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1  Games Center / Showcase / Re: Card Pyong - Play almost any card game online! on: 2013-02-07 11:13:22
Thanks for the suggestions  Smiley

I'll definitely look at the chrome store option. But first it looks like I'm going to have to put in a tutorial of some sort, since most people just login, make a room and then don't know what to do. So I'll have to walk people through it.
2  Games Center / Showcase / Re: Card Pyong - Play almost any card game online! on: 2013-02-05 17:53:05
Thanks for playing! The server is a kryonet server hosted on the Rackspace cloud.
I used some simple lock-step synchronization for the networking.
I might look at producing an android version soon.
3  Games Center / Showcase / Re: Card Pyong - Play almost any card game online! on: 2013-02-04 18:54:42
Hi, thanks for trying it out!

I agree with you; the manipulation takes a while to get used to. There are shortcuts on the website for most of the actions which makes the process a bit easier.

Being a virtual deck it also doesn't check any rules or have any rules for that matter, anyone can edit the deck in real time willy nilly.
This is actually a conscious design decision; there are some card games which rely on this very fact.

The Virtual Deck is a nice idea but for anyone to really utilize it I suggest you add full on games with rules etc with automatic shuffling and placement of cards etc.
I thought about this, but decided against it for now because I wanted to give the players as much control over how they play their card games as I could. Some people have different ways of playing the same game and I wanted people to be able to play exactly how they like to play.
4  Games Center / Showcase / Card Pyong - Play almost any card game online! on: 2013-02-04 11:41:04

Card Pyong is an online multiplayer game that essentially gives you a virtual deck of cards to play around with. It allows up to 4 players to join a room and play together. Most of the functions that you can perform on a regular deck and on the individual cards are available (check the site below for an overview of all that you can do in the game).

You don't need to make an account and all that, you can login as a guest and play straight away. The game is still being developed and more features will be added soon. It may still have bugs, so if you happen to find any, please let me know (:

Powered by LibGDX and Kryonet. Available as an applet and a runnable jar download.

[Pyong is a slang term where I'm from for someone who is addicted to things like games.. in case you were wondering (:]
5  Games Center / WIP games, tools & toy projects / Re: All Fours Online on: 2013-01-19 17:46:52

Hi, sorry to resurrect this old post. AFO has had several major updates over the past few years. Some of the things that we've implemented are:

- Added badges
- Added statistics
- Added spam blocker
- Added crews/crew management
- Added private chat
- Added whisper/shout/crew chat
- Added notices
- Added legend leaderboards
- Added chat filter
- Added room options
- Added chat colours
- Added emoticons
- Added taunts
- Added player options
- Added stalker blocker
- Added themes
- Added lobby games
- Added advertising
- Added achievements
- Added wiki

We've also changed where the site is hosted. It can now be found here:
6  Games Center / WIP games, tools & toy projects / Re: Jumbies Ate My Brother on: 2012-12-31 23:56:35
Thanks for trying it out  Smiley
It's probably a good thing that it bothers.. shows that your soul is still intact  Wink
7  Games Center / WIP games, tools & toy projects / Jumbies Ate My Brother on: 2012-12-31 15:56:54

A turn-based game with RPG elements. Can you save your brother from the evil Moko? Currently in development; more levels coming soon.
Made with LibGDX.

Available as an applet and an HTML5 web app. This is just a demo of the first level.
8  Games Center / Showcase / Re: Blasted Crates on: 2012-08-25 15:27:27
Blasted Crates has been updated with 3 new levels.

So where were those boxes again?
They're back  Wink

Thanks for playing!
9  Games Center / Showcase / Re: Blasted Crates on: 2012-08-21 13:15:30
Well, you could, but that contradicts your own thesis about how to overcome difficult situations, like how I'm supposed to clear that level ^^
lol touche!  Grin

And believe day I'll own those wretched L-shaped boxes!
I don't know about that one.. the evilness gets kicked up a notch and they make a comeback with a vengeance after level 10  Wink
10  Games Center / Showcase / Re: Blasted Crates on: 2012-08-21 12:41:55
Very cool game!! Extremely addicting. You're gonna get a lot of traffic from my friends, that's for sure ^^

I know it can be done, but 4 pixel-perfect jumps in a row...I can't do it.
Don't give up, it gets easier after you die a couple (hundred..) times Tongue

Oh, one thing. Clicking the mouse is still terribly laggy and buggy. Just make it push the spacebar on mousePressed instead of that event-system, and remember to restrict jumping until the mousebutton has been released
Yea for some reason clicking still misses events even though I'm using the polling mechanism for it. I might remove it altogether and stick with keyboard input solely.
11  Games Center / Showcase / Re: Blasted Crates on: 2012-08-09 22:22:48
Blasted Crates has been updated:

- Added 3 new levels
- Capped the delta time to prevent cheating
- Added a few new types of crates
- You will now be able to continue from the round you reached
- Rewrote the storyline to be somewhat like a Bastion-esque narration (at least it sounds like the Bastion narrator in my head when I'm reading it  Wink)
12  Games Center / Showcase / Re: Blasted Crates on: 2012-08-06 12:40:40
Isn't it as simple as:

if (deltaT>50) deltaT = 50;

Thanks. Somehow I didn't think it would be that simple, but reading up on it, it seems like that's the way to go.
13  Games Center / Showcase / Re: Blasted Crates on: 2012-08-06 12:07:31
I cheated!
This seems like the same issue as I've mentioned above, wouldn't happen if delta time was capped.

Hmm so it seems I'm going to have to investigate this delta time capping after all. Anyone has any experience doing this in LibGDX? Thanks for pointing this out.
14  Games Center / Showcase / Re: Blasted Crates on: 2012-08-05 18:03:01
Please make the game save at which round/stage you are per level  Cry
I will add this in the next update along with more levels.

Just curious do you really need to self sign the applet? Judging by the complexity of the game you should be able to pretty easily just rely on using the pre-signed LWJGL applet jars so that you get a proper security dialog (or none for those already having accepted the LWJGL certificate).
I signed the applet because I'm using a custom java websocket library for submitting highscores.
15  Games Center / Showcase / Re: Blasted Crates on: 2012-08-05 00:58:16
What a unforgiving and very intensely challenging game. Good job! I think you should make a super-hard mode that has that input lag... j/k. I beat the game, but man. Even with my reaction time it gives a severe workout.

lol thanks but it's about to get a bit harder though. Moving crates anyone?  Wink
16  Games Center / Showcase / Re: Blasted Crates on: 2012-08-05 00:47:00
Thanks guys. Here's a video for that particularly evil round:

And the next round:
17  Games Center / Showcase / Re: Blasted Crates on: 2012-08-04 14:25:17
Round 3 of Level 8 however... my god... again you have to jump as close as possible, twice in a row... it is... impossible.......

It's too bad that when you continue the game you have to start from the beginning of the level instead of what round  you are stuck at :/
Yea that was a little wicked lol.. but I've seen people do that round flawlessly.
I'll address the continuing from the round in the next update.

I think you should work on the 'storyline' a bit. I thought it was amusing right onto were you suggested the crates were filled with tomatoes. Then it got somewhat boring
lol I'll see what I can do.
18  Games Center / Showcase / Re: Blasted Crates on: 2012-08-03 22:19:12
I just updated the game to use polling instead. Let me know if it's still missing events. Also, you can now use the Up key as well to jump. Thanks again for playing!
19  Games Center / Showcase / Re: Blasted Crates on: 2012-08-03 17:33:57
Before you start implementing that 'convenient' feature, think about how that takes all skill out of the equation. The entire point of this game is to have lightning speed reflexes, and by doing 'action queueing' they don't matter as much, only the timing of the first jump would be important.
That's why you don't let people queue jumps at any time, just a small fraction before they hit the ground.  It's basically adding a little bit of tolerance to the mix, and it's pretty much a requirement to compensate for any input lag.  Obviously removing input lag is better, but even then it still provides a smooth experience without taking away too much difficulty.

The main reason I'd look at doing something like this would be for an 'easy mode', because people tend to curse alot while playing this game  Tongue
20  Games Center / Showcase / Re: Blasted Crates on: 2012-08-03 17:24:58
For maximum polish, you'll probably only want to process jumps that were queued within X amount of time before hitting the ground, where X is some fractional-second value that's smaller than the length of an entire jump.  Otherwise it's annoying if you accidentally bounce the button and queue jumps you didn't want to.
Makes alot of sense. I'll prototype this later tonight.
21  Games Center / Showcase / Re: Blasted Crates on: 2012-08-03 17:13:21
Ah I understand. Thanks, I'll think about adding that in and see if it adds to the game.

Please note that the input lag is equal for both the keyboard and the mouse.
Hopefully, switching to polling will fix the lag. If not, I'll have to investigate the delta time cap.
22  Games Center / Showcase / Re: Blasted Crates on: 2012-08-03 17:06:49
But not being able to queue jumps makes me platinum mad  Clueless

Not sure what you mean by 'queue jumps'. Please clarify.
23  Games Center / Showcase / Re: Blasted Crates on: 2012-08-03 16:46:34
I'm guessing though that the reason for the delay in input is a sudden drop in frames giving a large delta time value (causing the sprite to move forward faster and hence delay the jump). One solution is to cap the delta time value to something like 20-50ms to avoid these jump delays have too much of an effect on gameplay.

How do I cap the delta time?

Thanks for the help and trying it out guys. I'll post an update asap.
24  Games Center / Showcase / Re: Blasted Crates on: 2012-08-03 14:38:09
Events are best used for stuff like text input where you don't want to miss anything but can afford a little input lag, however for real time jumping polling should be used.

btw noticed that in your appletloader html code you use the al_bgcolor and al_fgcolor parameters, these do not work with the AppletLoader anymore and you should instead use the boxbgcolor and boxfgcolor parameters.

Ohh I see, I'll definitely switch to polling then. Thanks, I didn't know those params had changed. I'll push a new update tonight.
25  Games Center / Showcase / Re: Blasted Crates on: 2012-08-03 14:18:19
It might also be a logic error. Maybe there are certain conditions that are checked before a jump is allowed, which need to be fixed.

I believe the only condition I check is if the player is on the ground before attempting to jump. I'll see.

And, from my own experience (I'm writing a libgdx game right now), I've never experienced a key polling miss.

Thanks, I'll try this approach as well.
26  Games Center / Showcase / Re: Blasted Crates on: 2012-08-03 13:57:13
Thanks for playing guys. About the lag, I'm not entirely sure how to resolve that because in LibGDX you can handle input either via their Polling mechanism or using Event Handling. Crates uses event handling because the LibGDX wiki says polling might produce missed events.
27  Games Center / Showcase / Blasted Crates on: 2012-08-03 12:55:29

A simple, addictive and sometimes difficult one-button game requiring ninja-like skill and reflexes. More levels coming soon.
Made with LibGDX.

Some videos:
Level 8.2
Level 8.3

Update 1:
- Added 3 new levels
- Capped the delta time to prevent cheating
- Added a few new types of crates
- You will now be able to continue from the round you reached
- Rewrote the storyline to be somewhat like a Bastion-esque narration (at least it sounds like the Bastion narrator in my head when I'm reading it Wink)
28  Game Development / Networking & Multiplayer / Re: Bugs in nio? I'm paranoid! on: 2011-09-06 12:42:36
My online game ( has used KryoNet for almost 2 years now without any problems. Recently I ported both the client and the server to Netty mainly because I wanted to see how much my tiny server machine would scale. Unfortunately, I had to revert to the KryoNet version of the server and client after a day or so because a bunch of consistency problems, connection problems etc. started occurring as more people came online. (Probably my fault though, might have missed something in the docs..)

IMHO KryoNet is much easier to use and will get your project up and running quickly. The only downside for me is that the client must also use KryoNet, which means my J2ME version of AFO (JavaME is still alive in my market) can't talk to the same server as the PC version without some hacking around..
29  Game Development / Networking & Multiplayer / Re: Starting to get it, but not - Multiplayer Card Game on: 2011-06-08 12:49:54
I was even thinking to just send the Client a String with the player name because it has no reason for having an actual Player object for each player..

I think it depends on how your game is structured. If you are going for a lobby-style approach with game tables and such, then when a player connects, all the players in the lobby will be sent a message ('Hsaka has entered the lobby' or maybe just an integer representing the number of players currently online). Then a player could make a request to the server to get a list of the names of players online if he wishes to see that. When a player clicks on a table, he would get a message with a list of the names of the players in that table. No need to send objects across the wire when only a subset of the information in them is actually being used by the client.

**Hmm do you think its better to just create a new Player object on the client side and then fill in its hand through the use of Packets, or would it be even smarter to just have a "Player" object hold the players information and then the GameTable could have a HashMap of <Player, Hand> that way the GameTable will map which player has which Hand, and then if they leave the table they will no longer be tied to the hand because it would make no sense for a player in the Lobby to have a hand correct?

On the server, I would just have an array field in the Player object for the hand. The game table would maintain a list of player objects in it. When a player leaves, they are removed from the game table's list and added to the lobby's list. On the client, when the player is dealt a hand, the server sends the hand to the respective player and the client stores it in his own array.
30  Game Development / Networking & Multiplayer / Re: Starting to get it, but not - Multiplayer Card Game on: 2011-05-31 21:38:14
For my multiplayer card game [], which uses KryoNet [], everytime a client sends a message, I queue up a Runnable to handle processing of that message on the server:

public void received (Connection connection, Object object) 
   queue(new ServerReceptionHandler(connection, object, database, server));            

public class ServerReceptionHandler implements Runnable {
public void run() {
    //process message
    if (object instanceof StringMessage) {
       StringMessage sm = (StringMessage)object;

Clients can create rooms and can also join rooms that already exist. Rooms act as the data structure for handling the games being played in them. They would store things like the random number seed, a list of all the players currently in them, the dealer, whose turn it is etc. When a gameplay message is received by the server, the Room that the client is in is obtained and the appropriate fields are modified and messages are sent to the players in that room to reflect the changes. I use a ConcurrentHashMap to store the players and the rooms:

public ConcurrentHashMap<Integer, Player> playerMap;
public ConcurrentHashMap<Integer, Room> roomMap;
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