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1  Games Center / Showcase / Re: Asteroid Fight - Action-RTS: EARLY ACCESS Release! on: 2018-09-28 16:25:56
Aaaaand we're live  Grin ASTEROID FIGHT is now officially available in Steam Early Access!!
2  Games Center / Showcase / Re: Asteroid Fight - Action-RTS: Call for testers! on: 2018-09-24 11:40:38
Woa, sorry, I didn't get a notice. Should check my settings!

@ral0r2: Yes, LibGDX!  Cool

@FabulousFellini: Thanks a lot!  Smiley

We are now one step further: We are going to release Asteroid Fight to Early Access this Friday! (28.9.)  Pointing Cool

Have a look at our steam store page: https://store.steampowered.com/app/495600/Asteroid_Fight/

There will also be a FREE DEMO available this Thursday! (27.8.)  Pointing


Or come chat with us on Discord: https://discord.gg/5r9EBGR
3  Games Center / Showcase / Re: Asteroid Fight - Action-RTS: Call for testers! on: 2018-07-17 08:42:06
Next testing round is on the July 20th, 5PM PST  (21.7. 00:00 GMT/UTC) - we give out keys starting 2 hours before the event.

Hope to see you all there!
4  Games Center / Showcase / Re: Asteroid Fight - Action-RTS: Call for testers! on: 2018-07-12 15:48:41
We're online now! Come and join us! https://discord.gg/5r9EBGR
5  Games Center / Showcase / Asteroid Fight - Action-RTS: EARLY ACCESS Release! on: 2018-07-11 00:20:15
Hello everyone,

we’d like to invite everyone here to the EARLY ACCESS release of ASTEROID FIGHT on the …

28th of September, 9am PDT!

<a href="http://www.youtube.com/v/ZEugrtYMYT0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/ZEugrtYMYT0?version=3&amp;hl=en_US&amp;start=</a>

What’s Asteroid Fight about?


- Unique mix of different elements from MOBA & RTS
- Skill oriented Hero-centric gameplay like in DOTA, LOL etc...
- Base,- & Unit Management like in STARCRAFT
- Fully persistent random loot system like in DIABLO
- Map control oriented game mechanics
- Settled in SPACE-setting
- QUICK to medium length MATCHES (approx. 30min)

WISHLIST Asteroid Fight now on our STEAM store page: https://store.steampowered.com/app/495600/Asteroid_Fight/   Pointing

Join us on discord and have a chat: https://discord.gg/5r9EBGR  Pointing

See you on the asteroids!  Cheesy

PS:
Also - you know - on …
TWITCH: https://www.twitch.tv/asteroidfight
TWITTER: https://twitter.com/asteroidfight
FACEBOOK: https://www.facebook.com/asteroidfight


6  Game Development / Shared Code / Re: Tagged Human JSON (THJSON) Parser on: 2017-07-11 15:03:18
Wait, a repost by mistake I guess? Seems removed soon before I post..

By the way, if you wanted to learn GIT, use the command line. I find myself lost in a different galaxy far far away when using IDE tools.
Jup, I can confirm that. Learnt it by using the command line. I still do complex GIT related stuff on the command line, for the basic commit/push/pull I use the IDE.

EDIT: But to stay on-topic. Cool thing! I didn't know of HJSON and THJSON certainly looks like a neat thing to use for structured config data. For the configuration of my game entities I use spring beans. For complex configurations I think they are a good choice, because you can inherit from other configured spring beans.
7  Game Development / Game Play & Game Design / Re: has map vs instaceof for determining object kind from an arraylist of arraylist on: 2017-05-31 11:51:59
What was for me a mind-blowing insight into game development and made the type of complex game that we are working now possible was an architectural style called "entity component system".

I recommend reading into this. There are already libraries for this architecture: https://github.com/libgdx/ashley/wiki/How-to-use-Ashley

With such a system in place, you detect if an object is of a type "Soldier" (as in your example) if the entity has a corresponding component - let's call it a SoldierComponent.  Wink

So you would then in e.g. an AttackSystem call something along the lines of entity.hasComponent(SoldierComponent.class); // <-- example code only to show the idea behind it!

HTH
8  Games Center / WIP games, tools & toy projects / Re: Asteroid Fight on: 2016-01-08 19:09:24
Thanks to everyone who supported us! We've been greenlit in only 11 days!  Pointing  Cool

Great feeling  Wink
9  Games Center / WIP games, tools & toy projects / Re: Plasmoid on: 2016-01-03 12:35:26
Nice art style! I like those misty environments, looks cool!  Smiley
10  Games Center / WIP games, tools & toy projects / Re: Asteroid Fight on: 2015-12-28 23:17:51
Big news everybody! We submitted Asteroid Fight to Steam Greenlight  Pointing

We built a lot of new features and also the integrated gaming experience I talked about in the last post. When you start the game you can assemble your own personal commander and then you meet in a hub with other players, who you can invite to play a game against or with you. Smiley

Just watch our awesome trailer on Greenlight and please vote for us! Smiley

Here's the link: http://steamcommunity.com/sharedfiles/filedetails/?id=495328474&utm_source=jgo&utm_medium=social&utm_campaign=steam
11  Games Center / WIP games, tools & toy projects / Re: Brutal Fighters - Vote on Steam Greenlight!! on: 2015-10-21 17:40:23
Will try the new release now. Smiley

How is the community building going? Regular players already?
12  Game Development / Networking & Multiplayer / Re: JFastNet - fast and reliable UDP messaging for games on: 2015-09-16 15:04:56
Quote
So why do it this way?  What's the use-case you envision?  Having this kind of info on that front-page overview seems like a good idea.
Ah ok, sorry! Now I get your point. Yeah, that's a good idea. I must admit I haven't spent much time on the documentation and frontpage until now. Thanks for your feedback, I'll keep that in mind when reworking the page.
13  Game Development / Networking & Multiplayer / Re: JFastNet - fast and reliable UDP messaging for games on: 2015-09-16 12:56:46
@Roquen: The two quotes you used are from two different modi. The ACK mode I implemented works simply by sending an acknowledgement of receipt. Client C, Server S.

C sends message to S. S receives message. S sends ACK to C. All good.
C sends message to S. Message gets lost. C sends message to S again. S receives message. S sends ACK to C. All good.
C sends message to S. S receives message. S sends ACK to C. ACK gets lost. C sends message to S again. S receives message, but discards it because it received the message already, but sends ACK again. C receives ACK. All good.


Second modus: Reliabale Sequence

C sends message with id 1 to S. S receives message. All good.
C sends message with id 2 to S. Message gets lost.
C sends message with id 3 to S. S receives message, but notices that it's missing message id 2, so S sends a RequestSeqIdsMessage to C. C receives the message an resends message id 2. All good.

I hope that cleared things up.

Quote
If the client DOES receive the packet the data is already old.  The sender should never need to send even OLDER data back to the client.  The server sends the newest data with respect to the last ACKed packet.
It really depends on what you want to do. For the case you mention, simple unreliable sending would probably be the best fit. Wink


EDIT: I skimmed through the link you provided, because I don't have a lot of time right now and I already read a lot from this blog and this guy. Yeah, message stacking with control data until the other end acknowledges a whole range of messages is a cool thing. It's a feature I will take into account of adding. But for the time being the reliable sequence mode as it is right now works really good in real-life settings.
14  Game Development / Networking & Multiplayer / JFastNet - fast and reliable UDP messaging for games on: 2015-09-15 19:21:23
I released my library under the ASF 2.0 licence today. Keeping it short: it provides a thin reliable layer above the UDP protocol.

But see for yourself: http://www.jfastnet.com/

I'm open for criticism and would love to get feedback!  Smiley
15  Games Center / WIP games, tools & toy projects / Re: One-D World on: 2015-09-01 15:56:20
Pretty crazy stuff!  persecutioncomplex  Wink

I had a hard time to navigate through the level, but that's the challenge, I know. Wink I also think that Q is not the best choice for the jump action and I think the possibility to view with the mouse is more disturbing then helping.
16  Java Game APIs & Engines / Engines, Libraries and Tools / Re: steamworks4j - Lightweight Java Wrapper for Steam API on: 2015-08-17 15:24:07
Already starred it on GitHub.  Smiley

We are planning to go the Steam way - so I will for sure be interested in this library soon.
17  Games Center / WIP games, tools & toy projects / Re: Asteroid Fight on: 2015-08-17 15:22:33
We are working on a "fully integrated game experience" now. Means: you are always in a game. You start the game and you immediately join a "free for all" game.

You can then play the game similar to Counter Strike or you can decide to play a fair game against other players, either by requesting them directly for a play or by stating that you are ready for a ranked, random 3vs3 game.

This way we want to ease the starting of a multiplayer game - you don't have to wait for other players to join now.

In the future the maps will be created so they are even a challenge if you play alone. There will be various mission maps that can be played in "free for all" mode. Smiley
18  Game Development / Newbie & Debugging Questions / Re: libgdx The need to dipose assets on desktop on: 2015-08-10 15:34:03
In LibGDX the dispose methods are used for disposing things like Spritebatches, Textures, Audio, etc. If you're making a Desktop version as well, you should still do cleanup.
Yeah, you should - but as @Cero asked: is it actually necessary or will everthing still be disposed if you don't manually do it? Smiley
19  Games Center / WIP games, tools & toy projects / Re: Asteroid Fight on: 2015-08-08 08:40:08
Thanks for your feedback! Also got your in-game feedback  Wink

Yeah, the cheesy lines during waiting for a game are inspired by your game Smiley It's a good way to keep people entertained a little bit longer while waiting for a game.

But as you said, it's not an easy task to attract enough players so you can play everytime you login. Our release date yesterday wasn't chosen very wisely also. It's the 2015 International Dota 2 Championships and also the GamesCom, the biggest gaming convention in europa, is held these days. Wink

I hope we can attract more players next week.
20  Games Center / WIP games, tools & toy projects / Re: Asteroid Fight on: 2015-08-07 20:59:07
Today we released the first public alpha build for ASTEROID FIGHT! Version 0.4 comes with several significant changes in game mechanics, network architecture, unit count, graphics, sound FX, music and user interaction!

New features include:

    •    2vs2 and 3vs3 games
    •    Waypoints
    •    A Tutorial
    •    Awesome Physics
    •    Ingame Statistics
    •    A new special ability for the hero: The Homing Missile
    •    New colored UI elements
    •    New sound effects and music
    •    ... and lots more!


Grab your copy now and have fun! See you online!  Wink

Download now at http://www.asteroidfight.com  Smiley
21  Game Development / Newbie & Debugging Questions / Re: Best Practices for Creating New Objects on: 2015-08-07 09:03:38
You can use object pools for this kind of reusable objects.  Pointing
Object pooling is inefficient most of the time since Java 1.4.
Would you like to elaborate more on this statement?
22  Games Center / WIP games, tools & toy projects / Re: Asteroid Fight on: 2015-08-04 07:39:01
3 days to go until the first public alpha of Asteroid Fight!  Pointing

Go and register at http://www.asteroidfight.com Smiley
23  Discussions / Business and Project Management Discussions / Re: Do you team up with marketing experts or use their services? Does Steam h_elp? on: 2015-07-27 20:28:15
Thanks for your reply!

Steam is not gonna do anything for your marketing out-reach.  You're game will be in the new-releases list for a few days but so will a few dozen other games be.

I heard that they introduced a banner rotation for all games in greenlight. Maybe that will help a bit in the future.


if you wait until release to do marketing, you're way too late Smiley  you should have started when you first had something to show people.

We did start marketing about 1 month ago with the launch of our website and the first trailer video. We also started posting on twitter, facebook and g+ at that time. We mostly care about twitter though, because we are expecting the most from this platform. Reddit seems to be a good place too - I'll have to dive a little more into that.
24  Discussions / Business and Project Management Discussions / Do you team up with marketing experts or use their services? Does Steam h_elp? on: 2015-07-27 15:50:59
Getting the word out about your game ain't that easy nowadays it seems.

Do you make all your marketing yourself or did you team up with experts in this area? Can you recommend services?

I stumbled across these ppl http://blackshellmedia.com/services/marketing/ but I don't know if they are good.

Honestly speaking, alpha registration count is lower than what we expected until now. We want people in, but we are not so far in development that we can contact press media and so on to review the game, because it's still in an alpha stage. We're thinking about contacting youtubers for a review of the alpha version though.

And we are thinking about going on Steam. Did Steam help you with drawing attention to your game?

Also, early access would be a good thing for the type of game we are making I think.

25  Game Development / Shared Code / Re: Extremely Fast atan2 on: 2015-07-26 23:21:02
I'm right now in my IDE doing a search and replace to use Icecore's algo from now on  Pointing

Thanks a lot for this thread! Can really use the spare CPU cycles  Wink
26  Game Development / Shared Code / Re: Extremely Fast atan2 on: 2015-07-26 23:14:01
I'll include it in the benchmark if you would like. Results so far have it ~400 ns/op, I'll update the main post shortly.

Edit: Main post is updated. It is about 1.58x faster than the default while maintaining all the accuracy. I'm assuming they had a contract to fulfill in terms of accuracy that prevented the heavy optimization that we're doing in this thread.
Wow! Thanks! That's actually slower than I thought.. Time to switch to a faster algorithm I guess Wink
27  Game Development / Shared Code / Re: Extremely Fast atan2 on: 2015-07-26 21:50:45
@mooman219: Thanks for the comparison! Smiley Could you maybe add the atan2 implementation from the Apache FastMath library? http://commons.apache.org/proper/commons-math/apidocs/org/apache/commons/math3/util/FastMath.html#atan2(double,%20double)

It would be really interesting how this performs to the algorithms here.
28  Discussions / General Discussions / Re: Virtual machine ID on: 2015-07-23 16:02:14
They are probably calculating this ID from other values.
29  Discussions / General Discussions / Re: code signing certificates ...or how to ease the user? on: 2015-07-21 20:47:13
oh my ... so you say I should write a native windows app that runs before the java process actually spawns, so I can check the integrity of the files and tell the user to shut down the virus scanner? Oh, FML ... I don't wanna do that. That's the kind of work in gamedev where a lot of time is spent for little output, but important nevertheless..  Emo Tongue

So what was your message to your players when you encountered that the hashes changed for the files?
30  Discussions / General Discussions / Re: code signing certificates ...or how to ease the user? on: 2015-07-21 20:10:26
only to see virusscanners jumping in, corrupting your properly extracted JRE.

That actually happens?


The future is in the web-browser, they say. Now sing along.

Maybe. But right now I doubt that real gamers like to play a game in the browser.
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