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1  Games Center / Featured Games / Re: Droid Assault now on Steam! on: 2013-10-01 13:08:51
Great to see you guys at Eurogamer last weekend.
2  Games Center / WIP games, tools & toy projects / Re: Land of Zom - Multiplatform Zombie MMO/RPG on: 2013-09-07 09:26:00
I would be happy to do a bit of artwork.

I'm young enough that I don't have to worry about money too much, so I can work for free.
But this also means that I can't guarantee I will be able to do work all the time.

If you could send me some details (quite specific, I work better with specifics) on what kind of styles you want, and some examples of already done artwork, I could try and replicate the style.

PM me, and if you like my work, we can sort out communications from there.


I'd love to see what you can do! Although, I'm sure we can sort you out with some cash or reward. Smiley
If you could PM me over your email address or email mine (see above), I'll send you a nice big specification.

On a side note, we are currently #2 out of 11500 on IndieDB!





3  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Deprecating libgdx Xamarin.iOS backend, welcome RoboVM (PSA) on: 2013-09-07 09:20:27
Woo! Finally.

I've been waiting for this day!

Well done Mario, Nate and all the other contributors.
And another Well Done to the Niklas at RoboVM.
4  Game Development / Networking & Multiplayer / Re: LWJGL, KryoNet on: 2013-09-06 11:02:27
So should I send the position of each entity seperately or just put them all into an arraylist and send that arraylist? would that even nake a difference?


Send the position of each entity separately. And use the UDP functions built into Kryonet.
5  Games Center / WIP games, tools & toy projects / Re: Land of Zom - Multiplatform Zombie MMO/RPG on: 2013-09-06 11:00:21
Looks very good. Hoping to see a demo out soon.

Contrary to what others have said, I strangely quite like the difference in resolution between entities and the background. They stand out somewhat more.

Looks like you are building a nice post-zombie-apocalyptic world too.

Well done!

Thanks for the feedback!
I've always liked the difference in resolution too. Just when other people point it out, it makes me think otherwise.  Sad

I'm trying hard to keep the zombie-apocalyptic feel to the world. We're sticking another few thousand dollars into getting more world artwork done.
Can't seem to find the artists yet though.
6  Games Center / WIP games, tools & toy projects / Re: Land of Zom - Multiplatform Zombie MMO/RPG on: 2013-09-06 08:50:37
I really like the lighting

Thanks! I spend a lot of time on each piece of lighting,  because it always looks great when you get it right.
7  Games Center / Featured Games / Re: Heroes of Loot on: 2013-09-05 23:12:07
I work together with the fellow Dutch guys at Abstraction games who also ported Hotline Miami and a host of other vita games..

We are porting my Gunslugs to PS Vita now (http://gunslugs.com)  and will be released in October, and then Heroes of Loot is one of the other games we have on a list of interesting things Smiley

I'm suddenly quite jealous! Good luck to you with your project.
I'll keep watching for sure.

If any of you guys from Abstraction are over in the UK for any events, make sure you let me know!
Would be great to meet other Dutch developers.
8  Games Center / Featured Games / Re: Heroes of Loot on: 2013-09-05 22:22:08
A PS Vita version is planned for later this year / early 2014ish

How do you plan on porting your game to Vita?
9  Game Development / Networking & Multiplayer / Re: LWJGL, KryoNet on: 2013-09-05 22:02:44
The server shouldn't be sending 60 packets a secod for every single entity Sad

I completely agree.

I personally use updates every 0.333 seconds with added interpolation for movement. I can hold several hundred player entities within a small space quite easily.
10  Game Development / Newbie & Debugging Questions / Re: How do i pause my game? on: 2013-09-05 22:01:35
Erm... vague much?

What libraries, frameworks, code are you using?
11  Game Development / Networking & Multiplayer / Re: LWJGL, KryoNet on: 2013-09-05 21:08:03
Look in your server code for "sendToAllExcept". This sounds like the issue.

Explosions should be done using box2d. They the easiest thing though.
12  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LibGDX - Desktop resolution problems on: 2013-09-05 17:30:06
In the resize() method, re-declare your orthographic camera with the new resolution.
13  Discussions / General Discussions / Re: Eclipse Not Automatically Showing Toolbar on: 2013-09-05 13:08:40
Are you using the Java view? There's a button that says "Java" in the top right.
In theory that should bring up all the toolbars you need.
14  Games Center / WIP games, tools & toy projects / Re: Land of Zom - Multiplatform Zombie MMO/RPG on: 2013-09-04 23:41:37
It looks great! I'll be waiting for a playable version  Grin

Thanks very much! Playable version is on its way!
15  Games Center / WIP games, tools & toy projects / Re: Land of Zom - Multiplatform Zombie MMO/RPG on: 2013-09-04 22:18:41
Sorry for the double-post.
I can't seem to edit on my tablet?

I've put up an advert for more Artists on my favorite artist forum:
http://wayofthepixel.net/index.php?topic=15742.0
16  Game Development / Newbie & Debugging Questions / Re: Client + Server, "Same" code running at different speeds on: 2013-09-04 18:25:41
Give me an hour to get home, and I'll make a functioning example.
17  Game Development / Newbie & Debugging Questions / Re: Client + Server, "Same" code running at different speeds on: 2013-09-04 17:51:23
If I'm interpreting this correctly, this is what I had implemented originally.

Every single player movement was checked client-side. If it was fine, it sent the update to the server which updated it server-side (after checking) and broadcast the update to all clients to re-draw.

The problem was WAY too many messages. With 3 people moving, each one was sending maybe 30 movement messages a second to the server and the server was broadcasting 90 messages a second.. something in there was too much and all the clients crashed out almost immediately (I think the server sent a null message to all clients, crashing when they tried to interpret it). Sending coordinates for every single move just did not seem to be effective.

This was when I changed the entire setup to what it is now.. where the player sends a direction to the server and the server sends a direction to the client.

Please note I still haven't read the above, I'm just responding to your second part. I'm at work and can't slack off for too long just yet Wink

If you've read what code I've used before, and fully understand it, then I can honestly recommend that you only update 3-5 times a second.

That's essentially how I can handle a few hundred players, and a few hundred NPCs in a small part of my game's world. (See the Land of Zom banner on the right hand side, and footer of this site)
18  Game Development / Newbie & Debugging Questions / Re: Client + Server, "Same" code running at different speeds on: 2013-09-04 17:36:02
Here is a great article explaining your issue (kind of)
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
Skip down to the section marked "Lag compensation"


If that doesn't help you, think of things this way with this pseudo code.

Server:

if hasPlayerMoved
   if collision
      reject movement request and send origonal coordinates to player
   else
      broadcast new position to all
   end
end


Client:

thread 1 //used for input
   float x, y;
   float drawX, drawY;

   if moveUp
      y = y++;
   if moveDown
      y = y--;
   if moveLeft
      x = x--;
   if moveRight
      x = x++;

   if hasPlayerMoved
      sendUpdateToServer(x, y)
   end

   if drawX != x
      move drawX towards x
   end

   if drawY != y
      move drawY towards y
   end
end thread 1

thread 2 //used for networking
   if recievedServerMovementInfo
      x = serverX
      y = serverY
   end
end thread 2




So essentially, you have added interpolation/lag compensation, a LOT less packet flow, and an enforced means of avoiding collisions.
So, you'll be drawing the image on drawX/Y and updating X/Y.

Let me know if this isn't clear enough. I'm typing this from a tablet.
19  Games Center / WIP games, tools & toy projects / Re: Land of Zom - Multiplatform Zombie MMO/RPG on: 2013-09-04 10:37:09
I would love to test out a beta(even NDA private/alpha)  whatever
Everyone here are developers and can handle bugs/issues much more than typical beta testers Wink So sharing something playable here would be great too Cheesy

Looks great so far though! I can't wait!


Thanks! And I never thought about it that way.
I've been polishing things for far too long now. I'm always afraid that if the game has any little bug/flaw that bothers me, then it'll bother other people too! I guess you can call that "Coders OCD"!

I'll have to get a "Developers" preview up ASAP.

I like it! I think the only flaw is that you're mix/matching the scaling and resolution of the textures.

Looks a bit odd to see an 8-bit dude scaled up to be in a 16-bit world.

The lighting looks beautiful and, frankly, everything but the zombies and player looks nice. I agree with kpars, how you should make the entities the resolution of the terrain.

I agree with you both, however I am no longer in contact with my previous artist due to life issues he's got going on.
I am looking for a new artist/artists if you or anyone you know is interested?

We'd be happy to arrange something reasonable for any artist who suits the game's requirements; whether that be free-lance per-asset or per-hour work, or even something like a commission upon completion of the game. (Although I'm certain everyone would non-commission based pay)
20  Games Center / WIP games, tools & toy projects / Re: Land of Zom - Multiplatform Zombie MMO/RPG on: 2013-09-04 00:39:23
What can I say, it looks pretty amazing. But that's pretty much all of the feedback you'll get without a playable demo :|

On a sidenote, it might just be me but if you "quote" the text the font gets smaller and it's a little hard to read.

Thanks very much for the kind comment. And yeah, I completely understand.
We're soon to be launching a Kickstarter campaign for Land of Zom, so the playable beta will be released before then. (hopefully in the next few weeks!)
Most of the Kickstarter funds will be going straight into artwork, as that's the only thing we seem to be ridiculously short of right now.

And with regards to the post-formatting. I wasn't sure if it was a good idea shrinking the font or not. With the screenshots, the page is already quite long...
Didn't want to over-do it with the length.

We're also going to be attending the 2013 Eurogamer expo in London later this month to demonstrate the beta to those who are interested.
21  Discussions / Miscellaneous Topics / Re: Spambots attacking my forum, need information on building a more secure system. on: 2013-09-04 00:22:32
There's also useful plugins that block logins/posts/registrations from users without useragents, refer headers, proxy IPs and a few other obvious spam-bot differences.

But remember, nothing will stop someone legitimately signing up on your site, to then use an auto-posting spambot.
Even if you include CAPTCHAs, you can't stop everything.
22  Game Development / Newbie & Debugging Questions / Re: Libgdx + Box2d = ~8 fps on android? on: 2013-09-04 00:20:33
I can completely agree with the above comment about the emulator performance.
I'm honestly surprised you managed to get around 8FPS out of it!

My Advice
Buy a cheap Chinese Android tablet/phone from Amazon. I'd highly recommend that, because then you get used to developing on lower-end hardware. So you can focus more on optimizing your code.

Why a cheap one?
I got so used to coding on quad core phones and tablets, that my players where complaining about performance on their lower end devices. So I had to completely re-think my development cycle; and do what I said above.
23  Games Center / WIP games, tools & toy projects / LAND OF ZOM - Multiplatform Zombie MMO/RPG [Android, iOS & Desktops] on: 2013-09-03 21:23:17




If you'd like to find out more, check out our sites!

www.netikan.com
OR
www.landofzom.com

Contact us at: contact@netikan.com OR ben@netikan.com







Quote
The year is 2013; there are more than 6 billion people alive, and the numbers grow every day.
That was until the Virus broke out… mutating people’s brains into something far more dangerous than was ever imagined.
Whole countries were engulfed by the seemingly infinite hoards of mutated humans.
Millions were torn to shreds or eaten alive in their own homes; or even worse… consumed by the virus and joining the ever expanding ranks of undead.


Survivors of the outbreak have banded together in small communities in an attempt to survive. You are one of those survivors.

Join up with your fellow humans, collect resources together and build up a safe community while fighting the hordes of undead together as one. Gather resources, items and food to fuel, maintain and expand your community.

Complete a variety of story-lines, quests and tasks to advance your own players skills and abilities, ensuring you have the upper hand when it comes to fighting the undead.

Search the seemingly infinite world for food, useful items, weapons, building materials and even other groups of survivors!

Land of Zom places the player within the mutant infested world where you take on the role of a character which you get to customize upon creation. As your character goes through the game, they will encounter a variety of tasks which they can choose to take or ignore. These tasks will allow the player to advance their skills meaning they will become stronger, faster and better.

In order to progress in the game, the player must ensure both their own immediate well-being and also the immediate well-being of other players around them. Without the aid of other players, you will be unable to survive. (Or at least find it very hard to!)

The game takes place in a fully populated world with a wide variety of buildings, features, objects and environments.

Barricades are quite a new feature. They allow you to defend areas from zombies and other players. They do however, degrade very slowly so you can't just spam them around the map.

Quote
We’ve been developing Land of Zom since August 2010, and have re-designed/re-coded it from scratch more times than you can count! However, we’ve finally got things down and sorted and are hoping to recruit some Beta testers!

Land of Zom is coded in Java, and works on a variety of platforms including Android, iOS, Windows, Linux and Mac.

Take a look at our roadmap to see what’s being worked on!

Mixed platform world
Have you ever played multiplayer games on a console? Chances are they don’t allow you to play against players on a different platform. For example, Xbox players can’t play against PS3 players.
We don’t like this at all. We believe that all players should be entitled to exactly the same experience, no matter what device they choose to use.


This scene is in the beginning cut-scene where the player is confronted during the very first outbreak

Quote
Persistent online world
All of your account data is saved automatically in the cloud, meaning that your game experience is exactly the same wherever you are, and whatever platform you are on. All you need to do is log in, and your account will be waiting for you.

Connection to servers
If you’re out on the go, you’re likely to be using a 3G cellular network. These are prone to latency spikes, or even dropping out completely! We’ve tried our hardest to optimize connections between you and the servers by placing server nodes around the world (ensuring you’re connected to the server closest to your location), intelligent mathematics to reduce visible latency.

Player customization
This was something we knew would be incredibly important during the creation of Land of Zom.
Player customization is crucial for any player to feel like their character is their own.One they’ve actually created and not just “been given”. You have two choices with player customization:

   * Simple Mode:
      This mode allows you to use our library of pre-drawn clothes, hairstyles, trousers and shoes to build your own character using our handy character creator menu.
   *  Advanced Mode:
      This mode allows you to download a skin template from the site, and you are free to customize it however you wish.
      If you want to wear a rainbow colored tshirt with a toaster on the front, we wont stop you! We want you to feel happy with your character.
      Smallest possible app footprint.
      No one likes apps that consume all of a platforms storage space, or only work on top end devices!
      We’re working hard to ensure that all of our images, maps, sounds and code is as optimised as possible to ensure everything runs smoothly for you.

Platforms
We’ve created this game with one main thing in mind. Cross platform portability.
We believe that you shouldn’t ever be tied to a particular device. Games should be playable anywhere! Whether that’s on an Android, iOS, Windows, Linux or OS X!


Flammability of objects is a newly added feature. Fire's spread to nearby flammable objects.
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