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1  Game Development / Networking & Multiplayer / Re: GLO advice + ~bug found in SwordWorld demo on: 2006-07-03 03:42:59
Speaing of the swordworld demo it also has a player object that keeps a reference to the channelid object, it doesn't seem like this should be good since the channelid is only valid until the SGS restarts, or am I misunderstanding something?
2  Game Development / Networking & Multiplayer / Warnings/errors on: 2006-07-02 07:42:11
How would I get more information about things when something goes wrong, I spent a lot of time the last two days trying to figure out why I got a disconnected message immediately after validation, now it may seem kind of dumb in retrospect, but it turns out there was an issue with the password file (either an extra line or something weird), the server reported that a user left but wasn't connected and this was pretty frustrating. I've seen plenty of references to the ability to get more information but I have no idea how to actually do that. I think if I hadn't hit this snag up I'd have put up a game that could compete with kevin glass's tanks game in terms of simplicity (I'm pretty sure my graphics were going to be more like triangle, square, and perhaps... circle though). Now that I'm past the most basic step of actually having a working client/server I can get back on track but it'd definitely be handy to know how to get more information out of this thing.
3  Game Development / Networking & Multiplayer / Re: Yet another NIO networking API on: 2006-07-01 01:38:15
I haven't looked at your code so this might be obvious to you, but have you made sure you are turning off write ops afer you are done writing (or aren't trying to write data)? There are a few posts in these forums about that particular issue
4  Game Development / Networking & Multiplayer / Re: Server farm questions on: 2006-06-29 15:48:16
I wasn't aware of DarkStar when I started the project, and at this point I don't know that it'd be benificial to try to adapt to it. I will have to spend some time researching it. I think I can get a long ways before I have to worry to much about anything other than the datastore in terms of performance, but I hate to get to the point of needing to know and not know. I'll have to dedicate a little time to making maybe a really small scale game with it to see if it has potential, and see if I can reasonably move my current game over as I fully expect to need more than a single machine handling clients at some point, though I expect the data storage to be the first issue and I believe that generally most db's (at least commercial ones) can be setup to work on a farm pretty easily.

[edit] I am working on a MMORPG, if I was working on something like diablo 2 where the games are small load balancing wouldn't be an issue, something like that is pretty easy to seperate as each game is small enough to easily run a lot of copies and the data between games is not important... [/edit]

[edit2]After reading some of the docs I'm pretty much sold, it looks like other than the time I spend learning the API I won't lose much of my current project... now... for how long will it be free...[/edit2]
5  Game Development / Networking & Multiplayer / Server farm questions on: 2006-06-28 04:01:38
I'd like to know, if when building a program that will probably eventually need the horse power of several computers, what you have to do to work it on a server farm basis. Is there software out there so that you setup a server farm, and to software running on that farm it sees the entire farm as a single computer, or do I, as a programmer, have to setup my program to be distributed over that farm for example, using RMI calls so I can split up the application into several parts (like moving some expensive utility functions like looking up a specific object in an arraylist that could get very large and is frequently accessed) etc. Is there a good reference from a programmers perspective in how to take advantage of a server farm, or is it fairly automatic and handled by the operating system or some other software?
6  Java Game APIs & Engines / Java 2D / Re: VolatileImage or JPanel on: 2006-03-11 02:01:25
That's kind of what I figured, I don't think I'll actually have a need to go that route, at least not for now, maybe down the road when I find out that it only runs acceptably on P4's or something.
7  Java Game APIs & Engines / Java 2D / VolatileImage or JPanel on: 2006-03-11 01:30:46
Is there really much benifit to using a VolatileImage directly instead of using JPanel which uses one for it's back buffer already? I pretty much plan to lay down some tiles for a simple map (using images), and I've been unable to find any concrete answer on whether or not there is a big difference between JPanel or implementing things directly. I assume there will be at least a small gain for doing it directly but I like the idea of keeping things simple.
8  Games Center / Archived Projects / Re: Magic Carpet Game just finished on: 2005-07-18 02:09:04
Just thought I'd point out that Magic Carpet is the name of a game released by Bullfrog which is owned by EA. Bullfrog was one of the best game companies out there, anyway, just thought I'd point out the name conflict (I was hoping someone had made a magic carpet clone hehe).
9  Discussions / General Discussions / Re: JDK 1.5.0_04 released on: 2005-07-17 18:17:49
Forget the newbies... every now and then I go to sun's site to download the JVM (yeah, throw that in your list of stuff to confuse newbies) which is now mostly known as the SDK... but either way... there are a lot of similar acronymns and sometimes I find myself having to do some searching to figure out the differences.... I've been working with java since 1.0 was current, so I feel like I'm entitled to a non-newbie title. J2EE was one I wasn't sure about once, it at least used to be listed on the SDK download screen when I had already told it I wanted to download the SDK, I think it was even listed before the SDK download link.
10  Discussions / General Discussions / Re: Royality free music for games? on: 2005-05-11 13:20:03
partners in rhyme has about 8 or 10 free royalty free tracks and then a few cd's full of stuff that you can buy that's royalty free. I haven't purchsed a cd from them though but that's probably where I would go.
11  Games Center / Archived Projects / Re: [Check out] New puzzle - applet on: 2005-04-25 18:33:22
Yeah, interesting but super hard, maybe shorter 'sticks' for early levels?
12  Games Center / Archived Projects / Re: Block Insanity (twitch game demo) on: 2005-04-25 10:38:45
Um, start on a higher level? The early levels moves are everywhere, that changes pretty quickly as you get a few levels.

I have to ask, did you download the full version or did you play the applet based demo? I think the applet based demo is necessary because at some point I want to get my game onto a few of the portals and an applet has a better chance of getting there (I think) but so far it seems feedback on the applet version tends to be radically different from the downloaded version (I'm not sure why it'd be so different because the game itself is the same, just trimmed it down a lot). I almost think I should hide the applet version of the game now that the downloadable is available, the primary purpose of the applet is to push people to download the game and if it's actually preventing that I'll need to do something...
13  Games Center / Archived Projects / Re: Block Insanity (twitch game demo) on: 2005-04-24 03:51:40
I'm targetting people who like simple to learn games that are hard to master, but I have to admit I'm not exactly a marketting wiz, I don't know exactly what age group that is, or income bracket, or any of that stuff, but what I do know is for some reason an incredible number of people play the diamond mine/sweet tooth games despite how incredibly boring it seems to me. Playing on frustrating is actually more fun for many people btw (shorter games) and makes me suspect that by default the game should be on hard at least. I don't know if that would make the game less boring for you though, but I suspect playing multiplayer would... assuming you were lucky enough to find someone else on the server when you went. Calling the game boring has me thinking... I have ideas on ways to spice it up a bit that I'll have to try out.
14  Games Center / Archived Projects / Re: Block Insanity (twitch game demo) on: 2005-04-22 23:08:55
Well, I've finally got the full version ready for download, I have to admit that not a lot of polish has been added to the game since last time. Anyway, there's all kinds of other software involved in my game now (some for shareware stuff, some for distribution). There is multiplayer, which I'll try to hang out in during the weekend as much as I can so if anyone is willing to help test things out show up. I had great responses from people playing the full version and pretty poor responses when I setup the demo version, so I'm curious if any opinions change due to that. Anyway, I've set it up so that you can enter a key to play for about 2 weeks as much as you want, it's posted on the site by the download link.

Block Insanity
15  Java Game APIs & Engines / Tools Discussion / NSIS installer on: 2005-04-21 14:52:05
Has anyone got a simple script for this that can check for java to be installed (including version number)? I'm pretty much just gettin started and I'm aware that their archives have some stuff, but it's rough finding a good starting point and I'm interested in what other people using it specifically for java projects use to deal with java's little intricacies. Having the installer install java if it's needed automatically would be pretty nice. If no one has anything like this I'll try to post the script I end up making (working off an example I found in their archive now).
16  Discussions / General Discussions / Re: Auto-update Java on: 2005-03-23 20:57:50
Yeah, I just thought I'd mention it because this particular update feature had been broken since it was originally introduced.
17  Discussions / General Discussions / Auto-update Java on: 2005-03-22 18:23:15
Well, out of the blue I notice that I have an update available... and I see it's java... but it actually seems like the udpate was done by java, not windows update (which is what I thought was popping up when I first saw a message about updates). So does this answer the eternal question of whether or not sun's java installation can update itself now (without having to wait for jdk 1.6 aka java 6000 or whatever they come up with for a new name). It was labelled like a beta upgrade though, so the real question is should it have told me there was an update, or should it have waited until a final version to bug me about it.
18  Games Center / Archived Projects / Re: Java 1.1 3d space game applet on: 2005-03-17 14:20:52
Nice applet, not sure why people were callin it challenging though. I also saw the score get overwritten in the tunnel... man I wanted to shoot something :p
19  Games Center / Archived Projects / Re: Block Insanity (twitch game demo) on: 2005-03-16 22:53:46
I don't like the idea of pausing between levels, though there is a pause button on the left if people want to pause. I'll probably do something to the timer, maybe simply make it wider than it is, but I don't know for sure what I'll do with that.

I originally used the sounds I did as something of a joke, but as low quality and corny as they are, I've gotten some good feedback on them also, crazy as that sounds.

More atmosphere of the board and surroundings, like a theme or multiple themes that change as the user progresses

That's probably the most important thing you said, though I'm not real sure on how to accomplish that, and I'm pretty sure I'd have to sacrifice some screen space to do that (something I hate to do).

This is the demo though, and it's a pretty chopped down version of the full game. I do plan to have multiple tile sets and stuff for people to choose from, possibly seperately downloaded. The tiles and numbers are all in simple graphical strips, along with the gleam effect. Everything you see in the game is 'programmer art' so to speak, with the exception of the bunny rabbit on the nag deal that is, a real artist could probably make things much nicer looking. Maybe I can whip up one of those sparkly burst effects for huge point or long rows of blocks.
20  Games Center / Archived Projects / Re: Block Insanity (twitch game demo) on: 2005-03-16 15:12:38
Thanks jojoh, I agree that this game should be able to sell, the one publisher that responded at all (realarcade, they've always been good about responding) didn't feel it would do well. And other than that, the only negative responses I've gotten was when someone was 'disinterested' in the game and another when someone said it was awesome, but wasn't into playin it haha.

As far as progression goes, the full version is ready to go, it's just a matter of registering a program that I need before I can distribute the game and getting local business licensing taken care of.
21  Games Center / Archived Projects / Block Insanity (twitch game demo) on: 2005-03-16 03:53:24
I'm working towards getting this game ready to self publish, but here is a link to the applet demo. I'm interested in feedback on the game.

Requires 1.2 (not that I expect that to be an issue).
Block Insanity

I'm also interested in problems running the applet, seems some people have problems but I haven't been able to narrow down why.

And, this primary purpose of this applet will be to give people a sample of the game and convince them to move to a downloaded copy of the game which has a lot more features, but also will be time limitted (not 100% sure what kind of time limit to impose, either a 60 minute total time limit or maybe say a 20 minute session limit so that the game is only playable in small spurts). I expect to have everything ready for releasing the full game in about two weeks, I'll be wanting to stress test the multiplayer server a bit around that time too.
22  Discussions / General Discussions / Re: Java plugin on: 2005-03-16 03:43:10
OK, it seems to work good. If anyone wants a simple applet that *should* allow them to specify a minimum jre version let me know, I'll email them the code.
23  Discussions / General Discussions / Re: Java plugin on: 2005-03-15 01:31:53
Soon as I post I think I figured it out... will post details when I got more time.
24  Discussions / General Discussions / Re: Java plugin on: 2005-03-14 23:41:52
c_lilian: Seems like the class loading route will work, the down side is um, I'm not sure how to handle it so that the actual applet makes a call to getAppletContext() returns the applet context, instead of a null pointer. I can't seem to find an example of this. Know of an example of how this is done?
25  Discussions / General Discussions / Re: Java plugin on: 2005-03-14 15:01:09
Java webstart is compatable with older versions of java, just like swing, originally it was not part of the standard install.

c_lilian: Thanks, I knew there was a tool for making the plugin pages, but wasn't sure of the name... and after finding it and running it, I declare it crap.

The class loader option should work, haven't messed with that stuff much myself, but going to go give that a try now.
26  Discussions / General Discussions / Java plugin on: 2005-03-14 05:43:16
I have an applet (chopped down demo for a game I have been working on) and I'm wondering what's the best way to insure that the user has at least the 1.2 jre installed.

I realize there are a few options, the first one is setting it so that a browser will use the java plugin, this seems to have a few issues, for one it's ugly embedding things (especially since ie and netscape handle that differently), and it seems to require that you have different code for each possible acceptable jre (like 1.2 1.3 1.4 etc... potentially 1.4.2 or even 1.4.2_08), and if that's the case,  you would also have to make sure that if multiple acceptable versions exist that only one actually runs... This option sucks.

Another option is to use webstart, it handles the verion issue which is a good start, but the reason this thing is an applet is hopefully one day it can appear on some of the portal sites, portal sites don't seem to be too keen on webstart just yet, this is still an option but I don't trust webstart and I hate to include that extra layer when in the past all I can rely on it to do is make it so that 1 out of 3 people can't play my game for no apparent reason...

And the final option I'm aware of is simply use the applet tag, and pray most people have a jre that's suitable installed already, and notify them that if the program doesn't start they need to go get java from sun. This isn't such a bad option, particularly if you can check if they need to go get it in the first place. I'm open to ideas on that...

Anyway, what do the people of this forum feel is the best option, I'm leaning towards the third one, or maybe a perfect option someone else might suggest in a reply.
27  Discussions / General Discussions / Re: Howto shareware java games on: 2005-03-10 19:45:08
I don't think JET supports mac so it's not a loss there.
28  Discussions / General Discussions / Re: Howto shareware java games on: 2005-03-10 01:07:06
You can have awt/swing with any version of jet, the problem is that if you use them, even the professional version of jet, will require you to have the jre on each system that your jet exe runs on, the only dependency is on the dll files but those aren't distributable without the rest of the jre. For a program that doesn't make use of awt/swing the exe is totally independant of java. Now sure I've written plenty of programs that don't make use of awt/swing, but none of those programs were intended for an end user to run and handle on their own, they were all server side applications. However, like I said before, I believe that LWJGL can fully replace the awt/swing since it creates the window context on it's own with  native code (unlike jogl for example) and also provides methods for handling input (the other big use for the awt).

I could be wrong about lwjgl since I only know what I've read in these forums, so I could be wrong about it being 100% independant of the AWT.
29  Discussions / General Discussions / Re: Howto shareware java games on: 2005-03-09 15:47:07
I didn't see anything hinting of selling other peoples games through their site, maybe cas will show up and enlighten us some. I know cas has a lot of experience trying to sell games shareware.

JET probably works a bit better for him since he builds his games on LWJGL and can probably completely eliminate use of the AWT doing so, which means JET should be able to make a completely JRE independant executable, sounds like an added 'feature' for LWJGL though who knows how long JET will have the awt/swing limitation, I remember when JET basically just made a launcher .exe file and you still had all your class files and stuff. Had I known at the start of the project that I was going to be distributing things as an exe file, and that the awt would actually create some issues making that exe independant of the jre, I'd probably have done things different. Who knows, I might still end up doing things different, and converting my graphics/input to use lwjgl.
30  Discussions / General Discussions / Re: Howto shareware java games on: 2005-03-09 05:17:50
I figured out how to make it work with JExepack, armadillo has a section for 'data after program' stuff, choosing leave completely alone allows it to work. JET doesn't provide any features for my game that are important to me that aren't provided by JexePack for less money. Maybe the professional versions of JET provide something I'd like, but the price difference is very steep at that point. Still, if anyone has experience with this, I'm open to alternatives.
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