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  G581g  (Read 34318 times)
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Offline kpars
« Posted 2013-05-26 19:05:52 »

Hello all, this is G581G, a game I've been working on for a while now. It's a 2D platformer that aims to give the player the experience, not show s/he the experience.

Here's a screenshot of the original prototype, otherwise named "Project Pixel-Space",

Here's the shitty/incredibly dramatic backstory for the game:
"You are Crewman #392 on the
Starstation Chiron, orbiting the soon-to-be Interstellar Federation's
colony on G581g. You awake one morning to find the Station in ruins,
with almost no signs of life. It is your duty as a Crewman of the
Interstellar Federation to find any survivors, scavenge for supplies and
learn the fate of the station and ultimately restore order so that
the colonization may continue."

I'm the guy doing most of the work on it, but I also have some one else working on some of the storyline and writing for it, mainly because I suck in that field. I'm not using any extra libraries to do this, just Java2D. No flame wars please. I also plan on the game possibly being multiplayer, for co-operative and competitive play, but I suck with networking, so no promises.

Right now, as of September 7th, everything on this thread has been considered a prototype. Right now I'm starting the game from scratch again, in hope to build a more efficient engine.

Offline Vermeer

JGO Coder

Medals: 16

« Reply #1 - Posted 2013-05-26 21:25:44 »

Looks cool.. he/ she even has google glass!

You have not stopped work on the dungeon lord game have you?

I looks interesting, I like to give it a try!

I would also investigate the multiplayer before you code too much.. You don't want a huge refactoring Job.
Offline kpars
« Reply #2 - Posted 2013-05-28 02:26:23 »

Well, sort of.
It's a big update, as I am playing around with GUI stuff.

I'm exploring what all you can do with eye candy!

Here's a screenshot.

I want it to be similar to Portal 2: You can beat the game, and you can still explore tons of custom content later.
> implying that anybody would make content for this game

Here's what I have in mind for the game:

  • A level editor, hopefully. This should be self explanatory.
  • A marketplace, where people can sell items they find in game, along with levels that players create.
  • A fairly deep storyline, that doesn't take over the entire game.

One concept I have in mind is building.
You would have to build your way through to win the game. I also thought about having missions where the player has to set up a camp using what he has, but it depends. I have weird ideas that come to mind and very few of them actually make it into the game.

If I go along with the building mechanic, there are going to be 4 different colored blocks you use throughout the game:
Blue, standard value.
Yellow/Gold, normal value.
Purple, platinum value.
Green, LOADSAMONEY. (Really, I don't have a good name for this value yet)

I am in the middle of setting up a website for the game, so stay tuned!
Also to note, here's the blog I post all of the updates to:

- Jev

Games published by our own members! Check 'em out!
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Offline DeadlyFugu

Senior Newbie

Medals: 3

« Reply #3 - Posted 2013-05-28 02:58:47 »

Sounds awesome!

I was going to make something like this, but then I was like, "Nah, too hard."

Like Vermeer said, if you are considering making it multi player, decide sooner rather than later. Designing a multi player game can be very different from a single player game, and if you try to add it in later it could require you to rewrite heaps of the game.

The fifth item in the screenshots looks like a portal gun Tongue
Offline kpars
« Reply #4 - Posted 2013-05-28 03:20:36 »

Yup, I had that same thought.
I tried basing the design from my last game, and then I colorized it.
Originally I was wanting to make it look like a recolored flare gun from TF2, so that's kinda where it gets its look.

It's actually a potato-gun, hence the 'PO' meter in the HUD.
Offline kpars
« Reply #5 - Posted 2013-06-04 04:04:08 »

I finally know what direction I am going in with this.

I will probably have two game modes:
  • Story Mode - The game itself: Storyline, NPCs, that type of thing.
  • Colonist Mode - More of a 'Space Simulator' type game mode. You get to build your way through, and keep your spaceship running!

Any suggestions?  Clueless
Also, here is where I will most likely put the game:
Offline kpars
« Reply #6 - Posted 2013-06-23 19:24:20 »

Alright guys, I managed to figure out fullscreen support!
Here's what the main menu looks like in it's 1680x1050 glory:

Hopefully I can get a new release with new gameplay soon! Stay tuned.
Offline BurntPizza

« JGO Bitwise Duke »

Medals: 486
Exp: 7 years

« Reply #7 - Posted 2013-06-23 19:54:07 »

Looks nice, keep it up!

One thing though, once (if) you have time, you should consider making your own buttons/textfields for the launcher, those standard windows-styled ones kinda break the immersion of your art style. Just a thought.  Pointing
Offline kpars
« Reply #8 - Posted 2013-06-23 20:05:58 »

Yeah, that was primarily just a prototype. I will make the buttons soon.

I'll also use the one area where it says 'Pixel-Space: The Next Adventure' to the left as advertising space, possibly Cheesy
Offline kpars
« Reply #9 - Posted 2013-06-23 20:09:22 »

I also decided that I won't have the default window border around the launcher, or undecorated mode as they call it. Just to 'To make the immersion better'
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Offline BurntPizza

« JGO Bitwise Duke »

Medals: 486
Exp: 7 years

« Reply #10 - Posted 2013-06-23 20:13:23 »

Going undecorated, huh?

You could also make your own window border, stylize it how you want, but sill have buttons (custom, ofc) to still let the user close/minimize/etc the window, so they still feel in control; I know some people don't like windows with no easily discernible way to close it.
Kinda like the steam client, they have custom-gui everything.
Offline kpars
« Reply #11 - Posted 2013-06-23 20:23:29 »

I might create an option for it, but it depends.

You only see the launcher for about 5 seconds, not unless you're installing mods, or anything like that (That is, if I build an API to do so).

Soon or later in the future though, I SERIOUSLY need to greenlight this on steam.

EDIT: Holy f**k this was cringy. What in the f**k was I thinking. Holy f**king f**k.
Offline BurntPizza

« JGO Bitwise Duke »

Medals: 486
Exp: 7 years

« Reply #12 - Posted 2013-06-23 20:36:20 »

Yea, don't rush ahead of yourself, one of the easiest ways to destroy a project. Speaking of which:
Soon or later in the future though, I SERIOUSLY need to greenlight this on steam.

Probably later. Trust me. Plenty of those kind of stories. Basically you're game needs to already be awesome and getting a community before it will get the nod from Valve.
Offline kpars
« Reply #13 - Posted 2013-06-25 23:08:10 »

Understood. Wow I feel dumb now.

Alright, so, I'm needing a new character design. Both of my friends think the one I'm currently using is just 'wrong'. I can agree with them a bit?

Feel free to submit some concept art!

If you want to, try to use this color palette:

Thanks in advance! Grin

- Jev
Offline wessles
« Reply #14 - Posted 2013-06-26 00:16:55 »

Are there any size specs?
Offline kpars
« Reply #15 - Posted 2013-06-26 01:52:14 »

Offline kpars
« Reply #16 - Posted 2013-06-26 08:46:01 »

Okay guys, I managed to create a sprite of my own! It's using the NES' color palette (The one I shown you guys in my last couple posts).

I figured for colonist mode, the player would be a robot, and for story mode, he will be human. Hopefully, at least. I suck at art.

Here's the two sprites;

Standing still.                            
Rolling/Walking. EDIT: Decided that this looked horrible. Not adding it.

What do y'all think? Grin
I may remove the 'rolling' animation.

- Jev
Offline kpars
« Reply #17 - Posted 2013-06-26 10:57:55 »

So, here's what I've managed to do over the night:
  • Made resizing the game a lot easier, should be fun for mobile devices
  • Redesigned the HUD
  • Redesigned the character sprite for Colonist Mode
  • Completely re-written the code for the inventory.
  • Fixed the bug that caused the player to shake when jumping or moving to the left.
  • Ported the game to LWJGL

Soon or later I should have a playable version out!

Offline wessles
« Reply #18 - Posted 2013-06-26 12:54:49 »

No offense, but what the heck is that sprite supposed to be?
Offline kpars
« Reply #19 - Posted 2013-06-26 21:38:17 »

In colonist mode, the player is supposed to be a "robot-type-thingy".
Offline wessles
« Reply #20 - Posted 2013-06-26 21:41:59 »

Ok, that makes much much more sense. You might want to add in more tech-esque colors.
Offline kpars
« Reply #21 - Posted 2013-06-26 21:44:13 »

Yeah, that was just a rough sprite I made in a couple minutes. I'm still sticking with that color pallete for
all of the character sprites (But not the GUI or ingame environment, That would be just silly)

The design was actually based off of this:

Offline wessles
« Reply #22 - Posted 2013-06-26 21:45:01 »

Oh, okay. Seems like the robot from borderlands, minus the awesome, masculine voice.
Offline Drenius
« Reply #23 - Posted 2013-06-30 17:04:21 »

The last screenshot is from 0x10c right?
Offline kpars
« Reply #24 - Posted 2013-07-07 18:50:50 »

Yup Smiley

Alright, knowing I'm finally getting back to developing this game, I figured I'd share some news with everyone who is actually interested in the project.

I'll be putting the game here most likely. The game will be using the GNU General Public License v3 as well Cheesy. I've also decided that when I share the source code, there will be two versions: A commented/documented version, and a non-commented/documented version. This should be self-explanatory.

Soon I'll get a Git repository going for this, but goodness, all the experiences I've had with Git have been failures. Emo
Offline kpars
« Reply #25 - Posted 2013-08-04 21:37:26 »

HUGE Update!

Prepare for a ton of screenshots, people.

I wanted to be quiet about development so I could do other things, but now I want to show off what I have.

Here's the new launcher. Right now it's simply here for functionality, but later I'll make it pretty again.

Here's the developer console, soon I'll make a more detailed post about it:


Now for the fun stuff Cheesy

Here's the current menu screen as of now, I replaced the logo:

And now the new class/character select screen! (Names are temporary)

And here are a couple in-game screenshots I managed to take of the new levels, computers, and HUD.

If you are wondering how I got up there, I'm working on a feature where if you click on your character's feet, you get a jump boost.

And last but not least, the pause menu (I stole the look from 0x10c)

Sorry for the screenshot spam, but I figured I'd show what's going on.

I'll have a download whenever it's not as buggy, and soon I'm going to get a public wiki up as-well.
Offline wessles
« Reply #26 - Posted 2013-08-04 23:44:38 »

Well done! I feel like this game is majorly under-credited!
Anyway, I have a few suggestions. You should make the title screen have a blurred background that displays a panning view of a level. It would be a good way to make the menu more lively! Also, I think that clicking the character's feet is a bit uncomfortable to control. It should be the shift key, the space bar, e, q, rcrtl, anything but using the mouse! That's all!
P.S. Nice touch with the pac-man reference!
Offline ShuKen

Senior Devvie

Medals: 5
Projects: 1

« Reply #27 - Posted 2013-09-05 02:13:03 »

I like the project! But the download link is broken! Actually...a lot of links in your web: are broken Sad
Offline matheus23

JGO Kernel

Medals: 138
Projects: 3

You think about my Avatar right now!

« Reply #28 - Posted 2013-09-05 08:10:05 »

Screenshot spams are good!

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline kpars
« Reply #29 - Posted 2013-09-07 01:54:27 »

@ShuKen, sorry about all of that.

Right now we're having more server transfers, so many of the files & links on are broken. I've also just voted on using WordPress, I've been toying around with it lately and I really like it! So I'll probably be using that for the site.

- Jev
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