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Game Development / Newbie & Debugging Questions / Java applet equivalent to flash's LocalStorageObject?
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on: 2012-08-23 20:10:10
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Hi, what would you use for saving games or settings in an applet? local file-system access requires the user to give you permission via a scary looking pop-up window. In flash I just use a Local Shared Object, which is pretty easy to use and gives me enough room for everything I need to save. With js you can use cookies or (with html5) LocalStorage (which is much better).
What do you use with java applets?
Thanks, Ido.
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Discussions / General Discussions / Re: Lots of doors are being closed for Java
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on: 2011-02-27 16:22:04
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1# Java failed on the desktop because Sun never bothered creating an application shop for java applications. You should have been able to launch "Java Control" and find a list of all java applications installed on your desktop and manage them from there. Some kind of Java OS layer on the top of windows.
That is a very minor (if at all) factor IMO. Flash didn't (and doesn't) have an "application shop" and that didn't prevent it from becoming the de-facto standard for web games.
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Discussions / General Discussions / Re: Lots of doors are being closed for Java
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on: 2011-02-10 14:48:02
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What, even with the incredibly obscure rituals you had to perform to get Java2D performing vaguely fast? On some hardware? Java2D is a horribly complicated API, that's why I turned to OpenGL in the end! More irony.
Yes, I think we'd just have gotten something like PulpCore earlier if Applets wouldn't have (for all practical purposes) died years ago as far as web games are concerned. The lack of developer interest also means it took a lot longer to get decent game libs and tools (e.g. see how quickly html5 game libs and frameworks popped up within months of canvas/audio becoming usable for 2d games on cutting edge browsers).
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Discussions / General Discussions / Re: Lots of doors are being closed for Java
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on: 2011-02-10 13:52:41
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Indeed, it's laughable how few games are written in Java. It's like there has been concerted, co-ordinated effort in preventing it from occurring.
I think a big part of the reason is that Applets sucked too much, for way too long (and in some circumstances they still do). If we'd have the applet experience you can now get with a modern java plugin on chrome under windows or linux (os x is still on the old plugin) 10+ years ago I think you'd see a ton of java games out there today.
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Discussions / General Discussions / Re: Lots of doors are being closed for Java
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on: 2011-02-10 10:47:19
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Sure no one plays Runescape, AllBinary, Puppy, or other J2SE, J2ME, or Android games... I must be imagining things.
Sure, there are some successful games done in java (I've made most of my games with java2d, pulpcore or lwjgl too) but not as many as you'd expect from arguably the most commonly used language in the world.
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Discussions / General Discussions / Re: Lots of doors are being closed for Java
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on: 2011-02-09 21:51:33
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It wouldn't surprise me if it's pretty close to reality - java is a very popular language, nobody is disputing that. It's just that that's because most software out there is server/web based in-house stuff. Java for games has never been popular and I don't think it's really getting much better.
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Discussions / General Discussions / Re: Lots of doors are being closed for Java
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on: 2011-02-09 15:18:12
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They certainly never actually buy them. Or maybe they do, but honestly I'm not interested in developing the sort of game that J2ME is capable of.
Last J2ME contract I did was in 2005, and it seemed like it was on the decline back then too. Maybe it's still popular in some remote parts of Africa or something, but I would certainly not suggest anyone to get into J2ME dev these days.
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Discussions / General Discussions / Re: Lots of doors are being closed for Java
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on: 2011-02-09 15:14:40
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I think you're behind the times. 3 megacorporations have been investing into incredibly fast JIT compilers for JavaScript. v8 in particular makes you forget you're running JavaScript. But that's not even the point - WebGL forces you to write all graphics processing in shaders, which execute on the GPU. JavaScript is only responsible for moving things around and user input.
I'd say you're ahead of the times  , its all exciting stuff but as we've seen time and time again, it just takes way too long to catch on (if ever) and technologies like Flash are always one step ahead, work better and are just a more practical choice. One recent example of the fate of a popular HTML5 game, Cardinal Quest. That little blog post got a lot more popular that I thought it would  HTML5 was indeed a bit too cutting edge for my taste - regardless of performance, just appeasing all the different browsers was a royal pain in the butt.
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Games Center / Contests / 4DRL Challenge October 2010
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on: 2010-10-12 12:40:45
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Hi, on the roguelike-dev chat room (#rgrd @ quakenet), we have spontaneously decided on a new challenge - the October 2010 4DRL Challenge! To join in you only need to register yourself at http://typewith.me/kbrJYIJHqT. The challenge takes place on 4 consecutive days of your choice between 22/10/10 (Friday) to 27/10/10 (Wednesday) - that's in a bit more than 1 week from now. -Ido. EDIT: changed the doc to state explicitly that you are allowed to use existing engines, libs, code, graphics, sounds - you just need to mention what you used afterwards.
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Games Center / Featured Games / Re: Revenge of the Titans 1.52 released, and some interesting DRM news
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on: 2010-09-29 14:14:41
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I've been thinking about it, and I believe another reason why your games aren't making a killing (as they should!) is that there isn't really a lot of PR/marketing going on. I almost never hear of puppygames outside of jgo, and i'm a pretty savvy internet user that checks out a lot of indie games sites. there is almost nothing about it on reddit, digg, SA, tigsource, hn, etc. It is simply not visible to most people who'd normally buy games like that. The semi-controversial DRM post was definitely a step in the right direction - maybe a couple more attention grabbing posts (e.g. "life as an indie developer") might make quite a difference. An example where something like that worked is the guys at ludosity: they kept pushing "bob came in pieces" ( http://ludosity.com/games/bob-came-in-pieces/), a game that i think don't have a ton of casual appeal, without giving up and ended up selling quite a nice bunch of copies by sheer tenacity.
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Games Center / Featured Games / Re: Revenge of the Titans 1.52 released, and some interesting DRM news
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on: 2010-09-28 20:10:28
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Obviously to implement something like this you need to be able to lock people into those purchase commitments, probably by pre-charging their credit cards for the full amount and then refunding them later or something like that. I have no idea whatsoever how the details of that would work, or if it's even allowed by the processors...
I think this might be a good way for Puppygames' account to be black-listed as a fraud account...I'd triple check it before attempting a stunt like that.
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Discussions / Business and Project Discussions / Re: Paying graphics artists
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on: 2010-09-28 13:55:04
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I've had some not so great and some pretty good experiences in the past. One particular guy I've worked with which was both reliable and not very expansive was Tom Filhol, you can see his style on his homepage: http://www.2dhero.com/ He is quick, keeps his word and produces very good 2d sprites/tiles (but better static stuff than animations). If that's type of work you need done I can only recommend him.
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Games Center / Featured Games / Re: Revenge of the Titans 1.52 released, and some interesting DRM news
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on: 2010-09-28 10:55:45
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You bring up a good point that the danger here is that it'd be really easy to fall into cargo cult-ism by emulating the wrong aspects of a successful game. Let's look at some other indie favorites and see if a pattern emerges: - Dwarf Fortress (this one shares almost all of the above traits)
- Braid
- World of Goo
- Osmos
- Angry Birds
- Steambirds
How many variables in your formula do they fulfill? The things that really pops up are points 1 and 7 (except for Dwarf Fortress, which I think is even an outlier among outliers).
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Games Center / Featured Games / Re: Revenge of the Titans 1.52 released, and some interesting DRM news
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on: 2010-09-28 10:27:25
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Fundamentally though RoTT is flogging a dead horse - it's never going to make proper money - we need to develop a game with built-in virality and sneakily insiduous addictive grind qualities like Minecraft if we're going to get anywhere.
Do you know what makes minecraft viral and/or addictive? Why it is so successful? Because I don't. It's a good game and I love to pieces, but I don't know how much (or what) we can take out of it when thinking about a "success formula".
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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