Projects / JGame

JGame

JGame is a small 2D game engine that makes multiplatform development easier. It runs on the Java JRE 1.3+ platform (with or without OpenGL), the J2ME (MIDP2.0/CLDC1.1) mobile platform, and the Android (2.1+) platform. It provides a very high-level framework for "classic" type arcade games, based on sprites with automatic animation and collision detection, a tile-based background, and easy sprite-tile interaction facilities. Games are programmed at a fixed "virtual" screen size, but can be run on different platforms with different screen sizes without changes in the code.

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  •  26 Apr 2011 20:58

    Release Notes: Support for the Android platform was added, including new methods isAndroid and methods for reading the accelerometer. Ogrotron and Caverns of Fire were improved and redesigned for Android. A retrigger bug in disable/enableAudio was fixed. A new method invokeUrl was added. Centering and scaling for the JRE and JOGL platforms were improved. The load progress bar was lowered to be more splash screen friendly. Other minor changes were made.

    Release Notes: Touch screen and sound support were added to MIDP. A new API for saving game information to a persistent store was added. A script for generating a minimal game skeleton was created. A game window can now be embedded in any window using initEngineComponent. A new method defineImageRotated now enables pre-rotated images. Some support for level select screens was added. Image loading was improved: images can now be loaded from files and URLs. Bugfixes include fixes in drawPolygon, MIDPImage.scale, setBGImage, setPFWrap, frame skipping, and applet cleanup after exit.

    •  11 Mar 2008 01:34

    Release Notes: The OpenGL engine has been improved: it now works without non-power of two extensions, a number of bugs were fixed, and multilayer parallax scrolling and view rotate/zoom were added. A new OpenGL game, Dingbat Attack, was added.

    •  16 Feb 2008 16:23

    Release Notes: OpenGL (JOGL) support has been added. OpenGL enhancements include shaded polygons, alpha blending, and real-time scaled and rotated sprites. Also included is video-synchronized variable frame rate support. A new game, Ogrotron, has been added.

    •  25 Aug 2007 16:24

    Release Notes: A lot of optimizations were made, making the engine several times faster. The engine was tested with a new phone platform, and a number of minor bugs were fixed. A gamespeed variable was introduced, automating some of the work necessary to change a game's speed. Two more games were adapted for J2ME.

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