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61  Game Development / Networking & Multiplayer / Re: So does any one have any comments on EA2? on: 2006-09-15 16:56:11
Actually, I have a game that is nearly ready for some of you guys here to test suing SGS ea2 and it runs fairly well....this is being said with only LAN testing so far.  I admit, I am not doing anything differently than I did with ea1 though.
62  Games Center / Archived Projects / Re: VirtuArcade on: 2006-09-14 18:02:25
My complaint is that as I started playing, sy son saw it and said "Dad, I want a turn!"  This became a shove match, which ended up with him getting to play!    Grin

Anyway, wow....he played for nearly 2 hours.  Loved it.
63  Game Development / Networking & Multiplayer / Chat Server on: 2006-09-13 18:59:49
I know it may be overkill and I mean no disrespect to the developers, but couldn't the SGS be used as a very robust chat server.  With the multiple channel and clean connectivity, ease of dev for a chat client (as there is an example in the source!)...boom

Obviously, this would be a commercial use, but man, what a chat system it could be!   Grin
64  Java Game APIs & Engines / OpenGL Development / Re: OpenAl call form lwjgl 1 on: 2006-09-12 20:56:39
dadblasted folder path to the natives was wrong in my batch file....LOL   thanks!
65  Java Game APIs & Engines / OpenGL Development / OpenAl call form lwjgl 1 on: 2006-09-08 20:08:51
I have switch to the latest build and my app compiles fine, but when I run it I get noClassDefFound for the OpenAL call.  I noticed that devil and fmod are not in the latest build.  Does, by chance, OpenAL come form either of those?

66  Game Development / Networking & Multiplayer / connectionRefused and what to do on: 2006-09-07 20:38:07
None of the examples really use it.  When a user enters a bad user/pass and this fires, you see the message.  Is there anything else that needs to be done or reset to re-attempt a login.  I left it as is(meaning is displays the message), except to clear the user/pass fields...but subsequent login attempts just seem to be ignored. 


67  Game Development / Networking & Multiplayer / Re: Early Access Allowed Use on: 2006-09-06 13:49:28
Done...

and thanks!
68  Discussions / General Discussions / Re: New video cast Level Up is now live! on: 2006-09-06 12:45:34

enthusiastic fellow, isn't he? it's pretty cool that Java Gaming isn't represented by an old, bald, boring, lingering fart. Cheesy

...hey, some of us are old and bald.  Grin       Very nice...hope to see more!
69  Game Development / Networking & Multiplayer / Re: Early Access Allowed Use on: 2006-09-05 20:16:21
Just checking in.  I got my CubeWars game to run with SGS 2 and seems to do pretty well (got to add a login screen to have some others here try it out) but was curious as to how things were going....I want to convert my space exploration/trade/combat game (as well as another rpg) to SGS, but if I can't dole out access to the masses (for free play of course - i.e. non-commercial) then I should move on without SGS for that particular game.  Thanks a ton!  Love it so far!
70  Games Center / 4K Game Competition - 2007 / whoa! on: 2006-08-31 18:41:29
Is there a place, and I probably, as usual, missed it, where we can see/play last years entrants?

4k rocks....and everyday i have a new idea, realize I can't do it in 4k, cry a little and move ot the next idea...then wait for the entrants so I can play.  LOL
71  Game Development / Networking & Multiplayer / Re: local class incompatible on: 2006-08-22 16:40:35
dang...wnet to known issues thinking it would be mentioned there and not in a FAQ.  Then read the FAQ and came here to say "got it" and you beat me here... LOL

anyway, thanks.....manual clear of object store did the trick and I will use the FAQ suggestion from nwo on.

M
72  Game Development / Networking & Multiplayer / local class incompatible on: 2006-08-22 12:50:29
I, for various reasons, changed the name of the class where my boot call is made and now I get an error when launching the server: Invalid Class Exception: local class incompatible, stream class versionUUID = ######77, local class versionUUID = ######44.   flolowwed by a bunch of errors, then it appears to load the game.  Client will not connect though...  Any thoughts?
73  Game Development / Networking & Multiplayer / Channels? on: 2006-08-18 13:27:14
I am working on a test game to learn the SGS and have a question about channels.  If the game is going to have samller zones/places, how many channels am I limited to?  or, better asked, can/should I do a channel for each zone so players only see and communicate with others in the zone?
74  Game Development / Networking & Multiplayer / Moving between "places" on: 2006-08-16 18:14:15
Is the Hack example a good place to look at moving from lobby to game and from different "zones/regions/places" within a game or is jut one idea?

Trying to get my head around passing plyer from login to creation of char to play and once in play from "zone" to "zone".
75  Discussions / General Discussions / Re: Microsoft To Enable User-Created Xbox 360 Games on: 2006-08-15 13:41:37
What a shame!  I enjoy C#.
76  Game Development / Networking & Multiplayer / Re: Early Access Allowed Use on: 2006-08-10 19:26:19

As long as you aren't running an actual service I dont thin kyour rbeakign any rules.

BTW  we are lookign right now into the non-comemrcial issue as we have a number of student groups that woudl like to do things with the SGS and we'd like to see that happen.  Ill let you knwo more as soon as I know more.



Any news on this?  I had always planned to put out games for free with hopes of 50-100 users.  If it really takes off, then maybe (big, oversized, giant maybe) a commercial stint.
77  Game Development / Networking & Multiplayer / Re: Server index error on: 2006-08-09 12:54:07
sorry Jeff, looks like my goof.  I took my one boot app and put it into the apps folder of the release folder and redide the app config for the release to pint to my app and voila!   Prior to this I moved the SGS jar to my applicaitons classes folder.  Now to put together my "how do I do this.... and that?" questions (after rereading the docs and tuts).  Thanks!
78  Game Development / Networking & Multiplayer / Re: Server index error on: 2006-08-07 18:15:01
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# Configure the games to be run on this SGS backend.
#
#Game ID   URL to XML deployment descriptor
#-------   --------------------------------
1         file:deploy.xml


java -jar SunGameServer.jar from the command line.  This file is in the same folder as the above config file and the deploy.xml file
79  Game Development / Networking & Multiplayer / Server index error on: 2006-08-04 16:15:48
I am getting an indexoutofbounds error on server start.  I have a jar of my server app and a deploy.xml, an SGS-apps.config and the SunGameServer jar in a folder.  Upon launch I get:
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java.lang.StringIndexOutOfBoundsException: String index out of range: -1
        at java.lang.String.substring(Unknown Source)
        at com.sun.gi.framework.install.impl.InstallationURL.<init>(Installation
URL.java:121)
        at com.sun.gi.SGS.<init>(SGS.java:145)
        at com.sun.gi.SGS.main(SGS.java:330)


Searches have left me with nothing and I thought I followed the setup as best I could.   Any thoughts?
80  Java Game APIs & Engines / OpenGL Development / More OpenGL than LWJGL on: 2006-07-20 18:20:39
but since I am using LWJGL, here goes...
Just wanted to verify some things more to do with OpenGL.  I have my scene with an object (say a cube) and I have a "camera" (simple gluLookAt) that is positioned in a stationary point and I use the "opposite" of the position of my target to tranlsate the whole scene.  This gives me the appearance of a chase camera, which is what I want.  Is this what you guys do, or do you move the object, and move the camera to follow and leave the scene stationary?
81  Discussions / Miscellaneous Topics / Re: some whining... on: 2006-07-20 12:33:33
thanks guys...I think I am going to "lean" in the SGS direction and give it a look-see.  Anyway, the cigars are free and I got a hot-plate for the coffee...LOL

Jeff (and others) should expect lots of questions, though.  Grin
82  Discussions / Miscellaneous Topics / some whining... on: 2006-07-19 14:59:58
Just want to whine a litte, maybe have some cheese with it.
I have completed my engine and server code for a 3D space sim, though all you can do is create a player, log in and fly around.  Now SGS is out(I was away from the boards and missed the actual release date) and I am left staring at the wall as to whether to re-code things to use the SGS or stick with my server code taht uses MySQL and my own objects.  doh!

Then, someone asked me to build them an Medieval RPG like game and I already have one in Java2D and converted it to LWJGL.  I am now wondering if it should be 3D but have no (none, zero, zip) modelling skills (or modelling software).  I am not sure if I like my isometric pixel art and love the NWN style view.  Oh, and do I use the SGS or not??  LOL

And my coffe is cold and my cigar went out and have to walk to the other end of the office for more matches.

EVE online has been fun for my 14 day trial, but I don't wnat to pay to play it...

MASS Effect is only for the xbox and I dont own one.
83  Game Development / Game Mechanics / Re: New little engine - opinions wanted on: 2006-07-09 21:17:57
wow, very nice.  Love the bugs and liquid!
84  Discussions / General Discussions / Re: Runescape still rising in MMOGCHART on: 2006-07-09 02:21:51
Holy smoke!    Last time I played Runscape it was 2D, I think. 

85  Games Center / Archived Projects / Re: Darkvoid tech test on: 2006-07-08 19:18:46
Cool!

Win XP  1.4 ghz  512MB RAM
Standard Dell Laptop Video Driver (whatever that is)

Before mouse move: 18 fps consistently

After mouse move: jumps to ~400 fps and fluctuates from 350 to 450, but so fast it is blurry.

Scene is always clear and crisp.  Very nice!

86  Java Game APIs & Engines / OpenGL Development / Re: odd situation with lwjgl and xp upgrade on: 2006-07-05 18:58:55
It used to run around 60 fps as well.  I will look into the hertz, though the other lwjgl apps have all the same code for the init and app size. 

EDIT:  change to 400 tiles and it runs right at 60 fps.  Must just be my coding? LOL
87  Java Game APIs & Engines / OpenGL Development / odd situation with lwjgl and xp upgrade on: 2006-07-05 18:18:21
I have 7 games (pause, need to knock ash off of cigar) of which 5 are lwjgl.  All are set to 800*600 size.  Befroe XP upgrade from win2k, all ran beautifully.  After XP upgrade, 4 of the LWJGL run the same, and the 2 done in JAVA2D run great. ( by great I mean about 60 fps, on purpose).  One lone lwjgl app gets 43 fps consistantly.  It is an isometric scroller of 2500 tiles.  I am going to try to reduce the display size out of curiosity...but any thoughs out there?  Anyone else seen this with an XP upgrade?
Thanks, and I kow the question is very loosy goosy....but..    Grin

M
88  Game Development / Networking & Multiplayer / Am I too late? on: 2006-07-03 20:10:48
to get the Game Server?  Been away for a while and cam back to see it being used....    Shocked

edit: nevermind....found it with a little effort that I should have done n the first place.  Grin
89  Games Center / Archived Projects / Re: Lost Drops build 2 on: 2006-04-12 22:50:51
Loved this game, very funa nd smooth.
90  Game Development / Game Play & Game Design / Deep Space coords on: 2005-12-05 16:42:52
I am thinking that if gameplay starts at 0,0,0

Then "known" space would expand from there.  Patrolled sectors may span 1000 radius from center of marker.  The next closest system may be centered at 4000, 0 , 3000.   To go from start to next closest sector you could fly staight to it over a time period, or hyperspace in a few seconds.

This sound reasonable?  Any other suggestions?  Thanks
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