Orangepixel Mockup Jam

Hi all.
I am participating in the Orangepixel Mockup Jam and making a 2D game.

Here is some screenshot of my progress so far.


Post your final results.

They look fantastic, I really like the map that is created :+1:.

I like it so much that I’m trying to create my own version jejejeje… I love creating 2D games with JME.


Nice. I am so glad a fellow jME dev can join.
Looking good so far.

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Are you using Galago library or using your own 2D library, since JME doesn’t support 2D really.

He is the author of galago

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Yes I am using Galago2D and GalagoUI.
Those are my libraries. In this jam I have add so much more functionality.
I have also written a PyxelEdit loader class that will load the .json tilemap file and generate a tilemap in the Sprite format of Galago2D.


Here is a video of the game so far.


looks great!

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I’m using my own 2D library based on Galago 2D.

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I haven’t had much time, but hey, nothing can be done…


Is Galago 2D working with later versions of JME. I noticed the examples only work with older JME.

The Galago2D on Github, what version of JME is require or java, gradle.

I can’t get it to build.

Gradle 5.2.1

Build time:   2019-02-08 19:00:10 UTC
Revision:     f02764e074c32ee8851a4e1877dd1fea8ffb7183

Kotlin DSL:   1.1.3
Kotlin:       1.3.20
Groovy:       2.5.4
Ant:          Apache Ant(TM) version 1.9.13 compiled on July 10 2018
JVM:          18.0.1 (Oracle Corporation 18.0.1+10-24)
OS:           Windows 10 10.0 amd64

java version "18.0.1" 2022-04-19
Java(TM) SE Runtime Environment (build 18.0.1+10-24)
Java HotSpot(TM) 64-Bit Server VM (build 18.0.1+10-24, mixed mode, sharing)

FAILURE: Build failed with an exception.

* What went wrong:
Could not initialize class org.codehaus.groovy.runtime.InvokerHelper
> Exception java.lang.NoClassDefFoundError: Could not initialize class org.codehaus.groovy.reflection.ReflectionCache [in thread "Daemon worker"]

* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.

* Get more help at


It uses Gradle-5.2.1 version and works perfectly with Java 11+…, Galago2D-2.0 is compatible with JME3-3.6.1-stable

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Yes, I have a few fixes I need to check in soon.
Also some added behavior.
If anyone requires something to be done in the lib, please let me know.
While I am currently actively developing a game on Galago2D I might even fix it.
Also just make sure you have the correct Dyn4J because I have updated that as well.

For my game I am getting the below stats.

I am just a bit concerned about the uniforms. Is this good or bad?
And what does it mean?

Uniforms if im correct, are in fact Materials processed into Uniforms sent to Shaders. (im not specialist but i remember Uniform were renderer/shader specific)

So Materials i guess. (and probably their Techniques)

Remember that some “filters/etc” might double object/etc number, because it need render scene 2x/3x/4x times depending if need.

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I am using BloomFilter, so it might be that.

Hi all.
First release of my game is available for testing.

If you don’t care to play, I would like some feedback.


i love the game look! wanna create something like that but with AT characters

I didn’t see an option if you get stuck to abort and replay level. The level where you need barrels, you can push them into walls and then you can’t push them the other direction and you are stuck.

All I found was go back to main menu and then load game to restart level.
Also, if falling below like in this example on the left side, to get on the platform below. You have ammo on the edge, you got a physic collision there and when you hit it, it bounces you back and make you fall into the poison below. Did you mean that, it doesn’t feel like pickup up ammo should cause a push back.


Did you mean that if you fall into the poison, if you don’t move you don’t die? You can stand in that under water forever.

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