13
This is awesome kev, i loved how you managed to modify your art style while keeping your own signature on it, and how the game is slow enough to realize what's going on and fast enough to not be bored with tedious animations and text.

Best of luck!

@ra4king: IIRC, all the games done by Mojang for Mojam 2013 used Java+Slick, so i guess it has reached a legacy status by now.
20  Game Development / Game Mechanics / Re: Movement code critique? on: 2013-02-24 04:18:25
No idea.  Grin

Well, assuming your delta is always 16, your velocity.y should be constant whenever yCollision returns true.
Is yCollision changed somewhere else for this object? Or just when doesCollideOnY returns true?

I usually fill the method with println() to grab and compare all the possible data (mad debug skillz).
Try grabbing the nextY value right after line 16 and check if it's changing right along with yCollision

21  Game Development / Game Mechanics / Re: Movement code critique? on: 2013-02-24 03:26:40
What are the types on pastX/pastY/x/y?
Is the object trembling around?
And why is delta an int?  persecutioncomplex

My shallow knowledge tells me that something in line 9 and/or 16 is messing up your stew: If delta == 0, your Y position doesn't change at all, and no collision is found (since you are checking collisions with your actual position), hence the yCollision = false statement.
22  Discussions / Miscellaneous Topics / Re: Generalized Rant Thread on: 2013-02-15 23:37:59
I wouldn't wanna call you uneducated, but I would seriously rather break my arm than consuming Aspartame, one of the most dangerous legal substance in our food.

You are right. But check the numbers:


FDA's Acceptable Daily Intake (ADI) of aspartame is 50 mg per kilogram of body weight or about 3,750 mg (21 cans of diet soda) for an adult weighing 75 kilograms (165 lb). ADI is the amount of substance (e.g., food additive) like aspartame that can be consumed daily over a lifetime without appreciable health risk to a person on the basis of all the known facts at the time of the evaluation.

Again, it's the habits. One who's drinking diet soda because of calories, shouldn't be drinking ANY soda at all. It's just an excuse to drink.
Also it tastes bad and ra4king is a masochist
23  Discussions / Miscellaneous Topics / Re: Generalized Rant Thread on: 2013-02-15 20:26:59

"All foods can fit within this pattern, if consumed in moderation ..."

That is actually true.
Nutritionists nowadays are brainwashed people who can only say: "EAT MORE FIBERS, DON'T EAT RED MEAT, DON'T EAT PROCESSED FOOD". Also, they hate the food industry so much that it would disappear if they could make it happen.

Well, some can agree with them, but what they say about stuff like bottled sterile milk? over9000-grain bread? integral/organic morning cereal? They are all processed food, which are also healthy.
Then you have some said "unhealthy" food. Coca-cola? It has a 0 calories version. worried about the sodium? Some fruits have more than an entire bottle. Chocolate? it has a lot of beneficial stuff, but ONLY if you choose poorly, will also have a lot of sugar.

The food industry is not the enemy. It's the habits.
24  Games Center / WIP games, tools & toy projects / Re: Operation Santa on: 2013-02-15 20:14:04
Thanks Cheesy

Yeah, i just used Java2D for simple graphics, since i was more focused on the platformer logics. I'm probably gonna try something else for the future (most probably libgdx).
As for the sounds, i was trying some 16-bit FM emulation. But i found out it doesn't fit modern games that much (which is not a big surprise: 8-bit chiptune music are never fully 8-bit)

Lastly, i never had problems with the tilemapping, it was just plain ugly and very unfriendly, but it works okay. Alas, thanks for the link; Even if i plan creating/using a custom map format that would save the tiledata instead of automapping them when loading (Tiled is an option, but i don't like how it manages the tilesets), there's always a small bit of "terrain" generation on little things (like grass, rocks, decorations and other stuff).
25  Game Development / Newbie & Debugging Questions / Re: Applet reload? on: 2013-02-14 20:06:26
If it's browser related caching, a CTRL+F5 should do the trick
26  Game Development / Game Mechanics / Re: Weird Run Speeds on Different Computers on: 2013-02-13 23:14:03
Basically, When you call Thread.sleep(2), it's not guaranteed it will sleep for 2000ns. Sometimes it will sleep for 1000ns, or 3000ns, or something between or even beyond those values, depending on OS or hardware.
This is why you have to check how much time passed since you last called sleep(), and change the sleep amount to fix the difference between what you want and what you got

PS: Have you tried moving repaint(); to the line before the try/catch block? I just noticed you are rendering stuff after sleeping.
27  Game Development / Game Mechanics / Re: Weird Run Speeds on Different Computers on: 2013-02-13 22:35:21
I don't see anything on this code that could lead to such behaviors, except for Thread.sleep()

You shouldn't trust that little bugger. He asks for a time, but guess what: He can't count!
So you should do that for him. In the meantime, check THIS out.

Thread.sleep is not always going to be accurate, plus if you've got any other threads hogging processor it won't necessarily allow your thread to resume in time.
28  Games Center / WIP games, tools & toy projects / Operation Santa on: 2013-02-13 02:36:44

2 months off-season and i was beggining to get sick of it, but it's finally here, folks, have fun!

Play here! or Grab the JAR here!

Quick info about it:
-You play using arrow keys to move, and A to shoot;
-You don't shoot without ammo (so try to conserve it);
-You must save ALL the santa helpers (the guys in green and red) to be able to exit;
-Killing the black guys are optional, but if you touch them, you die;
-You have infinite lives, but there's no checkpoints. When you die, you go back to the start of the level.
-Points are optional, try to reach 100% if you are a tryhard;
-7 levels, with some kind of boss at the end.
-Music wasn't composed by me, but i don't even know who did it (lmao)

Valuable quotes and impressions:


Developer-point analysis

This is probably my last game in Java2D. It's a fun, easy and all-around lib overall, but as you strive deeper into it, you see flaws and incapabilities.

Well, about the game. I was planning on making a some sort of Commander Keen/Dangerous Dave mashup, with a Christmas theme. I had ZERO experience on how to create a platformer, but i tried anyway;
I knew i had to use an array for the tiles. I set up everything nicely, with a camera moving instead of the world. Then the first question appeared. What about entities and world collision?

Again, i had no idea on how to create a platformer. My first thought was about assigning a tile to an entity, and do collisions based on the same array i used to assign the world. Result: If i wanted to fall down a gap, i'd need to move to the exact point where the tile below is empty. With a tile being 32x32 pixels and the entity being around 24x12, you don't need to be a math genius to realize you'd be flying around pressing left and right looking for that exact pixel where i would be able to fall down.

At this point my player code was full of hacks of magically-set numbers. Welp.
Some time later i thought: Why not use hitbox-based entities instead of tile-based entities? 1 hour later i had refactored the entire entity hierarchy with simple methods and clean code, working smooth as butter, and, suddenly, pickups, snowballs, creatures were suddenly precise and working as intended. Welp

Then for the next subject: Level generation.
The levels are just PNGs with the tile data on them, divided in 3 layers: Tiles, Background, and Entities. The game loads those images, convert the color data into tiles, selects a texture that is appropriate, depending on the tile and it's position, and that's it. So, in some way, the levels are automatically generated. Which is something cool, to be honest. But the downsides are something to be frowned upon as well:

Firstly, you can't hard-code a certain texture into a certain position (well, you can, but it wouldn't be a good practice);
Secondly, tile divisions are harder to do and almost never end up as expected, since you have to check the adjacent tiles to determine which texture should be in place;
Thirdly, code gets ugly and hard to read.

To fix this? Well, i could set up a different color for every texture, and then draw those colors to form a map. Madness? Indeed. In a world of game with miles and miles worth of levels, why would i resort on this painful and unproductive method of drawing little points on the screen? Yet i decided to stick with it. And start thinking about a custom level format.

However, this got me sad. Sad enough for me to rush the rest of the levels, skip some tilesets (and thus, levels) and just worked on the ending. About the ending: I thought the "boss" art was pretty cool, and i'm even considering on reusing some stuff in an improbable sequel. Who knows? Until the next Christmas.

Have fun!
29  Games Center / WIP games, tools & toy projects / Re: miniRailCraft on: 2013-02-08 23:25:41
Looks awesome  Shocked

Please tell me you are going to fix that horrible inventory screen and that gigantic font
30  Games Center / WIP games, tools & toy projects / Re: Starkiller on: 2013-02-03 02:31:49
Try (Without the spaces in the beggining and end  persecutioncomplex)

[ applet archive=minishoot2.jar class=the.entire.path.YourMainClass width=400 height=400 ]
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