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1  Games Center / Showcase / Re: ErnCon on: 2012-03-03 17:10:19
"Insufficient space on device" when I tried to download it.  I'll try it again if I can clear enough internal memory (>20meg).

Yes I'm setting preferExternal.  On my Nexus S, I noticed the phone started constantly complaining about Insufficient Space when I had less than 100MB free.  While developing and installing/uninstalling repeatedly I think the free space becomes fragmented somehow.  A reboot of the phone tends to fix that issue for me.  I'm not sure if the same is happening to you.
2  Games Center / Showcase / Re: ErnCon on: 2012-03-03 04:14:42
May I ask, how do you do the multiplayer, using the 3G phone network or using wifi or using bluetooth?

ErnCon is meant to be played over the Internet so 3G or WiFi (connected to the Internet of course).

And what strategy do you use for sync'ing everything?

ErnCon is essentially using a Java implementation of the Quake 3 networking model.  I followed this article:

The above article only describes the networking layer so I still had to come up with things like client-side interpolation to mask lag, serializing/deserializing game objects to/from the network stream, etc.

Must have been a royal pain to work that out. Well done getting it to run in a polished game.

Thanks!  I actually implemented this in FRG multiplayer about a year ago so I wasn't starting from scratch for ErnCon.  The effort I put into FRG multiplayer was still almost a year of my spare time but it was really fun and interesting!

If you have any specific questions about ErnCon's networking model, please ask!  I'm always up for knowledge sharing.
3  Games Center / Showcase / Re: ErnCon on: 2012-03-02 12:26:59
Thanks for the reply - what happens after the tutorial is that I try to launch the store to show you the weapons/robots/fighters you can buy.  I think the call to grab the store inventory is failing sometimes and I'm handling the error poorly.  I will fix that for the next release.

Glad you tried again and actually got into the game  Cheesy

I just tried it on my HTC Desire S. I Completed the tutorial (or at least the first level of it, don't know if there's more?) and then the game seems to hang at the loading screen. The animation and music continue, but other than that nothing seems to happen. I'm from the Netherlands.

EDIT: oh, lol, when I pressed my phone's back button I got into the mission menu and everything seems to work again Smiley

The controls take some getting used to, but I do like it so far Smiley
4  Games Center / Showcase / Re: ErnCon on: 2012-03-01 17:09:27
I'm still in the planning stages for South American support.  Right now I'm limited to deploying servers over Amazon EC2 and the only South American data center is in Sao Paulo, Brazil.  I could open up to South American countries but I'm unsure of your network performance going to Sao Paulo.  I'm trying not to overpromise to gamers  Undecided

Hey, nice trailer!!  Grin

Guess we'll have to wait for a while down here in Argentina to try it

5  Games Center / Showcase / Re: ErnCon on: 2012-03-01 12:50:41
Thanks!  I'm trying to make synchronous mobile multiplayer my niche.  Hopefully I can make more games like this in the future.  If you have any feedback or find any bugs, please tell me!

Pretty cool looking in the trailer!

I've never seen a real-time android multiplayer game, I'm looking forward to try it.

Nice job
6  Games Center / Showcase / ErnCon on: 2012-03-01 02:54:03
Hello JGO - I just opened up public beta for my new multiplayer shmup Android Game called ErnCon.  Please give it a try!

Public beta is open for USA, Canada, and most of Europe (slowly adding all of Europe - please be patient!).  Android 2.2 or higher, hardware OpenGL, and a network connection (WiFi/3G/4G) is required.  I hope you guys enjoy it!

Here's a screenshot:

Here's the trailer:

You can download ErnCon from Android Market:
7  Games Center / Archived Projects / FRG Multiplayer Beta on: 2011-03-22 01:51:08
FRG is a 2D overhead action shooter for Android phones.  If destroying waves of robots is your thing, then FRG is the game for you!

  • 16 levels
  • 4 playable robots
  • 6 unlockable weapons
  • 3 difficulty levels
  • Survival mode
  • Achievements
  • Upgradeable robots

FRG Multiplayer is in beta right now and I'm looking for more beta testers - if you're interested, download the game and sign up!

FRG Deluxe -

Beta signup is done through the main menu.
8  Java Game APIs & Engines / Android / Re: ExZeus on: 2010-03-04 14:41:55
ExZeus runs great on the Nexus One.  These guys really deserve to do well.  The game pretty much plays like an updated Space Harrier for your phone.
9  Java Game APIs & Engines / Android / Re: Imperium Mini on Android on: 2010-01-27 05:42:13
Works well now.  Just finished a game and now it's way past my bedtime Smiley

I'm really liking this.
10  Java Game APIs & Engines / Android / Re: Imperium Mini on Android on: 2010-01-26 15:04:13
Running this on a Nexus One - I hired some units, tried to attack Sicilia, and got the following error:

01-26 10:02:05.156: ERROR/AndroidRuntime(23231): Uncaught handler: thread main exiting due to uncaught exception
01-26 10:02:05.196: ERROR/AndroidRuntime(23231): java.lang.NullPointerException
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at android.view.View.performClick(
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at android.view.View.onTouchEvent(
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at android.view.View.dispatchTouchEvent(
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at android.view.ViewGroup.dispatchTouchEvent(
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at android.view.ViewGroup.dispatchTouchEvent(
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at android.view.ViewGroup.dispatchTouchEvent(
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at android.view.ViewGroup.dispatchTouchEvent(
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at android.view.ViewGroup.dispatchTouchEvent(
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at android.view.ViewGroup.dispatchTouchEvent(
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at$DecorView.superDispatchTouchEvent(
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at$DecorView.dispatchTouchEvent(
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at android.view.ViewRoot.handleMessage(
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at android.os.Handler.dispatchMessage(
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at android.os.Looper.loop(
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at java.lang.reflect.Method.invokeNative(Native Method)
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at java.lang.reflect.Method.invoke(
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at$
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at
01-26 10:02:05.196: ERROR/AndroidRuntime(23231):     at dalvik.system.NativeStart.main(Native Method)
11  Java Game APIs & Engines / Android / Re: Hellevators - on Android! - RELEASED ! on: 2010-01-07 14:56:13
Somewhat late feedback but I've actually been running Hellevators on my phone a lot lately.  I'm not good enough (or patient enough) to submit highscores but this game really nails the 2-3 minute diversion sweet spot for me.  The character running and Charlinhos animations kinda remind me of older rotoscoped games (Karateka and Prince of Persia for example).

The only suggestion I have is that you get the main menu buttons to be traversable and selectable by trackball/d-pad.  The reason I ask is because that would allow me to play the game easily on the train without taking off my winter gloves to use the touchscreen.

Thanks, and good job!
12  Java Game APIs & Engines / Android / Re: ADC2 results on: 2009-12-02 19:18:00
If you fill out that form and Sing Song passes muster with T-Mobile, then you will be listed in the T-Mobile AppsPack (T-Mobile customers can download a few special T-Mobile-only apps - AppsPack is one which highlights applications that have been submitted via that link).  I'd go for it if I were you - hopefully the fact that you were contacted by T-Mobile and your ADC2 finalist standing will grease the wheels for listing approval.
13  Java Game APIs & Engines / Android / Re: ADC2 results on: 2009-12-02 12:29:21
You're the lucky one - I haven't received anything from T-Mobile.
14  Java Game APIs & Engines / Android / Re: ADC2 results on: 2009-12-01 00:04:21
Best not to be too bitter about things.  Smiley

I do find it odd that one of the winning Arcade/Action games uses a picture of an iPhone though.  WaveSecure sticks out in my mind only because it's one of the few apps that I really didn't want to judge.  The most interesting feature - wiping out data remotely was something I didn't want to try on my phone.

Apparently they didn't use my updated game description as they claimed they would.  Looking at that clunky text makes my brain hurt.  I wonder if the order of the finalists is the actual order we placed in . . .

Oh well - on to other things!  Hope to see everybody in next year's ADC!
15  Java Game APIs & Engines / Android / Re: Sales Figures FRG - 09/2009 to 11/2009 on: 2009-11-25 01:47:57
Thank you all for the replies.  I'm glad people are forthcoming with information about their games.  I expect good things to happen when more Android phones arrive and Google improves its Android Market offerings.  Good luck to everybody!
16  Java Game APIs & Engines / Android / Sales Figures FRG - 09/2009 to 11/2009 on: 2009-11-21 21:45:49
In light of some of the recent high-profile complaints against both iPhone and Android markets I figure I should throw in my 2 cents with FRG's performance over the past 3 months.  Prepare to be underwhelmed by the numbers!

As of today (11/21/2009) here are the download and sales figures for FRG:

Total downloads of FRG Lite: 9418
Total sales (minus refunds) of FRG Deluxe: 114
Conversion rate: 1.21%

FRG Deluxe is available for purchase at $3 - I make $2.10 per copy sold.  Total sales is $239.40.  This figure doesn't include State of Massachusetts sales tax collected which is negligible at this point.

If FRG were a PC shareware game back in the mid-late 90s I'd be thrilled to have a conversion rate above 1%.  I'd appreciate it if others would be so kind as to chime in with conversion rates for their games.

Events on the horizon I see affecting my conversion rate:
  • Ability to collect money via carrier billing
  • Continual improvement of FRG (some form of networked play being the biggie)
  • Google allowing more countries access to paid apps

Looking at the downloads of FRG Lite, I'd say I'm not doing a great job of promoting FRG in the first place.  Regular updates of FRG, posting on forums and usegroups, being mentioned for ADC2, a $2/day adwords campaign, and a press release via is all I've done so far.  It's worth noting my daily website traffic at has increased by a noticeable amount after submitting the press release.

Improvement in the marketing side would include:
  • Submitting FRG for review at Android websites
  • Paying for press release distribution although it's too soon to say if the free service at is useful or not.  As an aside, search for Gameloft on - you will find a press release from Gameloft declaring their move into Android.
  • Paying for advertisement at Android websites although I'm unsure about how many gamers actually go to Android websites for their Android gaming news

This ignores the fact that FRG is somewhat a niche game with a learning curve.  Witness the latest 1 star rating on FRG Lite.  Grin

I believe selling apps for Android is very similar to the PC shareware market of the 90s.  Much legwork must be done by the developer to get your product in people's hands.  There are some good things specifically about Android though:
  • Central place to sell applications (Android Market).  My website sucks.  I'm glad I don't have to worry so much about the quality of my website preventing people from purchasing product.
  • For all intents and purposes, there's only a single place I have to go to update my application that will reach the majority of my users.  I'm glad I don't have to code an update mechanism into FRG and I definitely don't miss the late nights of updating PAD file submissions.

There is actually one notable aspect missing regarding selling games for Android versus the PC - the lack of a strong shareware games publisher that is able to handle the marketing and distribution of your game.  If I were writing a PC game, I would try to approach RealArcade, Popcap, Reflexive, and others to "publish" my game.  A lone-wolf developer such as myself really can't afford to market a PC game these days - better to settle for a smaller piece of a bigger pie so-to-speak.  This option isn't available for Android but I can imagine this is the direction things will go in as Android matures.

Maybe there's a benefit to forming a collective of sorts to do some of the things a traditional publisher would do.  I could imagine benefit from an Android app that highlights games in a manner similar to the T-mobile AppsPack.

Enough of my waxing eloquent.  Opinions and anecdotes appreciated.
17  Java Game APIs & Engines / Android / Re: Multiple Screen Res, the Droid and Tattoo on: 2009-11-19 20:23:37
In FRG, I let the viewport into the playing field expand while leaving the sprites unscaled.  I decided based on running an emulator using my monitor's DPI and a screensize the same as the Droid.  It didn't look <i>too</i> small.  I recently had the opportunity to run FRG on a Droid and Tattoo; hunting and pecking on smaller sprites doesn't seem to be a big deal to me.  Users haven't complained about it yet and I did make hit-detection for targeting very generous.

I figure the benefit of being able to see enemies from further away (and a recent change to the game to include more enemies onscreen) out-balanced the small size of sprites on the Droid.

FRG on the Tattoo is playable with the constricted viewport although I'm contemplating dynamically scaling down graphics so I can show more of the playing field.  I'll probably leave it alone until more QVGA devices come out.
18  Java Game APIs & Engines / Android / Re: ADC 2 Judging on: 2009-11-13 03:28:17
Just in case people care, I noticed Market stopped crashing if you select "Install Manually" from the ADC judging app.  This means we can see comments on our ADC apps again although I wouldn't put too much weight into them personally.

All ADC apps I looked at in Market while downloading were in the 500-1000 downloads range.
19  Java Game APIs & Engines / Android / Re: ADC 2 Judging on: 2009-11-08 15:51:21
Just bragging rights - you are in the official list after all :-)

Congratulations to all who entered and those who made it so far.  Good luck to the finalists.

Crap. Does it say anything I should know?
20  Java Game APIs & Engines / Android / Re: Hardware acceleration? on: 2009-11-07 21:12:38
Thanks for the head's up.  I'm still trying to digest the solution proposed by Google when you had issues with Droid/Android 2.0.  I'd be wary of blindly asking for just a specific EGL_DEPTH_SIZE.  Maybe a better solution would be to ask for all configs with the desired RGBA sizes and where EGL_CONFIG_CAVEAT is EGL_NONE.  As far as I can tell from reading the EGL spec, this should give you something hardware accelerated at or better than the requested color sizes.

If no suitable EGLConfigs are found, an EGLConfig where EGL_CONFIG_CAVEAT is EGL_SLOW_CONFIG should be chosen (implies software rendering).

I recommend that people read the EGL spec before using the proposed solution (  It is quite an interesting document but I'm weird like that . . . also while playing around with supported EGLConfigs on my HTC Magic, I see a EGL_NON_CONFORMANT_CONFIG RGBA=8888 config.  Very interesting!

EDIT: To clarify, the Google fix I'm talking about is mentioned here:

  Woo Games

They have found a fix for the OpenGL hardware acceleration on the Galaxy.  You have to use a depth size of 16.


EDIT:  This would explain why CraigsRace ran ok on the Galaxy, as I was already doing this.  However, in the latest version, I removed it, as I was also specifying the RGB size which apparently was causing issues with the DROID (running Android 2.0).  Could anyone check that CraigsRace still runs ok on the Galaxy?  Thanks.
21  Java Game APIs & Engines / Android / Re: ADC 2 Judging on: 2009-09-29 00:41:39
I've been skipping a lot of apps - I've actually managed to cycle through a number of games mentioned here and in the android-discuss newsgroup, and ones that have been released in the last month.  I did see Head to Head Racing, Cow Potato 3D, Speed Forge 3D, and even my own game.

I've recently started looking at the app stats in Android Market after installing via the ADC2 app.  Most applications I've downloaded today are in the 50-100 range - even some of the ones I thought would be somewhat esoteric (a random Wifi Locator app).
22  Games Center / Archived Projects / Re: FRG for Android on: 2009-09-11 22:47:41
Just wanted to mention that today's FRG update (v1.0.2) tries to address the "finger blocking the darn screen" issue by allowing auto-aiming with a single touch.  For the Galaxy users, I think the best I can do now is detect hardware OpenGL support on startup and disable anything that might suck up CPU time (sound, music, and .  Unfortunately the only software OpenGL device I have is the Android Emulator so testing has been somewhat limited.

There will probably be an interesting discussion surrounding effective touch-screen use in hand-held games in the near future . . . for now - on to bigger and better features!
23  Java Game APIs & Engines / Android / Re: Hardware acceleration? on: 2009-09-09 18:25:27
I'm sure others have seen it but this just popped up for me:

For the Galaxy owners here, do you know if this fixes the OpenGL hardware acceleration issue?  I've already put in a check in my game to look for the Android vendor string, warn the user, and disable sound/music/orientation/kitchen sink if found - not an optimal solution.  Undecided

  Ernest Woo
  Woo Games
24  Games Center / Archived Projects / Re: FRG for Android on: 2009-09-05 15:08:34
It works on the Samsung Galaxy, but it runs pretty slow IMHO. Is it using OpenGL?...because in that case, this may apply:

Thanks for running it on the Galaxy - I had been keeping tabs on that thread for the last couple weeks.  Yes FRG uses OpenGL - after seeing your thread I made a big push to make sure even the emulator can run it passably.  I'm assuming in its current state, the Galaxy is probably doing software rendering much slower than the emulator running on a fairly powerful CPU.

Do you have contact information at Samsung regarding your request to have this addressed?  It couldn't hurt if more of us started pushing Samsung to fix that.
25  Games Center / Archived Projects / Re: FRG for Android on: 2009-09-05 12:36:30
09-05 09:31:15.002: WARN/BinderNative(112): Uncaught exception from death notification
09-05 09:31:15.002: WARN/BinderNative(112): java.lang.NullPointerException

Definitely unexpected.  If there are a lot of those happening from something related to Binders, I bet the problem has to do with grabbing the SensorManager (not much else in the entire Android platform subclasses Binder).  I wonder if the problem goes away if you uncheck "Tilt Camera" in the Options menu.

In fact the freezing problem does sound exactly like what used to happen in the emulator before they fixed the SensorManager in the emulator.  It would hang whenever the SensorManager was requested from the System Manager.  Thank you so much for your input.  I really appreciate it.

Quote from: kevglass
As to the game it looks ace and very professional. I had a lot of trouble controlling it but that might just be my lack of skillz Wink

It's a valid complaint!  I've been playing this game non-stop for 3 months now so I think I'm probably a poor judge of the game-play mechanics by now.  As other comments on my game and Stroids (that uses a similar targeting mechanism) indicate, some people just don't like to press where they want to shoot.  I'm going to add a traditional aiming widget in the next update.

I notice that the way I aim, I don't put my finger over targets anymore - I'm constantly maneuvering such that the enemy is actually between my robot and the targeting reticle.  That way my finger isn't blocking the thing I'm trying to destroy.  There's probably a good way to communicate that tactic to the user that I'm not doing right now.

EDIT: I didn't address them earlier but the "Error obtaining an audio buffer" seems to happen when the SoundPool is starved of available channels.  Those will happen during the course of the game since there will occasionally be situations where more sounds are trying to play than I have allocated channels for - I did that on purpose to prevent SoundPool from swallowing too much CPU time.
26  Java Game APIs & Engines / Android / Re: Problems on G1 vs Hero on: 2009-09-04 13:31:04
Kev - I just wanted to chime in that Funky Football works fine on my HTC Magic with the latest version.  You mentioned issues in the GL thread - I'm beginning to wonder if that's the cause of my game breaking on your Hero.

BTW I really love the pixel art in Funky Football!
27  Games Center / Archived Projects / Re: FRG for Android on: 2009-09-04 10:42:52
Lovely presentation. Got stuck on the "Loading....." screen here for the first level though Sad

On a Hero btw.


I was really afraid of that.  If you don't mind - did you see anything interesting in logcat?

Quote from: Nate
Cool game! Love the menu style. Gameplay is neat and seems like it could have a bit of that SmashTV feel, which is great. I read I should tilt the phone to better view the playing field, but I couldn't tell that the view was responding to my tilting. Since I couldn't control it, sometimes the view would work against me and keep me from seeing nearby enemies.

Thanks - that probably deserves more explanation - wasn't sure how to explain it without putting a wall of text just for the camera control.  Just orient the phone in "portrait" or "landscape" and the game will adjust the view such that the area that is "up" takes the most screen real-estate.  When you press the touchscreen to shoot, the camera will quickly/temporarily adjust in the direction you are shooting.
28  Games Center / Archived Projects / FRG for Android on: 2009-09-04 03:20:06
Hi - I'd like to announce the release of FRG for the Android platform.

FRG is an arcade-style overhead 2-D shooter where you pilot your robot into battle against advancing enemy robot hordes.  Unlock and use a variety of weapons and robots as you progress through many levels of increasingly difficult challenges.  After completing the game, see if you can win all achievements!  FRG includes smooth graphics and a retro-soundtrack.

Download FRG onto your Android phone now at the Android Market!

FRG Lite features:

4 Levels
3 Weapons
1 Playable Robot

FRG Deluxe features:

16 Levels
6 Weapons
4 Playable Robots
[Future downloadable content when available!]

Very basic website up at!  Thanks for your time!
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