Java-Gaming.org    
Featured games (79)
games approved by the League of Dukes
Games in Showcase (476)
Games in Android Showcase (106)
games submitted by our members
Games in WIP (533)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 26
1  Games Center / WIP games, tools & toy projects / Re: Age of Conquest IV - Risk-like Strategy Game on: 2014-07-22 16:27:25
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?
2  Game Development / Newbie & Debugging Questions / Re: Create a separate JFrame ontop of a fullscreened LWJGL display on: 2014-07-22 16:20:28
Quote
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
3  Games Center / WIP games, tools & toy projects / Age of Conquest IV - Risk-like Strategy Game on: 2014-07-22 06:52:11
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.



4  Games Center / WIP games, tools & toy projects / Re: [Slick2d] Retro-Pixel Castles - Top Down Survival Mayhem! on: 2014-06-05 08:46:34
That looks sweet. I love how you designed the GUI/HUDs. Grin  Is this based on the Slick2d GUI?

Quote
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
5  Discussions / General Discussions / Re: Just finished a new, improved trailer for my game. on: 2014-03-23 08:15:14
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.
6  Games Center / Featured Games / Re: Demise of Nations (turn-based strategy) on: 2014-02-08 08:01:11
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="http://www.youtube.com/v/uotKE8D4bco?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/uotKE8D4bco?version=3&amp;hl=en_US&amp;start=</a>

For anyone interested, here are the downloads:
 - Windows:
   . Installer: http://www.demiseofnations.com/download/user_rom/setup_demise_win32_0.8.302a_auto.exe
   . Archive: http://www.demiseofnations.com/download/user_rom/demise_win32_0.8.302a_auto.zip
 - Mac OS X:
   . Installer: http://www.demiseofnations.com/download/user_rom/setup_demise_mac64_0.8.302a_auto.dmg
   . Archive: http://www.demiseofnations.com/download/user_rom/demise_mac64_0.8.302a_auto.tgz
 - Linux 32bit and 64bit (Generic):
   . DEB: http://www.demiseofnations.com/download/user_rom/demise_linux_0.8.302a_auto.deb
   . RPM: http://www.demiseofnations.com/download/user_rom/demise_linux_0.8.302a_auto.rpm
   . Archive: http://www.demiseofnations.com/download/user_rom/demise_linux_0.8.302a_auto.tar.gz
 - Linux 32bit only:
   . Archive: http://www.demiseofnations.com/download/user_rom/demise_linux32_0.8.302a_auto.tar.gz
 - Linux 64bit only:
   . Archive: http://www.demiseofnations.com/download/user_rom/demise_linux64_0.8.302a_auto.tar.gz
7  Discussions / Miscellaneous Topics / Re: Animated GIFs of Games in Progress on: 2014-01-07 07:35:29
Rain Animation in the HEX-game I am currently working on:

8  Discussions / Miscellaneous Topics / Re: I had an idea involving .gifs! on: 2014-01-07 07:32:22
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.
9  Game Development / Networking & Multiplayer / Re: Host and Client not establishing input and Output streams on: 2014-01-02 05:27:57
So, what's the outputs your are getting?
10  Game Development / Newbie & Debugging Questions / Re: Thread spawning or Thread pool on: 2013-12-25 06:22:41
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...
11  Games Center / WIP games, tools & toy projects / Re: Multiplayer Tank Game - 32 vs. 32 Players (WebGL/WebSockets/LibGDX) on: 2013-12-25 03:45:25
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.
12  Games Center / WIP games, tools & toy projects / Re: Multiplayer Tank Game - 32 vs. 32 Players (WebGL/WebSockets/LibGDX) on: 2013-12-24 12:08:17
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
13  Games Center / WIP games, tools & toy projects / Multiplayer Tank Game - 32 vs. 32 Players (WebGL/WebSockets/LibGDX) on: 2013-12-24 08:11:31
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

Screen:


Ohh, and yes LibGDX rules!!!
14  Game Development / Networking & Multiplayer / Re: What would you suggest for an online game? on: 2013-12-15 06:34:04
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.

Quote
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.
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
44  
45  
46  
47  
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();  
}
15  Games Center / Featured Games / Re: Demise of Nations (turn-based strategy) on: 2013-11-10 08:09:05
No worries, Neapolis is going to stay safe!

Here is rain animation:
16  Games Center / Featured Games / Re: Demise of Nations (turn-based strategy) on: 2013-11-04 12:52:20
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):



17  Discussions / Business and Project Management Discussions / Re: Artist Drop on: 2013-06-28 07:55:33
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!
18  Discussions / Miscellaneous Topics / Re: Green!!! on: 2013-06-28 07:31:03
Japan (Omiya) - Slightly outside of Tokyo:
19  Games Center / Featured Games / Re: Demise of Nations (turn-based strategy) on: 2013-06-21 05:23:41
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.
20  Games Center / Featured Games / Re: Demise of Nations (turn-based strategy) on: 2013-06-15 19:02:04
Wow, that's a lot of responses. As I said, it's a turn-based strategy game, so don't tell me I didn't warn you all!  Pointing

re-development: I work together with an artist and a scenario modder. Generally, I outsource graphics & music. I do all the programming and design. Programming is fine, but I am worried about game-play design. I enjoy programming but making it a "fun" game is a challenge. I am still about 2 months away from giving out the game for play-testing. I need to add the AI first.

re-name: yes, "Demise of Nations" might be little dark. Any suggestions?  Huh
21  Games Center / Featured Games / Demise of Nations (turn-based strategy) on: 2013-06-15 13:48:02
I started on a new game: "Demise of Nations".  Grin  Actually over 6 months ago. It's a turn-based strategy game using a HEX-grid for movements. I am going to try to implement it in WEGO; I wonder how well that's going to work out? Anyhow, the game plays during the Roman Area.

It's still a few months away from being play-test ready. If anyone is interested, I'll post some test-version to JGO in the future!?

EDIT: built using libgdx  Grin

Screenshot:
22  Game Development / Newbie & Debugging Questions / Re: LibGDX - Gradient looks weird? on: 2013-04-29 05:10:57
OpenGL on Android might use 575 when rendering! It doesn't matter if you set it to use 888. However, you can try to enable dithering (GL_DITHER?) and see if that helps?
23  Game Development / Shared Code / Re: Beware of Enum.values()! on: 2013-03-12 08:55:29
Also, addAll(...) in ArrayList creates a new array each time before adding the elements!

http://grepcode.com/file/repository.grepcode.com/java/root/jdk/openjdk/6-b14/java/util/ArrayList.java#ArrayList.addAll%28java.util.Collection%29
24  Games Center / Featured Games / Re: Desert Stormfront - Real-Time Strategy (RTS) on: 2013-02-08 03:05:37
If you have Desura, I could send you a promo code for free!? Please message me if you like  Grin
25  Game Development / Newbie & Debugging Questions / Re: Using libgdx for multiple platforms? on: 2012-12-30 04:38:00
Yes, with libgdx you can port to Windows, Linux, Mac, Android, iOS (yes!) & HTML5.  Grin

Have a look at the demos too. superjumper for example has been ported to all platforms that I listed above:
https://github.com/libgdx/libgdx/tree/master/demos/superjumper
26  Game Development / Game Play & Game Design / Re: Proper positioning of Listeners. on: 2012-12-28 19:36:03
Yes, you can just add listeners to the JPanel (you don't need a JButton) and it should work fine. Anyhow, generally, your code looks it should work, but maybe there is another panel overlapping that's why mouse clicks aren't registering?

Quote
Currently I have it so that each Screen is it's own object and there is one listener to deal with everything. I was thinking though that maybe I should have one listener in each Screen class that is specifically programmed to handle that one screen's reactions.
I would suggest add one listener to each JPanel/JComponent you want to receive mouse events from. Very hard to maintain if you try to squeeze everything into 1 listener.

Quote
I learned in University about Model View Control architecture, and we always had listener classes as separate classes.
If you consider listeners in the "Control" part that's correct. In my opinion listeners are part of the "View" but not the "Control". The listener calls the "Control" element, e.g. your ((BattleScreen)mCurrentScreen).NextTurn().

Academically speaking, considering the listener a control element is probably correct. I generally found the following works a lot easier for me:
  • Model (model of your world): your game elements, e.g. World, Bullet, Entities, Player
  • Control (to update the model): your game update loop, your screens, loading/saving games etc.
  • View (inputs+outputs): GUI, OpenGL, Listeners, Mouse, Joystick, Sound
27  Game Development / Game Play & Game Design / Re: Proper positioning of Listeners. on: 2012-12-18 10:58:26
Any code samples to post that explain it more in detail what you mean?
28  Game Development / Newbie & Debugging Questions / Re: MAC OSX Fullscreen on: 2012-12-05 18:53:18
Fullscreen Mode on OS X is a major pain. Even if you get it to work on OS 10.6 it might not work on OS 10.8.

This works, then just scale your surface to have the resolution you prefer:
1  
2  
window.setLocation(0, 0);
window.setSize(Toolkit.getDefaultToolkit().getScreenSize().width, Toolkit.getDefaultToolkit().getScreenSize().height);      
29  Java Game APIs & Engines / Java 2D / Re: GUI for active rendering in Java2D on: 2012-11-30 04:24:07
You can tell Swing to do active rendering (although the article is in the "fullscreen" section, it works under windowed mode too!):
http://docs.oracle.com/javase/tutorial/extra/fullscreen/rendering.html

Here is how to disable passive rendering:
Quote
Use the setIgnoreRepaint method on your application window and components to turn off all paint events dispatched from the operating system completely, since these may be called during inappropriate times, or worse, end up calling paint, which can lead to race conditions between the AWT event thread and your rendering loop.
30  Games Center / Archived Projects / Re: Heroes' Keep on: 2012-11-28 04:06:54
Looks great so far  Grin
Pages: [1] 2 3 ... 26
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

pw (21 views)
2014-07-24 01:59:36

Riven (19 views)
2014-07-23 21:16:32

Riven (16 views)
2014-07-23 21:07:15

Riven (19 views)
2014-07-23 20:56:16

ctomni231 (47 views)
2014-07-18 06:55:21

Zero Volt (43 views)
2014-07-17 23:47:54

danieldean (34 views)
2014-07-17 23:41:23

MustardPeter (38 views)
2014-07-16 23:30:00

Cero (53 views)
2014-07-16 00:42:17

Riven (52 views)
2014-07-14 18:02:53
HotSpot Options
by dleskov
2014-07-08 03:59:08

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:58:24

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:47:22

How do I start Java Game Development?
by ra4king
2014-05-17 11:13:37

HotSpot Options
by Roquen
2014-05-15 09:59:54

HotSpot Options
by Roquen
2014-05-06 15:03:10

Escape Analysis
by Roquen
2014-04-29 22:16:43

Experimental Toys
by Roquen
2014-04-28 13:24:22
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!