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1  Discussions / General Discussions / Re: Scripting help /guidance wanted on: 2011-01-21 12:43:05
Some more "pros" of using janino is that you can "defer" your scripting related work since you're just programming in Java.  One can start by simply having all "scripts" statically compiled with the rest of the engine.  This gives you the chance to work out all the details of how scripts will interface with the base engine and not to worry about bugs in your loading/unloading source base.

Yeah I think this is bigger than I think it is.  I'm sure there is going to be feature creep and some major scenario changes.  This would probably be good work out first and lock down before going to a scripting implementation.
2  Discussions / General Discussions / Re: Scripting help /guidance wanted on: 2011-01-20 11:27:58
Thank you for the replies.   

The app will be in Java / LWJGL.  It is a bit more complicated than I thought.  Is anything easy in game programing?  At this point, I think I'm going to write a couple of scenarios is Java, then see how I can extract them to something like Janino.  I think I need to get more design and engine done before I try to separate out the campaigns into a full blown scripting language.  It would probably be better to plan it out first but I don't think I'm ready.


I'm also wonder what functions and commands etc should be limited for a single player game if any? I guess you set up an API for the script to you.  Does anyone have code links to show how someone integrated a scripting language with java?
3  Games Center / 4K Game Competition - 2011 / Re: Panicky Penguin (WIP) on: 2011-01-19 00:21:56
Level four.  I like the blood the best.
4  Discussions / General Discussions / Scripting help /guidance wanted on: 2011-01-18 23:22:40
Hi,

I'm trying to plan out a game.  I was thinking that the scenarios might be better set up with XML and/or Scripting.  Then I was looking at all these different languages Lua, ruby... why learn something else?   I read this article where this company actually uses Java itself for its scripting language.

http://www.gamasutra.com/view/feature/3147/nihilistic_softwares_vampire_the_.php?print=1

Quote
3. Using Java as a scripting engine.
We knew from the start that allowing the user community to edit the game was an important part of the design. After working in the first-person action-game market, we saw the benefits of supporting the user community and wanted to carry this idea over into role-playing games, where it is not the norm. A built-in scripting system makes a game engine much more extendable by fans. In Jedi Knight, we created our own customized game language called COG. Creating COG took a lot of effort from the development team; several months of work went into creating the compiler, testing the generated code, and implementing the run-time kernel used to execute the scripts. The end result was worth it, but it cost a lot in terms of time and resources to pull it off (for more about COG, see my article, "Adding Languages to Game Engines," September 1997).
The ambitious design included parties of up to four 3D characters, each with interchangeable weapons and armor.

When starting Vampire, we looked for ways to incorporate a scripting engine more easily than creating our own from scratch yet again. There were several scripting systems we examined and tested. At about that time, another game development company, Rebel Boat Rocker software, was getting a lot of attention for its use of Java technology. After exchanging a few e-mails with lead programmer Billy Zelsnak, we decided to give Java a try. Up to this point I knew very little of Java, and had largely dismissed it as a language suitable only for making icons dance on a web page and the like.
A set of four interactive 3D head models at the bottom of the screen are skinned and animated in real time to give lifelike status for each party member.

After a crash course in Java, we did a few simple tests incorporating it into our game engine. It passed each one with flying colors. In a matter of a few weeks, we had solved the major challenges involved in interfacing a standard, freely distributable Java virtual machine to our 3D RPG engine. From that point on, the only maintenance required was to add new native functions to the scripting language, which we did whenever we added new engine functionality that we wanted exposed to the script writers. We also trained several designers in the use of the scripting language, and they started creating the hundreds of small scripts that would eventually drive the storyline of the game.

Ever since those initial tests, I kept waiting for the other shoe to drop, so to speak. I expected to come to work one day and find out that the Java thread was chewing up 100MB of RAM or eating 50 percent of the CPU time, but amazingly, the system was trouble-free throughout development and never became a significant resource drain. If for some reason we had hit a dead end with the Java system late in the project, it would have easily taken three to four months to get back on track using a different scripting technology. In the end, the gamble paid off. We saved months of programmer time that would have otherwise been devoted to creating a scripting environment, and the result was a system significantly more efficient and robust than any we could have created ourselves.


Okay so a couple of questions (not easy)

1) How would one set something like this up?  Seems like a cool idea.  Is this doable with Java using java as the scripting language?

2) Does anyone have any code links for medium complexity scripting engine tied to a scripting language?   I want to set up things like variables, graphic positions, timers, dialog, and events.  Perhaps AI.

Any help or direction would be appreciated.

Darrin
5  Game Development / Game Play & Game Design / Re: New member: can I ask for some guidance? on: 2009-06-17 15:49:43
I agree with master demonpants.  Start with Java2d first.   The game itself will set the requirements, adding 3d will add complexities but won't necessarily improve game play or looks.   The best way to begin is start with simple games then build adding more complexity with each new game.   
6  Discussions / Business and Project Management Discussions / Re: Link Exchange on: 2009-06-11 15:41:13
I agree with you and that is why I do not encourage the authors using my website to link to it even though this method was often used in Flash games websites some years ago.

Sorry Darrin, I have just found at least one dead link in your list.

Hehe, doesn't really matter as not that many people seem keen on driving traffic in this manner.  IMHO, seems like a no brainer to have people actually check out the games in any manner possible.   It takes 5 minutes to put up a link and if it gets you a sale it was worth it.     
7  Game Development / Newbie & Debugging Questions / Re: Starting out with Java2D/AWT on: 2009-05-30 12:53:52
Usually I just add a key listener to the jframe and then override the three functions, the one for escaping the app is usually keypressed.  Or perhaps even easier.. 

public class Example extends JFrame implements KeyListener{

Not sure I've seen it set up as you have.

check out....  http://java.sun.com/docs/books/tutorial/uiswing/events/keylistener.html

    public void keyTyped(KeyEvent e) {
        displayInfo(e, "KEY TYPED: ");
    }

    /** Handle the key pressed event from the text field. */
    public void keyPressed(KeyEvent e) {
        displayInfo(e, "KEY PRESSED: ");
    }

    /** Handle the key released event from the text field. */
    public void keyReleased(KeyEvent e) {
        displayInfo(e, "KEY RELEASED: ");
    }
8  Game Development / Networking & Multiplayer / Re: Can you use a Card Layout on Game Panels? on: 2009-05-29 22:41:18
I agree with Mark.   Take a look at http://www.cokeandcode.com/spaceinvaderstutorial

Start with active rendering first as most likely you will be going down that road.   Swing buttons have their own display frequency and have to be set up carefully. 
9  Game Development / Newbie & Debugging Questions / Re: How can I get into game design coming from a C and Java background? on: 2009-05-28 17:02:39
Agree that we need more info on what you want to do.

More gaming jobs with C++ than Java.   But there are Java jobs.

There are some very good java tutorials.  Kevin Glass has several and then there is the whole OpenGL / Jogl world.

etc.
10  Discussions / General Discussions / Re: LWJGL or Slick or Java2D on: 2009-05-26 23:54:26
If your looking into 3D, I highly suggest JOGL over LWJGL. JOGL is an official part of java produced by sun, and will give you a firm understanding of OpenGL.

LWJGL is still an active project, but my understanding is that it was created before JOGL was, and was originally meant to provide an interface to OpenGL... which is obviously deprecated now that JOGL exists as an offical JSR.

Thanks.  Yeah, I'm not looking into 3d.  maybe next year.   I do like the fact you learn opengl with jogl.  That was one of my considerations actually.  I'm only making 2d game for the next year or so.  I'm also more interested in the games than the tech, so long is it is fast and stable.     

Right now I'm using SLICK.   I must say I'm impressed with most things.  The learning curve was actually faster than I imagined.  I'm not that happy with the editor but working around things.    I've basically gone from 33 fps to over 600, so it solved my smoothing problems.  It will also solve my sound issues which I have no interest in working out on my own.   The timer is also excellent.

The other thing I think would be good is the path find although I don't need it for my next two games. 
11  Game Development / Newbie & Debugging Questions / Re: Stop aktive Threads with AWT on: 2009-05-26 17:22:26
Hiya, can you post the code?
12  Games Center / Featured Games / Re: Rescue Squad 2! on: 2009-05-26 13:40:26
ah cool.  I played the tutorial.   Starting to get the hang of it now.  A few suggestions on the tutorial.

--First one just have it complete when they go through the rings.  No need to go round and round. People like quick progress.
--have the next one drop a line/land.  so the whole practice is pick up and drop once. 
--If you can have the shadow of the copter over the buildings not under.
--I might have missed it but on the loop one, did you say something like "hint: land to refuel"
--are you doing a pixel perfect hit box?   just curious seems wider on the people yet perfect on the cargo.

Great stuff John.   
13  Games Center / Featured Games / Re: Rescue Squad 2! on: 2009-05-25 16:32:27
heya,  great job.   Here are some comments I hope you find useful.  Please feel free to disregard anything I say.

--wonderful art, I love the water animations.
--good sfx
--love the special effects of the lighting
--a little hard to control but overall physics are good.  getting it over a guy is a little hard.

--Instructions would be nice.  Never figured out how to drop someone off once I got them.  I'm sure it is simple but hit every key a-z, enter and space but couldn't figure out where or how.
--Music...this is purely a taste thing, not my taste but I just turned it off.
--I wanted the copter to look more copter like, keep it cute but more than just two circles.
--There was a guy to the north east who I spent about 2 minutes on him.  I guess he doesn't need rescue.  Not sure why here is there.
--Hard to tell the height thing.  Not sure how it was helping.  I ran into a few things.  Dunno if a shadow or something might help see position and perhaps have it influence game play more.  I was thinking like a river dodging rocks or something.
--Again because I didn't drop off the guys I wasn't sure what the hook was.  Is it a speed thing...is it a level thing... I'll play again when I know how to drop off.

Again great coding!

Darrin

14  Discussions / General Discussions / Re: A java applet gaming portal on: 2009-05-25 16:07:57
Hi,

A couple of thoughts in random order.  I haven't finished my coffee so no idea if this post will make sense.

--Your site looks very nice.

--In the applet FAQ there are few listed to sell your game.  I listed four sites that have a java games running.   They do prefer the flash games though because they can redistribute.  But I understand your point about being too few.  Even javagames is all flash.  Go figure.    But here is a site with a list of java games.   http://www.arcadepod.com/java/

--The nice thing about javagametome is that they don't host but rather link to your website.   Thus you don't have to worry about the whole payment thing it is just a traffic generator.   It is an okay traffic generator but we need more.  It would be awesome if your site did something similar. 

--What are your terms of payment?

--Game jolt has a bit of a jump on you; however they don't support applets or demos.   http://www.java-gaming.org/topics/game-jolt-ad-revenue-sharing/20283/view.html  I'm still trying to figure out how to get it to link to my applets but not sure it does.  I also don't like the fact you can't do demos on them. Armored games does almost all demos yet their games are everywhere....

--My understand of the search engines is that the more sites that link to you the higher the rank you are, so having another site, even one that competes with Javagametome is a good thing for developers.

--The problem is not java v flash per se.  It is content.  In other words people are going to flock to whatever is cool.  Right now miniclips and other flash portals have a huge amount of fun games.   You might want to seriously consider not competing generally with a flash portal as you will not do that will but rather compete specifically.   In other words, capture one style of game and build your audience.   It is going to be better to have 1000 action gamers than have 20 people that play every genre. 

Anyway, I hope that helps.  I guess my main question is what are your terms and can you set up the site to actually link back to our pages as an alt to you hosting the game?

keep up the good work.       



15  Game Development / Newbie & Debugging Questions / Re: Need help with general game design on: 2009-05-23 17:38:27
This isn't really an answer to your question but if it is one of your first games, especially an RTS, you may consider just writing a single player first.   There is so much to do and so many hurdles to overcome (AI, pathfinding, speed, balance, etc) that leaving out a hard one like networking might save you time.  Pathfinding alone is probably one of the biggest bane of these games.  Just a suggestion.   We spent months developing network code that was stable and good and it turned out almost no one used it.   
16  Discussions / General Discussions / Re: When coding in Java, it is damned nice to (fill in the blank) on: 2009-05-23 11:18:42
Each developer has his own speed, his own rhythm. I prefer taking care of the modeling of the application at the beginning to avoid wasting a lot of time later in rewriting all. Do you know UML?

No, hadn't heard of it. 

I did a quick google and many people feel it is a waste of time for game dev.

http://www.gamedev.net/community/forums/topic.asp?topic_id=192120

17  Discussions / General Discussions / When coding in Java, it is damned nice to (fill in the blank) on: 2009-05-23 00:20:01
...see something on the screen.

I've been learning Slick and the editor Tiled along with worrying about if I'm abstracting my classes enough.  I worry my code isn't organized enough.   Worried I'm going to have to rewrite too much.  I'm worried I'm developing way to slow.

I said f it and just threw up a self made map with original art work.  How nicely motivating.   

How about u?
18  Discussions / Java Gaming Wiki / Re: Applet FAQ on: 2009-05-22 20:07:50
I have a question regarding applets soon my game will cross the 10mb threshold should this be a concern regarding actually playing the game once loaded?

I would say yes. I'd try to limit it to under 10 for sure, targeting around 5.   Some nice sfx could replace mp3s.   I was finding mp3s take up way too much space.  I did a poll one time and a surprising number of people prefer their own music while playing.  Many turn the sound off all together playing at work and what not. 
19  Game Development / Game Play & Game Design / Re: Formula for leaderboard on: 2009-05-22 12:48:41
Usually it is a formula based on the ranking.

For example, set a range 1 to 1000.  1000 is best.
Set the gain minimum of lets say 400.  If someone is less than 400 rank below you, no gain.
Set your equal equal or less than equal minimum gain to 10.
Set your max gain to 30.
Everyone starts at 500.

if a level 1 beats a level 1000 he gains 30 points plus the minimum 10 for 40.

if  a level 500 beats a 500 he gains 10 points.  equal equal.

if a level 1000 beats a 500 he gains nothing because below 400 threshold.

if a level 1000 beats 600 = 1 point.   640 2, 680 3 etc.  1/10th of equal equal 10. 

if a level 600 beats a 1000 he gains 40% of 30 +10 (10 being less than equal gain) or 22.

20  Discussions / General Discussions / Re: Linux gaming websites that refuse Java games: please protest!!! on: 2009-05-22 12:38:00
I hereby protest. Let them know.




There is nothing like waking up to a funny cartoon in the morning!  Thanks for that.

Flash has a lot of amazing games and a huge quantity.  The best thing I think to do is actually put out better and more content to make an argument on what a site puts up.
21  Games Center / Featured Games / Re: Minecraft on: 2009-05-20 23:29:37
hehe, I wasn't going to post until I say the above, "what I am I supposed to dos..."

I'm thinking it is basically like watching lemmings on the TV.   It is somehow fascinating to see masses of mindless creatures suicide.  There was also something entertaining about their frenetic energy. 
22  Discussions / General Discussions / Re: LWJGL or Slick or Java2D on: 2009-05-20 15:19:28
Thanks for all the replies.

I think I'm going to try Slick for now.  It did take 3 hours to get it up and running (haven't got the applet working yet) but I do like the acceleration.   So far there is a bit of a learning curve but not so steep.  I'll put up my WIP in a week or so. 
23  Discussions / General Discussions / Re: LWJGL or Slick or Java2D on: 2009-05-18 22:45:46
Slick seems like the obvious choice here Smiley, well you want a to make a fast hardware accelerated 2d game right?

You could go with LWJGL but then you'd probably just end up reinventing most of slick, Slick is basically just a 2d library on top of LWJGL.

Another good option you could choose is pulpcore http://www.interactivepulp.com/pulpcore/

Thanks for the response. I love milpa and looked over pulpcore but for some reason it just seemed really complicated for me.  But again I'm not the best coder in the world.   
24  Discussions / General Discussions / LWJGL or Slick or Java2D on: 2009-05-18 22:00:31
I guess I'm looking for forum courage (have enough liquid courage at home).   So after spending a week revamping my website, I'm going to work on my third java game.  It will be another applet of course.   I've read quite a bit that even for 2D games I should probably be using a 3D engine.

There are somethings that I don't like that much about Java2D.  The biggest probably is that I can't really get high framerates in an attempt to smooth things out.  And I really want a sound engine that I can just play stuff and not worry about it causing problems or slowing things down.   

So should I move over to LWJGL or Slick or stay with Java2D and just get another one done.  I've seen some very, impressive demos on slick and I trust the coders who made it yet like most engines it doesn't seem to have a large following.   

As has been pointed out, JOGL seems a little ify.  LWJGL seems the most popular yet Slick seems right down my 2D alley.   My guess it will take a week or two just to get the environment set up and figure out how to get stuff working.   

Is there anything specific that my next game Dingo needs?  Probably not.   I'll just be using collision detection, keyboard inputs, map editor, maybe some lighting and particle effects depending on how easy to implement.   Maybe some path finding but I don't think I need anything near a*.   

I know what Orange will say. Tongue  Any thoughts? 
   


25  Java Game APIs & Engines / OpenGL Development / Re: Switch from JOGL to LWJGL on: 2009-05-18 15:20:18
Thanks for the update.  At some point I was planning to go away from Java2D.  I have no idea which to choose....JOGL or LWJGL.  I am writing mostly applets.

That sucks a bit about Floats.

I'm curious about sound.  Does LWJGL provide a good interface for that?  Java seems to have major sound issues?

How about the timer?  I heard it was pretty good even on dual cores.

Was the only reason to go away from Jogl due to the certificate?   

26  Java Game APIs & Engines / Java Sound & OpenAL / Re: EasySound (FmodEX) on: 2009-05-17 12:17:37
Cool link.  fmod is pretty popular.

Does it work with applets?

How big is the add on in mb?

27  Game Development / Networking & Multiplayer / Re: Eliminating jitter on: 2009-05-16 17:10:35
hmm, I'm going to have to try that code out.   Looks interesting to see if it actually smooths anything.   

The whole jitter problem seems to be a timer issue on dual/quad cores more than anything.   Java doesn't know when a part of the processor has shut it self down for a few milliseconds.   

As for the server question, seems like the client is where you want to do the smoothing but not sure.   

I'll post back in a couple of days when I try that smoothing code.    Not sure if it is going to effect much because as long as I set my timer to something not divisible by 10, it seems to become more or less accurate.   
28  Games Center / Showcase / Re: Flames of Anaria: 2D RPG on: 2009-05-16 10:57:54
Hi,

Very nice.   I played until level 2.  Then went to level 15 and put on gm armor. Tongue

--would be nice to have instructions in game.  took me awhile to figure out f d space and enter.   I was stuck in a dialog for a while.
--Was I supposed to turn in the rabbit meat?  I had some but mom didn't take it.  I was not sure how many I was supposed to get. or was this just a lead in to finding the sister.
--some of the grass corners are square.
--movement was a little weird in the since that if you hit an arrow key once you moved pretty far even with a tap, like the movement minimum was to much, giving a feel of not being responsive.
--the beach area seemed like I should be able to move left and right but the paths were blocked.

I guess my only suggestion would be to tighten the maps and give more flow to the story.  In other words, the player should always be questing for something and always know what they are questing for.  The town is pretty big, but what does the size actually add to the game play?
 
rpgs are pretty hard in all respects, design, art, code.  There are some amazing ones done in rpg maker.   Check out.

http://www.quintessence-tbv.com/

master of the wind is supposed to be great too.

My favorite of all time is zelda for the snes with secret of many being up there as well.    There is a really good flow/progress to those games.   

Great stuff. I think your engine is really nice.    Seems like an ide like netbeans or eclipse might make things a little easy on you. Tongue




29  Games Center / Archived Projects / Re: Dot n Munch on: 2009-05-16 09:42:44
Great Idea! Funny to play.
Stopped in level 46 because it wasn't challenging me enough.
I would also prefer a faster increase of the game speed. You could add a difficulty selection in the start menu.
Additional to the speed you could also zoom out (make the dot and the fields smaller). So you could extend the field much more.

cool idea actually.  Thanks for taking the time to play it!  I've noted that down for v2.   
30  Games Center / Archived Projects / Re: My first multiplayer internet fighting game(GTGE) applet and jar on: 2009-05-13 16:47:18
I just played mafia wars.  Pretty interesting game.    Yeah, my preference would be make it like that and less twitch base.  Both though are going to take some serious. coding.   Make the game you love and we will love it too. 
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