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1  Discussions / General Discussions / Re: How to make an experience, not a game. on: 2014-10-24 00:50:48
I'd say a good deal (the majority) of this resides in the art/sound/etc department. The aesthetics. Take Journey, for instance.

Alright then how do us as programmers use art & sound to our advantage to make an experience? Should the art be top notch, along with the sound? Is there a certain barrier? Perhaps having the player begin to lose consciousness of the outside world and focus completely on the game world could pass off as an experience? What do you think?
2  Discussions / General Discussions / How to make an experience, not a game. on: 2014-10-24 00:44:58
Just wanted to get a discussion going.

So how do we all make a game that conveys a message. Something that you play that doesn't exactly have to be in depth, but just makes you say, ''Oh, wow that meant something". Something that gives you a good feeling afterwards.

What do you think? What can us programmers do to make a game convey not just gameplay, but a message that may just stick with someone forever?
3  Games Center / WIP games, tools & toy projects / Re: Zombie Nauts [0.4.5] on: 2014-10-22 21:21:11
I've made a mobile game before. Zuku Blox (Plug Plug) But sadly I lost 250 dollars on the adventure. The market for iOS apps is horrendous. I just hate the market, thats all.
4  Games Center / WIP games, tools & toy projects / Re: Ninjas vs Zombie Pirates on: 2014-10-22 21:05:54
I like the art style, nice colors. You need to start making a game now. Haha

What will the gameplay be like?
5  Games Center / WIP games, tools & toy projects / Re: Ninjas vs Zombie Pirates on: 2014-10-22 20:53:03
Your image is no visible. Perhaps upload it to Imgur, then right click on the image and click 'Copy Image URL'. Then just paste that URL into the img tags here on JGO.
6  Games Center / WIP games, tools & toy projects / Re: Zombie Nauts [0.4.5] on: 2014-10-22 20:47:40
If you want it to get anywhere:
  • Recode all of it, and think about the design more than having good code.
  • Port it to mobile; that's pretty much the only market you're good going in.
  • Give it a better art style, possibly hire an artist.
  • Hire a sound artist/musician to make custom music & sounds for the game.
  • Accept that you are going to have development costs if you do any of the above items.
  • Give it a website.
  • Market it.
  • Polish it.

That's what I would recommend doing, at least.

Note that none of these work if you don't have free time.

- Jev



Very nicely said. Now if this game wouldn't work on the Desktop market. What type of game would?
7  Games Center / WIP games, tools & toy projects / Re: Zombie Nauts [0.4.5] on: 2014-10-22 02:12:52
If I decided to finish this project, would anyone here buy it? Was this an idea I should stick with? Any feedback? Thinking about starting this baby up again.
8  Discussions / General Discussions / How do you guys make art? on: 2014-10-22 02:09:03
I've always wanted to make a beautiful game. Beautiful art and the such but never am able to make anything look halfway decent. How exactly can you make beautiful art? How do you guys do it? (By art I of course me the lovely pixel art)
9  Game Development / Networking & Multiplayer / Re: Separate the Accounts, Lobby, and Game servers? on: 2014-10-21 22:15:01
You seem like you have a lot to learn and are over your head. Try to make a pong game work between two computers through a server (or just between the computers even). Start small, you are trying to make a full multiplayer game and all you've done is "some reading on ports"

Thanks man. I've actually made those pong games. And I may not be ready for a big game, but I'm having fun with this project even though its an incredible challenge, I find it satisfying when I get something to work. And I am learning a lot and so far every problem I've ran into I have over came, so hopefully I'll get lucky haha.
10  Game Development / Networking & Multiplayer / Separate the Accounts, Lobby, and Game servers? on: 2014-10-21 01:46:14
In my multiplayer game I've been running into to server problems. I also figure that separating the game servers would be beneficial to the project. Here is my theory:

1. Connect to account server (Server that holds player data and accounts)
2. After player logs in, pass that account file along to the lobby server (Server where players go when playing, but not in a match)
3. The lobby server will add that account to the list of online players for random matches and such
4. Then when a match is ready to begin. The lobby server starts up a new game server instance on a random TCP and UDP port to play the match on.

That would mean if the game crashes only that game crashes because technically the game server is just one game.

So how would that handle?

I've did some reading on ports, are they all TCP & UDP or does each port have a special protocol they like to handle?

What do you guys think?
11  Discussions / General Discussions / Re: How to make money off a free to play game. on: 2014-10-18 23:39:55
do the testing using a local computer as a server. almost no cost

Well now, I wish I would've thought of that before I bought the server lmao. Thanks man!
12  Discussions / General Discussions / Re: How to make money off a free to play game. on: 2014-10-18 23:36:18
If I were in your position, I would not consider profit until the game is done and people like it.

Yes hat is a good way to go, but I've read on many indie game marketing blogs that marketing should start during development. Which would include considering revenue. I'm not making this game solely for my own personal gain, it's actually a learning experience for me, but I need to think of monetization early because even while developing this game, I'm spending money on servers, and servers aren't cheap.
13  Discussions / General Discussions / How to make money off a free to play game. on: 2014-10-18 23:25:34
I'm making a multiplayer game, and I want to do everything in my power to make the game free to play, but I need money to pay for servers, and I can't just keep pulling money out of my pockets. So how can I make a free to play game be self sustaining and then some?
14  Game Development / Newbie & Debugging Questions / Text boxes in Slick2D? on: 2014-10-18 00:30:47
In my game I'm making a login pane for people to login to my game. I of course need to have text boxes. Sadly, I don't know of anyway to put text boxes into a slick game without a GUI library. Is there any other way? All I want to do is literally add two text boxes onto the screen.

Should I just make a launcher for the game and then have that be a JFrame or what?
15  Game Development / Newbie & Debugging Questions / Re: Best way to iterate through ArrayList? on: 2014-10-17 18:10:05
I find that the simple technique like this:

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for(int i = 0; i < array.size(); i++) {
     System.out.println(i);
}


Works best. I have tried to iterate through array lists using an advanced for loop and I mean it works, but it seems to not like Slick2D and other libraries i use so I have gotten errors many a time.

If you wanted to get as close as you can to an advance for loop and iterate though objects in the for loop you could do this:

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ArrayList<Player> list = new ArrayList<Player>();

Player tempPlayer;

for(int i = 0; i < list.size(); i++) {
     tempPlayer = list.get(i);

     //This line is just to show a use. Not necessary.
     System.out.println("X: " + tempPlayer.x, "Y: " + tempPlayer.y);
}


Good luck with your games, man!
16  Discussions / General Discussions / Cheap Web Servers? on: 2014-10-15 02:00:01
Anyone know any websites where I can rent a web server for fairly cheap?
17  Game Development / Networking & Multiplayer / Running my jar in my web server on: 2014-10-14 21:53:51
So I have made a Server with Kryonet. I also made a client. They connect fine over local host and all, but now that I have tried to move the server to my web server and run it from there it doesn't seem to work. I changed localhost to the servers IP and I'm using the port 27960 for TCP and UDP.

Here is how I execute my jar on the server:

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<?php
exec("java -jar /JARPATH/jar.jar", $output);
echo $output;
?/>


Warning I don't have much knowledge of PHP.

And here is my Server code:

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static Server server;
   static int tcp = 27960, udp = 27960;
   
   public static void main(String[] args) {
      try {
         server = new Server();
         server.start();
         server.bind(tcp, udp);
      } catch (IOException e) {
         e.printStackTrace();
      }
     
      server.addListener(new Listener() {
         public void connected(Connection c) {
            System.out.println("Succesful client connection");
         }
         
         public void received(Connection c, Object p) {
           
         }
         
         public void disconnected(Connection c) {
            System.out.println("Succesful client disconnection");
         }
      });
   }


And my client code:

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public static Client client;
   static String ip = "206.188.193.122";
   static int tcp = 27960, udp = 27960;

        public static void main(String[] args) {
      try {
         client = new Client();
         client.start();
         client.connect(5000, ip, tcp, udp);
      } catch (IOException e1) {
         e1.printStackTrace();
      }
}


What could've went wrong here? I know the client connects. It's got to be something with the IP and port I used. Though I don't know any other ways I could go about doing this. Can you help?
18  Game Development / Networking & Multiplayer / Uploading to FTP on: 2014-10-14 01:52:40
Testing out a few server side things with Java. I need to be able to upload data to the ftp server. I've already searched the internet and found some code to use:

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FTPClient ftpclient = new FTPClient();
        FileInputStream fis = null;
        boolean result;
        String ftpServerAddress = "0002uh4.wcomhost.com";
        String userName = "jacobpickens";
        String password = "passwordthatiwonttellyou";

        try {
                ftpclient.connect(ftpServerAddress);
                result = ftpclient.login(userName, password);

                if (result == true) {
                        System.out.println("Logged in Successfully !");
                } else {
                        System.out.println("Login Fail!");
                        return;
                }
                ftpclient.setFileType(FTP.BINARY_FILE_TYPE);

                ftpclient.changeWorkingDirectory("/");

                File file = new File("test.txt");
                String testName = file.getName();
                fis = new FileInputStream(file);

                // Upload file to the ftp server
                result = ftpclient.storeFile(testName, fis);

                if (result == true) {
                        System.out.println("File is uploaded successfully");
                } else {
                        System.out.println("File uploading failed");
                }
                ftpclient.logout();
        } catch (FTPConnectionClosedException e) {
                e.printStackTrace();
        } finally {
                try {
                        ftpclient.disconnect();
                } catch (FTPConnectionClosedException e) {
                        System.out.println(e);
                }
        }


I'm using Apache Commons Net 3.3 and the code runs fine. No errors. Even says it completed the file transfer. But when I check my files online and in my FTP client there is no file to be found. Any ideas? (FYI: I'm using Web.com as my server host)
19  Game Development / Newbie & Debugging Questions / Pathfinding? on: 2014-10-13 21:38:31
I have a tile map in my game and I'm trying to add in a player. The tile map is made in TileD and I'm using slick. Anyways I would like the user of the game to click a tile and have the player move to that tile. Any way I can do this?
20  Discussions / General Discussions / Pico Boards in Java? on: 2014-10-13 20:26:50
I'm in my tech club at the moment. The teacher busted out the Pico boards and I don't want to be downgraded to Scratch. Is there some way to use Pico boards in Java?
21  Game Development / Newbie & Debugging Questions / Re: Exporting Slick Game without JarSplice on: 2014-10-06 23:05:44
Shameless self-promotion: I created a tool that does exactly what you're talking about, available here: JarMatey

Tested this program out. It works like a charm. I've already recommended it to my friends haha. This program is exactly what I was looking for! Thanks!
22  Game Development / Newbie & Debugging Questions / Re: Exporting Slick Game without JarSplice on: 2014-10-06 02:19:08
What's wrong with JarSplice?

I just feel like there could be a way more efficient way.
23  Game Development / Newbie & Debugging Questions / Exporting Slick Game without JarSplice on: 2014-10-06 01:23:06
Any other way besides jarsplice? I really would prefer to have a single file for the consumer to download other than having them choose from 3. Just a connivence thing.
24  Game Development / Newbie & Debugging Questions / Re: [GIT] Conflicting files .classpath on: 2014-10-05 03:55:38
I went to the .gitignore and added in the line .classpath, it fixed it but now when running it, it says "Can't find main class"
25  Game Development / Newbie & Debugging Questions / [GIT] Conflicting files .classpath on: 2014-10-05 03:48:37
When we pull the project from upstream it says conflicting files: .classpath

Why does it do that?

I'm using eclipse and github. I don't really know what else to explain because I don't really know how to use git so.
26  Game Development / Newbie & Debugging Questions / [LWJGL] How to change natives in code on: 2014-10-05 03:27:54
How would I change the natives of a lwjgl game in code? So that in the main method when the game starts up it will find the OS and then change to the respective native folder.
27  Game Development / Newbie & Debugging Questions / Re: Sets entire map to one tile. on: 2014-10-03 22:10:37
Just do this:

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try(Scanner s = new Scanner(file)) {
    for(int x=0;x<width;x++) {
        for(int y=0;i<height;y++) {
            map[y][x] = s.nextInt();
        }
    }
}


try-with-resources to auto close Scanner when done or in case of error.

Also btw, indexing an array like [y][x] is good, but not in a loop with x on the outside. The loops should be nested like the array dimensions.

Thanks a lot! One more question:

Anyway to make a dynamic 2D array so that I am not confined to a strict map size for all my maps?
28  Game Development / Newbie & Debugging Questions / Re: Sets entire map to one tile. on: 2014-10-03 21:57:32
Ah that could be that problem. And the glitch is that the entire map is set to the last integer in the text file instead of its corresponding tile on the screen.
29  Game Development / Newbie & Debugging Questions / Sets entire map to one tile. on: 2014-10-03 21:52:59
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int[][] map = {
            {1,1,2,2,2,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0},
            {1,2,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0},
            {1,1,2,2,2,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0},
            {1,1,1,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0},
            {0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
      };
     
      int mapWidth = 20;
      int mapHeight = 15;
     
      File file = new File("maps/map1.txt");
      Scanner sc;

      for(int x = 0; x < mapWidth; x++) {
         for(int y = 0; y < mapHeight; y++) {
            try {
               sc = new Scanner(file);
               while(sc.hasNextLine()) {
                  String i = sc.nextLine();
                  map[y][x] = Integer.parseInt(i);
               }
            } catch (FileNotFoundException e) {
               e.printStackTrace();
            }
         }
      }


This code is supposed to load the tile id's from a text file. Which it does. The String i is actually set to each individual number in the text file. Then, at the end of the file the map gets set to the entire map of only the last id. Why is that? I tried to trouble shoot it and figure it out but I couldn't. What do you guys think?
30  Game Development / Newbie & Debugging Questions / Re: How to save 2D arrays to text files and load 2D arrays from text files. on: 2014-10-03 11:50:19
I was looking more for a for loop that would go through the data and save it to a file that could then be read from another for loop to make it back into a 2d array. Any ideas?
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