Java-Gaming.org    
Featured games (79)
games approved by the League of Dukes
Games in Showcase (477)
Games in Android Showcase (109)
games submitted by our members
Games in WIP (536)
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 ... 5
1  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2008-06-04 00:06:19
goussej> That would be nice! Smiley. Life's been very busy for me the last couple of months, I'm in the middle of switching jobs, and alot of other things has kept me busy... So it's been awhile since I worked with xsw or visited this forum.

I would love to get some attention to xsw, and establish a steady player base, I just find I have very little time to work to get publicity... I'll try to find some time to make it webstartable soon.
2  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2008-03-12 01:42:48
Bah, not good...

It's frustrating when people cannot connect to the server Sad. I posted a link on a swedish gamer's forum, and someone there also could not connect... I need to find a solution to this.
3  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2008-03-11 00:04:36
Hi thijs!

Thank you for your kind words Smiley.

Now version 0.47 is up! This fixes some bugs that caused the server to crash sometimes in Team Death Match. Also I solved a bug which which was the cause of some computers not to be able to connect.

irrisor> if you read this, you're welcome to try to connect again to see if it solved your problem...
4  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2008-03-07 07:51:05
No, you're not boring me Smiley.  I think the strategy works pretty well for an action game. If I made another action game I think I'd use something similar but I'd probably rewrite most of the networking code. If it was an entirely different game type, such as a mmorg or a turn based game I'd do something different. Probably use tcp ip instead of udp .
5  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2008-03-05 13:12:58
Nice little game Smiley.

Actually I don't send 60 times a second, rather with 60 ms delay between sends: 1000/60  = 16.6 times a second.

It's a pretty long time between sends, but since the clients do p2p whenever an important event occurs it works fine.

The clients run as fast as they can, or as fast as the settings allow them to. In the settings you can set maximum frame rate (defaults to 200 fps).
6  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2008-03-05 02:56:24
No prob.

Yep, it's a mixture of both client-server and p2p. It was a bit of a hazzle to set up, but not too difficult.

I've tried different approaches, I did try sending keystrokes to the server and then let the server send back position, velocity and such. Even with trying to predict the future on the client it had many problems. Only if you were very close to the server did it work well. The way I do it now will open up more possibilities for cheaters, but I don't worry too much about that. You can always ban people reported as cheating... and the server could validate that the ships are moving within reasonable limits.

Code messiness  - yep. I like to keep it clean, but with little time, and much you want to do it's easy to create a mess Wink.

Server continuously sends data about world state to clients. at every collision the position, and velocity of objects are sent. Also it sweeps over all world objects and sends data about a few of them in every message to the client - this way positions don't get out of sync for too long. Also the server sends ship positions as sometimes there might be problems sending data p2p.

In the server.ini file you can specify at what interval the server will send updates to the clients, currently I use 60 ms intervals...

The sent data could be optimized quite a bit I think. I have no compression right now, and I could tune several messages. A good huffman coding scheme could probably reduce the message size alot.
7  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2008-03-03 22:58:43
Hi,

I messed with a few techniques, but ended up giving the clients some authority. I figured the most important thing was to have good control over your ship, and good responsiveness when firing the weapon. So the client keeps it's position and whenever a key press or collision occurs it sends it's current position, velocity and pressed keys (to calculate acc) to the server and to all clients that are close by (which can see the ship). So for all clients in view there is no round trip to the server, they get the state directly (which in most cases are faster than a round trip to the server).
Along with the state is a time stamp, thus all clients and the server calculate the new estimated position of the ship by forwarding by the delay. This gets a new position for the ship, the current position of the ship that is kept at the receiving end (server or other clients) is then interpolated to the actual position over a short time (while updating with velocity and acceleration). Seems to work pretty decent... Collisions between ships is something that isn't working well atm.

Shots are spawned directly at the client, and sent to the server and all clients in view. These shots are temporary, and await authorization from the server (which checks for correct amount of ammo etc). The server acknowledges the shots (or invalidates them if the client is trying to cheat, then those shots will disappear). Shots are pretty easy because they have a determined motion, so it's just to update them by the send delay.

As for the code, it's a mess right now. I started out pretty good, with good encapsulating classes etc. Strived to keep a clean design to be able to reuse parts. But then I got less and less time to program, and just worked on putting features in and have taken many shortcuts. Which I'm paying for now, but I don't have time to clean up the code. There are many things I regret in the code structure, networking should have been encapsulated better, I would have a huge task if I were to change it in some fundamental way. The messages themselves (on byte level) are spread throughout the code... I wish I'd created a way to view in clear text what the contents of messages are, it would have helped me loads in debugging. I think I will do that soon since there are some rare occurring bugs that are very hard to figure out. I actually started out using tcpip, but I had problems with that and changed to udp (which was a big task).

This is the first game I've written in Java sofar (first application in java bigger than the coding assignments you do in school), I've made many mistakes, but have learned lots. I've written several other games in other languages before, but nothing as ambitious as xsw.
8  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2008-02-27 21:30:52
sorry for not replying earlier, I've had a lot of OS trouble with Vista, and finally decided to seriously try switching to Ubuntu. I had a lot of trouble to create a partition for Ubuntu, finally used gparted, but then my Vista partition died. So now I'm only on Ubuntu, and I've decided not to reinstall vista until I absolutely need to. So I'm having a bit of work setting up Ubuntu (first time on linux).

goussej> There is a zip version for linux and mac, I haven't tried the mac version but I know the linux version works. It's not as userfriendly as you will have to type javaw -jar xsw.jar to get up and running...

Thanx for the turorial links and stuff. I will take a look on it soon, I have a lot on my plate right now, so I can't promise when I'll have a JWS version of it. If it truly took half an hour then I could have it soon... but I suppose there are restrictions on the program that I probably dont adhere to as I've never even looked at what needs to be done for JWS, and when you're new to somehing it never takes just half an hour, that's my experience at least Wink

9  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2008-02-24 08:14:52
I made another version: XSW 0.46. It mainly corrects a few annoying bugs in the new Base Attack game mode.
10  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2008-02-24 07:58:07
irrisor> Actually it does tell me something. You could connect to the server properly and both send and receive data. (I saw you connect to one of my server and then drop out also). For some reason the handshaking protocol must fail somehow. At least I know in what loop it times out. Unfortunately I don't have time to investigate this further today. I'll spend some time on it on monday. I would really appreciate help with resolving this issue.

CJ> Thanx for the suggestion, I'll take a look at it. Does it require some special server configuration? I'm limited in what I can do on the download server as I don't have full access to it...
11  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2008-02-23 21:46:33
irrisor> Too bad. My cousin had problems connecting, but then it started working again for him before we found out why he couldnt connect. Most people seem to be able to connect without problem. Maybe it's a firewall issue? It's strange that you can connect and see the servers, but not connect to the servers, I'm using the same connection method for both...

goessej> Mainly it's my time constraints, I actually haven't investigated that option at all. I'm not really fond of java web start myself for other applications (don't have any JWS apps installed at the moment). I think most windows users prefer a standar exe installer to JWS, but I could be wrong...

Maybe if I get some spare time I will investigate JWS, but it's not on my high priority list, so it probably wont be anytime soon...
12  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2008-02-23 14:50:03
Hi everyone!

It's been a very long time since I've posted on this forum. Working fulltime and having a family to take care of doesn't leave much room for game development. Anyways now I'm happy to announce that a new version of XSW is available!

XSW version 0.45
www.xsw.se

* A new game mode has been added, Base Attack, where the purpose is to destroy the other team's powercore. (pretty much the same as onslaught in UT).
* A new weapon has been added Tnt
* Many bugfixes and small improvements (proper installer for windows etc, etc)

Have fun,

cheers
-Aramaz (The Emperor in xsw)
13  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2007-05-03 23:18:57
It must be something with the graphics card that makes it stutter, though I'm not sure why it would, since between the stutterings it runs smooth... I've profiled it to see if it's gc, but the gc seems to be very fast only a few ms.

CommanderKeith> glad you like it, if you need any networking advice just ask Smiley. I spent some time tuning it, though I wouldn't say it's perfect yet...

Had several games running with 7 - 11 players today, it was lots of fun. Saw that I had some bugs at some rare instances. Those ugly ones that turn up when alot of people have been playing for awhile, hard to track down...

Aramaz (Emperor in game)
14  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2007-05-01 21:02:27
Glad you like it! Cheesy

Sometime soon I will try to spread it a bit more, right now I've only posted here and told some friends. Keep the "notifier" running and chances are a game with a bunch of players will start. Nice FPS, I wish I had your computer... I'm actually running on a laptop with integrated graphics most of the time... and on that the game stutters pretty bad. (All java games does, maybe it's something with sharing the memory between cpu and graphics card?)
15  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2007-04-30 23:30:40
After months of silence... finally a new version of XSW has arrived! Cheesy

The big news in XSW 0.31 is:

Player accounts!
Player rankings!


Also lots of small changes and improvements have been implemented. Check the news section on www.xsw.se for more info.

I think competing for ranking will give alot more enjoyment to the game. Also player stats for each player can be viewed on the homepage. This has been long in the making, and I wouldn't be suprised if a few bugs crept in, please report any bugs you find to me.

If you want to try out the game without creating an account you can log in as guest - but not on ladder servers. Currently I'm only running a ladder server (as I have very limited supply of server computers), but you can easily start your own non ladder server to try out.

Have fun everyone!

 Cool
16  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2006-12-07 12:43:14
Yes, I am using Ant (started using it a few weeks ago... what a time saver! Smiley). I'd be happy if you sent me the script. If it's as easy as you say, we might have a webstartable version soon... Smiley
17  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2006-12-07 01:15:49
XSW version 0.22 is up!

New in this version:
* minimap to help you navigate
* small improvements to the hud
* accelerated turning to help you aim slightly better
* server sends messages to clients at different times (should reduce lag slightly with many players)
* One cool new map - (and 2 not so cool)

download at http://www.xsw.se/eDownload.htm

enjoy!  Cool

nva225> hopefully it did, I haven't been playing with more than 8 since last update so I don't know for sure. With 8 players I noticed no lag, hope to go over 10 soon Smiley

18  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2006-11-22 12:17:58
XSW version 0.21 is up!

Among other things this version contains:
* 2 new maps (one HUGE for 3 teams, and one 2on2 map).
* Team chat + chat "macros" (Shift + numkey lets you say a predefined message)
* Lowered bandwidth usage, more players should be able to play on the same server.
* Bug fixes - should be more stable now.
* and more...

We've had some 15 players playing at once before, but the server couldn't quite handle that. Hopefully that will work now.

Looking forward to some intense space battles!

nva225> Some images are translucent, like the clouds in the background. But you're right, it could've probably been done without... but better to give the artists freedom Smiley.
19  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2006-10-25 13:06:56
Version 0.20c is up! Adds team-colored images for the smallest ship (firefly), this was not in 020b, so if someone chose the firefly ship in 0.20b the game would crash for every one in teammode.

Some of the shots have had a facelift. Fixed so scores are updated correctly (before team score and the score in the upper left corner was only updated when the scoreboard was visible).

We had a big 8 player team game yesterday, it was great fun! Smiley

I've noticed several players coming in from the states and other places where they have much lag on the connection to my server here in sweden. If you notice your ping is above 150 try running your own server.  If the ping is close to 500 it might in reality be alot more than 500, I'm only reporting a max of 500 (to send information in one byte that is then doubled). At this ping rate weird things start to happen like ships starting to jump around, shots and missiles going through other ships etc.

According to: http://java.sun.com/j2se/1.5.0/docs/guide/2d/flags.html hardware rotation of translucent images is not supported in java 1.5, which is very important to me. For non translucent images I'm not sure what the case is.
20  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2006-10-21 15:44:49
Thanx for the praise Cheesy. Yes, alot of people here are asking for webstart, I just haven't had the time to look into it at all. And there are so many other things that I have on my todo list that I can't promise it will be webstartable soon.

 I'm providing a patch file that is much smaller for the updates, so you don't need to download the full 16 mb each time. I'm going to put the music in a separate download, so you'll only have to download it once.

The main reason why I went for lwjgl was the lack of support for hardware rotation in java 1.5. Of course all the sprites could be pre rotated, but I didn't want to do that. Also you can do alot of nice effects in opengl that is not available in java 2d (not that I'm using any fancy stuff yet...). For just fast 2d blitting of sprites java 2d will do just fine.
21  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2006-10-20 12:48:19
Another update. Version 0.20b is up. Now you can see the team score at all times. And also some other visual updates.
22  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2006-10-18 09:43:16
nva225> You beat me to it... I actually uploaded version 0.20 late last night Smiley. You might be getting the xsw page from your local cache if you don't see it. Try clearing the cache and reload the page (ctrl-f5 to force reload I think?)

So, everyone, I am pleased to annouce that xsw version 0.20 is now up on the site! The major change in this version is Team Death Match mode! Smiley This will bring great fun for everyone Cheesy. In team mode there are pointers to your teammates on the edge of the screen to help you locate them. No pointers to players in opposing teams though.

Mickey B, I've thought about radar before. I like the element of suprise when you sneak up on someone, but I think I will add a radar soon and try out if I like it better or not. Good luck against your son, such things are hard for a man's pride! Wink

Astrosmurf, glad you like it Smiley. The source is not open at this point in time... maybe in the future.
23  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2006-10-07 18:05:22
kingaschi> Usually we play in the evening time at GMT +1. Around 21-22, mostly on normal week days, on weekends people are busy doing other stuff. Keep the main window running (consumes very little cpu) to see when people are playing. The graphics were done by a friend of mine, and my brother. I am not very good at drawing graphics myself... guess you need the talent and time to do it. I have neither Wink.

MickeyB> Did you get into the start screen of the game? OpenGL driver running correctly? Is there some error listed in the Client.log file (in the root xsw directory)?

tortoise> Try again some other time, you need to experience it in multiplayer Grin

I'm very nearly finished with Team Death Match mode. Hopefully I will have it ready sometime by the end of next week, then we will get some good team games going Smiley. I think this will be very good for new players as then you can cooperate with other players. Right now there are a handful of very skilled players, and I've found that new players going up against these find it very difficult to get any kills at all (thus they find it frustrating), so it will be very good to actually have some of these players on your team, Smiley.
24  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2006-10-05 12:51:22
version 0.19 is now up. Adds a couple of new maps, and fixes some bugs.
25  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2006-09-29 01:25:21
Now version 0.18c is up (www.xsw.se)! It fixes a few bugs, and produces a better logfile. If you are thrown out of the game please send the file Client.log to me to help me find bugs.

Matzon> Glad you liked it! There are some pretty good players out there nowadays, even I get beaten by some...

SluX> Eventually I might get around to it. I have to little time to sit with the packaging of things right now though... so not yet.

We've had some very intense battles this week with 7 players involved at times, it's been great fun Smiley. Thanx all for playing and testing it!
26  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2006-09-25 07:14:00
Another small update. Version 0.18b is up. Fixed collisions between different shots. Missiles could not be shot down sometimes, and when two missiles collided only one would explode... this has been fixed.

Added a music volume slider to the settings panel.
27  Java Game APIs & Engines / Tools Discussion / Re: Eclipse where did the java help go? on: 2006-09-20 09:47:56
But not for me...  Sad
28  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2006-09-16 10:29:39
Made a small update to fix some bugs. Specifically the shockwave was fixed and the bandwidth usage was lowered abit.

get the fix at: www.xsw.se
29  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2006-09-15 13:03:39
Now there is also a Linux and Mac version up. These I have not tested as I don't have access to computers with those OS's so there might be bugs.

enjoy!   Cool
30  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2006-09-15 00:31:25
Finally after months of waiting a new version of xsw is up! Smiley Go to: www.xsw.se to download.

Development has gone slow because of me finishing school and starting a new job, having our 2nd child etc etc. Now things have settled down and I will start pushing development of xsw more again.

Some of the highlights of the new version are:

Music and new sound effects! Graphics settings, a new ship, some new maps, lots of work done to improve for those with higher ping. More people should now be able to run a server without problem. Many bug fixes (probably introduced some more also because of the big work done on networking...). Improvements to the mapeditor, etc etc.

Only a Windows version is up at the moment, will add other versions later. The download is now 16 mb, the large size is mostly due to the music, in the future I will place the music separate.


Gannin> Yes I've played continuum abit, stumbled on it awhile after starting development of xsw. Glad you like xsw, hope you will give this new version a try... Smiley

Hope to see you in space...
-The Emperor
Pages: [1] 2 3 ... 5
 

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

The first screenshot will be displayed as a thumbnail.

CogWheelz (18 views)
2014-07-30 21:08:39

Riven (23 views)
2014-07-29 18:09:19

Riven (15 views)
2014-07-29 18:08:52

Dwinin (12 views)
2014-07-29 10:59:34

E.R. Fleming (33 views)
2014-07-29 03:07:13

E.R. Fleming (12 views)
2014-07-29 03:06:25

pw (43 views)
2014-07-24 01:59:36

Riven (43 views)
2014-07-23 21:16:32

Riven (30 views)
2014-07-23 21:07:15

Riven (31 views)
2014-07-23 20:56:16
List of Learning Resources
by SilverTiger
2014-07-31 18:29:50

List of Learning Resources
by SilverTiger
2014-07-31 18:26:06

List of Learning Resources
by SilverTiger
2014-07-31 13:54:12

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
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!