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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-24 11:11:16
I've improved the templating system of my Commodore BASIC/6502 assembly language fun project, so that it's actually usable in combination with a normal web framework.

I'm not sure, but this might be the only webpage whose template has been written in 6502 assembly code (scroll down the page to see the actual code): goo.gl/5vc7cd (there's BASIC version as well that uses the labels-instead-of-line-numbers-option that I've added to the compiler recently: goo.gl/dcxCtc).
2  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2017-02-08 08:35:33
No, there isn't. And there's not supposed to be such an indicator. The indicator actually is you dying. If you can't beat an enemy, you are obviously too weak, so stay away and come back later. I don't see the problem with that approach. Quite a lot of desktop RPGs work that way (still...) and usually nobody complains. It just seems to be that on mobile, some people expect to be able to kill everything from the getgo.
3  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2017-02-07 21:09:11
Today is the first anniversary of Naroth's release. I guess somebody might be interested in some numbers:

  • The game has been download 185,463 times until now. I'm pretty happy with that considering that I made no marketing for it other than a few forum posts.
  • The current rating is 4.245 with a slight but steady tendency to rise over time.
  • 4,357 players rated the game so far.
  • The game is most popular in russia (MAYBE because it offers a russian translation). Almost 40% of all downloads come from russian devices and only 22.4% from english ones.
  • You can find ~65 youtube videos that somehow are dealing with the game.

...and some findings (slightly exaggerated in parts):

  • Players are not used to die anymore in games: Naroth is open world and it's quite small. So it's only natural that you'll run into unbeatable enemies pretty soon. Some people consider this to be a bug/inbalance/control issue.
  • Players don't save but rely on auto-save (there's still no such thing in Naroth though).
  • Players use one save slot only.
  • Players save (to the only save slot they are using) immediately once they got stuck in the level geometry due to collision detection issues.
  • Players consider the death screen (a blurry version of the normal screen with load/save menu displayed) to be a bug. They don't realize that they just died.
  • Players are giving a game a one star rating because it's not in their language hoping that this will motivate somebody to translate it.
  • Volunteers doing the translations usually don't finish it (except for that russian guy that pulled through).
  • Players do get Skyrim references...
  • ...but they don't get any of the others.
  • Making a russian translation is worth it, at least for gaining reach (maybe not so much if you intend to sell your game).
  • For every 20 players who think that the game is a master piece, there's at least one who thinks that it's the worst game ever. He usually doesn't tell you why though.
  • Replying to comments on Google Play pays off (at least most of the time).
  • Most downloads happen on the weekends.

Plans for the future: Currently, there's a complete overhaul of the english version in progress, which I'll most likely translate back into german. I also plan to add some additional higher level content within the next year or so.

Edit: This is the statistics graph of the daily downloads. I've no idea where these huges jumps come from:
4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Advantages of Ant? on: 2017-01-30 14:11:22
I'm using maven and stuff myself, so there's no need to convince me. I just don't think that it's all great and has no disadvantages. Relying on external or internal servers is a disadvantage. It might not matter in most cases or the benefits might outweigh them though. However, I can walk into my basement, grab my 25 year old Amiga discs and compile the content on the actual machine or an emulator, because it's all there. Try that with any application of today in 10,20 or 30 years....good luck! Again, that might not matter but it shows a problem.
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Advantages of Ant? on: 2017-01-30 13:42:54
I'm not sure I see why anyone sees a problem with this cast-iron, failsafe approach to repository management.
Because it's not cool. Even a HelloWorld has to depend half the internet (and download it) to be build or otherwise, it's just not fancy enough.
And as we all know: The internet is static. maven central, packagist and whatever else comes to mind will always exist from now on to the end of time. And so will your internet connection.
6  Discussions / General Discussions / Re: How do you Guys manage it? on: 2017-01-27 07:27:12
As long as you don't plan to use them commercially, https://graphicriver.net/ might have some fitting offers for little money (Commercial licenses are more expensive). At least I bought some stuff from them.
7  Java Game APIs & Engines / Android / Re: OpenGL ES 2.0 - Interaction between the game loop and the rendering thread on: 2017-01-13 14:11:40
I'm doing all my game logic in the rendering thread. The actual rendering happens in parallel on the GPU anyway (at least to a degree), so there's not much to gain (if anything) by doing the logic in another thread.
For most games, the logic isn't that time consuming anyway. I once tried to separate them into two threads and the performance benefit was null, nada, niente...none at all. My current game (https://play.google.com/store/apps/details?id=com.threed.jpct.games.rpg) supports the option to do some heavier calculations in a different thread, but it's disabled in production code, because it just isn't worth it.
8  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-12-26 20:21:59
OK, so here you go. All screen shots are taken on the Redmi Note 2. The Nexus 5X looks similar albeit it doesn't render these flashy hands (but nothing instead). The device also crashes with an OOM when loading Tel Mora, you should have gotten the error report for that one:

The is the menu:
http://jpct.de/pix/sorrowind/menu.png


These are the dwarf ruins:
http://jpct.de/pix/sorrowind/dwarf_ruins.png


And this is combat in a cave:
http://jpct.de/pix/sorrowind/combat_cave.png
9  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-12-26 10:53:59
I've just updated to the latest version. It kinda works now, i.e. it doesn't crash anymore. But all I'm seeing after loading is either the skybox or the skybox, the player's torso and some crazy polygons below it. I'll try to upload some shots later.
10  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-12-26 09:51:55
No, it's a clean GOTY install. In fact, I bought it just for this purpose, because I couldn't install my old version anymore on Windows 10. I'll post a screen shot later.
Maybe it has something to do with the location of the files? I copied the Morrowind directory into the download folder.
11  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-12-25 10:31:24
1.5 still crashes, just earlier (around stage 2).
12  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-12-24 21:28:34
I have 1.4 installed already. After selecting a starting location (it doesn't seem to matter which one), it manages to get to stage 5 and then crashes with the StringIndex... Exception.
13  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-12-23 17:29:48
Just updated to the new Version, but it keeps crashing...
14  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-12-19 19:04:42
I tried it on two different devices (Nexus 5X and Redmi Note 2) and the loading process crashes on both with some StringIndexOutOfBounds. You should have gotten the bug reports in the play store. I used Morrowind GOTY edition, in case that matters.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-11 22:09:58
As "promised" 3 days ago, I wrote a 6502 cpu emulation to execute my assembler programs. Of course, one can combine this with the BASIC V2 interpreter that I did a few months ago.
So the ultimate goal has been reached: I can now do HTML-templating not only in good old Commodore Basic but I can use assembler in the templates as well (for speed, you know... Wink ).
After all, I would still rather code this way than using PHP...

Example template:
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<!DOCTYPE html>
<html>
<head>
<title><?cbm 10 PRINT "Title: ";TT$?></title>
<?cbm:asm
   *=$c000
   MEMORY = $2000

                ldx #$00          
   loop         lda TEXT,X        
                beq end          
                sta MEMORY,X        
                inx              
                jmp loop

   end          rts              

   TEXT        .text "<li>C64 rocks!</li>"
               .byte $00
?>
</head>
<body>
   A nice looking list:
   <ul>
   <?cbm
      20 FOR I=1 TO CN
   ?>
   <li><?cbm 25 PRINT NA$;":";I;?></li>
   <?cbm
      30 IF I=5 THEN GOSUB 100
   ?>
   <!-- YEAH -->
   <?cbm
      40 NEXT I
      45 GOSUB 300
      50 GOTO 500
      99 REM SUBROUTINE
      100 PRINT"<li>Five is a nice number</li>":RETURN
      200 REM ---
      210 REM run assembler code and print out the result
      300 SYS 49152
      310 FOR I=8192 TO 8210:PRINTCHR$(PEEK(I));:NEXT
      320 RETURN
      500 REM --- end of basic program
   ?>
   </ul>
</body>
</html>

16  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-11 21:14:54
People say it's for reflowing, but i'm not convinced at all.
Neither am I. But a german print magazine had a test a few months ago and it helped for some cards. So if it's dead anyway, it might be worth a try. Just keep in mind that the card might emit all kinds of funny chemicals when being baked... Grin
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-11 09:26:14
- Seemingly fried one of my GPUs. It starts to artifact and driver crash under load. My second one seems fine though.
Which model/chip is that? If it's broken anyway, you might consider to bake it in the oven. There's a slight chance that this helps.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-08 22:32:25
I wrote a symbolic assembler for 6502 machine code in Java. It can turn this:

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*=$c000
BSOUT = $ffd2

start        lda #147
             jsr BSOUT

             ldx #03
             ldy #10
             clc
             jsr $fff0

             ldx #$00
loop         lda $c01c,X
             beq end
             jsr BSOUT
             inx
             jmp loop

end          rts


into this:

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.c000   a9 93 
.c002   20 d2 ff
.c005   a2 03
.c007   a0 0a
.c009   18
.c00a   20 f0 ff
.c00d   a2 00
.c00f   bd 1c c0
.c012   f0 07
.c014   20 d2 ff
.c017   e8
.c018   4c 0f c0
.c01b   60


Next step: Write a simple 6502 CPU emulation to execute the programs.

BTW: I've no idea why I'm doing this... Huh
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-26 15:44:52
Fidel Castro is dead at the age of 90.
That's what you did today?
20  Java Game APIs & Engines / OpenGL Development / Re: Vertex cache shenanigans on: 2016-09-13 14:43:38
Radeon HD 290X for the sake of completeness:

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Batch size test invocations: 131072 / 50331648
Calculated vertex cache batch size: 384

Cache size 1 invocation test: 131072 / 50331648
Cache size 2 invocation test: 262144 / 50331648
Cache size 3 invocation test: 393216 / 50331648
Cache size 4 invocation test: 524288 / 50331648
Cache size 5 invocation test: 655360 / 50331648
Cache size 6 invocation test: 786432 / 50331648
Cache size 7 invocation test: 917504 / 50331648
Cache size 8 invocation test: 1048576 / 50331648
Cache size 9 invocation test: 1179648 / 50331648
Cache size 10 invocation test: 1310720 / 50331648
Cache size 11 invocation test: 1441792 / 50331648
Cache size 12 invocation test: 1572864 / 50331648
Cache size 13 invocation test: 1703936 / 50331648
Cache size 14 invocation test: 1835008 / 50331648
Cache size 15 invocation test: 6422528 / 50331648
Cache size 16 invocation test: 11927552 / 50331648
Cache size 17 invocation test: 50331648 / 50331648

Results:
  Renderer: AMD Radeon R9 200 Series
  Calculated vertex cache batch size: 384
  Cache size: 16
21  Games Center / WIP games, tools & toy projects / Re: FFP Software Rendered - GFX/Game Progress on: 2016-09-12 06:55:32
Looks nice, good work. But the anti-aliasing actually looks more like a simple blur filter to me... Huh
22  Discussions / General Discussions / Re: About The Mario Clone on: 2016-09-07 06:42:27
I thought that this might fit well here: https://github.com/gamejolt/dmca/blob/master/2016/2016-09-02-nintendo.md
23  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-24 21:31:10
It uses Java3D and JBullet.
Java3D on Android... Huh Such a thing exists?
24  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-24 17:16:02
Nice work so far. The VM on Android has come a long way. I think it's actually quite good nowadays, even more because Dalvik is a thing of the past since Android 5. The current runtime is ART and it uses AOT compilation on Android 5 and 6 and a mix between JIT and AOT on Android 7.
25  Discussions / Miscellaneous Topics / Re: There is no hope on: 2016-08-22 07:10:35
The best thing are 1 star ratings without an explanation... There should be a requirement by Google to write something if you rate that low because there has to be a reason (even if its something like "I don't like your face") - otherwise how do you expect me to make it any better?
Well, even if a "reason" is being given, it's not helpful more often than it is. Stuff like "controls suck" doesn't help, but at least you can ask for more details (which you usually don't get). Stuff like "It's a f****g wh*** game written by the queen of f****g wh***s" (without the *, of course) helps even less. Then again, some people do post helpful reviews or even send you a mail with more details if you ask them.
26  Discussions / Miscellaneous Topics / Re: There is no hope on: 2016-08-21 14:05:19
You get reviews from all kinds of people on Google Play. Some are smart...some not so much. There's nothing you can do about that. Today, my (100% free) game got a one star rating, because it contains no ninjas... Huh
27  Discussions / General Discussions / Re: About The Mario Clone on: 2016-08-16 05:43:37
I don't understand why it is illegal to distribute the Mario Clone game but legal to distribute screenshots of the game.
Because it's actually not. Nintendo is famous for claiming copyright on everything Nintendo related...including screen shots. It depends on the context, of course. If you review a game and illustrate it with some screen shots, they might not care. But if you create a book that includes screen shots of their games, they very well might (like they did in the past). That's even more true for videos. Nintendo doesn't like videos of their games on YouTube either.
28  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-11 21:03:12
Code written by others ALWAYS sucks. There's no exception! Simply because it's text written in a language. It's the same thing with natural language. Write a non-trivial text and give it to 10 people. You will get 11 different opinions back on why it sucks and how it can be improved. And not two of those will be alike.
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-04 21:14:32
I've finally released a version of Naroth that supports the russian language (and also includes new images for the character creation process). Both combined look like this:

30  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-25 14:02:04
After my last sandy C64 got hacked by a 2 yo Apple fanboy, I made a C64c today.

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List of Learning Resources
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