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Member Since 19 Oct 2012
Offline Last Active Feb 02 2014 10:44 AM

Topics I've Started

Damage Mechanic

18 August 2013 - 12:17 PM

Hello, Been working for about 6 months now on my own indie title: Space Adventure. I need help no how to implement a damage mechanic as they did in the old Megaman and Castlevania games. I am meaning when megaman would take damage from the enemy he would jump back, and would be invincible for a few seconds. 


So far my engine handles the user being hit by the enemy, and vice versa. Damage is taken by the user/enemy, but he stands still, no real damage mechanic has been worked out. 


I would appreciate any help and thank you in advance!!!


The engine and game are being developed using strictly Java and slick2d. I have 5+ years software development and programming experience. 

Pixel based artwork tutorial (photoshop)

28 April 2013 - 01:08 PM

Hey guys looked forever, to find something like this, and until recently couldn't find it. http://prototypestudios.wordpress.com/2013/04/27/zos-i-kinda-know-what-im-doing-kinda-pixelation-tutorial-creation-of-lurg/


A very in-dept tutorial of how to generate pixel-based artwork for games. 

Having some trouble with rendering

18 February 2013 - 08:17 PM

I am currently working with the slick2d game engine (been developing in java for a few years, and finally decided to begin working on a independent game). Been having a blast but ran into a small problem tonight: When i render my tiled map unto screen my fps suffers tremendously. I limited the games rendering to the size of the camera on screen and even then it slows down my fps dramatically, can anyone help? Thanks in advance.



Basically this is the code that is causing the problems :


    for(int i = 0; i < collisionTileGraphics.size(); i++)
            if(collisionTileGraphics.get(i).getX() >= -16 && collisionTileGraphics.get(i).getX() + collisionTileGraphics.get(i).getW()
                <= Variables.WIDTH + Variables.TEST_MAP_TILE_WIDTH )
                collisionTileGraphics.get(i).render(gc, g);


Where collisionTileGraphics is an arraylist which holds the screens collision layer of graphics.


public void render(GameContainer gc, Graphics g){


where the image is a slick2d Image.

I need help

24 January 2013 - 12:02 AM

How do you develop 2d jumping like the kind found in megaman, or Mario. I know you have to control y velocity I have gotten that far I even have my character jumping but he never caps his jump if I leave the jumping button pressed he will jump forever any help would be greatly appreciated and thank you in advance ps I'm using slick2d with Java

Slick 2D Rendering Animation Trouble

09 January 2013 - 11:16 AM

I've been working with Slick2d for a few weeks now and I really enjoy it (since I'm a native Java developer). I began development of a small game, but my animation rendering isn't working the way it's suppose to. The following is my code for the class where I'm having trouble:


public class Player extends Entity{
    private int duration = 600;
    Animation tmp = new Animation();

    public Player(int x, int y, int w, int h) {
        super(x, y, w, h);

    public void render(GameContainer gc, Graphics g) {
        g.drawAnimation(tmp, 100,100);

    public void update(GameContainer gc) {


    public void setAnimations() {
        Image[] tempImage = new Image[3];
        for(int i = 6, j = 0; i < 9; i++){
            tempImage[j] = prototypeCo2Graphics.spriteSheet[i][0];
        for(Image i : tempImage)
            tmp.addFrame(i, duration);



What happnes is that the image renders unto screen, but the animation is way too fast. (Frame 1 display longer, and Frame 2 and 3 simply just flash). Any Help would be greatly appreciated, thank you.