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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-29 15:53:06
If you don't like the concept for the game, then you just aren't the person that I want to target to play the game! It's fine, I totally understand that. However, as stated on the kickstarter, the $4000 is for more polish before I can move onto a platform like Steam. My friends that do art are from remote places on the earth, and as such the cost of living there is quite low.

I don't mind if you disagree; It doesn't phase me. I won't cry!

However this is the game I want to make, and I want to give it my best shot to share this with the rest of the world Smiley
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-28 14:30:37
I don't know too many randomly generated FPS's on the market. Tongue
That's what the game is all about at its core. You cant call it a CS clone because it's a fps with a bomb gamemode. That's like calling overwatch a tf2 clone
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-28 03:56:54
Released a kickstarter for my game!
https://www.kickstarter.com/projects/1970666827/first-recon

Really hope I can find an audience Smiley
4  Game Development / Game Mechanics / Re: Trying to load JBullet examples in Eclipse! on: 2017-07-26 16:28:46
You just include it the same way you include other libraries (Open the Build Path and click add library).
5  Discussions / General Discussions / Re: JGO Twitter List on: 2017-07-26 16:27:11
@orange451
6  Games Center / WIP games, tools & toy projects / Re: First Recon - Multiplayer FPS on: 2017-07-24 16:12:34
My friend created all of the assets (with the exception of the G36c, blue door ).

He used a combination of blender and a 3d sculpting software.
7  Discussions / General Discussions / Re: Security in server-based multiplayer games on: 2017-07-23 02:21:46
Well the variable hash is in case someone uses Cheat Engine to manipulate movement speed, jump height, friction, ect.
That's the only reason it exists; for that specific case.
8  Discussions / General Discussions / Re: Security in server-based multiplayer games on: 2017-07-23 01:52:42
No I know that someone with the client can reverse engineer it. That's not what I'm talking about. I'm simply wondering if there are any articles out there that explore topics like these.

Everything is already validated on the server (position, shooting, health, ammo, ect).

I know there's no way to foolproof an online game. I just want to strengthen it!
9  Discussions / General Discussions / Security in server-based multiplayer games on: 2017-07-22 23:00:18
In my game in the WIP section, First Recon, I host a server and any client can connect to it. It's a fairly straight forward system.

I was wondering about how to stop clients that are not real from joining the server.

Currently I do a few sort of handshake checks. When the client connects, he sends his clients version number (major.minor.patch) in the form of a string. Then he sends his username. If that information is received in under 2 seconds of the established connection, then the client is allowed into the server and will spawn on everyone elses screen.

Since I released my game I've noticed on more than a few occasions people creating sockets manually to my server, or creating a socket and supplying incorrect data (resulting in a DC of the socket).

I some-what planned for this, and coded these things:

1) The server asks the client to hash a bunch of variables to in integer and send to the server every couple of seconds. If this data is not sent, or is incorrect it results in a DC.

2) The server requires you to send specific packets at a specific frequency (like movement). If you send outside of this frequency range, it results in a DC.

Is this enough of an initial security? I've never really dove into these kinds of topics. I know there isn't a playerbase for my game, and it shouldn't "matter" at the moment. However, I am still curious about the topic.

After I integrate an account system into the game, I'll add an additional layer of security using a login-salt.
10  Game Development / Game Mechanics / Re: Trying to load JBullet examples in Eclipse! on: 2017-07-22 20:51:59
Here's a version of JBullet that doesn't use jStackAlloc: Hosted via Host-a.net

I use it in my project... Not sure if there's any negative consequences, but eh, I haven't noticed anything out of the ordinary yet.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-21 16:07:46
Finally released an alpha trailer for my game:
<a href="http://www.youtube.com/v/3WeDVtZAdSk?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/3WeDVtZAdSk?version=3&amp;hl=en_US&amp;start=</a>
12  Discussions / General Discussions / Re: RuneScape going mobil on: 2017-07-20 22:24:41
Like I said, two different games are going mobile. RS3, and OSRS. With RS3, who knows what they'll do. It's no longer Java anyways.

I imagine OSRS will remain java to keep it consistent with the Desktop version, at least for android. If they do release on iOS, who knows. The whole game is a software renderer anyways, so I imagine porting it wouldn't be too bad.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-19 23:03:15
Starting to re-implement the gen!



This is going to take a LONG time!
14  Discussions / General Discussions / Re: RuneScape going mobil on: 2017-07-19 21:50:08
Maybe you should have read what I posted:
Quote
After the release of NXT, Jagex plans to phase out the use of the Game Client to free up resources to make further improvements to NXT, rather than continuing to maintain two clients. The timescale for phasing out the Java client will be based on beta data
That's related to RS3, not OSRS. Your article relates to the game engine change of around 2015, where RS3 still used a java client. RS3 and OSRS are two different games. So maybe you should have read what I posted

That game (osrs) is staying java, as that is the sole reason the game exists. The userbase loves the classic feel, and Jagex wants to put as little effort into it as possible while maximizing on their profits.

Both games are coming to mobile though.
15  Discussions / General Discussions / Re: RuneScape going mobil on: 2017-07-19 21:03:14
The most popular version of runescape, Old School Runescape ( OSRS ), still uses its 2007 java engine (with some modifications). I would imagine they would be keeping the same engine for the mobile version of OSRS, as it is supposed to be compatible with the desktop version. The OSRS team is too small to write a whole new engine like the RS3 team.

Really funny though, when you put it in perspective... The OSRS team is like 10 people, but their game is more popular (and brings in more money) than the newer Runescape (which costs more).

(I'm still an avid runescape player)
16  Games Center / WIP games, tools & toy projects / Re: Killer Crates - Multiplayer same-screen FPS on: 2017-07-19 20:10:08
Nice little demo Smiley I've never used JMonkey before, but it seems like a good little prototyping engine.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-18 23:31:39
Revisiting the gen code for my project. Making it room based now to allow for more realistic building feeling Smiley

Click to Play
18  Game Development / Newbie & Debugging Questions / Re: Game "running out of memory" with 32-bit JRE's on: 2017-07-17 17:12:18
Is there a specific reason why you want to support 32-bit JVMs?
Not at all. I don't want to. But almost half of everyone I send the game to has a 32bit JRE installed (on their 64bit OS's).
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-17 05:03:05
Reworked the decal shader in my engine. Decals can now modify specularity and glossiness. So... SSR can reflect from decals now!



Click to Play


I'm still trying to figure out how to correctly get them to modify the normals. The problem is that decals are technically "planes", so if they are on a non-planar surface (but have depth to still draw with "thickness"), they will break the normal of the surface (as they will be pointing in the direction of the plane not how they are really oriented)
20  Game Development / Newbie & Debugging Questions / Re: Game "running out of memory" with 32-bit JRE's on: 2017-07-16 02:45:43
Increasing the ram doesn't seem to help. 32bit JRE still says there isn't enough memory.

On my friends computer (who has a 32 bit JRE), he is unable to allocate more than 1024 MB using the command line.
21  Game Development / Newbie & Debugging Questions / Game "running out of memory" with 32-bit JRE's on: 2017-07-15 21:48:27
My game is more on the graphically demanding side; It loads a lot of high resolution diffuse textures, normalmaps, specularmaps, and glossmaps. On 64-bit JRE's this is no problem. But I cant seem to allocate enough ram to get the game to boot with 32-bit ones.

This is my command line:
java -Xmx1024M -Xms1024M -jar client.jar
22  Games Center / WIP games, tools & toy projects / Re: First Recon - Multiplayer FPS on: 2017-07-14 02:54:24
Update:
   - Added:   Shadow-mapped Point lights on guns and explosions.
   - Added:   Blood decals stick to the walls after being shot.
   - Added:   Crashlog is written to file.
   - Added:   Simple culling for shadow-casting lights.
   - Change:   Changed lighting in titlescreen.
   - Change:   Animations now reflect what type of weapon you are holding.
   - Fixed:   Barrel (Propane Tank) no longer breaks when holding it and disconnecting.   
   - Fixed:   Decals can now stack ontop of eachother.
   - Fixed:   Various crash fixes.


Updates for today (July 15):
   - Added:   Gun wobble
   - Added:   Simple anti-hack on server side
   - Change:   Glock shooting animation
   - Change:   Muzzle flash
   - Change:   Shield world animation
   - Change:   Decreased walking speed
   - Fixed:   "High Voltage" sign on door
   - Fixed:   Shield orientation on floor
   - Fixed:   Player now correctly shows walking animation while aiming and moving


Update July 16th:
   - Added:   New shadow-filtering technique. Only available in RenderSettings.cfg
   - Fixed:   Bug where double entities (or no entities) would spawn on map load
   - Fixed:   Networking bug. Some packets were ignored from the server. Leading to many bugs with spawning entities
   - Fixed:   Decreased memory usage
   - Fixed:   Crash bug with Alt-Enter
   - Change:   Rewrote shadowmapping shader. Slightly faster
   - Change:   Rewrote decal shader. Now supports specularity mapping


July 21st, 2017
   - Added:   Doors now display a message when you try to open them during the preparation phase.
   - Added:   Multiple rooms with doors connecting them.
   - Change:   Rewrote map generation system. Now supports room types.
   - Change:   Lights are now brighter in the building.
   - Change:   Made player movement tighter.
   - Fixed:   Double lights spawning for every light on the map.
   - Fixed:   Some bugs while spectating and typing.
   - Fixed:   Decal renderer breaking after resizing window.


July 22nd, 2017
   - Added:   View disorientation when colliding with the ground/jumping.
   - Fixed:   Packets too large not being fully read.
   - Fixed:   Map could spawn rooms with no doors.
   - Fixed:   Map could spawn doors to the outside but in non accessible areas.
   - Fixed:   Kick message doesn't always pop up
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-12 01:31:37
Been playing around with the lighting on the start screen. I think it's starting to look like a real game! =P

24  Games Center / WIP games, tools & toy projects / Re: First Recon - Multiplayer FPS on: 2017-07-11 05:07:58
Decided to make a new titlescreen Smiley



Update log:
   - Added:   New titlescreen
   - Change:   Magnum takeout animation
   - Change:   Glock reload animation
   - Change:   Glock takeout animation
   - Change:   G36c reload animation
   - Change:   Walls less reflective (specular)
   - Fixed:   Can no longer aim when taking out a weapon
   - Fixed:   Ambient sounds will now turn off after disconnecting
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-09 15:53:21
will it handle quotes in quotes?
26  Games Center / WIP games, tools & toy projects / Re: First Recon - Multiplayer FPS on: 2017-07-09 06:51:42
Had some fun 2v2's and 3v3's today! Smiley

Updates:
   - Added:   Customizable Controls.
   - Added:   Proper crash window when game fails to load.
   - Added:   Ambient sounds when you are inside/outside
   - Added:   A lot of new textures for the building.
   - Added:   Ability to use mousewheel to navigate inventory.
   - Added:   Grenade shortcut key (default: Middle Mouse).
   - Added:   Explosive propane tank (Can be picked up with E).
   - Added:   Explosion particles
   - Change:   Gun will automatically reload when you are out of ammo.
   - Change:   Slightly slowed the walking animation.
   - Change:   Explosions now do less indirect damage and more direct damage





27  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-08 21:37:43
Working on the atmosphere of my game today Smiley

28  Games Center / WIP games, tools & toy projects / Re: First Recon - Multiplayer FPS on: 2017-07-07 06:39:10
Another update today:

   - Added:   Preperation Phase (40 seconds).
   - Added:   New room-item: Couch.
   - Added:   Free-Camera option while spectating.
   - Added:   New console command g_uienable (toggles rendering the games UI).
   - Fixed:   (hopefully) Client running out of memory due to sounds.
   - Fixed:   Some more crash bugs.
   - Fixed:   Players spawning in as invisible when their team changes.
   - Fixed:   Teams properly scramble on the first round.
   - Fixed:   Players going temporarily invisible after throwing an item.
   - Change:   Extended round timer to 2:30.
   - Change:   If the game failes to load properly, it will let you know.

Starting to feel more and more game-like Smiley
29  Games Center / WIP games, tools & toy projects / Re: First Recon - Multiplayer FPS on: 2017-07-06 01:29:30
Released an update:
   - Added:   New Throwable item, Flares
   - Added:   Added walking key (Shift)
   - Added:   Name marker for your character in map view
   - Added:   Particles when shooting objects
   - Added:   Sounds when shooting objects
   - Added:   Banner Messages when game state changes (winning/losing)
   - Added:   Spectating on death
   - Added:   Proper round system. Teams scramble on start. After 3 rounds teams switch sides. After 3 rounds game restarts.
   - Fixed:   Jittering physics
   - Fixed:   Velocity f**ked on spawn
   - Fixed:   Aim down sights stuck when weapon dropped
   - Fixed:   (hopefully) Packet Loss issues
   - Change:   Walking sound is quieter for everyone
   - Change:   Moving while aiming now severly decreases accuracy
   - Change:   Keep your inventory at the end of the round
   - Change:   Teams no longer scramble between rounds

@VaTTeRGeR
Yes I'll release the server as well Smiley

---

Had a nice 4v4 earlier today. Was a lot of fun Smiley
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-05 03:12:57
Made a throwable flare Smiley

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