Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (757)
Games in Android Showcase (229)
games submitted by our members
Games in WIP (844)
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 ... 55
1  Discussions / Miscellaneous Topics / visit to computer game museum on: 2018-06-10 21:42:42
There's a new meetup group for co-working being hosted at a game museum. I'm planning to go this Tuesday. The host said it would be okay to fire up and play a couple of their games -- they have a lot of titles. Any recommendations of a good "legacy" game to check out? Old favorites? I'm thinking of checking out Final Fantasy, but am wondering where to start.

Am remembering hearing that a Lara Croft title was an early and good example of generative sound. Should nail that down--can't recall where I read that. I'd be especially interested in titles with generative music or sound and effective sound and music.

(I asked if they had "Crystal Quest" but they hadn't heard of it. I had a Mac in early 1990's, and that was a fun one on it. "Game over, dude!")
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-05-31 08:24:24
Some good suggestions made by beeaware were implemented today. The one that got me excited enough to post about was the creation of a new messaging protocol that fits in perfectly with the "NoteListener" system I already have working.

I should maybe provide a little background to explain. Java doesn't have "real time guarantees" and this can make it hard to coordinate sounds with graphical events. But what I am calling the "Audio thread" does seem to be steadier in terms of timing than any other thread. I use the term "Audio Thread" to refer to the last accessible stage before bytes are shipped to the OS audio outputs: where the SourceDataLine runs. I have been using that thread to send "NoteListener" messages, as a way to signal to other threads, and it has been successful in terms of timing fidelity. Whenever a Note (originating from a synth) starts, releases or ends, a message is sent to the NoteListeners at the stage where the corresponding audio signal is packed into the SourceDataLine.

What I added was a MessageListening system built on the same framework. I can schedule it like a Note, and have it deliver a coded int to a MessageListener. This is perfect for when something needs to happen at a musically dependent time, but where there is no "Note" event that corresponds (e.g., rests, or during held notes). It eliminates the tempting kloojiness of using Notes with 0 volume as a trigger vehicle.

So, as a result, some GUI controls that were just metrical placeholders now flash, with precision, exactly on the beat they are placeholding.

Next up: am working on learning enough about drag-and-drop to be able to drag "nodes" from one copy of my application to another copy. Am having to learn about custom Flavors and other stuff (am unfortunately chained to Swing on this application). I bet the JavaFX implementation is much easier to grok.

The usefulness increases dramatically if one can save "templates" and drag and drop from them onto a target. It becomes feasible for people to design and build their own musical scales and implement custom tunings.

Hope that wasn't too much gobbledigook.

Shipping kind of works, but there remain a couple glitches to work out concerning appropriate minimization and whether the .bat command shell really has to linger for the duration.
3  Discussions / Business and Project Management Discussions / Re: Beta (?) testing for ToneCircleDrone on: 2018-05-30 16:40:56
Thanks BeeAware! I will PM the download link to you.

I am mostly thinking in terms of the basic user experience, not anything specific to Swing or JavaFX. Much appreciated!
4  Game Development / Articles & tutorials / Re: Getting Started with JavaFX Game Programming (for Java Programmers) on: 2018-05-30 16:38:16
Given that the issue being discussed is beyond the scope of the article, maybe it would be a good idea to move to a forum thread, where it is easier to edit and make comments and signal appreciation.

We have a board for JavaFX, placed as a child board of Java2D under Game APIs and Engines. Issues pertaining to animation smoothness and alternate ways to structure game loops would certainly be well placed there, and valuable information.
5  Discussions / Business and Project Management Discussions / Re: Beta (?) testing for ToneCircleDrone on: 2018-05-27 21:16:01
Project has moved along considerably.
I now have an 18MB setup exe (installs a 74MB runtime).
Been hard at work on supporting website documentation.

I'd be happy for a simple checking out of the project--make sure GUI works well.

I am checking with people more deeply into music theory for the theory-based content. But they don't have the same expertise on user interfaces or knowledge of Java's strong and weak points.

I can offer code-reading and beta testing in return, as well as assistance with sound programming (and use or modification of AudioCue library).

6  Game Development / Newbie & Debugging Questions / Re: Game install/setup on: 2018-05-23 00:12:01
There is a term now: "self-contained" such as a self-contained jar. With this, the java runtime engine is packed with the program in the jar. I don't know that these run any faster than when a jvm that is already installed is used. Probably depends mostly on the Java version being invoked.

It is possible to pack a self-contained jar into an exe for installation purposes on Windows. The tool Inno Setup 5 has a Wizard that helps create the setup script used to make the exe. But I don't think there is anything in the installation process itself that makes the program run faster. The installation just does things like place the program in the Program Files directory, makes links on the Start Menu and Desktop shortcuts, those sorts of things that most Windows Users don't usually know how to do themselves.

For Java 9 and beyond, the runtime engine is segmented into modules, and you can create customized runtimes that only have the modules needed to run the program! The tool for doing this is called JLINK. These runtimes ARE supposed to run faster and be a lot smaller than a program that packs a full JVM. But I don't know how much faster.

These pared-down runtimes can also be packed into an exe for installation with Inno Setup 5 or other tools.

I've been banging my head on this for several weeks, have finally got it all working. It was kind of hard for me mostly because I am overly reliant on Eclipse and not all that experienced with Windows shell commands and environment variables and things like that. I think some folks here know how to use various scripting languages (like ANT) to run JLINK. I decided to first just figure out how it works at the command line. There is a neighbor thread about about this "Stubbornly insisting on using JLINK for deployment" which has a lot of suggestions about packing a program into an exe for deployment.

With WebStart being phased out, this seems to be the way to go.
7  Discussions / General Discussions / Re: Consecutive post limit on: 2018-05-22 20:46:50
Some get around it by asking for others (via another thread) for a reply in order to be able to reset the count. Which WIP application is yours?

State of things these days is that many issues have to be dealt with via work-arounds rather than changes to the site, due to its age and inflexibility.
8  Game Development / Newbie & Debugging Questions / Re: Stubbornly insisting on using JLINK for deployment on: 2018-05-22 16:32:18
nsigma wrote:
@philfrei - I assume you've found the online docs for Inno Setup, or are they available in the app too?  I also had to do the icons thing, although NetBeans RCP uses an .exe so no need for the minimize.  Isn't there a way to alter the script so that the console window closes as soon as the JVM is up?  Sure I've seen that somewhere.

Thanks for checking back on those issues, nsigma.

Yes, the examples and docs are packed with the application and I did find them.
Yes, one can add "runminimized" as a "Flag" for the "Icon" tag. I didn't see an example, though, since I didn't take the time to locate any examples that run a bat.

There should be a common scale for documentation quality. Maybe this (scale of 1-5):

1) no doc or contains many inaccuracies (worse than none?)
2) many gaps (includes: references to things not explained)
3) relatively complete info but not well organized, sparse examples
4) able to index in, locate specific issues/scenarios
5) info works for scanning/speed-reading intake (with clear drill-down paths and easy to locate examples)

6!) your specific scenario has been anticipated and dealt with

I would place INNO SETUP 5 at about 3.5 on this scale.

But, such a scale being linear, and problems being orthogonal to each other, the scale has its drawbacks.
9  Game Development / Newbie & Debugging Questions / Re: Stubbornly insisting on using JLINK for deployment on: 2018-05-22 05:02:35
You are all quite over my head on this!

I'm just happy to have (a) figured out the dang commands to get the icons to show correctly. The examples in INNO SETUP extract icons from within the .exe, which is not exactly helpful for the JLINK situation, since JLINK creates a .bat not an .exe; (b) figured out how to keep the command shells minimized. I'm not running a single copy in full-screen, but am allowing (expecting) multiple iterations to run at the same time and don't want the screen cluttered with DOS shells.

It only took four days.   Tongue

10  Java Game APIs & Engines / Java 2D / Re: Image vs BuferedImage on: 2018-05-18 18:16:13
I like JavaFX ImageView. It is very easy to scale and alter transparency, as well as handling the positioning. AFAIK the code runs quite efficiently. I've never tried doing a performance test between JavaFX and AWT graphics. I'd be surprised if there was a step backwards in performance with a new system that is supposed to be an upgrade to the old.

I would be surprised if there was a performance difference between AWT's BufferedImage and Image classes. Isn't BufferedImage just a subclass that allows you handles so you can edit the Image data? There might be something going on with VolatileImage that could afford a pickup in performance under certain circumstances, but my days of dealing with all this stuff are long gone at this point.

11  Game Development / Newbie & Debugging Questions / Re: Stubbornly insisting on using JLINK for deployment on: 2018-05-17 23:57:28
Thanks gouessej. I'm feeling rather stupid at the moment, but I may have this solved.

Really stupid.

I was taking Spasi's advice and nsigma's encouragement to use Inno Setup. But I totally missed that all you have to do, to run it, is click the "Inno Setup Compiler" and a Wizard is offered.  Roll Eyes

Maybe it was a side effect of all that command-line stuff I was doing with module-compilation and jlink and attempts to use javapackager. The notion that there would be a Wizard didn't occur to me.

OK, still have to figure out how to include all the file folders needed. Heading back in for more.

EDIT1: Now, only hitch is that the .bat file that launches the app is being copied to the top folder location in the target set of folders. Should be a solvable problem.

EDIT2: Easy work-around. Write a new .bat and place it in the /dist folder created by JLINK. Have this .bat simply call the .bat file in dist/bin that kicks things off.

OK. Next step, tighten up the JLINK command. Also, have to set up a zip of the .xml files which provide content, that can be downloaded. Still some tasks to do. Feels weird not being totally blocked any more and able to make some real progress.
12  Java Game APIs & Engines / Java Sound & OpenAL / Re: Any Java FM Synthesis libraries? on: 2018-05-17 19:10:03
I should have started with a link to what Java includes in its api for sequencers! (instead of assuming you already knew about it)

Here is the start of a pretty good tutorial on the javax.sound.midi library. I'm guessing that the instructions for accessing a client's built in FM sounds would be embedded in here somewhere. Also, I recall there were instructions as to creating a custom bank of sounds and using them.
13  Java Game APIs & Engines / Java Sound & OpenAL / Re: Any Java FM Synthesis libraries? on: 2018-05-16 18:55:35
Are you hoping to use the Java Sequencer and have it play using the FM synthesizers that are on sound cards (or maybe they are standard now on OS)? That would make most sense, but I haven't really investigated that option very deeply.

What I've done was to write a custom FM synthesizer and event system that generates the audio on the fly. But the library is pretty gnarly to use, and I haven't put enough time into creating a way to import MIDI and run it with my event system. (On a wish list of projects to get to.) The concept I have is to write pieces on my DAW using NativeInstruments FM7 (now 8?), then import and play back via the parallel patches I created within Java. (I've got about 3 dozen of my patches recreated, so far, that are also on the FM7 and my DX7S.)

Probably too grandiose a vision. Was originally thinking, though, that this could be a respectable path to creating very lightweight scores that also allow dynamic response to game state. As long as mixes are under a few dozen synth parts at any moment, it doesn't seem to be too big a drag on cpu (over playing multiple SF/X and score). (Does anyone else think this would be a worthwhile tool to follow through with building? Collaborators?)

Anyway, that is what I am up to. You can hear some sounds that I've enabled in a game I never finished, Hexara (sound track is an ambient generated atmosphere, not a song), and this proof-of-concept app live-mixes various sequencer motifs: Circle-Sound. Oh, the real time response is also shown off in the Java theremin which uses an FM synthesis algo to generate the sounds.
14  Game Development / Newbie & Debugging Questions / Re: Stubbornly insisting on using JLINK for deployment on: 2018-05-16 18:19:33
3. It's impossible to pass multiple jlink options (e.g. both --compress=2 and --no-header-files). Had a look at the source and it looks like a bug in javapackager's argument parsing.

I found a book on Safari, "Java 9 Revealed" author Kishori Sharan 2017, which lists the syntax for this.

jlink <options> --module-path <modulepath> --add-modules <mods> --output <path> 

-c, --compress <0|1|2>[:filter=<pattern-list>]



This implies that these can be space-delimited at the front end of the javapackager command (prior to --module-path). Did you try this exact ordering? (I'm guessing you did, but on the off chance this might still be relevant...)
15  Game Development / Newbie & Debugging Questions / Re: Stubbornly insisting on using JLINK for deployment on: 2018-05-16 18:00:55
@Spasi -- I'd like to give you multiple appreciations for answering!

For a 3rd party, I guess I'll take a look at Inno Setup and WiX first. I'll have to figure out what their differences are--both are required for the .exe deployment by the Java Packaging tool, according to the Deployment Guide.

If you have another preference, would like to hear about it. My experience with JSmooth though was that I couldn't get past the sparse and ambiguous documentation. Maybe it is me, that everything I read tends to look like a funhouse hall of mirrors and it takes a great deal of effort to nail things down.

Can I ask what the JSON file you have for srcfiles consists of?

Thanks again!
16  Game Development / Newbie & Debugging Questions / Stubbornly insisting on using JLINK for deployment on: 2018-05-16 02:41:31
I've managed to write a working self-contained .exe for deployment, using the tool javapackager. I'm resisting deploying because I'd like to use the smaller runtime I made with JLINK.

The documentation on this is really difficult, imho. Maybe I am just being too stubborn (e.g., just package the complete runtime, or, learn ANT and try to follow the documentation on that path instead of javapackager).

Question for the more experienced folks at JGO:

1) How bad is it to have an app be, say, 180MB instead of 80MB? The app itself has a lightweight feel to it--maybe comprises 3MB of code. Are people who are willing to try plunking down $3 or $4 say going to be okay with this project size? (Down the road, I have some projects I was going to aim at $1. Will having a full JRE selfcontained with each be a problem for something this "small"?)

2) Does anyone happen to know if javapackager is even capable of deploying a jlink-generated runtime? (If you can answer this, consider also answering my question at Stack Overflow. Or, I can transfer the info over.)

So much whoop-de-do in books on Safari online about how the jlink runtime runs faster, can be used for more efficient deployments, etc., but I am unable to find one that details the actual deployment process for Windows (or any OS). And the "official" guide is a difficult read, confusingly organized, and relies deeply on Ant.

(SIDE ISSUE: Not entirely clear to me even how to use the .exe yet--the deployment guide and tutorials I have found don't give examples--they assume people already know that? But what if this is your first time? My result includes ToneCircleDrone-1.0.exe and a file folder with src and runtime. Now what?)


Thanks for any help.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-05-10 07:05:36
I managed to get as far as creating ToneCircleDrone.1.0.exe today, using command-line Java and javapackager and jlink. Whether it works or not, IDK. I'm scared to try running it. I'm just happy the javapackager -deploy command executed without error. Maybe tomorrow morning.

I did click it and a standard Windows install program started. I quickly cancelled out.

The .exe file is 40MB. The file folder source is 73MB and has a customized runtime. With the full-sized runtime, it would be 178MB.

I still have to put in an .ico file. Am wondering about adding some more compression and/or obfustication.

I made extensive notes of the process. Every error along the way has been recorded, as well as some choice explitives. Maybe I'll write a tutorial. It will show how to do this "the long way" with every step discussed in detail. I will aim it for programmers like myself who have remained blissfully ignorant of OS command shells & commandline Java, thanks to having a magical IDE.

Fingers crossed. This plan assumes the exe I made actually works.
18  Discussions / Miscellaneous Topics / Re: What I drew today on: 2018-05-09 19:20:06
Some observations. Maybe one of these make you feel off:
- the top of the door does not align with the top of the window
- the wood direction is different from the window side
- the wood color is the same like the outer right wall, so implies, that it lies in the shadow as well
- the space left from the dooris wider than right of it
- the outer joist is more narrow than the middle one

@cylab -- You have a very good eye for visual detail!
19  Discussions / Miscellaneous Topics / Re: What I drew today on: 2018-05-08 21:45:04
Drew this cottage yesterday and am looking for some feedback. Particularly on the left side, something feels off to me but I'm not sure what.

I think it looks good. It reads well. I wouldn't want to mess with it too much. I don't see what is "off" about the left side.

Maybe, must maybe, a slightly darker shade of orange for the underside of the roof on the left, as it gets less light than the rooftop? 
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-05-04 17:53:20
Successfully used JLink with my ToneCircleDrone project.

The tcd-image file folder is 74MB. (Still have to figure out how to incorporate this into packaging.)

A previously packaged iteration with the complete runtime was 179 MB. So that's a reduction to what, about 2/5th of the larger size?

I ran into problems trying to get this to work, but they were mostly due to ignorance about command-line Java commands and how the shell environment works.
21  Java Game APIs & Engines / Tools Discussion / Re: replacement for Java Web Start on: 2018-05-02 02:14:56
Probably worth checking over the Java Web Start section of the Java 9 Deployment Guide before getting too heavily invested. So why is this section there if it's deprecated? Why isn't the deprecation mentioned?  Angry

It has been a bit of a slog, and confusing at times, but I am making some headway through this document set. For example, there are references to an example in section two (Self Contained Applications) that is "introduced" in the third chapter on Ant, without mentioning that forward reference. I was kind of irate and frustrated with being presented with an example in II at left so much out, so many questions unanswered. But they were adequately answered, in the LATER section.  Cranky

 Yesterday and today, took a side path to read more about Java Modularity. Getting to Java 9 & 10 is a hurdle, but seems like it should be worth it. I'm looking forward to packaging self-contained apps with a half- or quarter-sized customized runtime engine, for example.
22  Games Center / WIP games, tools & toy projects / Re: Hexara rewrite with Java 8 & JavaFX on: 2018-04-29 19:02:55

I really should follow through on this game. Am still muddling through figuring out how to release my first application. Aiming for itch instead of steam. Closer I get the more resistance to overcome. Seems to be a personal issue.

mp3's are definitely more of a load than playing wavs which is more of a load than playing from memory, but I'm not sure how much. Half a dozen years ago, the commonly accepted notion was that you could play one mp3 (for background music, say) and a handful of short SFX cues at the same time, in a game. I'd be surprised if performance hasn't progressed an order of magnitude since then.

Did you see the slice-streaming alternative to looping that I wrote? I should make an AudioCue version available. With this, it is possible to play a continuous, non-repeating audio stream from a small source (e.g., 3-5 seconds). I have examples up for a literal stream (a brook) and a campfire (could be improved with a second layer of random pops).

Happy to share the details of the "smoke genies". I actually learned this algorithm from example code promoting the first iteration of JavaFX (back in 2011 or something?).
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-04-27 19:05:36
I just managed to generate a self-contained application from my java project, complete with Windows installation file: "ToneCircleDroneApp-1.0.exe"

As I'm new to this process (unlike princec), it took a lot longer than 1 hr. But now that I have a working path, when I update the code and do this again, it should be pretty simple--just a matter of dropping the source code in the right place and running the Ant build.exe that I made using the following tutorial example (with modifications, of course).

Deploying the JavaFX Hello World Example as a Self-Contained Application
I went ahead and set this up my application as a Java 9 project, using Oracle's Deployment Guide. Converting to Java 9 went smoothly.

This build.xml also made a Webstart complete with .jar, .jnlp, and a .html for testing purposes. But I don't plan to deploy as a WebStart, so will probably just ignore these or figure out how to shave the generating code from the build.xml.

I wasn't able to figure out the "external jar" example that follows the example above. So as a work-around, I made a "source code only" jar export, and unpacked that into the src folder. All the code was DIY, no libraries. But it would be nice to understand how to reference a .jar. Should I post a question at jgo on this which shows the build file and the error messages I get?

Next up:

1) A bit of debugging I put off for the app itself. (There is a intermittent timing problem to fix that I came across while playing along with my new app.)

2) Figure out the steps required to hone down the packaged jre using JLink. If this proves too hard, can just skip the step! The app is 179 MB. Maybe that is not so terribly large. Of this, 177 MB is the runtime.

3) Learn how to get this onto!

I have some more documentation to write, too.

Hey! What is the best way to give customers files that they can load into the application? I have lots of .xml files that can be loaded and played. I'll have a dedicated website--just put them in a zip for people to download and unpack?

It would be nice if the Install included some files for loading. Unclear to me how this is done.
24  Game Development / Newbie & Debugging Questions / Re: Two players online ? on: 2018-04-24 19:30:38
I don't know a lot about networking--but it seems to me that it might be possible to get something going using WebSockets.

A lot of older Java books cover Sockets, but not WebSockets. I wonder if because it is a relative late-comer, compared to other solutions, that some folks here might not have delved in, especially if they already have another tech that works for them. Maybe they've looked into this and discarded the option for some reason?

I have successfully used WebSocket to read from a website that is broadcasting motion capture data in real time. I haven't tried server-side coding, beyond the tutorials below. But it well be that something simple to patch clients together, with just a bit of JavaScript on HTML would do the trick, if one didn't want to get into Java EE. Someone correct me if I am wrong!

Background technical information on WebSockets is here:

I was able to get a client working using the Project Tyrus implementation. No Java EE involved.

I was able to successfully work through both of the following tutorials.

Tutorial with JavaFX client, Java EE back end:

Tutorial with a JavaScript/HTML5 client:

Java EE has a distribution for WebServer use: "Web Profile SDK". It is considerably smaller than the full-blown Java EE. I was able to run both of the tutorials with this smaller distribution.
25  Game Development / Newbie & Debugging Questions / Re: Deploying a Java game on Steam on: 2018-04-22 17:23:45
I couldn't figure JSmooth out. Gave up and decided to give the Java 9/JLink path a go.

Migrating to Java 9 was easy. I don't have any external jars, just Java, with Swing front end on this one.

If I can't get the deployment to work, maybe I'll go back to trying JSmooth again, but I'll be asking a lot of questions here! I don't seem to have some of the background knowledge needed to make it work.
26  Game Development / Newbie & Debugging Questions / Re: Deploying a Java game on Steam on: 2018-04-22 02:44:09
What about working with the Java 9 Deployment Guide?

I just worked through an article on Modules, which is kind of important to know something about, to make this path work. Also was able to make a JLink example work. Am hoping to give this a try in the next week or so.

It is kind of a pain in that a lot seems to be done at the command line level, and the file structure needed for Modules makes Eclipse Oxygen see red. But it also seems to be what Oracle is suggesting as the way to go for distribution of a Java program as an .exe. The resulting Modular JRE included in the self-contained deployment is supposed to be smaller and faster.
27  Game Development / Game Mechanics / Re: Thinking about data formats - would appreciate opinions. on: 2018-04-10 16:55:32
My view is pretty simplistic. I don't have to load any new libraries in order to use XML. Also, my programs are not pushing any envelopes (at most, just trying to ensure sufficient efficiencies for good audio processing).

I would think JSON would make the most sense in scenarios where one is either interacting with the JavaScript world or sending/receiving information from non-local URLs. If it is well integrated into LibGDX, that could also be a good reason to go for it, since overhead for handling the code is there anyway.

I agree it is nice to have the data that is saved/loaded in an easily readable form.
28  Java Game APIs & Engines / Java 2D / Re: improving game loop on: 2018-04-06 23:52:13
I recommend using the AnimationTimer from JavaFX. It reliably defaults to 60 fps, afaik, and is easy to use.

As an alternative (if not otherwise using JavaFX) using a ScheduledThreadPool with the game loop being contained in a Runnable. Goetz "Java Concurrency in Practice" (pg. 123). A util.Timer is not unreasonable as an alternative--and has an advantage of being possible to schedule to run TimerTasks at absolute time intervals, not just relative time intervals.

There is an interesting alternative structure for a game loop in a comment by @beeaware at the end of the JavaFX tutorial (which itself has a basic example). I would link to it directly but there doesn't seem to be a way to do this, so you will have to scroll down. beeaware makes use of Timelines, and integer counters, and seems to work fine with the game that beeaware showed recently in the showcase.
29  Games Center / Showcase / Re: Bee Aware! on: 2018-03-27 20:53:21
I think my previous post suggestions were not very good. There was a lot I missed. For starters, you're posting in Showcase, not WIP.

Second, it makes no sense to "thicken" up the bee sound, since it is a single bee, not a swarm.

Third, the music is good. I happen to particularly like the opening sine-wave sort of sounds in the first cue and have notions of musical compositions being built with them--would like to hear more of that sort of thing. I let that prejudice short circuit my judgment. I don't know what I was thinking, mentioning "Tubular Bells" as this is mostly acoustic instruments and samples, not electronics, and yes, very dated, and not the right mood at all.

I don't know what I was thinking. Wish there was some way to edit the prior comment to appear less of a space cadet.

Anyway, the "appreciation" is genuine. You have accomplished a lot here and I wanted to register that I was impressed.
There's this thread on appreciation.
30  Game Development / Newbie & Debugging Questions / Re: Reactive Games? on: 2018-03-27 17:31:11
I'm thinking this just refers to React, a very popular JavaScript library.

I don't know about specific issues that arise when using this library.

It seems to me that a player "reaction" is a necessary condition for a game.

Pages: [1] 2 3 ... 55
EgonOlsen (76 views)
2018-06-10 19:43:48

EgonOlsen (56 views)
2018-06-10 19:43:44

EgonOlsen (76 views)
2018-06-10 19:43:20

DesertCoockie (256 views)
2018-05-13 18:23:11

nelsongames (156 views)
2018-04-24 18:15:36

nelsongames (155 views)
2018-04-24 18:14:32

ivj94 (896 views)
2018-03-24 14:47:39

ivj94 (157 views)
2018-03-24 14:46:31

ivj94 (809 views)
2018-03-24 14:43:53

Solater (173 views)
2018-03-17 05:04:08
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 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‑
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!