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Offline dishmoth
« Reply #30 - Posted 2011-12-16 10:39:15 »

So I think you could use the dpad without problems, and remove dependency on the touch screen by default.

I've been scratching my head over this.  Apart from the PlayStation phone, I didn't know that any had a dpad.  And I've only seen a few that have hardware keyboards.  There's not some kind of onscreen dpad support built into the OS is there?!
Huh
How embarrassing.  Android has turned me back into a newbie.
Simon

Offline bobjob

JGO Knight


Medals: 10
Projects: 4


David Aaron Muhar


« Reply #31 - Posted 2011-12-16 11:45:07 »

My opinion in regards to android Dev:

Because Im used to using LWJGL, I program in android directly. I find that the OpenGL handling is relatively similar. Also because android handles ogg natively, It means that you dont really need to learn any 3rd party libraries.

Its easy enough to handle touchscreen events (Activity class), as its not that different to mouse events in java (Applet class).

One other thing that may surprise a new developer is how android resets that application on orientation change, you just need to setup a few lines of code in the xml file (there is heeps of examples on the net) to make your application work like a solid game without any surprising behaviour.

My Projects
Games, Webcam chat, Video screencast, PDF tools.

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Offline yuma

Junior Devvie


Medals: 2
Projects: 1


Monkeys are listening


« Reply #32 - Posted 2011-12-16 12:04:59 »

Impressive game! I love it!

Some feedback in return. I found damn complicated (almost rage-infuriating-quitting complicated) fourth screen in second dungeon. It took me a while to figure out what to do.

BTW I finished second dungeon. I must be really bad at it because it gave me only one star as a hero :'-(

--- LOG ---

Completion time: 2139.1 seconds
Number of deaths: 33
"DUm2Jss9RiyGZM5Nb39SjwGZnULew0SlzWXq5eexBpj2Hsp7NzvCTl1JZ97Qj6EXlIJcsZRjxoVq40bxBJh0FtnAL9tHRozOXx5 Td2BbjYHfpBNoxzTr1PZy7Pf3DclBJbrFPhxNVn3Rby9Yh1FdnALlvyRpzKXw5Od1BajAHbpDNfvMTn1PZv7Uf7Dbl3JgrAPnxG Vs3Lbz9Th6FcnBLgtJRlzNXs5WdyBZjJHepFNlvITu2nZx7Rf6Djl9JfrHPkxLVq3Qbx9Xh1FenKLjtERoziXq6idzBTj2HlpCO RvJT11RZb7VfxDdl4JhrGPqxGVt3Lb29Uh5FdnCLdtHRlzMXq5TdyBaj1HfpCNnvJTr1NZ07df3DblAJcrFPkxMVn3Rbx9ZhlFd n9LmtHRpzKXu5Pd5BXjCOIs"

--- /LOG ---

And also the first dungeon. This time 3/5 hero. Not so bad :-)

--- LOG ---

Completion time: 639.6 seconds
Number of deaths: 14
"p6NevITl1RZs7nfzEwl6JbrBPhxIV43Mbt9UhzFYnSLhtTRoznXv5fdwBnj8JEpFPMvMV01Re98ZfjFdnFKmrBP"

--- /LOG ---

Games published by our own members! Check 'em out!
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Offline dishmoth
« Reply #33 - Posted 2011-12-16 14:08:32 »

Impressive game! I love it!

Some feedback in return. I found damn complicated (almost rage-infuriating-quitting complicated) fourth screen in second dungeon. It took me a while to figure out what to do.

BTW I finished second dungeon. I must be really bad at it because it gave me only one star as a hero :'-(

Fantastic!  It's really interesting for me looking at the logs and seeing which rooms you spent your time in.  (You clearly had a lot of fun with the sliding pathways near the end of the second dungeon! Grin )  Sorry about the fourth room (the one with the statues).  The puzzles have to be challenging, but I hope you didn't find them unfair.

The way I see it, anyone who completes a dungeon is a hero. Cool  The stars ratings are to give people an excuse for playing the dungeons over again if they want to.  I would've said that it would be pretty difficult for someone to get more than two stars on a dungeon on the first time through, so maybe I need to adjust the scoring on the first dungeon.  (Don't worry, I'll let you keep your three stars.  You earned them. Wink )

Simon


Offline Nate

« JGO Bitwise Duke »


Medals: 158
Projects: 4
Exp: 14 years


Esoteric Software


« Reply #34 - Posted 2011-12-16 21:20:17 »

Something I've been meaning to ask:  Is there a good argument either way for using libgdx rather than dealing with Android directly for this project?  As you say, there's not much more to it than drawing a bitmap and reading inputs.  I'll almost certainly use libgdx for any future Android stuff, but I'm wondering whether it's overkill in this case.

Any opinions?

(Actually, whichever approach let's me lock to 30 frames-per-sec most easily probably wins. Wink )
Sure, you could do it without libgdx and without OpenGL. libgdx also runs on the desktop though, and that alone is enough for me. Deploying to the phone with no hotswap is a huge time sink.

Offline yuma

Junior Devvie


Medals: 2
Projects: 1


Monkeys are listening


« Reply #35 - Posted 2011-12-22 18:07:31 »

Hey, I was inspired by you isometric view to make my Ludum Dare 22 entry (spam link).

Many people complained about the difficulty of the view point and controls. I guess I still have much (and more) to learn!

Offline kaoD

Senior Newbie





« Reply #36 - Posted 2011-12-31 04:30:12 »

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cargar: clase knight.MainApplet no encontrada.
java.lang.ClassNotFoundException: knight.MainApplet
   at sun.plugin2.applet.Applet2ClassLoader.findClass(Unknown Source)
   at sun.plugin2.applet.Plugin2ClassLoader.loadClass0(Unknown Source)
   at sun.plugin2.applet.Plugin2ClassLoader.loadClass(Unknown Source)
   at sun.plugin2.applet.Plugin2ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at sun.plugin2.applet.Plugin2ClassLoader.loadCode(Unknown Source)
   at sun.plugin2.applet.Plugin2Manager.createApplet(Unknown Source)
   at sun.plugin2.applet.Plugin2Manager$AppletExecutionRunnable.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Excepci├│n: java.lang.ClassNotFoundException: knight.MainApplet


So bad, I played this game back in the compo (I tried to pitch in but started too late) and it was fun as hell. I hope you fix it, I want to try the update Smiley
Offline dishmoth
« Reply #37 - Posted 2011-12-31 16:25:15 »

So bad, I played this game back in the compo (I tried to pitch in but started too late) and it was fun as hell. I hope you fix it, I want to try the update Smiley

Thanks for trying it.  I'm not sure what to do about the exception - the applet is failing before it executes any of my code.

A friend reported the applet not working on Ubuntu with the Sun JRE, but that it was okay with OpenJDK.  Could that be the problem in your case?  What OS/browser are you using?  Can you run other applets okay (and if so, what ones?  I'd like to compare my HTML with theirs)?

I'll upload an executable jar for the game at some stage so that I'm not entirely dependent on applets.  (I'm busy at the moment reorganising the code to support Android as well as PC.)

Cheers,
Simon

Offline dishmoth
« Reply #38 - Posted 2012-01-07 12:53:48 »

For anyone feeling brave or reckless, here's my first attempt at an Android version.

It uses libgdx.  I can guarantee that it won't run on devices prior to Android 2.1 (since that's what I put in the manifest), but that's pretty much all I can guarantee.  I don't imagine it will be playable on large devices (tablets) but feel free to try if you like!

It definitely needs work on the user interface and the application lifecycle (in particular it doesn't save progress yet, which is annoying if you press 'back' accidentally), and the frame rate seems a bit cranky on my phone, but it basically seems to be working.

As ever, feedback gratefully received.

Simon

P.S. Trying out the forum's QR tag...


Edit (14 Feb): Links now point to Android Market.

Offline yuma

Junior Devvie


Medals: 2
Projects: 1


Monkeys are listening


« Reply #39 - Posted 2012-01-07 17:24:45 »

I'd be willing to test the Android version, but can't download the APK file. Is the link broken or is my cell phone?

I'm thinking on moving from LWJGL to libGDX to try making games for Android, is it complicated to port them?

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline ra4king

JGO Kernel


Medals: 355
Projects: 3
Exp: 5 years


I'm the King!


« Reply #40 - Posted 2012-01-07 18:17:14 »

Samsung Infuse 4G, it works fine for me. Fun game btw! Smiley

libGDX uses LWJGL underneath for desktop Wink

Offline dishmoth
« Reply #41 - Posted 2012-01-07 21:09:45 »

I'd be willing to test the Android version, but can't download the APK file. Is the link broken or is my cell phone?
Hmm, it works okay for me, so I don't know what to suggest.  I'll upload to Android Market eventually, so that should simplify installation.

Quote
I'm thinking on moving from LWJGL to libGDX to try making games for Android, is it complicated to port them?
Pretty straightforward, but with plenty of scope for making stupid mistakes. Roll Eyes  In my case, getting the Android "Hello World" example to work was the biggest headache (typos in the Android manifest file can be pretty unforgiving).

Porting the graphics in my case was trivial (basically just Nate's code above).  As ra4king says, any OpenGL stuff should transfer straight across (although it'll be OpenGL ES on Android of course).  I don't know how much of libGDX's 2D/3D frameworks you'd want to use (I haven't really got my head around those bits yet), but of course you're free to just ignore them if you've got code that does the job already.

Reading the code for the demo games is a good place to start in my opinion.

Simon

Offline yuma

Junior Devvie


Medals: 2
Projects: 1


Monkeys are listening


« Reply #42 - Posted 2012-01-07 21:13:32 »

Thanks for the info on libGDX, it sounds really interesting to move into it.

Regarding the link problem, it should be my cellphone... I knew I had to ask Santa for a new one Roll Eyes I'll try to download the APK in my computer and copy to my phone SD.

Offline Apo
« Reply #43 - Posted 2012-01-08 18:07:41 »

Works fine on my Samsung Galaxy S (2.3.3.).

Imho the android version is better. Because now I know which key I have to press to go in the specific direction.
Very well done!
Offline yuma

Junior Devvie


Medals: 2
Projects: 1


Monkeys are listening


« Reply #44 - Posted 2012-01-08 20:50:53 »

I was finally able to play it in my Wildfire! It works great, though sometimes a bit slow (for instance in the rotating-fire room of Dragon quest).

The link error must have been a problem with the previous version of Android as it vanished when I updated it to a newer version.

I agree with Apo, making the corners of the screen control the movement is much more intuitive.

Offline fruitmaze

Senior Devvie


Medals: 3
Projects: 2



« Reply #45 - Posted 2012-01-09 09:51:47 »

It works great on my Android! Good job! The controls are easier to understand now. So it wasn't that difficult to port the game to Android? I'm tempted to try it with my own games now.
Offline dishmoth
« Reply #46 - Posted 2012-01-09 18:57:10 »

Thanks for trying it, guys!  It's a really nice surprise that it's working as well as it is (so far persecutioncomplex ).

Quote from: fruitmaze
So it wasn't that difficult to port the game to Android? I'm tempted to try it with my own games now.

Seeing something you've written appear on the phone's little screen makes all the effort worthwhile. Cool

For what it's worth, the only things I needed to change to port the game to libGDX were:
- File loading (very straightforward)
- Sound (much easier than in plain Java, although I've run into some bugs dealing with OGG files)
- Controls (just replaced keys with regions of the touch screen)
- Game loop (hmm, bit of a hack but it seems to be holding up okay)
- Application lifecycle stuff (took a few attempts, but it's just a few lines of code in the end)
- Graphics (trivial in this case, especially with Nate's code to copy)

Simon

Offline Nate

« JGO Bitwise Duke »


Medals: 158
Projects: 4
Exp: 14 years


Esoteric Software


« Reply #47 - Posted 2012-01-09 20:13:41 »

I was finally able to play it in my Wildfire! It works great, though sometimes a bit slow (for instance in the rotating-fire room of Dragon quest).
Wildfire is about the worst Android phone (sorry), so the game is probably ok everywhere else.

I'm traveling but will try it soon! Smiley

Offline Sultan_GS

Senior Newbie





« Reply #48 - Posted 2012-01-18 21:25:33 »

I rage quit'ed when I drowned in lava Tongue It is a pretty good game the controls are a bit wacky but besides that it is pretty cool and has quite a bit of potential.
Offline dishmoth
« Reply #49 - Posted 2012-02-04 08:37:45 »

Update:
  • Game progress should now be saved automatically (using cookies for the browser version).
  • The Android version is more polished (still in need of thorough testing though).
  • Assorted tweaks to dungeon difficulty.
Cheers,
Simon

Offline dishmoth
« Reply #50 - Posted 2012-02-16 07:34:25 »

Now on Android Market.  Links above updated appropriately.

Offline dishmoth
« Reply #51 - Posted 2013-05-13 20:22:22 »

Some time later...

Update: Dungeon Number Three is on its way!

I'm finally close to adding a new dungeon to the game.  Yeah, it's been a while. Wink

If anyone is kind enough to try it out for me, the dungeon beta is here.  But if you haven't played the game before, it's probably more sensible to start with the full game (without the new dungeon): Applet or Android.

The new dungeon is a bit bigger than the old ones.  And harder?  Tell me what you think! Grin

Cheers,
Simon

Offline dishmoth
« Reply #52 - Posted 2013-07-14 09:28:25 »

New version released!  The game now features an astronomical number of dungeons (three to be precise).

Applet / Android

(Four posts in a row...  I think that means the next one has to be my last if no one else replies.  I guess I'd better save that post for the next dungeon announcement - about a year from now at the current rate. Grin )

Offline dishmoth
« Reply #53 - Posted 2013-08-30 10:02:27 »

Update: Now on Ouya!

Offline tdegroot96

Junior Devvie


Projects: 1



« Reply #54 - Posted 2013-08-30 11:09:14 »

Awesome game, unique controls and perspective! Tongue
Online SHC
« Reply #55 - Posted 2013-08-30 11:43:16 »

Applet not working for me.



32 bit Windows 8 Pro, Google Chrome 26 and Java JDK 7 update 21

Offline dishmoth
« Reply #56 - Posted 2013-08-30 19:49:51 »

Applet not working for me.
Serves me right for using Applets. Roll Eyes

One of these days I'll have to see whether libgdx can spit out an HTML5 version that works more reliably.  (I'm assuming that far more people come across the Android version these days, so the browser version is low priority.)

I don't know what the problem can be, other than just the general rubbishness of Applet plug-ins.  It works for me on Chrome (JRE 7 update 25) but I've never tried on Windows 8.

Ah well, thanks anyway for giving it a try. Smiley

Offline namrog84

JGO Ninja


Medals: 46
Projects: 4


Keep programming!


« Reply #57 - Posted 2013-08-30 23:17:26 »

I am on windows 8
Chrome v29
JRE 1.7_09 x32
JRE 1.7_25 x64

and some other JDKs setup of 1.6 and 1.7,  not 100% sure which one my chrome is pulling from because I've mucked with my %PATH env var's sooo much



Works fine for me in applet


"Experience is what you get when you did not get what you wanted"
Offline dishmoth
« Reply #58 - Posted 2013-08-31 08:49:13 »

Works fine for me in applet

Part of the joy of Applets is their unpredictability. Roll Eyes

Thanks for testing!  That's at least one thing that the world can't blame Windows 8 for. Wink

Offline Herjan
« Reply #59 - Posted 2013-08-31 20:47:15 »

Wait, you are still developing this after such a long time??? I (w/c)ould never do that, (I always want to start over again and program it even better than before). But amazing you can!

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