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1  Games Center / Featured Games / Re: Final Kapster on: 2009-09-10 08:37:31
cool game! i like the art style, but the music sore somehow irritates me  Smiley
it shows how much polish can go into a "simple" game and make it outstanding!
2  Java Game APIs & Engines / JavaFX / Re: JavaFX 1.2 is out on: 2009-06-11 08:44:25
I wonder if anyone is ever going to update Inkscape's export to .fx? Sun should simply put a developer on it and submit this to Inkscape, so there finally is a content "pipeline" once more.
3  Games Center / Archived Projects / Re: Dot n Munch on: 2009-05-09 23:08:23
nice work! simple but instant fun. though, not really instant: i didnt get the concept before dying once  Smiley
ideas: i think the controls could be acting on more than one key and maybe you should add a way to skip some levels.
4  Discussions / General Discussions / Re: trouble implementing game feature on: 2009-05-05 21:10:39
I see what you mean. The problem seems easy, but the details are complicated.

Did you think about getting the ID3 tags of the songs? There could be a lot of additional information in there for you, but it will take a while to fetch the data.
Also, there are tools like MP3tag, which identify a batch of files quickly against freeDB (or other service), if no ID3 tags are available. That mechanism could give you more reliable data.

"pick a song, add note files to it" seems about right. You need the song in any case and maybe it's easier then to find the notes file for it. It would also limit the need to identify your file. You can guess / fetch id3 data and then have the user correct, if necessary?
5  Games Center / Archived Projects / Posting Guide on: 2009-05-04 21:26:54
Im posting this template as guide for new showcases. It's not official, but it should help to get the feedback you want (of any), help, comments and in general: interest.

  • Let us know what you have for show and tell: title, description, genre. Screenshots are always very welcome!
  • This forum for work in progress and finished projects. In general: let us know what status your project has from your point of view. This would be nice in the topic maybe.
  • Let us know your roadmap, or if you just don't have one. Coders art can be intentionally temporary to get the game right. It could also be you just don't mind.
  • Let us know why you post: interest, feedback, admiration, help, none of that or all. It's best to ask for specific feedback. You can ask for encouraging feedback only.
  • If you want getting testers, tell them what to test. Give us some focus: compatibility, gameplay, graphics, audio, whatever. Let us know the weaknesses we should ignore.
  • After considerable updates, you could update the first post, or possibly do a new post with new feedback questions. It is tedious to read through all posts in a long thread and you get more attention. Don't spam.
  • Be patient. Sometimes, feedback does not come in hours, but days. Don't take it personal.

Don't forget to post some link to webstart or applet. Downloads are less often tested in general, but good screenshots will help here.
6  Discussions / General Discussions / Re: Host your JGO projects under Project Kenai on: 2009-05-04 08:34:44
ChrisM: it seems like a nice service and offer. i would use it maybe if i was working with a small team or more publicly.
i also don't see how this could aggregate the work from jgo members more than jgo itself. maybe through the project tags? like using a "jgo" tag? otherwise, everything up for show or in need of help is in the showcase section anyways, right?

pjt33: you don't really think that this was just for activity, right? ChrisM is jgo member for so long ... i think he's beyond simply making advertising here.
7  Games Center / Archived Projects / Re: Can u beat me? on: 2009-04-14 22:55:45
idea: you could possibly add a "match sheduler" to your page. like a simple shout box, but for times to play and meet online. show your server / local time and let players tell everyone when they are available.

or make the number of current available players visible on your page, if possible.

maybe this helps you get more players and someone to beat the heck out of you   Wink
8  Game Development / Networking & Multiplayer / Re: Project Darkstar? on: 2009-04-09 08:27:56
i only checked a little sample code so far and it looked quite simple from the client side.
never checked the server though. maybe the samples are better than the documentation.
9  Games Center / Archived Projects / Re: Java Tower Defense on: 2009-04-07 22:22:06
i love the fact that it's an applet and even more so that it's working here. xp, java 6 u12.

some feedback (im not tower defense fan, so i don't compare much):
* too slow. the first wave takes ages! i didn't know where they were coming from and where they want to get. now i realize there are images indicating that.
* the background does not hint at the grid and seems to be random
* sounds are awful, but i guess it's just some placeholder you found. too early, i guess
* no cheap walls?
* level 5 is quite ugly, to be honest   Wink

are you loading the graphics one by one, after the applet started? nice. you should add a splash screen maybe.
how is the game special? do you have more ideas? where are you going?

overall, im missing a bit of action.

10  Discussions / General Discussions / what i would like in on: 2009-04-06 21:07:07
wow. im missing so much. i usually browse through the games showcase, read the online part and then im off. i just found this discussion.

about missing feedback:
lets me honest: some showcases don't show much. they have a jnlp link, a short description and are simply not asking for specific feedback. if graphics are crappy, but intentionally temporary, i want to know that before i post! i don't want to say "improve the visuals" if it's just coders art. i rarely see a description of how complete the game is or what's intended to follow! some people don't like to install, just to see what's happening, if anything. i tend to give feedback on interesting games, which is subjective. i don't like tower-defense that much.

if you want to get better feedback, make sure to offer something and ask for some kind of help. let us know how you reflect your efforts and what you want to achieve.
also, jgo is not a feedback community for games for me. it is a limited audience in the first place (coders of java) and that limits the feedback more. don't expect too much, id say.

about updates on the same game: if there are too many and the differences get blurred or minimal, people won't test again because of "new title image", e.g.. bigger updates should get their own post maybe. close the old thread and re-start the feedback getting with new questions. it's hard to follow through 15 pages of posts and follow the intention of the developer.

  • there should definitely be a guide, how to post showcases!
  • encourage to post versions in different posts (with version in title, close old)
  • maybe add a system to give quick-feedback in form of a survey?

the latter idea would be to have each showcase be accompanied with a survey. those that see the screens or test can give feedback, without writing and the developer has to come up with a few votable questions.

i think blogs would be fine, but maybe they could simply be integrated, not stored/created on jgo? like a RSS feed, where developers could register their blogs and jgo would get the latest posts of some of those on a page?

please: don't start a wiki. to make this useful, it would be a lot of work and housekeeping. also don't add more sub-forums. they don't organize everything by themselfs.

princec: i disagree: we don't need to focus on the 90% that's missing. it's fine to have a page with crappy coders art and all. but it should be about the game idea then or the execution. something that's worth commenting. if the shown game is just a pacman clone, i don't want to post lots about it. there are blueprints for those remakes: the originals! my advice: be more realistic maybe. that does not mean you have to say "it's shit i know", but something like: "i would like to have better graphics, but i focus on gameplay" or something like that.

jgo is a java game developer community. it's not an artist community. while it's nice to get more art in the games and better visuals, that's simply not the site to attract art-guys. maybe we should communicate where to find game artists though! or we should be fine with coder art.

i like this community. even though im bickering and don't give feedback  =)
11  Game Development / Networking & Multiplayer / Re: article on Security Warning enhancements in 6u10-12 on: 2009-04-01 08:23:16
ok, that is a point, but ill grant this only for jnlp.

in case of applets especially, the .exe i installed is the java runtime! after that, it should work seamless! see points above.
the jnlp is sort of .exe downloading and installing. a warning or notice is fine then.

12  Game Development / Networking & Multiplayer / Re: article on Security Warning enhancements in 6u10-12 on: 2009-03-31 12:11:38
another late reply. im the frankenstein of reviving threads  Smiley

well, i care about the basic security, of course. i don't want any applet to have full access to my files, e.g.
but: i don't like the warnings for simple things like web access and hardware graphics.

the problem is: i don't trust anyone. signed or not. if the origin is known, that's nice, but i don't see any really trustworthy sources around here! i mean: it's not like WWF, BP, Siemens or some other big organisations are offering applets. instead, the one-man-show applets you see around are not becoming more trustworthy just because someone says "yep, thats them". i don't really know who that is.
and the big players don't use applets anyways, cause there have to be warnings for nothing.

i would propose an options panel for applets to allow certain things and disallow others. like javascript for firefox. anything that i didn't allow is either turned off, or raises a warning. the default setting should be comparable to flash and it should be clear, that an applet never allows file or registry access or anything like that. anything else is not the concern of sun, i would say.

otherwise i think all web-based java is going down the drains.

i even dislike jnlp now, cause you get the app installed and must be a java geek to find and uninstall it. that's not professional, i think. and that system is slow once more. but that's another topic.
13  Games Center / Showcase / Re: ApoBot and ApoPolarium on: 2009-03-31 10:29:21
i really liked polarium and was surprised what you did with it. nice one!
im not sure if i like the new ability to just draw as many lines as needed. you should definately count them and put them into your score as well, if that is not yet in there.
14  Game Development / Networking & Multiplayer / Re: article on Security Warning enhancements in 6u10-12 on: 2009-03-19 16:41:42
It's trivial to make an invisible applet pop up a window identical to, say, an msn messenger login dialog.

maybe java applets are not as wide spread, because you can't do that  Smiley

or was that a joke?
if not:

sure, java could do that, but even html could look like msn messenger. what's the deal?

sun could go and warn people starting their browsers?
for a browser plugin, the sandbox should be anything in memory, a local cache (minimal or based on browser cache) and the web.
exclude system wide file access and other sensible system features and thats it.

essentially that would be about on par with flash (maybe not technically, but from user experience) and flash is also a common resident on your browser.
15  Game Development / Networking & Multiplayer / Re: article on Security Warning enhancements in 6u10-12 on: 2009-03-16 22:07:29
it's funny they don't work on resolving those issues, but make them more appealing to the eye.
users still will be appalled by them, no matter how nice.
16  Java Game APIs & Engines / JavaFX / Re: JavaFX Graphics Stack on: 2009-01-16 09:24:56
I just stumbled across the poll you did and ... well. Are these really options? As JavaFx is hardly converted to run only on 3d hardware, why should anyone not like additional performance?
We all know Java can do a lot already, but we rarely see it. And this seems to be the biggest issue to me: not too many applications and games use it. A lot of issues on different systems, despite the claim that it works everywhere.

But i digress  Smiley
Yes, please use hardware to it's best!
17  Java Game APIs & Engines / JavaFX / Re: JavaFX Example on: 2009-01-16 09:16:25
I had the same issue, but today it works. Maybe something was fixed? Don't know.
Its nice to see the layout (hit space) and seems a reasonably simple engine. I wonder if this could be a good be a basis for an adventure maker? It would be a cool application for JavaFx
18  Games Center / Archived Projects / Re: The Tome, The Java Game Tome is ONLINE! on: 2008-11-21 09:27:18
hi kingaschi!
i am looking through the tome every now and then and this time i found some bad links (to other sites) but there's no way to report them. or is there?
the developer site for this game seems to be down:

are you still keeping the images in DB? it's a shame there are few screenshots and even less good ones. it makes the games look worse than they are.

as for translations: yes, that would be nice, but i guess having more high quality content (per game, not more games), would pay out faster, i think.

just my two cents.
you're doing a good job and your enthusiasm shows!
19  Games Center / Showcase / Re: Battle tank 2 - a bird eye view shooter on: 2008-11-11 09:23:36
Yes, a nice start! Some other suggestions:

- the auto-align is nice, but also counter intuitive. whenever i move, the turret tends to face forward
- maybe use the mouse to aim? this would make it easier to drive away from enemies and still fire in their direction
- fire rate is too high and bullets are too fast. you can't see very far and it leaves no option to evade enemy fire

nevertheless, this is just tweaking. nice work!
20  Games Center / Archived Projects / Re: 1945 The World at War (shooter) on: 2008-07-04 08:43:09
i see where your aiming at, and i hope you give the game the polishing it deserves.

i agree with markus about his points. that's good feedback.
about the load time: it's probably not about the http calls, but using jars, you could compress the data. and you should use 2..3 jars: splash screen, menu, the rest. so you can start early on to show the user something interesting. the loading screen is not a highlight  Wink
individual firing is too slow, compared to autofire, which gives you at least a chance to shoot down enemies. then, their shot-sounds should be less prominent and you need to give the player's gun its own sound. i missed the distinction between my and their shots.
the explosion you use in the menu should have alpha transparency and you the hidden mouse is really annoying.

21  Games Center / Archived Projects / Re: Sparx WIP on: 2008-06-14 18:18:03
nice game! loads and plays just fine here!
it took a while until i found out you can move and i never understood what the tokens are. maybe im not exploring enough, but i didnt even think of going through them.
it still could use more agression by the enemies, a lesser fire-rate or more durable enemies so i need to dodge something.

still: good work!
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