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1  Games Center / Featured Games / Re: Demise of Nations for PC, Mac, Linux, Android & iOS on: 2017-09-12 07:13:08
Thanks for posting the link.  Smiley

Intresting read and a well polished game
Thanks. Not sure about it being polished enough just yet. Somehow I feel game-play is there, but is lacking something. Can't quite pinpoint it.  Huh
2  Discussions / General Discussions / Re: JGO Twitter List on: 2017-08-12 10:38:42
3  Games Center / Featured Games / Re: Demise of Nations for PC, Mac, Linux, Android & iOS on: 2017-08-09 12:57:04
I think everything helps - Thanks! Although I mainly follow other developers, there are quite a few players that I am being followed which is nice. Smiley

Marketing seems to get harder I have to say. Sending out press copies and stuff hardly gets any responses besides them asking to advertise. I guess it's also possible the game isn't that good.  Cheesy

Anyhow, I guess cross-advertising the game in other games I developed, twitter & facebook seems to get the most responses.
4  Games Center / Featured Games / Re: Demise of Nations (turn-based strategy) - NOW on Steam! on: 2017-08-08 15:42:42
This has taken forever. From the 1st public ALPHA release (February 2014), the game is not officially released after 3.5 years in ALPHA. It's available for PC, Mac, Linux, iOS and Android.
The Trailer:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
5  Games Center / Showcase / Re: Age of Conquest IV for PC, Mac, Linux, Android & iOS (Strategy/WEGO) on: 2016-04-18 08:57:33
Thanks for the feedback:

re-server: I am still working on it, but it has improved I'd say Smiley

re-quicker game-play: It's a turn-based game. I cannot just convert it to real-time. It would have to be a different game with different mechanics. However, you can play 60 seconds per turn which would result in about the same.

re-payment: the game comes with 2 free maps. I need some income somehow, so making it completely free is not option.
6  Games Center / Showcase / Re: Age of Conquest IV for PC, Mac, Linux, Android & iOS (Strategy/WEGO) on: 2016-04-07 04:41:26
Thanks for the feedback  Cheesy

The map should actually scroll when you move the moves to the edge & even outside the Window? I am using LWJGL, so it was little bit of a hacky-implementation though detecting when the mouse is outside, especially where. You are on Windows?

The YouTube video is a great idea! I'll try to do that.
7  Games Center / Showcase / Age of Conquest IV for PC, Mac, Linux, Android & iOS (Strategy/WEGO) on: 2016-04-06 05:51:34
I finally managed to release the latest of my Age of Conquest series. I think this one came out really nice, but I am planning to do some more updates over time.

The game is entirely coded in Java using libGDX and OpenGL. iOS-port is done via RoboVM. Still waiting for Apple to approve the iOS-build though. It's already 3 weeks since I submitted, so far 2x meta-data rejected & 1x rejection of the binary. It's also released on Steam!

I am not much on javagaming nowadays, but I'll come back later &  answer any questions you guys have. Let's hope there are no major bugs/etc. in this release Grin

Information & Download:

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

8  Games Center / Featured Games / Re: Demise of Nations (turn-based strategy) - NOW on Steam! on: 2015-04-22 05:12:59
As of April 22, Demise of Nations is finally released as ALPHA/Early Access on Steam.  Grin

You can get it here:

9  Discussions / General Discussions / Re: How to Charge for ONLINE-Play: Subscription vs. Credits/Wallet? on: 2015-03-07 06:03:44
Interesting point: maybe a (1) subscription to join games/use the online features and then (2) credits for people that would like to create their own games and tournaments? With the subscription you would only be allowed to join games.

I was thinking to let the players decide if they want a subscription or they'd rather prefer credits. But I feel this is little complicated to understand. Also, if you decided to purchase a subscription it would somewhat make credits obsolete even though you would receive them from time to time.
10  Discussions / General Discussions / How to Charge for ONLINE-Play: Subscription vs. Credits/Wallet? on: 2015-03-07 05:54:21
I am working on a new game which I am planning to charge a fee for ONLINE play. Basically there is 2 ways (as far as I can see) I can charge for it:

  • Subscription: players play a monthly/yearly subscription to play ONLINE.
  • Credits (or wallet/coins; whatever you like to call it): players have to spend e.g. 25 credits to join and e.g. 100 credits to create games. The more you play the more you'll pay. You'll for example receive 500 credits for free when you sign up. Then you get the option to recharge your credits via credit card etc. whenever you run low.

Using Credits would be nice as I could distribute free credits every time someone logs in (e.g. 1 bonus credit/day). Players could also obtain credits by winning games or competitions. There is many ways to reward players by handing out credits for free. On the other hand, using a subscription-based system is simple & easy to understand. If you play lots of games, a subscription might be cheaper.

Anyhow, my question: Would you prefer to be charged (a) a subscription, (b) via credits or (c) both subscription & credits.

I personally would prefer (c) giving players the choice, but I feel the interface for asking players to purchase will get way too complicated: I would have to bring up a screen which let's players decide if they like a subscription or pay using credits, then also ask how many credits one would like to purchase or how long/what type of subscription one would like to get. It seems too confusing offering both choices. Opinions?
11  Discussions / General Discussions / Re: How do you feel about selling out? on: 2014-12-26 06:11:06
When it comes to selling out (per Wikipedia): "Selling out is the compromising of integrity, morality, authenticity or principles in exchange for personal gain, such as money."

Notch gets a lot of heat for selling Minecraft (not "selling out" as neither his integrity, morality etc. have been compromised), I probably would have kept it even if it meant I would make less money in the long run, because I wouldn't really know what to do with my life otherwise.  Clueless

12  Games Center / WIP games, tools & toy projects / Re: Age of Conquest IV - Risk-like Strategy Game on: 2014-07-22 14:27:25
Thanks for the feedback so far guys!  Grin

Looks like A is the winner in regards to map! I wonder about the water color however! I like the water color in C. What's your guys take?
13  Game Development / Newbie & Debugging Questions / Re: Create a separate JFrame ontop of a fullscreened LWJGL display on: 2014-07-22 14:20:28
As far as I know (I might be wrong), it is impossible to overlay any swing or awt components/windows/dialogs over a fullscreen OpenGL-context in a simple/straightforward way.
I made that experience trying to overlay another JFrame over a fullscreen JFrame (no OpenGL involved though). It works on Windows but does not display anything under Mac/Linux.

It's possible that LWJGL works in different way. Anyhow, you have been warned.  Smiley
14  Games Center / WIP games, tools & toy projects / Age of Conquest IV - Risk-like Strategy Game on: 2014-07-22 04:52:11
I started work on Age of Conquest IV (Risk-like turn-based strategy game), i.e. start with the concept graphics.  Grin

I wonder which of the graphics are most fitting? Which one would you prefer: A, B or C? A combination thereof? I generally like the water/overall colors in C but they 3D coastline in A/B is very nice as well.

15  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2014-06-05 06:46:34
That looks sweet. I love how you designed the GUI/HUDs. Grin  Is this based on the Slick2d GUI?

This all looks jolly good. Let me know when you want the Steampuppy library

Cas  Smiley
I would be interested! What would it take to get a hold of it?  Cheesy
16  Discussions / General Discussions / Re: Just finished a new, improved trailer for my game. on: 2014-03-23 07:15:14
This looks really cool  Grin

I cannot believe though you only got an 4.0 average rating. I see a lot of crap in the Android Market with ratings close to 5.0.
17  Games Center / Featured Games / Re: Demise of Nations (turn-based strategy) on: 2014-02-08 07:01:11
It took a while, but I finally managed to get the ALPHA-release ready!

Here is a badly narrated YouTube video to explain the basics:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
18  Discussions / Miscellaneous Topics / Re: Animated GIFs of Games in Progress on: 2014-01-07 06:35:29
Rain Animation in the HEX-game I am currently working on:

Click to Play
19  Discussions / Miscellaneous Topics / Re: I had an idea involving .gifs! on: 2014-01-07 06:32:22
There are a couple standalone Java classes that allow encoding and decoding to/from GIFs! Shouldn't be hard to just replace java.awt.Image with OpenGL textures. I have done it before.

Anyhow, too lazy to look up GIF encoder/decoders for you. Just have a look what Google brings up.
20  Game Development / Networking & Multiplayer / Re: Host and Client not establishing input and Output streams on: 2014-01-02 04:27:57
So, what's the outputs your are getting?
21  Game Development / Newbie & Debugging Questions / Re: Thread spawning or Thread pool on: 2013-12-25 05:22:41
You won't get any better feedback unless you tell us what you are planning to use the threads for. Asset loading in background? Separate thread(s) for socket/multiplayer? etc...
22  Games Center / WIP games, tools & toy projects / Re: Multiplayer Tank Game - 32 vs. 32 Players (WebGL/WebSockets/LibGDX) on: 2013-12-25 02:45:25
Yeah, I need more images for the rotation also. I currently only have 8 which is far too little. I wonder if 32 or 64 is better? Which one?

Keys: that's odd that the : and ; wouldn't work? I am simply using the key chars that are returned via LibGDX (which uses GWT). I think your keyboard should be fine! You can also enable fullscreen via the settings button. Nevertheless I'll remap 'F' to something else. Ditto space bar.  Also, in the long run it probably makes sense to let people choose key mappings.
23  Games Center / WIP games, tools & toy projects / Re: Multiplayer Tank Game - 32 vs. 32 Players (WebGL/WebSockets/LibGDX) on: 2013-12-24 11:08:17
Yeah, the chat definitely needs fixing. Need to increase message length and make it more readable.

Pretty nice specs you got there for your machine  Grin
24  Games Center / WIP games, tools & toy projects / Multiplayer Tank Game - 32 vs. 32 Players (WebGL/WebSockets/LibGDX) on: 2013-12-24 07:11:31
I tried to create a multiplayer tank battle game. It's based on LibGDX using the HTML5-backend to compile to JavaScript. I am aware the showcase says 'no javascipt' but this is Java-related. I can provide an executable JAR or so as well if it is really needed (proof)? The server is implemented in Java using Jetty.

In any case, I should warn you that this is more of a prototype/alpha. To try it out just point your browser to the web page below. It takes about 1-2 minutes to load (it looks like it's not doing anything at the beginning; just wait). You will be connected to the server automatically, there is no login or anything. Make sure your browser supports WebGL (Chrome, Firefox, Safari with WebGL enabled, most likely Opera and possibly IE 11+).

What the game concerns; you currently can move your tank around and shoot other players. Right now, there is only 1 room setup allowing for a 32 vs. 32. Not sure if 64 players per room is feasible networking-wise but we'll see. There is chat too.

Request for Feedback
With this post I am actually hoping to get some feedback. Not sure how much interest there is in such a game?
  • Would you be interested in the continued development of the game assuming all the quirks/problems will be fixed?
  • What type of game play would you prefer (e.g. Capture the Flag, etc.)?
  • It's a tank game but it could as well have foot soldiers, zoombies etc. Preferences?
  • What ping do you get (how many players were in the room at that time)? What FPS?
  • Assuming the game has loaded and you are playing for 1+ minute, does everything appear smooth?
  • Would you play it again? Why would you play it again?
  • Other comments?

Current Shortcomings
This is a prototype so the following things aren't quite up-to-par (I can probably fix most but it's going to take time).
  • The tank only has 8 directions: I wanted more but unfortunately that was the only suitable graphic I had. Also, the turret for the tank doesn't rotate separately what I think would be cool to have. If there is enough interest, I'll get an artist to help.
  • There is only 1 "boring" map to play on. Also, there is no real goal besides shooting all other players (better if they are not in your team :-).
  • The game tends to "hang" for the first 20-30 seconds when you play. It especially hangs when it tries to load the sound effects. Also, the sound effects don't play as nicely in the browser compared to when I run the game as a standalone app on my computer. In any case, after everything is loaded it seems to run smooth (at least for me).
  • The game works best in Chrome/Firefox. I haven't tested in Opera. It doesn't work on IE 10 but it might work in IE 11. It works on Safari (Mac) if you enable WebGL but it hangs a couple times at the beginning until all the sounds are loaded (after is fine). Might work in other browsers with WebGL/WebSocket support.
  • Firefox tends to hang when the game is loading. Just tell it to wait. JavaScript is single threaded so some stuff block not only JavaScript but appearantly the whole browser.
  • Fullscreen tends to work fine on Chrome/Firefox but doesn't quite work as expected in other browsers.
  • Game credits are missing.
  • Let's hope the server doesn't die due to bugs. I have tested it but... (I'll monitor it)

Game: Play in Browser


Ohh, and yes LibGDX rules!!!
25  Game Development / Networking & Multiplayer / Re: What would you suggest for an online game? on: 2013-12-15 05:34:04
If you are planning to setup a standalone server you might want to look into WebSockets as well. I have used Mina, Jetty, etc. before so there all fine in my opinion. The biggest problem isn't how you send the data but enabling people to connect to the server. If you have a standalone server (somewhere in the internet) it's generally not a problem to connect to the server (as long as you use port 80 - could be web sockets), but someone hosting a server at home is always asking for trouble (the player will need to enable port-forwarding/tunneling etc.). Also, for hosting at home, you might want to setup a match-making server. No one is going to play your game unless they have a server to connect to.

I know that I can do things like, send everything in a string data, using "[packetname]" as a tag, then decode it on the server-side, but there has got to be a better way to do things, so I guess I'll go ahead and ask.
I guess that's general idea: you send the packet type (could be an integer/byte too to reduce size of data you send) then process & return the data.

I suggest you abstract the client-server communication so you can switch out the underlying networking system (be it NIO, Netty, Jetty, Mina...) etc. easy. Something like a web socket type interface might work nicely given you are looking for packet-type communication (same interface for both client and server). Although NIO, Mina etc. are stream-based connections, you can easily implement them so the behave like a web socket as below.
public interface WebSocket {

  /** The WebSocket session/connection. */
  public static interface Session {

     * Sends a text message.
     * @param data  The message.
     * @throws Exception If something goes wrong.

    public void sendMessage(String data) throws Exception;
     * Closes a connection.

    public void close();

  // -------------------------------------------------------------------------------------------------------------------
   * Called when a new websocket connection is accepted.
   * @param session  The session.

  public void onOpen(Session session);
   * Called with a complete text message when all fragments have been received.
   * @param data The message.

  public void onMessage(String data);
   * If there was an error.
   * @param e  The error encountered.

  public void onError(Exception e);
   * Called when an established websocket connection closes.

  public void onClose();  
26  Games Center / Featured Games / Re: Demise of Nations (turn-based strategy) on: 2013-11-10 07:09:05
No worries, Neapolis is going to stay safe!

Here is rain animation:
Click to Play
27  Games Center / Featured Games / Re: Demise of Nations (turn-based strategy) on: 2013-11-04 11:52:20
Haven't gotten to get the game ready for alpha-testing. I am shooting for end of this month though  Grin

In the meantime, here are animations of horseman & snowman (animated GIF, might take a while to load):
Click to Play

Click to Play

28  Discussions / Business and Project Management Discussions / Re: Artist Drop on: 2013-06-28 05:55:33
Late to the party: looks very nice  Grin

I personally think it's nice to have artists post here. I believe lots of us are actually looking for a good artist, they are hard to come by. Your art looks amazing, although I don't have anything matching with your style in the works. I'll keep you in mind!
29  Discussions / Miscellaneous Topics / Re: Green!!! on: 2013-06-28 05:31:03
Japan (Omiya) - Slightly outside of Tokyo:
30  Games Center / Featured Games / Re: Demise of Nations (turn-based strategy) on: 2013-06-21 03:23:41
There won't be a real-time fighting system such as in Total War. Maybe the rest somewhat resembles Total War (strategical overview map part). You have different units at your disposal each with their corresponding strengths & weaknesses. A spearman would for example be stronger than a horseman etc.
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