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Favorite Games

Found 2 results

  1. [DevLog] Honeycomb

    This started off a bit of a silly project. There wasn't really much "game" to this, it originally started as experimenting with Graphics2D in Java. That's the new beta release, with all the updates listed below and on that page. Milestones ALPHA (DONE) :: The initial goal was something simple, get a renderer on its own thread running the game graphics. Add a game state for each render group; pre-game, ingame, end-game, etc. Mess about with KeyListeners and the like, develop a system to delegate them down to the data model. At this point I was just testing it by adding fun spinning 2D shapes that spin. Let's make it so you can click on them too! As the game idea formed in my head, I added a variable lifetime to each shape so they "die" eventually. BETA (IN-PROGRESS) :: Make the UI not terrible. (DONE) Make the ingame art not terrible. (DONE?) Build a graphical font system! (DONE) Add a tiny amount of balance to the gameplay. Clicks give more points than dragging. (DONE) Add bigger shapes that have unique effects (for <good marketing> and <player retention> ). Add a countdown to game start. Add more art, a friend suggested bees. OH GOD THE BEES. RELEASE :: Polish? Performance pass (game is quite CPU-bound, fixed step renderer struggles on low-clocked CPUs) Java Stuff I'm not here to blow any minds, really. My next developer (b)log will probably be more around the art side of things, building interfaces, practising complicated pixel art scenes, and so on. I've got a lot of that I need to do to build a working game with some of the tech I have. The developer intent behind this was to explore the Graphics2D API, and to push my knowledge with that forwards. I'm pretty adept in building data-driven systems (my day job is web services over Tomcat, etc, and many other bits and pieces) and I've done enough work with the javax.Swing library to never make me want to do any more work in Swing (you only need a few hours in this to put you off for life, but I've managed a few years). Will probably add more posts to this with the details of some of my nicer (?!) classes. Art Stuff I mainly do pixel graphics; I don't have a tablet nor do I have the time to justify that kinda purchase. Pixel art I can do on my phone (found a great app for it) and I can practise it well enough when bored at my home PC. I don't always expect it to be great, but it matches up well with simple geometry, so why the hell not?
  2. I just got a request to implement a character customization system in C# by someone on the IndieDB forums. They specifically need help converting their current character system from Java to C#. However, I've never implemented something of that caliber in any of the games I've made. I do know of numerous tutorials for the system in Unity3D, but I'm not sure how it would work in C# straight up - probably just use enumerations for each class and skill set, while writing the stats to a file which will be opened whenever the game is started. The person didn't say whether the game would be made with Unity3D or in XNA or anything. However, I need help in selling that I can do this or at least learn how to do so rapidly or without much headache. I honestly don't know much of C# outside of Unity3D API. Anyone have any tips? I really want to help with them, regardless of the task. However, I may not have much time to respond before they move on.