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1  Game Development / Newbie & Debugging Questions / Re: Loading Resources in Runnable Jar on: 2014-04-16 16:01:31
You can use the JarFile class: http://docs.oracle.com/javase/8/docs/api/java/util/jar/JarFile.html

That class has methods that let you iterate over each file in the jar.
2  Games Center / Showcase / Re: [Android] Dungeon Madness on: 2014-04-14 19:39:02
I've really been digging this game. Nice rouge-like, with simple but effective graphics. Nice work, I'll be curious about what you come out with next.
3  Games Center / Showcase / Re: [android] Ballseye on: 2014-04-14 19:34:37
Nice work getting a game onto the Play Store.

I played this for a few minutes, but I couldn't quite get into it. Maybe I'm missing something obvious, but I always seem to die at the second or third pillar. Maybe a gentler learning curve would help ease newbies into it.
4  Games Center / Showcase / Re: Groundskeeper 2 on: 2014-04-14 19:31:46
Great job, I've been really in the mood for a game exactly like this.

This is now my default go-to game, and I've been playing it every day since it came out.

Now if only I could figure out how to actually use a strategy other than HOLD DOWN SHOOT AND GO LEFT AND RIGHT, haha :p
5  Discussions / Miscellaneous Topics / Re: Can anyone give me 10 words all related to one thing in common? on: 2014-04-14 17:12:41
It's been deleted three times...

Holy cow, you ain't lying: http://en.wikipedia.org/wiki/List_of_lists_of_lists_of_lists
6  Discussions / Miscellaneous Topics / Re: Can anyone give me 10 words all related to one thing in common? on: 2014-04-14 16:35:49
Down the wikipedia rabbit hole:

List of lists: http://en.wikipedia.org/wiki/Category:Lists_of_lists

List of lists of lists: http://en.wikipedia.org/wiki/List_of_lists_of_lists

List of lists of lists of lists: just kidding... I think.
7  Discussions / General Discussions / Re: JGO Kickstarter on: 2014-04-07 15:27:14
Hahaha, well played.

On a slightly more serious note, you might consider opening up a Patreon: http://www.patreon.com/

LibGDX just did this to cover their server costs: http://www.patreon.com/libgdx
8  Games Center / Showcase / Re: [LibGdx Android] Bearded Punch Man -penguin punching, beard loving, retro mayhem on: 2014-03-27 15:38:44
This is pretty cute.

It gets pretty repetitive though, so a little more variety would go a long way: maybe power ups, maybe different kinds of enemies, etc.

Also, if you punch too soon, there is a long "cooldown" period before you can punch again, which is pretty annoying. I guess that's a feature to prevent people from just button mashing, but you might want to look at other ways to do that- maybe have the punch animation take longer so there's a "warmup" period before each punch instead?
9  Game Development / Performance Tuning / Re: Default JVM arguments for a particular jar? on: 2014-03-27 14:59:49
Relying on double-clicking jars is not wise anyway; I seem to recall it's been turned off by default (somebody know for sure?) because it's a bit of a security issue, bypassing all the OS security features for running downloadable executables.

Cas Smiley

Eh, I was just responding to the OP, which I think was talking about runnable jars. Double-clicking jars still works for me on the latest Windows 8. Do you know what OS double-clicking has been deactivated for? If that's true, that's a pretty big deal...
10  Games Center / Showcase / Re: SvgExe: Tool for Creating Standalone Self-Extracting Jars on: 2014-03-27 14:43:03
Awesome, thanks!

Edit.2: Please can you fix this spelling mistake? "compile a your game's code" -> "compile your game's code"

Fixed! I need a proofreader like you on every page on the site...  Tongue
11  Game Development / Performance Tuning / Re: Default JVM arguments for a particular jar? on: 2014-03-27 12:30:49
Any game will break when users start renaming files. Don't waste time on it.

Sure, if they rename internal files you're out of luck. But I'm talking about renaming a single runnable file, which is probably pretty common.
I've never heard of anyone doing that, and I've been surrounded by idiots for years.

Cas Smiley

I think I'm probably being unclear. I think what the OP is talking about is creating a single runnable .jar file that users can download. I can see a situation where, for example, a new version of the jar is released, and the user downloads it to the same place as the old one. The OS will probably append a (2) or something to the jar, or the jar will contain _v1.2.3 in the name. The user might think that's ugly and just want to have Game.jar somewhere, so he renames it. I'm not talking about getting into the internal files of the game, just the main shortcut that the user is actually going to use. It seems like a common enough case to worry about, especially since it's a one line fix!

Although this is all happening in theoretical land and the OP's code was just an example anyway, so I'm probably just being pedantic.
12  Games Center / Showcase / Re: SvgExe: Tool for Creating Standalone Self-Extracting Jars on: 2014-03-27 12:22:56
The LWJGL mention was completely accidental, just because I copied and pasted the LWJGL tutorial to create the JOGL tutorial because the process is almost identical. Fixed now!

I went with a directory layout that's slightly different to give the user more freedom- now the architecture part of it is optional, and you can only use the top-level OS directories if you want. This was in response to a user request to be able to ignore the architecture level and only use the OS level, and it seems to work pretty well. I've tried to make the tool as general as possible instead of appealing directly to any one library.

The mention of LWJGL is gone (just a copy paste accident!), and the only reason it's on the bottom is because it's the last one I added! I can rearrange it if it's really a big deal, or heck, I could even give each a 50% chance to be on top every time the page is loaded, hahaha.

Thanks for taking a look at it, I'm pretty excited to be mentioned on the JOGL site!

PS- Should I be calling it JOGL or JogAmp? The tutorial only uses JOGL, but I've seen both...

PPS- I think I'm keeping the name, but I'll be sure to add what it does in parenthesis or something whenever I introduce it, just like I did in the title here. Hopefully that makes it obvious enough. :p  It's already gained some traction on the Processing forum, which I think will be its main use.
13  Games Center / Showcase / Re: SvgExe: Tool for Creating Standalone Self-Extracting Jars on: 2014-03-27 03:04:57
Okay, I put together a JOGL example available here: http://staticvoidgames.com/tutorials/deployment/JoglExample.jsp

I'm not a JOGL expert, so let me know if anything isn't clear or should be reworded!
14  Game Development / Performance Tuning / Re: Default JVM arguments for a particular jar? on: 2014-03-27 00:06:36
Any game will break when users start renaming files. Don't waste time on it.

Sure, if they rename internal files you're out of luck. But I'm talking about renaming a single runnable file, which is probably pretty common.
15  Game Development / Performance Tuning / Re: Default JVM arguments for a particular jar? on: 2014-03-26 23:25:34
No I meant your end users, you know how misbehaved they can be!

This is what I use:

File jarFile = new File(SomeClass.class.getProtectionDomain().getCodeSource().getLocation().getPath());
String fullJarPath = jarFile.getAbsolutePath();
16  Game Development / Performance Tuning / Re: Default JVM arguments for a particular jar? on: 2014-03-26 21:52:24
I don't think anything you have above is Windows-specific.

And there is a way to get the name of the jar being executed, if that's the way you want to go.
17  Game Development / Performance Tuning / Re: Default JVM arguments for a particular jar? on: 2014-03-26 21:04:51
That'll work, until the user renames the jar! :p
18  Games Center / Showcase / Re: SvgExe: Tool for Creating Standalone Self-Extracting Jars on: 2014-03-26 21:02:37
This isn't the first place I released it. But I'll think about it.

Planning on getting a JOGL example up tonight!
19  Games Center / Showcase / Re: SvgExe: Tool for Creating Standalone Self-Extracting Jars on: 2014-03-26 19:45:02
Yeah, I'm terrible at coming up with names. I used SVG because I originally created it for people uploading games to Static Void Games (Static Void Games = SVG, executable jar for SVG = SvgExe, told you I was terrible with names), but it's becoming more general for non-SVG use. I wonder if it's too late to change the name...
20  Game Development / Performance Tuning / Re: Default JVM arguments for a particular jar? on: 2014-03-26 19:37:59
Shameless self-promotion: I just released a tool called SvgExe that supports exactly this.

Edit: Here is the JGO announcement thread.
21  Game Development / Newbie & Debugging Questions / Re: Looking for 'professional' indie game-code to read. on: 2014-03-26 19:19:28
Shameless self-promotion: There are a bunch of simple open-source games done in Swing and Java2D at Static Void Games!
22  Game Development / Newbie & Debugging Questions / Re: Should I wrap my JAR in an EXE? on: 2014-03-26 19:16:20
You might also want to check out JWrapper: http://www.jwrapper.com/

I personally prefer jars, but I understand the appeal of executables.
23  Games Center / Featured Games / Re: Oh My Goat avalaible for iOS, Android and Ouya! on: 2014-03-26 16:50:32
This is pretty fun and addicting. It actually kept me awake last night playing when I should have been asleep!

It does get a little repetitive after a while though, so you might want to switch it up a little more often. Having 400 levels is great and all, but not if they all blend together!
24  Games Center / Showcase / Re: Fantabulous a physics based puzzle game for android on: 2014-03-26 16:48:34
I agree about it taking too much time to come to a stop. It's almost like an unskippable cutscene, in that it prevents people from actually playing the game (although you can count it as a good thing that people want to play enough that they're frustrated from being prevented, haha).

One way around this might be to allow the player to go again before they've actually stopped. Like once you've slowed down enough (indicate when this is with a green circle or something), you can launch again while still in motion. This would add another element to the game that might make it even more interesting.
25  Games Center / Showcase / Re: [Android] Bumpy - addictive & simple bouncing game! on: 2014-03-26 16:45:32
This is a nice simple game, and I could see it expanding into something quite addictive.

One thing that bothered me was that sometimes it took a little bit of time (less than a second, but still noticeable) between my finger press and the game responding to it. And the collision detection is a little off, so the spike hitboxes are a little larger than the sprite itself.
26  Discussions / General Discussions / Re: Programming Careers and Life Lessons... on: 2014-03-26 13:46:53
If you are unusually lucky you might get a job in a slightly more exciting industry where maybe they make flight simulators and your job will be to code the artificial horizon indicator or make the red lights glow in the cockpit. Or whatever. It all amounts to very much the same thing: someone else is telling you what you have to do, and for a while you'll be quite happy solving the problems they present to you.

Holy cow. My day job is at a place that makes flight control GUIs, and you've just described it almost completely accurately. Existential crisis, activate!
27  Games Center / Showcase / Re: SvgExe: Tool for Creating Standalone Self-Extracting Jars on: 2014-03-26 12:30:13
JogAmp is able to detect the architecture, extract the native libraries from its JAR and load them even when everything is in the same JAR if and only if you respect a naming rule for the subdirectories containing those libraries so that GlueGen knows where to pick them, this is explained (by Xerxes) here:
http://forum.jogamp.org/Packaging-JOGL-projects-to-be-cross-platform-tp4031261p4031286.html

Hehe, that was me asking that question! I was trying to figure out the best way to package up a Processing application (which uses JOGL), and SvgExe is what I eventually came up with. The way JOGL does it was one of my inspirations for the tool!

Putting together a JOGL example should be really similar to the LWJGL example that already exists, so it should be pretty easy. I just have to find a little example JOGL project first...
28  Games Center / Showcase / Re: SvgExe: Tool for Creating Standalone Self-Extracting Jars on: 2014-03-25 23:10:30
Doesn't JOGL handle its natives automatically?

But if you really want a JOGL example, that would be really easy to put together!
29  Games Center / Showcase / Re: SvgExe: Tool for Creating Standalone Self-Extracting Jars on: 2014-03-25 19:40:23
It's similar to JarSplice, except it allows more customization and supports external files.

In fact, I came up with this specifically because JarSplice didn't support external files (which Processing relies on), then I just kept adding features to support every corner case I could think of.

It's also open source and actively developed, which I'm not sure is true of JarSplice?
30  Games Center / Showcase / SvgExe: Tool for Creating Standalone Self-Extracting Jars on: 2014-03-25 17:55:57
The problem:
  • Your game requires external files that have to be outside the jar
  • Your game requires native libraries
  • Your game requires OS-specific code
  • Your game requires command line arguments
  • You still want to deploy as a single jar file

The solution: SvgExe!



SvgExe is a tool that helps you create standalone, self-extracting jar files that automatically deploy external files and native libraries for the correct system. It has a step-by-step GUI for developers and cleans up after itself automatically, so your users never have to worry about more than one file.

I created this mostly to be used by Processing developers after Processing stopped supporting exporting applications for multiple systems, but I figured some Java developers might find a use for it as well, especially with the Java 7u51 "security fix" for applets and webstarts. I have an example tutorial that uses SvgExe to deploy a LWJGL game here.

SvgExe is also open-source on GitHub, and it might make a perfect jumping-on point for people who want to get into open-source development on a smaller project.
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List of Learning Resources
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2014-04-18 03:17:39

List of Learning Resources
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2014-04-08 03:14:44

Good Examples
by matheus23
2014-04-05 13:51:37

Good Examples
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2014-04-03 15:48:46

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2014-04-03 15:48:37

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2014-04-01 18:40:51

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2014-04-01 18:40:34

Anonymous/Local/Inner class gotchas
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2014-03-11 15:22:30
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