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1  Discussions / Business and Project Management Discussions / Re: Publishers and Royalties on: 2005-02-20 10:33:08
Yes. They provide distribution and they should. But spending a lot of time getting into some publisher's portfolio of 300+ games, may not be worth the trouble if the game is not marketed.
2  Discussions / Business and Project Management Discussions / Re: Publishers and Royalties on: 2005-02-18 09:19:45
The people at indiegamer.com are in general open about their earnings, sales and expenses when self publishing. Just browse the forum.

Personally I don't have high regards of the game publishers. You should be very critical on exactly what they bring into the equation in terms of design feedback, marketing and sales channels. If they are not bringing anything - then you have no use for them. If the payout is 50% - then you are paying them 50% - be sure to ask what you are paying for.
3  Discussions / Business and Project Management Discussions / Re: Publishers and Royalties on: 2005-02-17 08:37:28
I recently looked at a J2ME game deal with a publisher. The payout was 0.15 - 0.5 euro pr. sold game. The games were sold by preminium SMS, leaving the payout percentage between 5% and 15%. The deal had no cash up front advances.

I did turn it down, but for other reasons than the pathetic payouts.

As for web games. I have not been offered any reasonable deal. Currently I have a modest, but steady income from Google AdSense.

As for shareware I have no personal experience. But I think basic registration service, no advertisement, will give you 80% and the registration service 20%.

PS: Look at this board's business section - http://forums.indiegamer.com/
4  Games Center / Archived Projects / Re: Test my J2ME MIDP 2.0 game: Taleban vs. Robot on: 2004-09-14 11:45:28
As for source code: I will, within some undefined timeframe, release a new version of my framework, including a mobile edition. Probably with Taleban vs. Robot as an example game. Right now testing is a priority and I will try to see if it is possible (for me) to sell mobile editions of my game (via my homepage).
5  Games Center / Archived Projects / Re: Test my J2ME MIDP 2.0 game: Taleban vs. Robot on: 2004-09-14 11:40:25
Taleban: British spelling.
Taliban: US spelling.

http://news.bbc.co.uk/2/hi/talking_point/1654465.stm
6  Games Center / Archived Projects / Re: Test my J2ME MIDP 2.0 game: Taleban vs. Robot on: 2004-09-13 11:15:19
And luisoft: I haven't figured out how to do it from ktoolbar - it seems to insists that I have the source code so it can do a full build.

7  Games Center / Archived Projects / Re: Test my J2ME MIDP 2.0 game: Taleban vs. Robot on: 2004-09-13 09:14:03
Ok, I have changed this line in the .jad file:

MIDlet-Jar-URL: taleban-demo.jar

To:

MIDlet-Jar-URL: http://apelab.com/mobile/taleban/taleban-demo.jar

And updated the .jad file on my server.

Now using WTK 2.1 I can start the midlet directly with:

C:\WTK21\bin\emulator.exe -Xdescriptor:http://apelab.com/mobile/taleban/taleban-demo.jad

Try running that line from a command prompt.
8  Games Center / Archived Projects / Re: Test my J2ME MIDP 2.0 game: Taleban vs. Robot on: 2004-09-12 07:03:37
No I run it directly on my K700 phone. I can start it with emulator -Xdescriptor:taleban-demo.jad on my wind2k box ...
9  Games Center / Archived Projects / Re: Test my J2ME MIDP 2.0 game: Taleban vs. Robot on: 2004-09-10 18:40:44
Hmm. If you download it to local machine and execute the jad file with emulator -Xdescriptor:taleban-demo.jad - then does it work?

Did I f**k up the .jad file? It is ok just say MIDlet-Jar-URL: taleban-demo.jar (and not the full url), right?

Anyways: The game runs (though a bit unevenly - due to a bug in the implementation of GameCanvas - I am told) on J2ME WTK 2.1's emulator.
10  Games Center / Archived Projects / Re: Test my J2ME MIDP 2.0 game: Taleban vs. Robot on: 2004-09-10 16:24:21
Damn. No one else has got a MIDP 2 phone?
11  Games Center / Archived Projects / Re: Test my J2ME MIDP 2.0 game: Taleban vs. Robot on: 2004-09-10 09:37:08
I only got a midp 2 phone.
12  Games Center / Archived Projects / Test my J2ME MIDP 2.0 game: Taleban vs. Robot on: 2004-09-10 08:19:54
Please test my new mobile phone game:

http://apelab.com/mobile/taleban

Click ?get demo?. The full game is not available yet.

The game is designed for the Sony Ericsson K700 but should run on any J2ME MIDP 2.0 enabled phone with a minimal display size of 128x128 (or at least so I hope).
13  Java Game APIs & Engines / J2ME / Re: Getting notified when a command menu is shown on: 2004-09-09 10:54:35
Any - aeeeuhhh - alternative methods?
14  Java Game APIs & Engines / J2ME / Re: Getting notified when a command menu is shown on: 2004-09-09 10:20:06
It aint working.

Neither hideNotify/showNotify nor isShown().

I am running directly on a Sony Ericsson K700. Is this a bug? The popup obscuring the GameCanvas is "system screen", right? The method isShown() should go to false and hideNotify() should be called, right?
15  Java Game APIs & Engines / J2ME / Getting notified when a command menu is shown on: 2004-09-09 07:56:57
I have written a game that has menu via GameCanvas.addCommand(...). When the user presses a button the menu pops up, all handled somewhere in the J2ME framework. Now I would like to pause the game while the popup menu is visible. Is there a way to do that? How do I get notified / poll to see if the pop up is shown?
16  Discussions / Business and Project Management Discussions / Re: advergaming+mobile games on: 2004-08-25 15:39:24
The study that hansdampf is referring to is very interesting and it has an online presentation with mp3s and powerpoints:

http://www.frost.com/prod/servlet/report-analyst.pag?repid=B215-01-00-00-00&title=Analyst+Presentation&ctxht=FcmCtx1&ctxhl=FcmCtx2&ctxixpLink=FcmCtx3&ctxixpLabel=FcmCtx4

It is on the mobile gaming market in Europe. First time I heard it.
17  Discussions / Business and Project Management Discussions / Re: advergaming+mobile games on: 2004-08-25 07:38:20
I doubt you can find any acurate aggregate information (beyond simple case studies) on computer games used as advertisment.  But if you find any good resources, then please post in this thread. I think many are interested in the subject - I certainly am.

For general information look at sites as gamasutra or npd (http://www.gamasutra.com, http://www.npdfunworld.com/). For online gaming look at the number of online players of the most popular browser game websites (pogo, popcap, yahoo games ...). Find their stats and crosscheck at alexa (http://www.alexa.com).

I would also look at public accounts of game publisher and resellers. If available.
18  Java Game APIs & Engines / J2ME / Re: XML on a mobile phone on: 2004-08-16 18:06:26
The problem is not really the extra code. The parser is document based rather than a SAX parser. This means that the structure of the XML document is mimicked by an object graph, at least tripling the memory needed (the data file, the XML object graph and the actual objects (sprites, mazes, frames whatever)).

Anyway I got the applet Taleban vs. Robot (game: http://vredungmand.dk/games/taleban/ design doc.: http://vredungmand.dk/programming/sjg/taleban/) ported with the exact same design as the applet version. It runs perfectly but I can tell that I am definately pushing this little poor thing with XML stuff.

The jar size is 60 KB. I will move the parsing to compile time tomorrow. I am really happy that J2ME phones today are so good that you can actually do this sort of thing.



(Yeah - it was such a big moment that I had to take a photo of it.)
19  Java Game APIs & Engines / J2ME / Re: XML on a mobile phone on: 2004-08-16 14:00:27
java.lang.OutOfMemoryError ... hmmm ...
20  Java Game APIs & Engines / J2ME / Re: XML on a mobile phone on: 2004-08-16 09:05:35
In short, I will code as usual and then optimise later.
21  Java Game APIs & Engines / J2ME / Re: XML on a mobile phone on: 2004-08-16 09:03:56
Short answer:

[size=8]OH NO[/size]

I ported everything yesterday. The XML parser, the scripting engine and the decoupled-GOF-state-design-pattern-based-game-loop-screen thingee. Setters, getters, inner classes, threads? You bet. It is actually working but I think I will move the XML parsing to compile time as you suggest.

My target platform is the newest Nokia and S/E phones with minimum 128x128 screens. Basically I plan to take my full collection of applet games and port it to J2ME. Then sell them to the chinese and make a million dollars.
22  Java Game APIs & Engines / J2ME / XML on a mobile phone on: 2004-08-14 14:37:04
I have just bought the new Sony Ericsson K700 and is quite impressed with it. The JavaVM is really fast and stable so the following is probably quite feasible but the question is whether it is a good idea.

I wrote an XML parser (see http://vredungmand.dk/programming/sjg_xml/) a while back that I use to parse configuration files in my applet games. The configuration files are more or less the backbone of my framework (see http://vredungmand.dk/programming/sjg/) and I get a really nice and flexible architecture from it.

The question is: Should I port the XML parser and use a similar scheme on J2ME? I can see the following alternatives:

1. Port the XML parser and let it work similar to the applet framework.
2. Write a step in the build process that convert the XML files into something that can be read faster (a binary data file).
3. Do configuration in the Java code. (I.e. mazes.add("maze1", "...........x...............x........xxxx..................."); ) possible generated by a build step.

I would like to program games for slightly less capable phones as well.

Any advice? Do you guys always sacrifice good architecture/design for speed when it comes to J2ME?
23  Games Center / Archived Projects / Re: Electroid on: 2004-07-31 05:40:05
Really good game and really nice graphics.

The applet runs smoothly on my Apple OSX laptop.
24  Games Center / Archived Projects / Re: mbrenaman.com (My java games) on: 2004-05-25 15:08:45
Or google "orthogonal range searching".
25  Games Center / Archived Projects / Re: mbrenaman.com (My java games) on: 2004-05-25 14:34:45
If you really want to look into it, then there is something in: Berg, van Kreveld, Overmars & Schwarzkopf: Computational Geometry, chapter 5: Orthogonal Range Searching.
26  Games Center / Archived Projects / Re: mbrenaman.com (My java games) on: 2004-05-25 12:36:34
I like your IO infection game - runs flawlessly on my macosx machine.

FYI - my collision detection looks like this:

public boolean collidesWith(SJGSprite s) {
   return ((getLeft() < (s.getLeft() + s.getWidth())) && ((getLeft() + getWidth()) > s.getLeft()) &&
       (getTop() < (s.getTop() + s.getHeight())) && ((getTop() + getHeight()) > s.getTop()));
}

I don't know if your optimisations with multiple if sentences and >>> matter - as you can see writing it in a single sentence and doing all data access through methods has not been a problem for me.

Are you searching through all sprites for collision detection with a single sprite? Maybe you can optimise that - change algorithm and data representation. Although it has never been necessary for the stuff I do.
27  Games Center / Archived Projects / Re: Betatest my online othello/reversi game on: 2004-05-25 12:14:40
ribot: yes - the dialog looks like it is "modal" but it isn't. I can follow your point but I don't have a good alternative design.

The options - restart game and leave game - make sense to have active eventhough the game is still waiting for other players to join in.

I am about to add another option in the dialog - making it possible to play against the computer.

You can see it in my chess game which has the same user interface:

http://apelab.com/chess/
28  Games Center / Archived Projects / Re: Betatest my online othello/reversi game on: 2004-05-18 17:37:44
Thanks for testing.

It was not quite the load test I had hoped for but you guys helped me to squash quite a few bugs which was needed.

blahblahblah: I think you are right: There need to be a computer player for the game gain enough players. I better get working on that.
29  Games Center / Archived Projects / Re: Betatest my online othello/reversi game on: 2004-05-17 18:11:05
oh oh - the colon - my advanced client/server protocol ...

.
.
.

(hmm - maybe this will work ... ... . . :-D
30  Games Center / Archived Projects / Re: Betatest my online othello/reversi game on: 2004-05-17 15:10:51
blahblahblah: Something with a NullPointerException in method move in an anonymous inner class? Just fixed that ... give it another go if you want :-D
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