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1  Discussions / General Discussions / Re: Object Serialization For Saving Games On Android Platform on: 2014-02-19 15:56:02
Thanks for the replies - they are very helpful.
2  Discussions / General Discussions / Re: Object Serialization For Saving Games On Android Platform on: 2014-02-18 20:38:56
Thanks for responding.  Could you elaborate on why Java serialization is bad?  Is it a question of performance, space consumption, reliability .... ?
3  Discussions / General Discussions / Object Serialization For Saving Games On Android Platform on: 2014-02-18 18:28:13
Hi folks.

Concise version:  Is loading and saving games using serialization an effective solution on Android?

Full version:

I have spent the last few years of my hobby time writing an RPG game in Java.  I now want to port it to Android, and have been reading up on Android development.

My lazy decision when writing the PC game was to implement save games using object serialization.  All of a game's data is under the object "Game", and is serializable, so saving and loading games was easy.  The risk is that a Java update will change the standard objects to the point that I cannot retrieve a saved game, and the player will have to start over.  Given the nature of the game (it's more rogue-like than anything else), this was not a problem.

Moving over to Android, I hope to preserve this approach rather than (finally) have to write toString and fromString methods, or figure out how to put all the data into SQLite.  I may use the DB later, but to get started, I am trying to avoid taking on more work - redoing the UI is enough.

So, my question is, in your collective experience, is loading and saving games using serialization an effective solution on Android?

thanks,
Andrew
4  Discussions / General Discussions / Re: Getting myself to program.. on: 2012-05-17 17:21:34
For the first time, I have a long-term project (coming up on two years) and have stuck to it, rather than burning out and starting something new.  I now have a working game I can play, and going forward am just adding features and content (it's an RPG, so that means more quests, maps, classes, monsters, spells, items etc).

I mention this because I don't think chronically starting over is the way to go.  During the two years (started in August, 2010) I have had a few periods where for weeks, or once two months, I didn't do any programming at all.  That's okay.  Take a break, and come back to it later.

Caveat - if you have a project that never had you eager and interested, then do start a new one, otherwise just wait for the interest to come back.
5  Java Game APIs & Engines / Java 2D / Re: creating simple homing missile? on: 2004-01-08 16:55:49
Add in a small chance that it doesn't correct its path - otherwise the player won't have a decent oppertunity to dodge.  If this seems cheesy, keep in mind how many real military munitions don't function quite right ...
6  Games Center / Archived Projects / Re: Nibbles (2 Player) on: 2004-01-05 17:40:40
I'm not sure what you mean by the draw condition - could you please elaborate?

I hadn't thought of the two-head hit problem - I suspect player two will win all the time (P1 will check first, find impact and die).  I'll have to fix that .... thanks!

cheers,
Andrew
7  Games Center / Archived Projects / Nibbles (added AI) on: 2003-12-29 11:05:01
I've added AI controls (three types, none of them perfect) to the game, a few new levels and fixed the bug that let people change their direction repeatedly with quick key strokes (which often resulted in them turning into themselves).

Please let me know what you think - any comments are welcome! Smiley

http://www.thekillams.ca/andrew/downloads.php

cheers,
Andrew
8  Games Center / Archived Projects / Re: Nibbles Take III on: 2003-12-24 12:06:15
Quote
delivering jar files isn't the latest technology .... how about adding a JNLP file to it (WebStart) - then even non-windozers can 'one-click' your application Smiley
dont worry it isnt that complicated



I'll have to look into that ... is anything more than server-side plain text pages required?  My ISP only allows for HTML and PHP.
9  Games Center / Archived Projects / Nibbles (2 Player) on: 2003-12-22 11:19:12
I've finished the two-player version of Nibbles, which can be downloaded here:  http://www.thekillams.ca/andrew/downloads.php

Adding good AI controls will take some time, but I'll add that eventually too.  In the meantime, I hope this version gives people some nostalgic fun.

cheers,
Andrew
10  Games Center / Archived Projects / Re: Nibbles Take III on: 2003-12-19 12:24:38
Thanks - I'll have to do something about that soon.

By the way - I've nearly got two player (one keyboard) support working - should post that early next week.

What do you folks think of the option of an AI-controlled second player?  Good idea or bad idea?  Should it be efficient (and hence a good assistent), agreessive (tries to cut you off), or somewhat random (tries to get to the numbers, but misses a percentage of the time)?

cheers,
Andrew
11  Games Center / Archived Projects / Nibbles Take III on: 2003-12-19 11:09:02
Thanks for the helpful feedback, folks.  I think I have the full-screen problem fixed.  One shouldn't cache getGraphics () responses immediately after switching to full-screen mode, apparently.

Please give the game one more try - I hope you will like it:

http://www.thekillams.ca/andrew/downloads.php

cheers,
Andrew
12  Games Center / Archived Projects / Re: Nibbles Take II on: 2003-12-17 11:41:35
I have to clean the code up to work better as a windowed game.

Currently, the game is a Frame extension which calls setUndecorated (true) and thus hides all evidence of being a window.

Funny, this was my first attempt at writing a full-screen game, and instead of saving effort it has cost me far more.   :-/
13  Games Center / Archived Projects / Nibbles Take II on: 2003-12-17 11:09:09
Okay, I've added the option to run Nibbles in windowed mode as well as full screen.  Its a cheesy hack I'm not happy with, but as I can't find a way to resolve the full screen issues it seems necessary.

http://www.thekillams.ca/andrew/downloads.php

cheers,
Andrew
14  Games Center / Archived Projects / Re: Galaxy Traders 6 on: 2003-12-16 15:43:08
Thanks for the code - I have a lot to learn when it comes to Graphics2D (and on many other topics, I'm sure! Smiley ).

cheers,
Andrew
15  Games Center / Archived Projects / Re: Nibbles on: 2003-12-16 15:41:20
You aren't the first person to have trouble; as far as I can tell the issue is with Java entering full-screen mode.

I posted the code for Nibbles on Sun's other java forums - please take a look and see if you can find what I'm doing wrong (if anything).  The main () function handles full screen entry, and is located at the end of the class.

Here's the link:  http://forum.java.sun.com/thread.jsp?forum=406&thread=474758&tstart=0&trange=50

I look forward to any suggestions - I'd like to get this problem fixed!

cheers,
Andrew
16  Games Center / Archived Projects / Re: Nibbles on: 2003-12-16 15:39:05
Two Player is certainly on my todo list, as is an AI second player.  The trick will be handling path finding in a way that isn't always best-case (making for a difficult and not fun experience) and has good performance.
17  Games Center / Archived Projects / Re: Galaxy Traders 6 on: 2003-12-15 23:41:00
Great looking game - or at least the start of one!

I have two questions for you (if you don't mind):

1.  How do you rotate the images in place?  Mind sharing that code snippet?

2.  Is there a Galaxy Traders 5 we can play with while you work on version 6?

cheers,
Andrew
18  Games Center / Archived Projects / Nibbles on: 2003-12-15 15:40:59
I wrote a clone of the QuickBasic Nibbles clone. If you're interested, please try it out and let me know what you think.

I'm especially interested in suggestions for more levels - please share any you might have.

Here's the link: http://www.thekillams.ca/andrew/downloads.php

cheers,
Andrew
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