Java-Gaming.org    
Featured games (81)
games approved by the League of Dukes
Games in Showcase (487)
Games in Android Showcase (110)
games submitted by our members
Games in WIP (553)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 7
1  Discussions / General Discussions / Re: Why You Might Want To Consider Java For Your Next Project on: 2011-07-08 00:58:10
Yeah I agree, poorly purposed. Although he admits in the article that he forgot to mention who he was speaking to:

"... unfortunately, I stupidly left out the real target audience for my article: hackers and hobbyists"

Just thought we should mention some positives. For some reason it was ranked high on Hacker News so it got some views because of it.
2  Discussions / General Discussions / Why You Might Want To Consider Java For Your Next Project on: 2011-07-07 18:19:32
http://www.gamasutra.com/view/news/35700/Opinion_Why_You_Might_Want_To_Consider_Java_AndOr_Clojure_For_Your_Next_Project.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraNews+%28Gamasutra+News%29

This is an article on Gamasutra, maybe we should back him up the comments have not been too positive.
3  Games Center / Featured Games / Re: Minecraft on: 2010-08-06 18:07:10
Heh that was hilarious, I agree he doesn't propose anything of use. Although I have run across a solution, a resource-based economy. Much like how people manage their resources in Minecraft. A resource-based economy has a central computer manage the earth's resources. Instead of relying on money to divide up resources (which as u can see has been great  Roll Eyes )among people, we would allow technology to let every person have access to everything they need. Money was great back then, but its outdated.

Anyways, keep up the great work on Minecraft. Its a great inspiration for me to finish VE.
4  Discussions / General Discussions / Mario AI comp winner on Android on: 2010-06-28 17:36:00
http://www.youtube.com/watch?v=_pf6XZge_Mo&feature=player_embedded

I thought you guys might find this cool, it uses notch's famous Mario code and the winner's AI entry.

Here's the thread where its from:
http://forum.xda-developers.com/showthread.php?t=710647
5  Java Game APIs & Engines / Android / Re: Virus Effect on Android - (Beta Released) on: 2010-04-25 09:43:22
Just released an update, its now v0.9

The major change was that it works with all screen sizes now. So I would appreciate it if everyone tried it out one more time and see how it runs.

Also new episode, sounds, and newish enemies. Hope to start working on the full version soon.

Edit: I think I fixed the force close issue.
6  Java Game APIs & Engines / Android / Re: G-Ball (Released) on: 2010-04-25 02:25:26
Good to hear, and thank you. I just send it to my website, and it handles the storing. I haven't set anything up yet to view the scores on a website yet.

Everyone be sure to rate it. Not many people rate it out of the thousands that have downloaded it.
7  Java Game APIs & Engines / Android / Re: G-Ball (Released) on: 2010-04-24 15:32:08
Issue: I just got an e-mail from someone with a HTC Desire, which is a 480x800 WVGA screen. Its the same as the Nexus One, and has the same black band issue. If anyone has those phones, I would love to hear how it looks on your  phone. I have no idea what the problem is, EgonOlsen do yo think it has to do with the 16 bit request not happening?

@Polyclef - Thanks, I'm glad you liked it. It definitely works nice on the Droid. I'll put my numbers up once I put out the next update.

@teletubo - I'll look into those methods for speeding it up. On the smaller resolution phones it definitely seems a bit fast. I tried scaling the map at run time so it can look the same as the screenshots, but it would just run slower due to the scaling of all the images. I was thinking of putting in all raw images resized which would make a bigger file size, but that would still mean it would have to draw even more images if I don't use one of your methods. I'll keep trying different things.

Oh, it picks a random stage every time you play, so since the Lite version only has 2 levels (3 if you get gold on first 2) it appears to go backwards. To view the highscores you have to submit a score then you can see the highscores for that game type. I have a stage select and a highscore viewer on my todo list next.

Thanks for all the testing guys.

Edit: For added difficulty the only 480x800 WVGA screens in the US are the Nexus One, and the Droid Incredible which is unreleased. And Nexus Ones aren't at carrier stores to try out...
8  Java Game APIs & Engines / Android / Re: "Pocket Empires" Spam on: 2010-04-24 05:01:04
They're not gonna stop because they're benefiting from it.
9  Java Game APIs & Engines / Android / Re: "Pocket Empires" Spam on: 2010-04-24 04:16:56
Yeah I've noticed that too, I always remove it. I'm starting to wonder if Google even logs that it was "marked" as spam...
10  Java Game APIs & Engines / Android / Re: G-Ball (Released) on: 2010-04-24 01:36:00
Can anyone confirm a Nexus One issue with the game, "a black band in the middle of the screen"?
11  Java Game APIs & Engines / Android / Re: G-Ball (Released) on: 2010-04-23 20:20:47
Okay, I added the code. Does this affect other phones, so should I check for which type so as not to affect others? I tested it on the G1 and Droid and it runs the same so I'm assuming not.

Thanks for testing, I guess I'll update the game as soon as I add in at least one more noticeable change to the game. Most likely a level for full version.
12  Java Game APIs & Engines / Android / Pac-Ball (Released) on: 2010-04-23 18:26:41
Finally finished my side project Pac-Ball. A tilt device game styled off of pacman. Collect all the white dots as fast as you can while avoiding the android bots.

Right now there are 28 stages in the Lite version 26 of which you have to unlock by earning Android Points. Destroy any of the android enemies to receive an Android Point.

The Full version right now has 28 stages unlocked and is Ad Free.

There are Global and Local high scores, three game modes Classic, Survival, and Gate. In Classic there are three difficulties. In Survival you try to stay alive for 45 seconds with the game on the Hard difficulty. Gate mode has you going through the map lighting up all the gates to win.



I just bought a G1 from one of my friends, and the game is playable on that phone. So it should work on any phone, runs the best on the higher end phones. If you see any issues tell me on here Smiley
13  Games Center / Showcase / Re: The Pomplets ! Desktop/ Android (Test request !) on: 2010-03-18 18:46:29
Just tried the game on my Droid, and it works great. The sizes of the buttons and timers and level choosing screen might be nice to have bigger, but it was still usable. Resizing is something I have yet to do on my game.

The game play was good over all, but it seems like some power ups were missing. I don't know what they would improve but they would be cool to see. Also an achievement system would definitely increase replay value, for instance less then 5, 10, and 20 walls touched, no walls touched. Maybe a pomplet customization screen to reward the player and some stuff to purchase other than levels. That way they don't have to see the same dude over and over. These are just some suggestions, great job on it.
14  Java Game APIs & Engines / Android / Re: Virus Effect on Android - (Beta Released) on: 2010-02-18 19:07:22
Released v0.8 last night. It now has High Scores after each episode. Although there is only one episode still. Also changed up the spawn room which will be player's home base.

We're getting pretty close to version 1.0 which will have inventory and shops. So there is not too much left to add. But the biggest thing I have yet to complete is the map editor. I'll be working on that before the other game features.

I also added blacked out borders, so now it looks cleaner. I'll put up screen shots once I update the applet version to have all the new additions.

Edit: Applet version ready, and has scores. I'm keeping them separate from Android phones though.



15  Java Game APIs & Engines / Android / Re: Imperium Mini on Android (Released) on: 2010-02-09 06:22:34
Well I'm glad you figured out the issue because I don't see your game available on the android market. Must be a location issue, I'm in the U.S.
16  Java Game APIs & Engines / Android / Re: Imperium Mini on Android (Released) on: 2010-02-08 19:02:35
Nice job on 1.0.0, i'll give it a spin later today and tell you the results.
17  Java Game APIs & Engines / Android / Re: Virus Effect on Android - (Beta Released) on: 2010-02-07 01:16:48
I put out update v0.7 today for Android, I would love to hear any feedback about it if you have some. There are now three control schemes.
-Keyboard
-Multi-touch
-Tilt to move (accelerometer)




There are complete instructions now for each controls scheme, although it probably still looks bad on phones that aren't Nexus One or Droid. I hope to get a hold of a smaller screen phone soon. I went to the Android Developer Lab in Austin, and I got a free Motorola Droid, which is what I already have. But I will be doing multi-player with it, after VE is out of Beta.

I also added simple interaction to the main menu, with a level in the background. Later on I'm gonna implement features like touching objects and dragging them. So you'll be able to fling enemies and objects around. And probably develop a mini game in the menu where you'll get enemies to chase where you tapped for a purpose.




I also did some major optimizations and I still have one significant optimization left to do. I ported the optimization to the Applet version and it runs much nicer.

Applet Android Version
18  Games Center / Featured Games / Re: Virus Effect (2D Platformer RPG Shooter) on: 2010-01-18 06:37:19
Hey guys, I wanted to dust off this thread and tell you of my latest VE progress.

Since I was working on the updated physics engine I also got an Android powered phone. I began porting VE to it, and released an early beta version on the Android Market. It uses the new physics engine, along with OpenGL ES runs great on my Motorola Droid. After a few updates I started porting back that version the desktop, since the gameplay was further along then my Physics Demo.

Here is what I have so far: Android Version in Your Browser

Right now it doesn't have all the features on it yet, that the phone has. But I plan on implementing same saves for both version later on. This will allow players to take their progress with them on their phones. Come back and continue playing on the web, or just keep playing on whatever they want to play it on.

I'll keep you guys posted.
19  Java Game APIs & Engines / Android / Re: Virus Effect on Android - (Beta Released) on: 2010-01-18 05:46:52
Okay for all of you guys that don't have an Android Powered device, I just finished up the early Android Version of VE for the Browser!

Later on I will be storing all Android and Web saving on the site database therefore you will be able to seamlessly play the same VE on the web and anywhere else with your Android phone.

I'll keep you posted here.

Features Missing From Web Vers. that are in Android Vers.:
-Main Menu
-Options
-Stat Screen
-Saving
20  Java Game APIs & Engines / Android / Re: Virus Effect on Android - (Beta Released) on: 2010-01-14 02:20:05
Yeah since its using the new physics engine I've been working on, its not really tile based anymore. Free roaming points, so the map files aren't the same.

Yay, just released third update. It has Episode 1 now. It might be a little short, I'll probably add a few more rooms in the next update plus Episode 2 of course.

So what do you guys think of the multi-touch now, those with 2.0 and up phones?

Next update will include a finishing episode screen that will tell you the amount of enemies killed, time, and credx gained. What else should I work on, I do have a list, just want to hear if any of you have suggestions.
21  Java Game APIs & Engines / Android / Re: Virus Effect on Android - (Alpha Released) on: 2010-01-13 03:02:25
Did you look up Virus Effect LITE? I didn't put any restrictions on it.

I'm almost done with the first episode, its pretty hard with no map editor. I'm basically using a calculator and placing all surfaces, items, enemies, and textures in by hand in script. I started an editor so hopefully I can get it done asap.

Yeah, I should have put it up here for testing before putting it out. But I thought the Android section was pretty much dead since there weren't any posts for a while. Plus at the time I didn't know you could give it out just for testing, since its my first app. Cool part is I started working on it on Dec. 15, 09. Heh, pretty good for less than a month.
22  Java Game APIs & Engines / Android / Re: Virus Effect on Android - (Alpha Released) on: 2010-01-12 00:38:28
Thanks for testing, the virtual d-pad actually has corner buttons so you can jump and move to the right. I'll add arrows to it, so its more noticeable. I might later on be adding accelerometer movement, so basically tilt to walk either right or left. But that seems kinda off when your trying to shoot at the same time. I'll test it out and see if its useful.

Thanks for the control suggestion, but i think that would make it a completely different kind of game. I just fixed a big issue with moulti-touch as well, so everyone with Android 2.0 and up can play it easier.

Yeah right now there aren't any instructions and no point to the game yet. But the next update will include at least a few rooms, possibly episode 1 heh if I don't jump the gun and release what I have so far. Smiley
23  Java Game APIs & Engines / Android / Re: Virus Effect on Android - (Alpha Released) on: 2010-01-10 13:52:08
Time to annoy some people Smiley Just put out an update, fixes the keyboard issue. Added the options I mentioned. And hopefully got a little speed up. Check options for more speed ups.

The next update i'll be working on will be content, and more controls stuff.

Pre-Update:
2 out of 5 stars
169 total downloads
115 active installs (68% kept it)
24  Java Game APIs & Engines / Android / Re: Virus Effect on Android - (Alpha Released) on: 2010-01-10 07:36:29
@Ranger: I'm just happy you said it plays okay on the G1, next update will have options to not show map layer textured. Hopefully this will speed it up some. And I'll be adding support for trackball aiming as soon as I can. But for now you can use the keyboard's d-pad for moving, and the screen for aiming. Be sure to open it during the game, haven't added the complete keyboard recognition.

Yes multi-touch is not supported on Android 1.6, I had to redo a piece of the code to make both multi-touch and non multi-touch work. Also about to put in smaller controls as well.

@BoBear2681: I use both the the circle and the whole screen to aim. I'm gonna add another option to just get rid of the circle, and with the smaller controls it will be easier to aim. I was expecting the reviews to be bad, but I hope to pump out updates often so everyone would re-review.
25  Java Game APIs & Engines / Android / Re: Virus Effect on Android on: 2010-01-10 03:54:27
ITS OUT!

Finally... although its still no where near done. Lol but I couldn't wait, heh.

Leave me feedback here.
26  Java Game APIs & Engines / Android / Re: Virus Effect on Android on: 2010-01-06 23:45:46
Well I just tested on a g1 avd and visually it runs fine, so no 3d issues here. But I am getting some force closes issues with the onTouchEvent() method java.lang.VerifyError on the line with queueEvent(new Runnable(){... for the GLSurfaceView.

Otherwise it should work fine once i fix the bugs. I just added a quick keyboard support, which removes the virtual controls, and you aim using the whole screen.

Edit: Well I got the touch event working, but I had to completely comment out all the moulti-touch code. And android.os.Build.VERSION.SDK_INT didn't help.

Edit2: Okay I got both multi-touch and touch working on separate devices. So now Android SDK 1.6 and up should work.
27  Java Game APIs & Engines / Android / Re: Virus Effect on Android on: 2010-01-05 23:57:04
Thanks for the interest.

@Demonpants: I probably will be porting it to Iphone provided this version gets a good response.

@Mr. Gol: Right now the controls are two touch points, one for the bottom left d-pad. And another for either the circle for aiming, or just touching anywhere else on the screen to aim. I switch back and forth from the two aiming styles, so they're both pretty useful.

I'll be adding trackball support, keyboard support and a whole bunch of other combinations like swapping which side the d-pad and the circle are on.

@Ranger: Not sure about this yet, I think the only reason why that might be a yes is the hardware accelerated code that I use. But I can easily check for that, and use non hardware accelerated code. Its already in there, just have to flip the right switches. Although I don't know how smooth it will run, but I plan on having an option to show or not show map layer images. Basically just have boxes instead.


28  Java Game APIs & Engines / Android / Virus Effect on Android - (Beta Released) on: 2010-01-05 13:24:30
Hey guys I got a Motorola Droid back when it came out in November, and I have been porting Virus Effect onto the Android Platform since mid December. It'll be my first app on the Android Market.



It uses OpenGL ES, and multi-touch for controls. Its still got a ways to go, but i'll be needing some testing for it soon.

To Do List:
  • Enemy Attacks
  • Reload Bar - Ammo Count
  • Text
  • Saving/Loading
  • Main Menu
  • Level Up Choose Stats
  • Sound
  • Game Content - Maps
29  Discussions / Miscellaneous Topics / Re: Wasting my life programming ? on: 2009-12-25 08:22:25
On topic, I spend a lot of my time programming. I don't see it as a waste of time, I see doing anything other than your passion a waste of time. Life is too short to be doing something you don't love doing. And we have the luxury of making money with our passion. Most people end up calling their passions hobbies because there is no way to get money out of it.

Off topic, in the world we live in everything revolves around money. Commercial games are designed to be fun/addictive so you spend your money on them. TV is designed to be entertaining/addictive so you see all the advertisements they pass. Books that are published are ones thought to sell well. The sooner everyone realizes that everything mainstream revolves around money the more informed your decisions can be. Don't be surprised when you or your friends are addicted to any game, sport watching, tv watching, its designed to do just that.

Why do you think Apple designs their devices to not have removable batteries? Why do you think Nintendo comes out with so many hardware upgrade peripherals? Money (Too many off topic examples)...

If your making a commercial game, and you're not designing it to appeal to as many people as possible or entertain your target audience, then you're doing something wrong. Good thing our passion can make us money, some don't have that luxury, and most others don't even know what they love to do, which is worse.
30  Games Center / Featured Games / Re: Virus Effect (2D Platformer RPG Shooter) on: 2009-12-04 23:11:17
Cool, thats definitely great to hear. Yeah there are a lot of things you can do that aren't necessarily intuitive. Things to try:
  • First gun you spawn with is a chainsaw, basically hold down shoot and stick in walls/items/enemies.
  • There is now a fall damage.
  • Scroll or Q to switch between two equipped guns. Z to drop current one. S (crouch) to pick up a gun.
  • Use the grappling hook to fling the "enemies" around.
  • Grenade Launcher and Flamethrower are fun to play around with.

Once we get the built in map editor and animation editor done we can fully create a proper demo to mess around with.

The video wasn't done by me, it was done by the Level Designer's online buddies. He is going to make another one once we get done with the next gen version. I'll pass on the kudos.
Pages: [1] 2 3 ... 7
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

CopyableCougar4 (23 views)
2014-08-22 19:31:30

atombrot (34 views)
2014-08-19 09:29:53

Tekkerue (30 views)
2014-08-16 06:45:27

Tekkerue (28 views)
2014-08-16 06:22:17

Tekkerue (18 views)
2014-08-16 06:20:21

Tekkerue (27 views)
2014-08-16 06:12:11

Rayexar (65 views)
2014-08-11 02:49:23

BurntPizza (41 views)
2014-08-09 21:09:32

BurntPizza (31 views)
2014-08-08 02:01:56

Norakomi (42 views)
2014-08-06 19:49:38
List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08
java-gaming.org 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‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!