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  Oh My Goat  (Read 5243 times)
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Offline YaW

Senior Devvie


Medals: 14
Projects: 2



« Posted 2013-09-18 18:49:02 »



Oh My Goat is an action-packed platformer full of tight jumps where quick reflexes are crucial. Each level is composed of 12 screens that you'll have to complete with the least possible number of deaths in order to get the highest score.

Each world introduces new physics, environments and game mechanics, allowing our four-hooved horned hero to jump differently. Gameplay remains fresh with very simple and intuitive controls.



In the game you incarnate a Goat that has been turned into a cube by The Hunter and needs to rescue all the other animals that has also been squared and kidnapped.

The game is made entirely with LibGDX, we use an internal level editor with heavy use of Box2D. We're on the final process of finishing the game and currently trying to make the game happen on iOS using RoboVM.

Here are some screenshots and gifs of the game:

In-Game
Click to Play








Loading Screens
Click to Play


Click to Play


Level selection




Offline Mads

JGO Ninja


Medals: 26
Projects: 3
Exp: 6 years


One for all!


« Reply #1 - Posted 2013-09-18 19:31:42 »

How did you get such smooth loading screens using LibGDX?
To my understanding, far from all loading is done asynchronously using AssetManager, making it hard to animate something beautifully. Did you use the baked-in one, or how is that accomplished?

The art looks great! I can't help buy notice that during a normal jump, the goat doesn't rotate fully - it seems to lack around 90 degrees. Why?

Overall, the quality looks awesome, and well polished.

Offline YaW

Senior Devvie


Medals: 14
Projects: 2



« Reply #2 - Posted 2013-09-18 19:57:45 »

How did you get such smooth loading screens using LibGDX?
To my understanding, far from all loading is done asynchronously using AssetManager, making it hard to animate something beautifully. Did you use the baked-in one, or how is that accomplished?

That's true, but you can use the same AssetManager to load sync and async. First you load the graphics needed for the loading screen synchronously, then create all the Actors for the loading screen and the animations, then load the rest of the data for the game asynchronously. Something like this:

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public class LoadingScreen implements Screen {

   @Override
   public void show(){
      // Tell the manager to load assets for the loading screen
      game.manager.load("data/ui/loadinginicial.txt", TextureAtlas.class);

      // Wait until they are finished loading
      game.manager.finishLoading();
     
      // Get our textureatlas from the manager
      atlas = game.manager.get("data/ui/loadinginicial.txt", TextureAtlas.class);
     
      //Create all the actors and animations needed and add them to Stage
      ...
     
      //Load the rest of the data
      ...
   }
   
   @Override
   public void render(float delta){
      ...
     
      game.manager.update()
     
      ...
   }

}


If you need or want the full code just ask for it ^^

The art looks great! I can't help buy notice that during a normal jump, the goat doesn't rotate fully - it seems to lack around 90 degrees. Why?

Yeah, we made a lot of testing with diferents angular velocity, heights, etc and this is what feels the best of all the tests. It's true that the goat doesn't rotate all the 360 degrees but playing the game it's almost inappreciable.

Overall, the quality looks awesome, and well polished.

So many thanks Smiley
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Offline Herjan
« Reply #3 - Posted 2013-09-18 20:09:49 »

Awesome art, but it doesn't come to android?

Quote
We're on the final process of finishing the game and currently trying to make the game happen on iOS using RoboVM.

Also, in the first 'choose level screen' I don't see a camera at the right top, but in the next one I see one, what is that for?

Offline YaW

Senior Devvie


Medals: 14
Projects: 2



« Reply #4 - Posted 2013-09-18 20:13:35 »

Awesome art, but it doesn't come to android?

The game will be launched on Android, iOS and Ouya. The Android/Ouya versions are practically finished and we're currently working on the iOS things (GameCenter, ads, etc).

Also, in the first 'choose level screen' I don't see a camera at the right top, but in the next one I see one, what is that for?
Good catch. That camera is for repeating the video for the historyline. Every world has his own video, the first screen doesn't show the camera because that screenshot is old, but every world has the icon and a movie.
Online SHC

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