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1  Discussions / General Discussions / Re: Mac deployment options? on: 2005-08-28 18:19:33
...but they have to pay for it...
Really? Why is that?
2  Discussions / General Discussions / Re: Mac deployment options? on: 2005-08-28 17:34:50
That's right, selling via Webstart seems impossible to me, at least currently.

Another question: what Java version is prevalent on Mac? 1.3, 1.4, 1.5?
3  Discussions / General Discussions / Re: Mac deployment options? on: 2005-08-27 17:05:01
Distribute it as a .zip file like I do, which seems to work a treat.
Do you mean as pure Java?
4  Discussions / General Discussions / Mac deployment options? on: 2005-08-27 09:45:21
Hi there,

deploying a Java game on Windows has following options:
1.- Compiling it into native form
2.- Including the vm
3.- Relying on existing VM installation
(and okay Webstart, that I skip ;-) )

I'm a complete Mac agnostic, so I'm wondering what is the best way to deploy a Java game on a Mac? I *heard* that VM installations on Mac are more prevalent, so option 3 may viable, but I really don't know. Or are Java2Mac OS native compiler available?

Many thanks

5  Game Development / Newbie & Debugging Questions / Launching Java from CD? on: 2005-06-27 14:48:20
Hi,

is it possible to launch a Java app/game directly from CD/DVD even when no JRE is installed locally? The CD-rom would include a JRE of course but it would be not installed on the system.

I would like to ship a CD with a Java app which can be started from the CD without the need to install anything.

Is that possible?
Thanks
6  Discussions / Miscellaneous Topics / Re: Your current attitude to indie game developmen on: 2005-04-07 17:13:05
Quote
No, not at all. I mean selling J2ME games to aggregators, or for better margins publishing them yourself (if you're good enough at sales).
Tried that. Failed miserably. Mobile games are just too expensive to develop, especially the porting to other devices. And most  phones suck big time. Every phone has its weird behaviour, and each month new phones arrive. Over all: just too expensive, not manageable for a 2 dev team. If you want serious money from mobile games, you have to play big.

Self publishing mobile games? Do you make money with that? If so: hats off! My opinion: it does not work, because phone gamers don't browse the web for games as indie gamers do. Maybe in the future, until then you have to go through an aggregator.  And that's worse than portals.
7  Discussions / Miscellaneous Topics / Re: Your current attitude to indie game developmen on: 2005-04-07 12:59:03
Quote
- To make something saleable you need to be looking at 2 months max on development. It needs to be simple to code and to play. Polish is the key.
Problem, especially if you use Java: it takes 1-2 years until you have your framework ready to develop that fast, even if you have the simplest idea. Cas' 1 month is out of range for me. At least, when I'd try to target portals.

I have now two possibilities: keep Java game development as a hobby (won't have much time for that though), or if I want to be profitable, I have probably stay away from Java. With T2D, PopCap Framework, Blitzmax etc. I can get faster results Embarrassed
8  Discussions / Miscellaneous Topics / Re: Your current attitude to indie game developmen on: 2005-04-07 12:48:03
Quote
But you've never tried doing j2me for serious money, have you? Still plenty of easy money for good programmers *if* you can demonstrate track record + come up with the goods quickly.
You mean contract work, don't you? But salary in game biz sucks. I'd rather program 1 day databases instead of 2 days j2me for the same money...
9  Java Game APIs & Engines / Tools Discussion / Re: Multiple tab rows in eclipse on: 2005-02-04 05:03:17
Or use CTRL+mouse pointer key for that: move your mouse pointer over a type or variable and press CTRL: you will see a preview of the code. Then click on it to jump to the definition
10  Discussions / General Discussions / Re: what neccesary when developing a game with Jav on: 2005-02-02 13:40:58
I took the same route as you and found lwjgl does what I need, but it depends on what you want to do. If you want to go 3D you could try Jme which pretty much wraps everything for you.

Going lwjgl you need to learn OpenGL if you haven't already, but that's no big deal, there're plenty of tutorials available.
11  Discussions / Miscellaneous Topics / Re: Defection To Mono on: 2005-01-30 15:39:25
Quote
The threshold unfortunately is somewhere near to "ubiquity" and even then it won't help - people do don't like the whole concept of Webstart. Even I don't like it. When I buy something I want a package I can download and backup somewhere permanently that doesn't auto-upgrade itself.

I think it could only work in a subscription-like situation where you are constantly connected to a service.
12  Discussions / General Discussions / Re: Embedding vm: what is allowed? on: 2005-01-27 04:50:05
Quote
go into your JRE folder and view the README.txt file. That file has a section that starts out like this:
and it lists the files which you can exclude from your private jvm
Stupid me, I could have find this out by myself  Embarrassed

Not much allowed to leave out...
13  Discussions / General Discussions / Embedding vm: what is allowed? on: 2005-01-26 16:25:38
I read a post about it somewhere but could not find it, so I hope you don't mind bringing me this up again. I'd like to avoid having customers deal with downloading and installing a JRE so I have either to compile my game to a native exe via JET or bundle it with an embedded vm. The former is costly and adds an additional step to the deployment task so embedding is an option.

My question is: what am I allowed to do? What can be stripped off?

And just out of curiosity: is someone besides Cas doing this?
14  Discussions / General Discussions / Re: BBC article on: 2005-01-25 11:01:16
This is good news for the pc market. If nobody can afford to develop for consoles anymore the only place for innovation will be pc.
15  Discussions / General Discussions / Re: Jet: which version to use? on: 2005-01-24 04:37:38
Do you mean exe4j? It's cheap but what I understand it does not compile into native code, it just provides an exe
16  Discussions / General Discussions / Re: Preventing feature creep on: 2005-01-23 06:53:27
As I understand Kev right he actually enjoys finishing a game. Even as a hobby programmer you don't get much if you get lost in your features and can't see the target line anymore
17  Discussions / General Discussions / Re: Faster, smaller, simpler: yours for $99 on: 2005-01-22 15:53:08
Where can I put my order  Smiley ?
18  Discussions / General Discussions / Re: Preventing feature creep on: 2005-01-22 15:04:16
Quote

c) Get excited too much by the game itself.


Yes, I know what you mean. I often make the mistake that when I have an exciting idea I want to see results too fast and start making shortcuts etc.

I'm trying this: I reduce my game idea to as few elements as possible and stick to that. Whenever something new comes up, I ask myself: does this really add a new element or is it just a nice-to-have feature which doesn't change the game at whole? So what I try to have is a playable game prototype that covers most of my idea. Because I really have to play with my game to see if it is actually fun.
19  Discussions / General Discussions / Re: Preventing feature creep on: 2005-01-22 14:41:13
Just implement what you really need right now. Never implement something you are not 100% sure of if you will need it. That keeps your code simple and makes it easier to refactor when new requirements come up later. Yes, plan as much as possible before you start coding, but unfortunately, you will never know everything at the beginning. Experience helps here a lot Smiley

Are you aware of extreme programming?
20  Discussions / General Discussions / Jet: which version to use? on: 2005-01-22 14:29:19
I'm planning to have a native exe for my next game. So far as I understand it there's no serious alternative to Excelsior JET, right? There are two editions available, Standard and Professional, and I'm wondering if Standard edition would be good enough for a game (which would help my tight indie budget a lot Smiley ).

I'm using lwjgl, no AWT/Swing whatsoever. Any experiences?
21  Discussions / General Discussions / Re: Open Scene Graph on: 2005-01-03 08:45:18
Quote
But whats the suprise of a game being written in java ?


I'm not suprised of a game being written in Java (although I'm not aware of any successful title outside the indie scene but still believe it will happen sooner or later), but I'm wondering if writing a game in Java that uses bindings to a C++ engine is feasible and worth the extra effort.
22  Discussions / General Discussions / Re: Open Scene Graph on: 2005-01-02 06:31:57
Interesting. But the pirates game is not written in Java, is it? Would be good to hear how well the Java wrapper is performing.
23  Discussions / General Discussions / Re: Best Java Book on: 2004-12-14 04:17:03
Quote
Before you read any other Java book, read and understand "Effective Java". It will help you with all Java programming, including games...


Agreed, but you have to know Java quite well before you can understand that stuff
24  Discussions / General Discussions / Re: Should I use Java 1.5 already? on: 2004-10-22 05:14:09
Quote
PS: With smart tools like Toby's "backwards compiler" and JBuilder's equivalent it's possible to compile Java 1.5 source codes to JVM 1.4 one.

Yes, I'm aware of them. But how good are the results? I do not want to introduce new problems because of backward compiling. And how about performance? Any experience so far?

25  Discussions / General Discussions / Re: Time-based vs. frame-based animation on: 2004-10-21 12:14:17
It's round based, but with many nice animations. It's kinda round-based...

But most of all, I would like to understand the pros and cons of it in general, regardless what I'm going to implement next.
26  Discussions / General Discussions / Re: Time-based vs. frame-based animation on: 2004-10-21 12:11:59
Quote
You might be better posting this sort of thing in a more appropriate section say "Java 2D" ?

Oh, sorry, but my question was meant independent of 2D, especially Java2D (I'm using lwjgl anyway).

Thanks for your feedback. To be a little more annoying: in what way is time-based more flexible?
27  Discussions / General Discussions / Re: Should I use Java 1.5 already? on: 2004-10-21 11:59:36
Quote
Embedding a VM is a great idea if you actually want to make any money off of small games...


I saw that AF is doing this and that the download is still only about 11MB. How much could you rip off the VM?
28  Discussions / General Discussions / Re: Should I use Java 1.5 already? on: 2004-10-21 11:54:19
Quote

Please don't bring up that argument in this thread - go find one of the threads dedicated to it Smiley.


Uups, looks like I missed some discussions here... Smiley

Quote
You have to download stuff to play games, so you set the download going before you go to bed, then disconnect in the morning. Or any of a number of different ways of slowly streaming it.


Well, not an alternative where I come from (Germany) where you have to pay for your dial-up connection based on online time (unless you have some other deal)...

But I get your point. From the developer point of view your remarks make perfectly sense. The business view might be different and I'm not sure we have the same kind of customer in mind. Especially webstart. It's great for testing a game. But then I have to download it again when I want to own it. I suppose a major part of users want to download it only once and then maybe unlock it by registering. But I suppose this is the case for most users, I'm not aware of any current statistics so I might be wrong and spending to much thought on a negligible minority.
29  Discussions / General Discussions / Time-based vs. frame-based animation on: 2004-10-21 11:27:01
This might be a basic question, I surfed quite a time about this issue but couldn't get a satisfying answer yet. I'm thinking about how to realize the animation in a 2D game. So far as I understand it there are basically two approaches:

1.- Time-based animation (tba) where movement and animation depend on the elapsed time, meaning that at a given time an object will be at a specific position displaying a specific frame. Tba is independent of any frame rate, so that on slow machines the animation might skip frames but the movement will not slow down. Drawbacks are possible chunky animations and a more difficult collision detection.

2.- Frame-based animation(fba) where movement is constant and no frames of an animation are skipped. Fba depends on a constant FPS. On slow machines the animation will be slow but smooth.

I'm not sure if I miss some important points to consider. So far I would prefer fba because it is easier to realize (and my game will be a round-based strategy type), but would like to know your opinions about this. Is this more a question of personal preference or does this depend on the type of game? What do you do?

Any comments or pointers to a more thorough discussion are very appreciated!
30  Discussions / General Discussions / Re: Should I use Java 1.5 already? on: 2004-10-21 10:53:47
Quote

So...I would wait at least as long as it takes for Sun to make it available (!), and then wait another 3-4 weeks for windows users to get around to clicking "yes" on the "auto-update java now?" icon on the desktop.


All right, I could live with that because our next game will take some time until completion. Still, users without dsl will think twice about downloading 15MB...

What about embedding the VM and being independent of local installations?

Quote

Or...you can join the underground movement of people who refuse to use 5 in protest at generics Tongue. Although you might be very lonely there Wink.


So far I'm pro generics  Wink (but still playing around)
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