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1  Games Center / Showcase / Dogfight Gauntlet on: 2014-05-26 13:42:35


Survive as long as you can against an endless wave of fighter jets

Features
-Achievements
-Leaderboards





I would like for this to be featured please
2  Game Development / Networking & Multiplayer / Re: Kryonet/Kryonet alternatives on: 2014-01-30 20:53:40
UDP doesnt work with robovm
but tcp does
3  Game Development / Networking & Multiplayer / Re: Server for an Android Turn-Based game. on: 2014-01-30 20:51:06
I would use kryonet
It does a lot of the stuff for you
I would use TCP

The game logic should be in the server

Im kinda new at this stuff so that all the advice i can offer
4  Games Center / Showcase / Rock Paper Scissors Multiplayer on: 2014-01-26 06:04:47


Play the classic game of Rock Paper Scissors with your friends and people around the world

Features
+ Leader boards
+ Achievements
+ Multiplayer
+ Private Rooms

Just made this to test achievements and leaderboard features of google play





Your feedback is welcome
5  Games Center / Showcase / Re: Brain Survival on: 2014-01-17 08:38:11
I recently updated with the private boards so you can play with your friends

I am planning to integrate leader boards

Can you clarify what you meant by with a "time limit"
6  Games Center / Showcase / Brain Survival on: 2014-01-07 07:53:44
I just finished a new version of my game Brain Survival that is for iOS and android

Please give me your feedback

Keep in mind that this is a multiplayer game

Just playing the practice isn't good enough and read the tutorial please










Google Play
https://play.google.com/store/apps/details?id=com.Fawaz.BrainSurvival

iOS
https://itunes.apple.com/us/app/brain-survival/id783645106?mt=8&uo=4
7  Discussions / General Discussions / Re: My app is done on: 2013-12-11 02:30:52
Its back up on there, so the link works again
8  Discussions / General Discussions / Re: My app is done on: 2013-12-11 01:17:11
Sorry, i am a student and this is my first app.
I will tone it down for (hopefully) future releases

Hi

Why do I see the word "MORT" in the first screen capture? Are you sure it's an English word? In my mother tongue, it means "dead".

Mort is just a test name i used
I was watching family guy when i made the test
http://familyguy.wikia.com/wiki/Mort_Goldman


The arithmetic operators were not so responsible to touch.


I will look at the arithmetic code again



As a side note, I'm getting a "Not Found" error from the Play store when clicking the link. Huh

I thought i didn't credit the font i used, so i took it off to do so, only to discover that i didnt need to

I will do so in the next update
9  Discussions / General Discussions / My app is done on: 2013-12-10 13:06:15
Sorry for the excessive exclamation marks just really excited
 Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin

Please check it out and tell if you don't like anything (going to fix tutorial)

It uses libgdx

Coming soom for iOS

https://play.google.com/store/apps/details?id=com.Fawaz.BrainSurvival
Tell your friends about it if you like it please
Cant put up those android badge for some reason
10  Game Development / Newbie & Debugging Questions / Re: Kryonet's new download link on: 2013-12-01 17:02:08
Thanks SHC  Grin Grin Grin
11  Game Development / Newbie & Debugging Questions / Re: Kryonet's new download link on: 2013-12-01 06:20:13
Thats the source code;
I want the jar like kryonet 2.20.jar
12  Game Development / Newbie & Debugging Questions / [Solved] Kryonet's new download link on: 2013-12-01 06:02:19
KryoNet recently moved to github and now i cant find the download link
https://github.com/EsotericSoftware/kryonet
anybody have better luck?
13  Game Development / Networking & Multiplayer / Re: hosting java socket based server on: 2013-11-20 22:03:02
Thank you guys so much, i don't have anybody to have these discussions with.
14  Game Development / Networking & Multiplayer / hosting java socket based server on: 2013-11-19 21:20:02
Ok you beautiful smart people, i need your help once more.
I have a java socket based program
1  
socket.bind()
and all that jazz
How do i go on to make it public to the general interwebs

My plan:
Look up a VPS hosting service. looking at linode
Get a plan
Install ubuntu
download java
Run the server (with the new ip of course);

Is this a sensible

Would you do something different
a different service maybe,

Thanks in advice



P.S
I want to run a beta for the game. Where would it be appropriate to post that.
Newbie section or multiplayer since it has multiplayer (basically debugging multiplayer)
15  Game Development / Networking & Multiplayer / Re: Artificial Latency and package dropping on: 2013-11-06 02:06:52
Sorry if i wasnt being clear, so ill try to be concise this time
Is 80 percents dropped packages using Udp normal?
16  Game Development / Networking & Multiplayer / Re: AsyncTask for cross-platform libGDX? on: 2013-11-05 13:57:23
What about the AssetManager
https://code.google.com/p/libgdx/wiki/AssetManager

it does asynchronous loading

Read the Writing your own Loaders section
17  Game Development / Networking & Multiplayer / Re: AsyncTask for cross-platform libGDX? on: 2013-11-05 13:31:14
Libgdx has a class called AsyncExecutor

http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/utils/async/AsyncExecutor.html

Is this what you need
18  Game Development / Networking & Multiplayer / Artificial Latency and package dropping on: 2013-11-05 13:27:29
Wow, i am asking a lot of question recently

But this one just want your opinion

I am using UDP and since it is not reliable i have to test for lag and dropped messages

it is in the vein of
1  
2  
if (rand.nextDouble() > .8)
   ProcessPacket()


is 80 percent dropped packages too high

The reason i'm asking is because it works well under 50 percent but under 80 percent, sometimes the pings don't get to server and client and they time out

Can i expect 80 percent dropped packets when i deploy my game because that would mean i will have to increase the timeout parameters
19  Game Development / Networking & Multiplayer / Re: AsyncTask for cross-platform libGDX? on: 2013-11-05 13:07:52
Can you be more specific, give an example
20  Game Development / Networking & Multiplayer / Re: Ip address as primary key for mobile game on: 2013-11-05 13:06:34
Thank you guys.
I really appreciate this
21  Game Development / Networking & Multiplayer / Re: Ip address as primary key for mobile game on: 2013-11-04 14:17:47
Thanks very much. I just looked up this link http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking at the NAT paragraph

So i do need a UUID.
Thanks Mac70  Smiley
22  Game Development / Networking & Multiplayer / Ip address as primary key for mobile game on: 2013-11-04 14:10:34
Is it a good idea to make the ip address the key for my clientmap. Right now i have an UUID for the key. Can i use the ip address? Can an ip address change since the player is mobile. I know total noob at this Tongue

Any help is appreciated
23  Game Development / Networking & Multiplayer / Re: Android device client not finding server that is bound to local host on: 2013-10-13 00:14:43
I did.
I am so stupid

I changed the ip of server but client still binded to localhost
1  
2  
3  
4  
5  
clientChannel.bind(new InetSocketAddress(33333));

ServerAbstraction server = new ServerAbstraction(new InetSocketAddress("192.168.8.101", 55555));

serverChannel.bind(new InetSocketAddress("192.168.8.101", 55555));

did the trick

Thanks Ghork, i appreciate the help
24  Game Development / Networking & Multiplayer / Re: Android device client not finding server that is bound to local host on: 2013-10-12 20:26:36
So this is what ive been trying so far


i put the IPv4 from ipconfig into the  client's server representation i.e
1  
ServerAbstraction server = new ServerAbstraction(new InetSocketAddress("192.168.8.101", 55555));



The server still has the local host as the Ip address
1  
serverChannel.bind(new InetSocketAddress("localhost", 55555));



Still not working
Pls help
25  Game Development / Networking & Multiplayer / [SOLVED]Android device client not finding server that is bound to local host on: 2013-10-12 05:13:18
So i created a libgdx game that has a multiplayer


The server listens on localhost
i.e
1  
2  
private DatagramChannel serverChannel;
serverChannel.bind(new InetSocketAddress("localhost", 55555));


The client sends message to localhost
It works on the desktop version of the game, but when i am testing it on the android device (not emulator).
Nothing  Huh

I have goggled around and tried 192.168.8.101 my IPv4
Still nothing Angry

Any help would be appreciated
26  Game Development / Networking & Multiplayer / Re: Best way to measure latency between a client and a server on: 2013-10-11 23:08:55
Thank you.
This was what i need.

And i need to measure it in the code Troncoso
27  Game Development / Networking & Multiplayer / Best way to measure latency between a client and a server on: 2013-10-10 19:53:10
The reason i ask is the way i have been doing it is just measure how long it takes for the initial message to reach the server ONCE
What if the signal get better over or worse over time.

What is the best way to measure changing latency.
Should i take the 3 latest packets and see how long it took them to get here and average them.

I would really appreciate some help

Thank you for your help
28  Game Development / Newbie & Debugging Questions / [Libgdx] Error in Project Creator on: 2013-09-03 22:49:45
I have been getting in Libgdx Project Creator



Does anyone know why this is happening
29  Game Development / Networking & Multiplayer / Re: Bouncing Balls in a multiplayer game on: 2013-08-14 20:38:08
Thank you both for responding so quickly

I think i am going to have the server do all the collision and send positions 20 times a second and interpolate between them

Thank you guys so much
30  Game Development / Networking & Multiplayer / Re: Bouncing Balls in a multiplayer game on: 2013-08-14 20:24:09
So send every position change to all clients from the server doing the calculation is pretty what you are saying if i am understanding you perfectly

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