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1  Discussions / General Discussions / Re: New GameLizard Ready for Testing! on: 2008-01-17 20:45:38
That kinda put me off a bit too...

Ahh I forgot to test in IE6.  Sometimes I forget people still use that Wink  I'll get right on that one for sure!

@g666: Lot of good feedback I'll want to take, thank you!  As for the Javascript thing, Kongregate relies heavily on it.  Stats/Achievements/Badges updating is done through Javascript, favorites and voting and comments (and paging through them) are all done through Javascript.  Basically as a developer, you bank on the users having Javascript so that the API features do stuff good.  As a user, you miss out on like half the site if you don't use Javascript.  They seem to be doing just fine so I'm not too worried about that Smiley
2  Discussions / General Discussions / Re: New GameLizard Ready for Testing! on: 2008-01-17 20:31:19
Additionally, like Kongregate, this will run with site-integrated API's.  So in the end the games that will be popular will be the ones that use them well.  This means developers will want to modify their games to get better traffic through GameLizard, since the game will actually do more for the gamers than the originals did, meaning they'd want to play it on GameLizard more than the original site where there is no extra integration.

In the meantime, I suppose I can play around a bit with that.  It can't really hurt me in the short term to allow externally hosted games, right?  I can always remove it later.

As for the other site feedbacks, thank you!  I'll see what I can do Smiley  In terms of the more bug-related comments, I'll definitely work on those.  As for the feature enhancements, most of them are already on my list, but I want to get some developers at least testing the current functionality before I start adding much more.
3  Discussions / General Discussions / Re: New GameLizard Ready for Testing! on: 2008-01-17 06:00:32
Oh come on people!  The other thread that was all talk got so much attention and so many posts.  Then I go and actually build the thing and hardly anyone is perking up.  That's so backwards!
4  Discussions / General Discussions / Re: New GameLizard Ready for Testing! on: 2008-01-14 19:32:40
will it be able to list games hosted else where?

Not yet.  I don't know if that's something I'll want to add.  If GameLizard gets more serious, I know I'll want to rely on my own servers and not have my impression reliant on whether or not someone else's server is working properly.  Additionally, right now the code reads your Jar file and lists all .class files inside of it.  I don't know if that'll work if the file lives elsewhere.  If I just stuff in the URL it would probably download the file every time you went to the edit screen... I'd have to think of a better solution.

However right now I'd prefer you just upload it.  Perhaps if someone can give me good convincing reason to do otherwise I'll consider it Smiley
5  Discussions / General Discussions / New GameLizard Ready for Testing! on: 2008-01-14 07:33:39
http://test.gamelizard.com

Go to the Developers area, and try out uploading some games.

To do it, click "Create a new game" at the top right of the black heading bar there, and follow the instructions.  Left link is Flash, right link is Applet.  Sorry for the cheap styles... I'll get to that later Tongue  Right now I just want people banging on it to see if it works.

I warn you, however, this is my first time using this web language (Ruby on Rails) as well as my first time hosting anything with Dreamhost.  I've heard (a bit too late) that they are pretty bad at running Ruby on Rails apps, but we'll see how it goes.

My only warning right now is that you should try to upload reasonably small files since there's no progress bar and that can be discouraging.  Maybe it's just my slow connection as at home I can typically only upload at like 30kb/s.

At any rate, please try it out and tell me what your results are!  I've managed to successfully upload Flash and Applet's so far so things seem to be ok at first glance.

Thanks for your time! Smiley
6  Discussions / General Discussions / Re: GameLizard needs some new love on: 2008-01-14 07:28:29
I'm gonna hate myself in the morning, but I stayed up late to finish.  Off I go to make the new thread...
7  Discussions / General Discussions / Re: GameLizard needs some new love on: 2008-01-14 05:47:37
Good idea!  I think we can find a space for the IOTD once things get rolling.

As for the site, it's coming along!  Currently everything in my test environment works, but now I'm ironing out the kinks involved with sym-linked folders and subversion and capistrano yadda yadda.

Basically I'm new to Ruby on Rails (what I've developed this in) and I'm way newer at actually setting up and deploying my own app.  So I'm learning a lot, but unfortunately this makes me pretty slow Smiley

So far on the live site I can upload a Flash game, an Applet game which is only a class file, and an Applet game which lives inside a Jar file.  I don't have any examples to test that involve more than 1 jar file needing to be loaded.  Is that even possible with applets?  I dunno...  As far as Webstart goes, I'm putting that on the backburner.

So that just leaves one thing left for the first release, logos!  I have them working locally, and on the live site they're being uploaded properly and resized and such... but something is still buggy.  It can't seem to pull up the image once I upload it (again with the nasty sym-linked directories I think).  Once I get that worked out, I'll make a new thread asking people to check it out and upload their games.

The reason why I decided to post this now even though I'm SOOO close is that since the weekend is up, I might not get to touch it again until next weekend Sad  Busy busy busy...

Until then, hold your breath!
8  Games Center / Archived Projects / Re: After GoogleEarth - 3DzzDEarth on: 2008-01-06 01:24:03
Works perfectly on my Macbook Pro
9  Discussions / General Discussions / Re: GameLizard needs some new love on: 2008-01-05 00:36:27
After getting into it a little bit more I realized giving them ability to extract files and fully use a folder means I have to basically build ftp type tools and I don't want to get into that at all.  Way too complicated.  Instead I'm going to require jar's only.  My API will be in its own jar that will also be accessible.
10  Discussions / General Discussions / Re: GameLizard needs some new love on: 2008-01-03 20:26:25
In my Applet's I use Class.getResourceAsStream() to load external stuff.  I like the idea here, I'm gonna try and go with it.
11  Discussions / General Discussions / Re: GameLizard needs some new love on: 2008-01-03 17:05:39
Have your server process the artefacts and extract them onto the server.
What do you mean by artifacts?

I suppose they might need to use a gamelizard api call to register the resources they want downloaded aswell tho?
I'm not sure... would they?  It's been a while!  I thought just having it in the same folder would do the trick.
12  Discussions / General Discussions / Re: GameLizard needs some new love on: 2008-01-03 16:34:40
Unzip the jars to the server for applets.

Kev

Could you elaborate a bit more on that?  Should I always unzip jars?  Only on request?  Or should I do something like... allow only .jar, .class and .zip uploads, and when I get a .zip file I automatically extract it?  That way someone could upload their main .class file, and a zip file with all the things they're planning on accessing with that .class file.  Or perhaps the same functionality with only uploading the .zip file.

Thoughts?
13  Discussions / General Discussions / Re: GameLizard needs some new love on: 2008-01-03 16:09:12
Well the site is getting really close!  Now I have a question I need help with.

I want to support webstart + flash + applets.  To do this, I need different info for each type.  Here's what I'm thinking:
Everything needs:
  • width
  • height
  • possibly more API related params

Then the types specifically need:

Flash:
  • .swf file name
Webstart:
  • .jar file name
  • .class file name
  • extra .jar file names (resources?)
Applet:
  • .jar + .class file name OR!!!
  • .class file name only

So for Applets, the way I do my snazzy GameLizard loader is by knowing all the file names and they are NOT in a .jar file.  So I load them individually and display progress on the loader.  So then the question is, do I allow that somehow for developers?  If so, does that mean I allow them to upload as many files as they want here?  Or should I simply limit it to jars only... and if so, should I only allow 1 jar?  Multiple jars?

Let me know what you think I should do!
14  Games Center / Archived Projects / Re: LWJGL Applet Demo on: 2008-01-02 16:52:58
Tell me the following.
1) Does it work?
   Yes!
2) Are the missile's animations glitchy?
   Very smooth
3) Report the average framerate. It should be 60 FPS or more.
   63
4) Tell me these system specs.
- Operating System
   Mac OSX Leopard 10.5.1
- Browser(s) and exact versions thereof.
   Safari 3.0.4
- CPU
   2.16 GHz Intel Core Duo
- RAM
   2 GB 667 MHz DDR2 SDRAM
- Video Card, if you have one
   256 MB ATI Radeon X1600
- Java Version (family is OK, if you are using Update N, tell me the exact build number)
   1.5.0_13

Load time was certainly longer than the Flash reference, but an amazing improvement from other such games I've seen.  I think lack of anti-aliasing at times was the only thing that made it feel less-than a good Flash experience.
15  Discussions / General Discussions / Re: GameLizard needs some new love on: 2007-12-24 21:10:00
I started coding today.  I'll let you all know when new stuff is available!
16  Discussions / General Discussions / Re: GameLizard needs some new love on: 2007-12-20 14:12:32
I think you need to provide an API for:

1) When a game loads it can be given the users name, if they are logged in.
2) The game can post results back for hi scores or challange results.

For giving the user's name, it can be as simple as generating a dynamic JNLP or Applet parameter for the game to access.  But for communicating back an API is definitely needed.

Again most of this is already done, but it certainly puts me in a better state of mind for doing it "properly".  I can certainly see handing out a single jar with a GameLizard class that gets instantiated once with the params of the applet/jnlp and then is forever useable with simple calls like sendHighScore(), getSavedData(int) or getPlayerName().  It will be done!! Smiley
17  Discussions / General Discussions / Re: GameLizard needs some new love on: 2007-12-20 14:09:14
Funny enough I wonder to what extend you need a webpage a app ala steam might make a lot of sense

Keeping it web-based makes it a heck of a lot more inviting than an app.  I would have never checked out Kongregate if I had to download software before trying anything out.  I think that's how most people feel these days as well.  Being web-based and well designed makes it very enticing for people to simply slip seamlessly into their program with no struggle at all.  Click most anything they see on the page and they're instantly USING their product.
18  Discussions / General Discussions / Re: GameLizard needs some new love on: 2007-12-19 03:10:26
Well this certainly gets me very interested.  I took a good look at Kongregate today to gather some ideas and I think I could definitely get something going that would be worthwhile.  Here's some brainstorming:

Things I want:
  • Universal start screen.  Want the user to feel ready to jump in whether or not it's their 1st or 100th time visiting, or whether or not they're logged in.  I think Kongregate has done a pretty good job of that.
  • Games list with javascript search.  My big gripe with game sites is that it's always too hard to find something relevant to the mood I'm in.  I want to build a search that dynamically refreshes as you type or as you click options.  I want more than just searching the content of the title/description.  Searching by tags/keywords as well is probably a better direction.  Maybe in addition to descriptive tags have feature-related tags like "save games" or "high scores" or "multiplayer".
  • Inviting API's for developers.  I already have built calls that my games can make to send when a person has started/finished a game and submit a high score or game save.  I can easily add another to mark the completion of an "Achievement" like Kongregate/XBox-Live has done.
  • Along with those ideas I'd like to do a better chat.  Right now in Kongregate it seems to throw you in a random channel unrelated to the game.  While that can be nice to a degree, I really think you should be able to join a chat specific to the game you're playing.  In light of java webstart, I'd like there to be a chat API so that while developers can chose to use the GameLizard-embedded chat, developers can implement the chat in their own way inside their full-screen webstart game.
  • Developer area.  Developers need to be able to moderate their games, upload code updates, and view error reports (submitted via another tool already developed for GameLizard) for their games.
  • Blog-style comments for the games.  I think Developers would benefit from being able to moderate a feed of comments per-game so that they can let people know what they're working on and so that the gamers can post about what they think.

Most of that would be stuff I'd have to build myself on the web-side of things.  However for the Java components, having volunteers to hop on board of GameLizard to help this happen in a timely manner would be excellent.  Those items would be:
  • Chat API
  • Applet implementation of the Chat API to go beside all of the embedded games
  • Applet loader (combination of Dzzd's AppletLoader and the current GameLizard one probably)
  • Solidified API for communication with the GameLizard database: achievements, high scores, saved games, etc.  I have this stuff working currently but I'm sure it would be best to package it in a cleaner way than I have it.
  • Multiplayer API?  Dunno about this, but it sure might be nice to have hooks for developers to use the GameLizard community to feed their multiplayer games.

What should be done for Phase 1 (first release)
  • Stuff that's already on GameLizard currently
  • Developer section
  • Steamlined and packaged GameLizard database communication API
  • Some consistent way for Developers to upload their games.  Should they all be jars?  Should we allow source + some sort of loader like I have on GameLizard so that you don't have a blank page for too long?

Well I think that's enough ranting for now.  Now I need feedback and I also need some volunteers from people who would be willing to take a piece of this project.  I think Phase 1 could be done really fast, like within a month (holiday vacation aside).  That way we could get something out there that would be worth having to get more people interested.

Like princec said, the initial idea doesn't have enough intrinsic value.  Kongregate solved that problem by introducing their achievements and levels concept.  That way when people play games, they can unlock something that gives them a sense that they're keeping something permanent from it.  It gives people extra motivation to come back and play a game a bit harder/longer.  Something similar can be done here.
19  Discussions / General Discussions / GameLizard needs some new love on: 2007-12-18 03:06:42
Hello all!  I haven't been on these boards in much too long.  I've been busy with other work ventures that have sadly not had to do with Java game development.  Lately, however, I've been thinking about my old site GameLizard (http://www.gamelizard.com) and how it's been neglected and I'd like to redo it in a better way.

I've been brainstorming a bit and I've been thinking I'd do something a little more blog/comment oriented to develop a community where games and developers can connect in an easier way.  I'd have it open so that all developers could come and post their games and take advantage of an API where they could have game saving, high scores, and other functionality that would tie it all together with the site.  This would also include error reporting which would be channeled to an admin section that each developer would be able to access for all of their games.  That way along with editing/maintaining their games they'd be given error reports that come back as players have problems that they could moderate cleanly.

Those are just some skeleton feature ideas but to make the site worthwhile I don't think it would need much more than that.

Like I said, though, I've been out of the loop for a while so I don't know if other sites have popped up that have this kind of thing already available to developers.  If not, and if there's some interest, I'd love to have a project like this that I can be excited about developing.  Most of this functionality already exists in GameLizard for my usage and I'd just have to open it up (in a clean way) for other developers.

Thoughts?
20  Game Development / Newbie & Debugging Questions / Re: I broke Java on my Mac! on: 2007-10-22 18:13:29
Disk Utility would be that tool.  I had to boot up with my Mac dvd to run it on my startup disk and it did in fact find some problems.  It repaired them for me, I re-downloaded the file (the version I had still was messed up), and the installation worked!  I'm back in Java.  Thanks for the good tip Smiley
21  Game Development / Newbie & Debugging Questions / I broke Java on my Mac! on: 2007-10-22 02:03:52
I've been out of the Java scene for a while (sadly) until just recently when I tried to pick back up on some Applet work.  Things were going ok I suppose until all of a sudden I got this in my Java Console:
1  
2  
3  
2007-10-20 22:10:48.266 firefox-bin[303] Invalid memory access of location 6d005100 eip=90a59387
Oct 20 22:10:48 computer /Applications/Firefox.app/Contents/MacOS/firefox-bin: An unexpected Java error has been detected by HotSpot Virtual Machine.
Oct 20 22:10:48 computer /Applications/Firefox.app/Contents/MacOS/firefox-bin: If this error is reproducible, please report it with the following information:

I was very sad and confused because I thought, well goodness I don't think I'm even capable of writing code that would access invalid memory using Java so there don't seem to be many places to turn.  I tried Safari, same problem.  I tried Pogo.com applets, same problem.  It didn't happen EVERY time but at seemingly random time periods after playing around with an Applet I would get this error.  Interestingly enough I ran my code in the AppletViewer through Eclipse and I never got this error.

After a reboot and more testing, I tracked down the error log and it pointed me to http://bugreport.apple.com/ to post my error... and the site was busted.  They actually had a bug reporting service FOR people who can't log in so I filled that out.  Then I found a download for the latest version of Mac Java and tried to run it... but it had an invalid checksum and wouldn't mount.  I figured the file corrupted in the download and re-downloaded twice more.  No success.  I downloaded the previous version, same problem, bah!!

I did some research on this issue and apparently this USED to happen sometimes and then Apple fixed it and released an update... which I have.  At this point I'm realizing this is very much not my day.  Then I found a workaround to load the file using Disk Utility and to mount it by ignoring the checksum.  Then I run the install and it fails (guess I can't be too surprised) and it broke my installation of Java!  Now I have no Java at all.

I got a Mac because I was tired of things always breaking on Windows and for almost a whole year everything has been butter smooth.  Now all in one day I feel like my machine is falling apart!  What should I do?  Is my machine itself somehow busted?  Do I need to reinstall OSX?  Thanks to anyone who can help me out.
22  Java Game APIs & Engines / JOGL Development / Model Clipping / Subtracting on: 2007-04-08 03:55:09
I'm trying to port a faux-3d visualization tool into JOGL and Java3D.  One of the last remaining features that I have not been able to implement involves subtracting out areas of certain geometries.  The only two occurrences of this are with Cones and Spheres.  With Spheres you can set the maximum/minimum angles for two different dimensions of the Sphere.

To start with I have a sphere:
faux-3d:

java3d:

jogl:


faux-3d with maximum angle U set to 70:

faux-3d with maximum angle U set to 70 and maximum angle V set to 30:


What this looks like to me is just taking boxes/wedges and subtracting out the geometries from a Sphere.  I know in Java3D there is a class called ModelClip which probably will help me do this, however it'll take me a while to figure out since there aren't any good examples to go by (key word = good).  As far as JOGL goes, I have no idea where to start.  Usually Nehe is my savior, but this time even he didn't have anything to offer me.  Google hasn't been much better.  Where can I go to learn how to do something like this?

Thanks!


23  Games Center / 4K Game Competition - 2007 / Re: Pipe Extreme on: 2007-02-04 07:35:10
This game runs great on my Mac.  I really liked the game.  I got almost through Level 3 on my first try.  I think it's a lot of fun!  It might be my #1 pick so far.
24  Games Center / 4K Game Competition - 2007 / Re: FallDown on: 2007-02-04 07:27:02
4711!  First try Wink
25  Games Center / 4K Game Competition - 2007 / Re: Trailblazer 4k...... A work in progress, but will be finished soon on: 2007-02-04 07:21:53
Yes please turn off the acceleration.  I can't figure out how to get past the first level with the controls as they are now.
26  Games Center / 4K Game Competition - 2007 / Re: aichess on: 2007-02-04 07:18:45
I lost on the first difficulty Sad  But wow, GREAT job!
27  Games Center / 4K Game Competition - 2007 / Re: Sn4Ke on: 2007-02-04 07:03:55
It does in fact run on my Mac Smiley  Seems to run just fine.
28  Games Center / 4K Game Competition - 2007 / Re: Bullets4k on: 2007-02-04 07:02:04
I'm using the lastest Java release on OSX and I'm getting literally 1 frame per 45 seconds.  I can't move the character in any way.  I just see a new frame every now and then pop up to show me a different shape of the white blob thing.  I don't know what's going on.
29  Java Game APIs & Engines / Java 3D / Packaging a Java3D app (with library) in one file on: 2006-11-17 16:36:33
Is it possible to create a self-executable Jar file for a Java3D app with all of the Java3D libraries (for mac/win/linux) all in the same jar file?  I feel like I've seen this done before but now that I actually want to do it myself I can't find any examples of it Sad  I'm hoping to be able to do this as an alternative to Webstart.  Can this be done?
30  Games Center / Archived Projects / Re: 2D Physics System on: 2006-08-23 00:02:17
I love the rope bridge thing.  I played with it a bit trying to get a trampoline effect.  It works pretty well but it's obvious the bridge doesn't stretch at all.  You think you could add a spot that can stretch some?  I'd love to be able to launch the ball up like a trampoline.
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