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 on: 2017-04-29 04:12:04 
Started by theagentd - Last post by CommanderKeith
Dynamic terrain and unit blocking is tough. Maintaining the navigation mesh with this is hard.
Will you also incorporate fog of war or line of sight?
If so, you can make units follow dumber paths that explore as they go. This has the benefit of cheaper incremental computations. Riven recommended this to me when I investigated the path finding problem.

Cool pictures by the way  Cool

 on: 2017-04-28 22:37:28 
Started by ThePumkinMelon - Last post by CopyableCougar4

Try changing the render lines to this order.
Also, check out this post:

 on: 2017-04-28 21:55:50 
Started by Gornova - Last post by sarcastibots
Hi nice game. Overall I'd say the level design is good I like that you don't try to introduce all they types of objects to the player at once. Also, I think the art works for this game; I had no trouble figuring out that the red spidery things are mines/bombs, and generally determining what's what. So you need to re-evaluate your artistic skills  Tongue.

A couple of bugs/fiddly things
There doesn't seem to be a red door-key inventory. that is to say if I pick up 1 key I can open 1 door, if I pick up 3 keys I can open 1 door. This is problematic on the level with 3 doors that need red keys.

I have trouble entering narrow corridors like the one in level two leading from the start location to where the red key is. The character get's off by 1 block and the typical character step is 2-3 blocks; so after moving up/down I'm now off by 1-2 blocks in the opposite direction. I have the same issue with the door on level 2, and probably other places.

I second meva's comment about not wanting to play every level from the beginning again. I'd settle for something that lets me try the last level I was on over again, and resets when the game closes.

 on: 2017-04-28 21:07:56 
Started by ThePumkinMelon - Last post by ThePumkinMelon
If anyone need's more info just ask  Grin

 on: 2017-04-28 20:55:37 
Started by gurkenlabs - Last post by gurkenlabs
We've created a timelapse video of the development process.
Have fun watching it Grin

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

 on: 2017-04-28 18:54:34 
Started by BurntPizza - Last post by FabulousFellini
Here's my setup:

JK that's from Silicon Valley.  But it surprises me to see a pack of cigs on his desk.  His character does not smoke, but he must smoke in real life lol.

 on: 2017-04-28 18:01:48 
Started by BurntPizza - Last post by J0
You know what's even better than one giant monitor?

... two giant monitors.

 on: 2017-04-28 17:02:49 
Started by avt232 - Last post by SteveSmith
What questions are you asking them?

 on: 2017-04-28 15:19:04 
Started by avt232 - Last post by avt232
OK I suggest we have a chat with whoever else is interested in one or two weeks to plan how we'll do this.

Hopefully the owners of jxpilot will have got back to me by then. Smiley

 on: 2017-04-28 15:15:25 
Started by BurntPizza - Last post by princec
Indeed, one giant monitor would be better than two smaller ones but for most of us that's a slightly expensive luxury Smiley

Cas Smiley

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2017-04-27 17:45:51

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List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05

SF/X Libraries
by SkyAphid
2017-03-02 06:38:56

SF/X Libraries
by SkyAphid
2017-03-02 06:38:32

SF/X Libraries
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2017-03-02 06:38:05

SF/X Libraries
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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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