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Pages: 1 ... 6 7 [8] 9 10
 on: 2015-04-14 14:57:05 
Started by yumsoup - Last post by yumsoup
Just fixed it. Thanks for the heads up  Cheesy

 on: 2015-04-14 14:54:14 
Started by yumsoup - Last post by teletubo
Your Googleplay url doesn't work :/

 on: 2015-04-14 14:51:30 
Started by yumsoup - Last post by yumsoup
I just released Jelly Splat onto the Google Play Store. It is my first full-fledged game made using libGDX. Please check it out! I'd also love to hear any comments you guys have.

Kick back, relax, and SPLAT some Jellies!

The world has been overrun by squishy slimy Jellies! Don’t let their cute looks fool you. These Jellies are dangerous! The longer you survive, the more varied and threatening the Jellies will get. Choose a hero and defeat the Jellies!

☆ Discover all the different Jelly types
☆ Collect and play as 6 unique heroes (with more heroes coming soon!)
☆ Bring your splatting sessions to various worlds
☆ Endless gameplay
☆ Play with friends and family using Google leaderboards
☆ Complete achievements

Google Play URL:

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

 on: 2015-04-14 14:07:32 
Started by robertko - Last post by lcass
Store 3d models
Process into 2d through a frame buffer and store these
Draw it ontop of the displayed frame buffer after everything else or at the desired layer

 on: 2015-04-14 13:52:26 
Started by Mike - Last post by Mike

That rotate is what I performed but after that the forward vector didn't work as it should have. Maybe there is something else that is incorrect as well. I'll continue looking unless someone else has the absolute solution.

I always have the backup if it doesn't want to work Smiley



 on: 2015-04-14 13:37:09 
Started by Mike - Last post by basil_

 on: 2015-04-14 12:54:23 
Started by robertko - Last post by Husk
It's not hard at all. Perhaps it's best to think of OpenGL as only rendering in 3D. The ground would be 3D too, except it's just a flat polygon and is directly facing the camera, giving it a 2D appearance. You then draw your 3D model on top of this.

There are other ways you can go about this type of situation too. @CodeHead has mentioned one way, and may or may not be better for your particular game.

You could also draw everything in 2D, and use lighting effects to fake the appearance of 3D. For backgrounds you could use parallax scrolling.

In the end, your game and target visual appearance determines what approach you take.

 on: 2015-04-14 12:54:14 
Started by robertko - Last post by CodeHead
Just render 3D models to 2D images then use those images in your game. There are limitations to the approach, but that's how it's generally done.

 on: 2015-04-14 12:22:50 
Started by Mike - Last post by Mike

I'm probably missing something obvious or I'm just too tired to think at the moment, but what is the multiply matrix to make a modelview matrix with a 0,1,0 up vector into one with a 0,0,1 up vector?

Background: The Oculus Rift SDK returns a y+ modelview matrix and my game expects a z+ one and while I could calculate it myself based on the roll/pitch/jaw I'm lazy Smiley


 on: 2015-04-14 12:21:22 
Started by Rayvolution - Last post by Rayvolution
I feel as if I need some sort of additions to the game wrt. attacking/defending. Like soldiers and barracks or something.

Cas Smiley

That's actually what I'm working on right now. Cheesy

I'm adding heroes to the game (Automated little villagers who can't work, but defend the village), and the influence tab that will allow you to try to nudge your little guys to do things you want. But by design, it won't always work.

Also going to be adding barracks and basic fighters too, although I'm not sure if they'll make it into this next update.

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2014-08-05 19:33:27 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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