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1  Games Center / Archived Projects / Re: Doodle Jump for PC on: 2011-02-09 14:45:28
Seriously... JCopyright Jinfringement
2  Game Development / Game Mechanics / Re: Collision detection efficiency on: 2010-11-09 19:16:33
Eclipse has a profiler if you are willing to bat out of hell. I use Netbeans for profiling, and Eclipse for everything else.
3  Games Center / Featured Games / Re: Minecraft on: 2010-10-06 11:01:33
Haha... they are funny. I almost believed it, excellent satire.

Quote
When I was a kid growing up in New York every day we kids would play wonderfull games, stick ball, kick the can, hide and seek and my all time favorite catch a nigra and make him wet himself. [...] We grew up OK.

/OT

4  Games Center / Showcase / Re: Fantasy Tales Online on: 2010-08-18 14:21:13
Nice one. I wanna play...
5  Discussions / General Discussions / Re: Game dev competition, win a deal worth 65 000 euros on: 2010-06-29 13:59:49
Team of two is very reasonable. Then you probably need to budget for sound, music and anything else the two of you can't do well.

Changing the team is no problem. Before you actually sign the contract with us though, you might want to sign something with them also since it is your responsibility to finish the game (preferrably on time). But that is a later problem, and we should have no trouble finding a suitable team together if necessary.
6  Discussions / General Discussions / Re: Game dev competition, win a deal worth 65 000 euros on: 2010-06-27 16:32:10
A "deal worth €65K"... is that in hard cash or "equivalent" of €65K?

--

First, it's a little obscure what the winnings are. What exactly does it mean to win?

Second, it looks to me like Turborilla/Blue Systems just want to get their hands over a great game and not do any of the hard work. Who will hold the rights for the winning game?

Third, getting a team together is ridiculously difficult. I manage a ongoing game dev project along with 2 other people, but I've had to get rid of 4 people because they were simply not interested when it came down to doing actual work. Also, Markus created Minecraft all by himself, but that took him a bit longer than just over 1 month.

Fourth, "a prototype" really means I will be competing against fully functional working games, and I don't have a chance in hell convincing the judges that my inferior prototype, that makes little sense without reading a documentation, is a better game.

Fifth, why exactly do I need help in releasing my game, especially if it's so great?

Thanks for the questions appel, I'll try to answer them all:

Cash, as in the kind you receive over a wire of some sorts.

First: A contract with milestones for you to finish the game, payment at the start of each milestone. Milestones and payments agreed upon before signing the contract of course.

Second: You own the IP

Third: It's not that hard, unless you go asking people you don't know, on the internet. So do it yourself, purchase graphics and sound and music from professionals with some of the money.

Fourth: You are supposed to hand in documentation/concept description also. Also, we can tell a finished COD-ripoff from an unfinished Braid.

Fifth: So release it on your own in the end, you are not tied up in any way towards us by just applying.

Sixth: You get paid 65k EUR to realise the game of your dreams. (granted, then we take a fair share of the profits, but only on the first title)

Any more questions, just shoot. It doesn't matter if you feel a bit pessimistic.

Demonpants: Looking forward to playing your prototype Smiley
7  Discussions / General Discussions / Re: Game dev competition, win a deal worth 65 000 euros on: 2010-06-24 08:21:06
Yep, Minecraft inspires us like no other game out there at the moment Smiley
8  Discussions / General Discussions / Re: Game dev competition, win a deal worth 65 000 euros on: 2010-06-19 12:33:51
Thanks, fixed it.
9  Discussions / General Discussions / Game dev competition, win a deal worth 65 000 euros on: 2010-06-18 09:10:50
We have launched a competition called Make 'em Up. You can win a deal worth 65 000 euros.

Submit a concept and a prototype, it's that simple.



Read more: Make 'em Up

I'll stick around for any questions you might have.
Are you a member of another game dev forum? Please consider spreading the word.
10  Discussions / General Discussions / Re: Geting started in game programming on: 2010-05-05 19:41:00
Use this: http://www.interactivepulp.com/pulpcore/

It's lovely.
11  Java Game APIs & Engines / jMonkeyEngine / Re: Help!!!!! on: 2010-01-29 12:03:16
It seems you need to update your graphics drivers. Can you run any of the demos?:
http://www.jmonkeyengine.com/movies_demos.php

I would recommend you go check out the jME forums also:
http://www.jmonkeyengine.com/forum/
12  Games Center / Featured Games / Re: Planet M.U.L.E. on: 2010-01-14 18:22:54
Yep, correct.
13  Games Center / Featured Games / Re: Planet M.U.L.E. on: 2010-01-13 20:42:46
It's Turborilla, not zilla Smiley
14  Games Center / Showcase / Mad Skills Motocross on: 2009-09-29 06:08:09
Mad Skills Motocross was released a while ago, but I forgot to add it here until jojoh emailed me.
Any and all feedback on game, copy and website is very welcome.




Hype:
Quote
Mad Skills Motocross is a game that brings back fond memories from the good old days. Not via ”retro” graphics, but by sheer joy and playfulness. Mad Skills Motocross is meant to be fun, quick and deep.

Unlike most other sidescrolling motocross games, Mad Skills Motocross is not about puzzles and obstacles. It is about racing against the computer or against friends. Getting to the finish line in the shortest time possible is the primary goal, while pulling off backflips, frontflips, wheelies and more is the secondary goal.

The gameplay of Mad Skills Motocross has a smooth and heavy feeling enabled by a custom in-house physics engine optimised for vehicle-avatar interaction. It has the best physics and gameplay feel of all motocross/enduro games, according to most of the 35 beta testers, and they have played them all.

You will collect achievement-like stars for tricks. You will get power-ups that might seem silly and useless at first. But these power-ups will be very useful once it ‘clicks’ for you and you figure out when and how to use them.

Trailer: http://www.youtube.com/watch?v=7_9dt0cDFsw

Website: http://www.MadSkillsMotocross.com/
Press release: http://www.MadSkillsMotocross.com/press
Media kit: http://www.MadSkillsMotocross.com/media-kit

15  Discussions / General Discussions / Re: CALLING ALL GAME DEVELOPERS - SHOW YOUR GAME AT JAVAONE on: 2009-05-11 13:39:07
Game Name: Mad  Skills Motocross
Platform requirements: A gamepad, preferably.
Description: Motocross with awesome physics
Developer's Name: Turborilla
Screenshot(s):







Video:
Mad Skills Motocross gameplay video (youtube)

Release date: Soon
16  Discussions / General Discussions / Article on v-sync and timing on: 2009-04-06 14:47:07
The always hotly debated subject has been blessed with yet another article, written by Peter here at Turborilla.

It's a bit different to many other articles in that it takes a more analytical approach, which is good because this issue should be settled early in a project.

Anyway, what do you think of it?

http://turborilla.com/developer-diary/timestepping.html

One of the described approaches really did wonders for Mad Skills Motocross, improving it immensely on slower computers.
17  Java Game APIs & Engines / Tools Discussion / Re: Ardor3D 0.4 released on: 2009-03-28 08:04:22
Congrats on the release Renanse.

I'm watching this project closely and have high hopes for it. Best of luck.
18  Java Game APIs & Engines / JavaFX / Re: JavaFX coding challenge ($$$) on: 2009-03-28 07:57:39
You're wrong
19  Games Center / Archived Projects / Re: Turborilla Developer Diary on: 2008-10-02 07:32:43
Sorry for necroing, but Turborilla has finally published a new entry in the Turborilla Developer Diary and that quite doesn't deserve a new topic.

Not much has happened development-wise, but a lot in other areas. Turborilla has hired! Read all about it here: Smiley

October -08 : Distractions

20  Java Game APIs & Engines / OpenGL Development / Re: problems in 2.5d on: 2008-06-16 14:36:24
Don't use ortho, look up something called "parallel projection".
21  Discussions / General Discussions / Re: Valve's vector text rendering method on: 2008-04-21 08:19:38
Very interesting.
Would you mind posting a screenshot of smaller text rendered with this method?
22  Games Center / Archived Projects / Re: Turborilla Developer Diary on: 2007-11-05 14:52:42
Quote
Award stars for stunts of different types and brilliance - 1 to 5 stars.

I like that. I realised, once it was implemented, that my current design is not very rewarding. I'll have to think about the "challenges" a bit more.

Quote
Looks like a child could use it.

Thanks. That was my main goal with the editor.
23  Games Center / Archived Projects / Re: Turborilla Developer Diary on: 2007-11-01 07:56:04
Thank you. Glad you like it.

Quote
but beta testers should get the game for free...
Certainly. Was it the sign-up-text at the bottom of the entry that led you to believe that the beta testers would have to pay 50% of the price? If that is the case I might have to change that.

24  Games Center / Archived Projects / Turborilla Developer Diary on: 2007-10-31 16:27:38
Turborilla (me) is currently developing the game Mad Skills Motocross, and you might be interested in checking out the developer diary. It's a monthly thing and has been going for five months so far.

I am using jMonkeyEngine for the graphics and a bunch of other stuff you can read about in the diary entries. The latest entry (November) is all about the level editor, and has some screenshots and a video.

find them all here: http://turborilla.com/developer-diary/

Any questions? Fire away, I lurk in this forum daily Smiley
25  Discussions / General Discussions / Re: Distributing casual java games on portals on: 2007-01-23 15:00:31
My understanding of DLL's is limited, please help  Wink

So if I have a starter.exe that starts the included JVM and my game, can starter.exe then be wrapped and I can still make calls from Java to the JNI DLL's which in turn call the DRM API? In other words: Any DLL on the machine could potentially call the DRM's API, or would that DLL also have to be wrapped?
26  Discussions / General Discussions / Distributing casual java games on portals on: 2007-01-23 09:02:07
I'm currently developing a game in Java which I would like to be able to distribute on the casual game portals (big fish, real, reflexive, etc..). Nearing completion, I'm starting to worry about what Java needs to maximize profit on portals.

For example, the portals' DRM solutions. How can we (java games developers in general)  make use of all the tips provided in this thread?: http://forums.indiegamer.com/showthread.php?t=7647

What we would need is a way to wrap java games with the most common DRM solutions, and access their APIs from within java to implement effective nagging techniques.

Just to be clear: I am not worried about people stealing my stuff, I'm worried about not being able to use nagging in my games when distributed on portals (like those developing in C++ are able to).

Any thoughts?
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