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1  Games Center / Featured Games / Re: Exiled Kingdoms -Classic RPG- now on Steam! on: 2018-02-13 16:39:02
Congratulations on bringing your game to steam! Looking forward to it.

Question however, do you have to hold down the left mouse button to move? I hope its more diablo like where you click and run to that spot.

Anyways, already on my steam wish list and will buy when it comes out. Already bought it for iOS too.

2  Game Development / Shared Code / Re: LibGDX Yarn Interactive Dialogues! on: 2018-02-12 17:06:03
Project looks great!

I have a question though. If making a RPG game with this with a lot of tree's, does the code and variable tracking become overwhelming long?  Looking forward to seeing more of it and possible a clean solution to implementing a system with a big story.
3  Game Development / Networking & Multiplayer / Re: Interpolating tile based movement with speed variable. on: 2018-02-10 13:30:27
I completely agree that the game logic should be handled server side. My reason for asking about a time sync is mainly for the purpose of keeping the client from sending extra packets. The server man receive them but won't process them unless X amount of time has passed. The server already rejects of extras are sent.

Here is the logic that I have come up with based on the articles you mentioned. 

1. Client wants to move.
2. Beginning walking animation to next time.
3. Sending packet move request.
4. Rejects any move request packets between tiles.
5. And fractional before the player reaches the destination time accept a move request packet so player can continue moving and the animation keeps going looking like continuous walking.
6. When the move request is received by the server check Collins and if collided, snap player back to previous time.

If you can improve on that please let me know. We have multiplayer moment but as you go from one time to another their is a small stutter because the client previously had to wait for the server to reply with accepted or rejected move information. So based on the article, we will continue to let them move and while they are bet6tiles we will wait for the reply. If something isn't right, we snap them back. To better this we are doing collision checks on both the client and the server. Previously we only checked on the server.

Thanks. And this was typed in my phone so sorry if their are any mistakes.
4  Game Development / Networking & Multiplayer / Re: Interpolating tile based movement with speed variable. on: 2018-02-08 13:22:56
You could let the client do it's own thing but the server simulates in parallel and corrects the clients movement with some delay.
You would need to save an history of movements on the client that can be gradually corrected with the data from the server.

The essence is:
1.Client simulates movement and sends movement commands to the server
2.Server simulates movement based on commands and sends back position of player
3.Client corrects his past (two times RTT ago) prediction with the position received from the server

It's explained better in the article with graphics and stuff, check it out!

The article also touches interpolation!

This is also useful to know:

The server should NEVER accept position data from the client, only commands, like button XYZ pressed or action ABC requested. And then the server should still do sanity checks, it should NEVER just execute or your players WILL eventually cheat!

Thank you for posting those links. After reading both of those documents, I have a very understandable idea on how to achieve the effect I am going for. Now its just time to try and implement that. Since were on the subject, do you have any documentation on syncing clock/time differences with the client/server?

My server code runs almost perfectly at 20 ticks per second while libGDX runs at 60 fps. However, libGDX will often have +/- 100 ms (max) per loop. I know that is very game dependent, but if I can get the clock times of the machine I believe it will help me create something a bit more harder to speed hack. This way I can prevent move requests from the client if they haven't waited the "correct" amount of time.

Your thoughts?
5  Game Development / Networking & Multiplayer / Interpolating tile based movement with speed variable. on: 2018-02-06 06:31:46

I have been creating a small multiplayer game. The game uses 2D Tile maps and libGDX. I am wanting to interpolate the movement of entities between tiles while also allowing for different movement/running speeds.  I am not a math guru by no means so I am a bit lost.  The networking works fine, the grid movement is implemented server side. However, on the client, the player jumps around between tiles and isn't the prettiest thing to see.

The effect I am going for is something similar to Runesapes movement, however in only 4 cardinal directions.  I am not exactly asking for code, but more or less to be pointed in the right direction.  I also want to prevent the client from using speed hacks so it would be nice to have some sort of timing implementation on the server to say when it will start accepting move packets again.

Here is a game play video of an effect I am trying to emulate.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
6  Game Development / Newbie & Debugging Questions / Efficient Bukkit multi-plugin Mongo database design on: 2017-08-21 13:35:01
NOTE: I know this is not a "Bukkit" or Minecraft related website, but I believe the awesome people here will have more knowledge of database design with Mongo than the kids do on the Minecraft forums. Thank you for your time and your assistance!

I am needing advice on how to solve a Mongo database design issue. As such, I have multiple plugins that need to read/write to Mongo. Each plugin uses a "main" or core plugin to communicate with MongoDB. Each plugin holds data related to that particular plugin. Questions and code references provided below.

Plugin Setup Example:

Core Plugin:

 - MongoDB Access.
 - Utility Classes.
 - Shared classes among all plugins.
 - This plugin is used on all servers.

Minigame Plugin:

 - Contains a variety of games.
 - Each game within the plugin needs to save game specific statistics
   (kills, times played, etc).
 - Will continue to be expanded to have more games and more data to save.
 - This plugin is *not* used on all servers.

Some future plugin:

 - Will need to save data that is currently unknown but will be designed
   in the future.

Some questions regarding the design for this specific setup:

 1. Should all data for each current plugin and future plugins and
    features use one specific Mongo database document?
 2. Should each plugin have it's own document?
 3. As features expand and new data needs to be saved and retrived, how
    do I prevent NullPointerExceptions due to old profiles not
    containing new data (for instance a new minigame release)?

My original thoughts were to pack everything into one single profile document. However not all data in the document would be needed for ever server. So my next idea was to refactor the current setup and separate my database design into multiple documents based on each plugin. However this seems clunky and my lack of experience shows.  I am looking for an intelligent design based around my current circumstances. Multiple plugins with constantly evolving sets of data.

My code for reference:

My current profile read/write code:
My profile data class:
7  Game Development / Game Mechanics / Diablo 2 / Old School Runescape client/server theory. on: 2017-04-07 09:13:14
Hey everyone,

Me and a friend are developing a small multiplayer game with similar features to both Diablo 2 and Old School Runescape (osrs). We have been working on the project for a few weeks and have a working client/server implementation.  At first we wanted to make a Zelda: A Link To The Past type multiplayer game. After doing some research and playing about 20-30 online games we have found some features that we think would make a great game.  That being said, we changed our decision to make a Zelda type game to something more of the style of Diablo 2 and OSRS.

Now, we are new to making multiplayer games and we do have some concerns about cheating.  Obviously cheating ruins the fun and economy of games.  I personally believe that their is no full-proof way to stop it, but we would like to prevent the most basic of cheats (faster run speeds, walking through walls, etc).

Here is a video of a little test we made. The test video does not show the inclusion of interpolation. So please forgive the movement jitter.  Also this video was recorded before we decided to go with a tile/node based game.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Now on to some questions, this is where we need the most help. Our goal is to have roughly 600 (or more if possible) players on a server at one time.  Also this is a point and click game. You point to an area on the map, and the player moves to it using A*. We would like to include diagonal movement in our path finding. Oh and this is a 2D top-down game.

To prevent cheating:
  • For player movement, should A* be implemented on the server or client?
  • For NPC/Follower/Pet movement, should A* be ran on the server or client?
  • For Quest Giver (NPC) random walking around, this is obviously A* on server or predefined walking paths?

Originally the idea was to do player movement with A* on the client. Send the desired cords to the server, as the client ran through tiles, we send the x,y cord to the server. The server says if a tile can be passed through or not. If not, stop the player on the client from running.  That was our beginning theory.  Not sure if we are on the right track.  If anyone else has experience with this type of client/server architecture, please share your experience. It has been difficult finding data on this subject, so any help is appreciated!
8  Game Development / Networking & Multiplayer / Multiplayer game logic setup! (not asking for code) on: 2017-03-13 01:14:19
Hey everyone!

I have been learning about network programming and as I theorize about how I would implement the networking code for a game I had a few questions.

I know that a good amount of game logic should be server side (to prevent easy cheating) and the game client will be mostly for rendering the game and other players/objects. I also learned how to use Ashley, and wondering now how did I ever not use that for my other more complicated projects (not game related). This got me thinking...

Would it be wise to have Ashley on both the server and client? The server could handle spawning of various entities (including other players) in the game world and I could send this data and have the game client use Ashley to manage rendering these entities. To maximize the efficiency of the server, I was wondering if I could use Ashley without libgdx. I have heard of a "headless version" of libgdx that doesn't include the rendering code, is this a better option?

EDIT: Also I have heard of Netty and Kryo libraries.  I see Kryo isn't being updated any more and Netty still is.  Would you guys recommend me using a networking library for stability and ease of use?

Also if you have any other advice about structuring my server side logic, please let me know!

Thank you!
9  Game Development / Newbie & Debugging Questions / Re: TiledMap / LibGDX - What is BEST for collision? on: 2017-03-13 01:12:53
Thanks so much for the comments guys!  I will stick with box2D as I would like to incorporate Box2D lighting Smiley
10  Game Development / Newbie & Debugging Questions / TiledMap / LibGDX - What is BEST for collision? on: 2017-03-09 06:23:21
Hello all!

I have been programming a small rpg test game.  Right now I am using Box2D for collision.  All is going well and I collide with walls on my maps object layer, as many many tutorials and books point out.  I have the following questions below..

Is Box2D overkill for collision?
Is the "com.badlogic.gdx.math.Rectangle" better?
What is the best collision detection for multiple devices and operating systems?

Working with Box2D has been a lot of fun.  But my concerns are on performance.  There isn't much up to date information on google.  I am hesitant to use opinions that are more than a few years old, for understandable reasons.  Sorry if this seems trivial, I just want to "code it the right way." Smiley

Also, if you have any other recommendations or considerations that I should know for the future, please post them!

Thank you!
11  Game Development / Newbie & Debugging Questions / Re: Learn to make game engine from scratch or learn existing game engine? on: 2016-01-09 05:32:51
I want to say thanks to everyone who has contributed to this thread.  I really do appreciate the input of everyone here. 

I understand their is wealth of information that can be learned from making your own engine.  However, as humans, our time is limited.  I would much rather spend my time writing games then reinventing the wheel.  I know and understand that at any time, I can always come back to and learn about building a engine.  For now I have decided to learn libGDX to see what I can come up with.  I took advantage of a book sell, and purchased two $5 USD books from packtpub.

While this route may be frowned upon by some, understand that my real interest is making a game.  Something that I would love to play.

Once again, thank you for all your help and all of your advice.  It is greatly appreciated.

Have a wonderful weekend everyone!
12  Game Development / Newbie & Debugging Questions / Learn to make game engine from scratch or learn existing game engine? on: 2016-01-06 06:10:19
Hello awesome JGO people,

I have been programming for the past 3 years.  I have mainly only worked on Minecraft mods for Bukkit/Spigot.  I have learned a lot about programming and I feel I have enough experience now to start trying to develop my own small game.  As far as Minecraft goes, I spent a year making a MC RPG which turned out nice, but not nice enough to make a server out of it.

I want to stop wasting my time creating MC mods.  If I am going to learn to make my own games with Java this is the time to start.  I have purchased 4 books on Java Game programming.  Each book has similar approaches to solving problems.  However, as I work through the books and learn new techniques I ask myself if it is really worth it.  I wonder if my time would be better spent learning an existing game engine rather than reinventing the wheel.  My thoughts are if a game engine has been seen, debugged, and worked on by hundreds if not thousands of people, then why not use existing work.  Why not learn their engine and spend more time making a game then learning about code I will never use because an existing game engine is what I will use in the long run.

What do you, a fellow programmer, game lover, and enthusiast, think is the best path to take?

Thank you for your guidance!
13  Game Development / Game Play & Game Design / Re: Game armor/weapons: random attributes or predefined attributes? on: 2015-06-11 17:27:38
For the random items, I was thinking the name of the item would be generated based on stats.

My logic for the random items:

1. Decide type of item (sword, axe, wand etc)
2. Generate stats based on a tier. The same tier that te monster is in.
3. Give item a name based on stats. (Sword with a lot of dmg could be Mighy sword of damage)

I can't think of a reasonable way to track an item like this. If the game is multiplayer and you only want a percentage of an item to drop based on community size, then you would want a way to track an item.
With the logic provides there is no way to nerf or buff already generated items, unless the item generates an id that then can be looked up and changed.

Let me know if you have a better way to do the random generation with better logic.

14  Game Development / Game Play & Game Design / Game armor/weapons: random attributes or predefined attributes? on: 2015-06-11 15:54:00
Hi everyone!

I have been working on a little project and I have run into a design "problem." I would like to get your opinion on the topic. Should drops from monsters or quests in an RPG game have armor and weapons with random stats and attributes or should they be predefined? Please list pro's and con's with your answers.

My thoughts are this:

Armor and weapons with random stats would be cool. It can make almost every item unique. However I think it would be hard to track the number of these items dropped in an online game.

Armor and weapons that are preconfigured with set stats are great because if you need to nerf or buff an items stats it is a lot easier. The number of theseitems dropped can be tracked easier. Tracking of items might let the game limit the amount of time a certain item drops which might be useful for a online RPG.

Please let me know your thoughts!

Thank you,
15  Discussions / Business and Project Management Discussions / Re: [Help] Looking for: Project Management Software (web) on: 2014-10-25 04:06:45
What makes them trustworthy? I know I'm not developing the next big technology, but I want to keep my work private and safe.

16  Discussions / Business and Project Management Discussions / Re: [Help] Looking for: Project Management Software (web) on: 2014-10-24 03:55:46
Trello is good.

I've heard Slack is amazing.

It's not self-hosted stuff, and you might have already seen it, but I figured I'd post it in case you haven't.

Thank you for the suggestions.  I appreciate it.  How can I trust those people with my ideas though?  Would you trust them?  I took a look at both of them and the features are exactly what I am looking for.  I just.. would feel safer if the content was hosted locally.  I know I can't be the only person who feels this way.

Thanks again though, I really do appreciate the suggestions.  I have also never heard of them.



Just found this:
Seems to be a self-hosted system.  If anyone knows others please post them.  It may have more of what we need.   Wink
17  Discussions / Business and Project Management Discussions / [Help] Looking for: Project Management Software (web) on: 2014-10-24 03:36:34
Hi everyone,

I am looking for software that would help me and my artist buddy better collaborate and keep content organized.  We have a 3-5 year rpg project we are going to be working on.

Having a way to create/track/update deadlines, npc's, quests, assets, code, comments, lore, etc is what I we aiming for.  I am hoping for a one-size fits all solution.  I would also prefer the software to be hosted on our web servers with mobile support.  Paid or free resources are perfect.

Now, we have a xenforo license, which is forum/community software.  While forums is okay, we are looking for something a bit more professional.

Thank you all for your continued awesomeness.  This community rocks Smiley

Thanks again,
18  Game Development / Newbie & Debugging Questions / Re: How do I attatch javadoc for "java.awt.Graphics?" on: 2014-10-05 06:25:17
Thank you!

This fixes everything.  I am also sorry I didn't post I was using Eclipse.  However, like a boss, you swooped in and helped me out.  Thanks man!

19  Game Development / Newbie & Debugging Questions / How do I attatch javadoc for "java.awt.Graphics?" on: 2014-10-04 12:19:29

I have installed the javadoc's to my computers location.  However I noticed that graphics2d methods have no attatched javadoc.  Because I am a graphics2d noob, I would like the javadoc's installed.

Thanks for any help!

p.s. I did google this first.  For about 15 minutes.  This is my last resort :/
20  Game Development / Newbie & Debugging Questions / Re: MySQL and large user database on: 2014-03-20 07:57:22
That's like getting kidnapped and told to write a full game and if the first time you run it you encounter a bug, you will be killed. What I mean is you can spend entire life trying to figure out if it will work and in the end it will still not work. You can only tell after actually running it.

Hahahaha this made me literally laugh out loud.  I do worry about problems that don't exist.  I never thought about that though until you guys pointed that out.  This is brilliant advice.  I spend loads of time planning and less time coding.  I have started projects, coded them 90%, then decided, "I can do it better" then I start them over.  This is my 5th restart on the projects code.  However I can say it has improved each time.  

Thank you for pointing this out to me. It makes a world of difference thinking about it now.

I should prolly hush up and get to coding!

Thank you guys for your awesome experience and wisdom (and a good laugh)!

21  Game Development / Newbie & Debugging Questions / Re: MySQL and large user database on: 2014-03-20 07:46:14
The things is that you don't have this problem. You don't have 30k users atm and shouldn't worry about this yet.
Back on topic, nowadays as a start up one would probably rent some cloud solution which can easily scale to any user base possible.

Ah I see what you guys mean now.  I apologize for the misunderstanding. I thought trollwarrior1 was saying that mysql doesn't have optimization techniques.  That being said, I am OCD when it comes to planning a project.  I suppose in a way you guys are just telling me to wing it, and then come back to that code later if it becomes a problem?  For some reason that sounds like extra work.  Thinking about it now though, maybe it is faster to put a prototype of something together then just improve it?  I appreciate your opinions and experience.

Thank you.
22  Game Development / Newbie & Debugging Questions / Re: MySQL and large user database on: 2014-03-20 07:32:53
Stop worrying about problems that don't exist.

Sure they exist.  If they didn't I don't think topics about database optimization would be created.  Grin

I am googling this information, but a lot of it is dating back to 2009.  If someone has some information about best practices and optimization techniques for java 6 or 7 I would appreciate your links.

Thanks for your time!

23  Game Development / Newbie & Debugging Questions / MySQL and large user database on: 2014-03-20 07:23:33

I am writing today because I have a question about mysql and java.  I don't need any code nor am I asking for some.  However I do need some advice.  What is the proper way to connect your software to a database for gaming.  What is the best way to be able to keep up with requests from 1k - 30k+ clients making connections and updates all at once.

Since I am still new to programming (only 15 months learning experience) I am not able to create video games, which is my dream.  So I have decided to get some practice in during my off times from school and work programming a Minecraft network.  Now, I know this is not the place to be talking about this game.  However I am posting because there are custom services that exist that have over 30k users online at one time.  If I am going to develop a competing framework then I need to be prepared to handle all these connections.  Because the service is going to need an array of servers then all the data needs to be hosted in a database (obviously).  So this is where I am at.  Does anyone have experience with doing mysql work on "large scare" operations?

Now, I know this might not come close to the competitor service, but it is still programming experience under the belt.  If I am going to use my free time programming, then I might as well do it the best I can.

I appreciate all of your opinions.

24  Games Center / WIP games, tools & toy projects / Re: G581g on: 2013-11-22 06:58:22
I want to play your game Cheesy
25  Games Center / WIP games, tools & toy projects / Re: Renoria - Java MMORPG on: 2013-11-22 05:51:39
Looks promising. I would like to see you and another player fight the boss. Cheesy

Make that your next video.  Cool
26  Discussions / General Discussions / Offering professional and original art for your projects! on: 2013-11-22 03:58:14

My name is Andrew and I am a computer science student at my local college.  I am 26 years old and I have been doing web development for almost 7 years.  Before I was hired by a local web design company I owned a "community/forum design" company, where I sold and made custom web designs.  This company was called CompleteGFX (no longer online). I started learning photoshop around 2005, when it was "Adobe Photoshop CS2."  You can find some of my art work below in the following link.

Note: The artwork exhibited here was made before I was hired at a local firm.  I have improved greatly sense then.

Me and a friend of mine want to start our own gaming company where he is the main artist and I am the programmer.  My passion is programming and developing my skill set.  Art is not something that I want to pursue, but I am well versed in vector art and I can pretty much replicate anything you put in front of me and make it look better.  That being said, my friend Justin and myself will develop your art work.  Before I cover more about how you can get our help art wise, let me show you his deviant art account.

Together me and my best friend, who I hang out with all time time, have what it takes to make a company (desire, talent, ideas, and ambition).  However we want to further develop our skill sets and practice more to become the next great game makers.  I lack in my coding skills and he is still learning photoshop.  That being said, we can achieve any task that is put in front of us.  It just may take some time.

So if you are reading this thread, you may wonder what all this mumbo jumbo has to do with making art for you and your games.  If we find the right individual, we will help you develop your art work for your game for a small price. You can pay us tons of money or you can help me with programming.  I am progressing faster in my programming than what the university will teach me.  I need someone who is patient and can help me with specific areas of programming and in return you will get original game art. I am not asking for someone to write code for us. I am looking for a mentor and someone who can answer questions.  I think this is a very fair trade.  If you are interested in this and would like to talk more about it, then please email me or reply here.  This is a serious offer from a serious adult.

If you have any questions please ask below!

Andrew from Texas
27  Discussions / General Discussions / Re: Not sure where to begin! (on the forums) on: 2013-11-22 03:37:38
Well, I've just recently joined the forums, however instantly noticed it lacks the "Welcome" section or anything like that for new people to say hello and ask their starting questions, so I guess I'll just do it here.

I joined the forum because I'm working on an multiplayer game in Java, and I'm in need of 2D Graphical artists, because my programming art isn't going to cut it. We're talking stick figures and Tiles made in paint. So, I'm curious where I should post to recruit a Graphical Artist that's willing to help me out.


Welcome to the forums.  I am a pixel artist and an artist in general.  I can help you with your art for a monetary reward or for private programming lessons.  I am a computer science major at my local university, but I have surpassed my class and I am looking for help with more advanced topics.  Regardless, welcome to the forums, there are a bunch of great people here!

28  Games Center / WIP games, tools & toy projects / Re: Renoria - Java MMORPG on: 2013-11-21 21:15:39
Keep up the good work man. Your project seems to be coming along nicely.  Wink
29  Games Center / WIP games, tools & toy projects / Re: [LIBGDX] Isometric Survival, Crafting, Wave Attack on: 2013-11-21 16:55:50
Looking good keep it up!
30  Games Center / WIP games, tools & toy projects / Re: Galactic Progress on: 2013-11-21 05:30:28
This tutorial uses a method similar to how I created the basic stars in Photoshop for creating a starry background in an image.  I hope it helps!

That is a very neat tutorial!
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Java Gaming Resources
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Java Gaming Resources
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Java Gaming Resources
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List of Learning Resources
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List of Learning Resources
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SF/X Libraries
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SF/X Libraries
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