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1  Games Center / Archived Projects / Re: Technopolies on: 2006-06-24 07:27:11
Quote
I looked and it was already 16 so i set my desktop to 32 and then it works. However, It wont connect to the server and i get null pointers when i click on the screen.

Looks like the old properties file makes you to connect to old server.

Delete "home/user/.technopolies" folder to reset to default
or adjust the following property:
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server.host=dev.maryno.net


I will fix it for the next version
2  Games Center / Archived Projects / Re: Technopolies on: 2006-06-23 16:14:57
Quote from: EgonOlsen
About the Display-before-Keyboard-stuff mentioned in the JGF: I assume this is caused by the Display not initialized because of the lack of matching video modes. I had a look in the properties file and you are setting the bpp to 32. This is fine on Windows, but on Linux, you don't get 32bpp reported by the driver but 24bpp. Maybe that's the problem?


screen depth could be adjusted in /home/.technopolies/techno.properties
g666, could you try setting screen depth to 16 ?

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screen.depth=16


3  Games Center / Archived Projects / Re: Technopolies on: 2006-06-23 10:09:37
but it takes a rediculously long time to load up the game. I think I fell asleep briefly while waiting for it. It was 2-4 minutes easily. I haven't tried running the game a second time (this is using webstart, waiting for that red bar to fill up while it takes over the whole screen), but does it always take that long or is this some sort of unusual case?

I've found a bug in webstart version, something like Thread.sleep(20000) ... which was there for debug purposes. Removed and uploaded the updated jar.

Also, you need to wait for textures to be generated (for about a minute) when running the game for the first time. Consequent lauches
do not generate anything and should take significantly less time.

Two things stood out that seemed like they could use improvement:
1. Melee combat seemed very slow and/or as if you missed the majority of the time. It breaks the action. Could you make it a bit faster? (btw, if you're lucky, you can gain health while being attacked by resting in the middle of the fight)

The hit/miss ratio depends on your ATK / your enemies DEF points. Learning weapon skills should help to hit enemies more often.
It was planned that after finishing the 4 starter quests in the first village you should get enough XP to progress to Level 3 in any of weapon skills.

I've added a poll regarding combats system to the game's front page. Any suggestions, please welcome.

2. Dieing... can be a bit frustrating. I died next to a couple of trilobyte things that definately ran faster than me. Every time I resurrected they came right back and killed me again. Would it be possible to let the person resurrect a short distance away, or at least choose when they want to get up so the thing doesn't immediately home back in on them (wait 15 seconds for a dialog box "awake" to appear)?

Agreed. Will it be better if after the death you will lose some XP and respawn at the starting point ?

Note: Just tried WebStart with Windows 98 and received above keyboard error. Downloading and running the exe does not start the program either.

I've uploaded the fixed jar. Please try now
4  Games Center / Archived Projects / Re: Technopolies on: 2006-06-23 09:46:34
For what it's worth, the WebStart failed on my Linux box with this error message:


java.lang.IllegalStateException: Display must be created before you can create Keyboard
   at org.lwjgl.input.Keyboard.create(Keyboard.java:286)
   at t1.at.a(Unknown Source)
   at t1.dj.a(Unknown Source)
   at t1.dj.<init>(Unknown Source)
   at techno.client.world3d.Client3D.startVisual(Unknown Source)
   at techno.client.world3d.Client3D.main(Unknown Source)
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
   at java.lang.reflect.Method.invoke(Method.java:585)
   at com.sun.javaws.Launcher.executeApplication(Launcher.java:1154)
   at com.sun.javaws.Launcher.executeMainClass(Launcher.java:1101)
   at com.sun.javaws.Launcher.continueLaunch(Launcher.java:944)
   at com.sun.javaws.Launcher.handleApplicationDesc(Launcher.java:515)
   at com.sun.javaws.Launcher.handleLaunchFile(Launcher.java:218)
   at com.sun.javaws.Launcher.run(Launcher.java:165)
   at java.lang.Thread.run(Thread.java:595)

That's running Java 1.5.0_06 on Mandriva 2006.

Arrrgh... uploaded the latest version, try now please
5  Games Center / Archived Projects / Re: Technopolies on: 2006-06-22 14:13:28
Java Web Start version
Stand-alone client (Win32, ~4.5M)
Map/NPC editor


New features:
- graphics improvements
- NPC scripting engine
- new monsters
- new structures & plants
- new weapons & armor
- new tutorial scenario
- minor features and bugfixes





6  Games Center / Archived Projects / Re: Technopolies on: 2006-02-28 10:35:10
Game server has been relocated to better channel.
Work very well, especially with "Fast Network" option enabled. Give it a try.
7  Games Center / Archived Projects / Re: Technopolies on: 2006-02-27 09:37:08
Thanks for your responses folks.

1. Regarding JWS problem on 6.0 - i've updated JNLP (thanks for the tip, EgonOlsen). Should work fine with mustang now.

2. Regarding "Unable to close Inventory" problem - hit ESCAPE to close popup windows. I think i will need to add a "X" button to them too, if hitting ESC is not friendly.


Quote from: EgonOlsen
So far (using Java5 now... ), i've noticed two problems. I'm not sure if they relate to a laggy server or something else: When you move, it happens quite often (so often, that it's annoying) that you seem to run into an invisible rubber wall which throws you back. It not just pushes you back quite a distance but it also turns you around, so no constant movement in one direction is possible. The second problem is, that it sometimes takes ages to load the coalition bunker interiors and the gui elements like the shop screen. And even if the shop screen is visible, buying takes ages. I was klicking like mad on the green trousers to buy some but nothing happens. After half a minute, the commands executed and i ended up with an inventory full of trousers...  At least this gets better when disabling the "fast network" option.
3. movement commands start executing on client without getting acknowledgement from server that the command actually started. e.g. when you click on some place on the map, the player starts moving at once. If the server is too laggy, it receives this command and sends acknowledgement too late, and causes player to "roll-back" his position. I've updated the jar that should fix this problem on even laggy server.

4. As to "shop" problem - i think i'll do it in a NWN way - you will receive confirmation message every time you buy / sell something. You will still be able to omit confirmation if holding CTRL. I think i'll add this feature some later.

The most obvious problem now is laggy server. It just makes the game unplayable. I would be very grateful if someone here could offer a shelter for the game server for a while, until i find better channel.
8  Games Center / Archived Projects / Re: Technopolies on: 2006-02-25 21:15:50
New version is available !

click Play Online to play online demo. (server may be somewhat laggy today)
click Here to see new screenshots

New features since 0.96:

- switched from AWT GL to GL renderer.
- redesigned user interface to be GL based
- added support for TTF fonts in GL UI
- new look for shadows
- terrain is now generated on the fly, to allow to allow smooth huge locations.
- better texture transitions
- bot team AI improvements
- new game objects
- skill points and level-ups.

----------------------------------------------
Guide for this demo version:

Login:
Enter username/password - if the user with specified login does not exist then new account is automatically created.

Locations:
You start in the north-western part of Olbridge Island, in a small town - Radford. There is an underground location with some NPCs and a shop - 50 meters to the west from where you start - Coalition Bunker. You can also visit the Junk Yard. Follow the eastern road through the forest.

NPCs:

There are 3 NPCs in Coalition Bunker:
 Corporal Edison - gives you quest for Muton Heads. Gives some money and increases reputation with Coalition after you complete his quest. Also, can train you new skills when you reach new level and get some Skill Points.
 
 Enzo - shop owner. Trades in basic items. You have 5000GP at the beginning - so go to his shop and check out weapons/armor.

 Frankie - actually does nothing. Gives you 2 different keys to locked doors here in Coalition Bunker. Asks to bring these keys back Wink

 Hospital Terminal - shows some information and also shows top scorers
 
 Bulletin Board - shows official posts.

To find specific person easily - press TAB. This will display players / items
names.


Coalition Patrol quest:
 You can complete this quest any number of times. Just go to the Radford's south-eastern entrance and patrol for some time. Usually, every 5-10 minutes mutons launch an attack on the city.
  The best way to survive is to stay close to marine patrol. Do not engage into close combat - mutons are much tougher. Stay away from Muton Avengers, hunt  Muton Scouts and Harrasers.

When you are killed, you often get injured. Check Character screen for details on Injuries, their effect and duration.

 Use "R" button to rest if wounded. You can also go visit Corporal Edison and ask him to heal you.


Good luck getting in there ! Wink

Screenshots:




9  Game Development / Newbie & Debugging Questions / Re: Where to begin? on: 2006-01-28 08:41:22
Killer Game Programming in Java
http://fivedots.coe.psu.ac.th/%7Ead/jg/
10  Java Game APIs & Engines / OpenGL Development / Re: Could not find a valid pixel format ... on: 2006-01-20 13:23:57
Just discovered the problem.
That was actually not on my system, so i could not verify it properly. It appeared that it was GF2MX with default windows drivers ;-/////

Disregard my previous request. Wink
11  Games Center / Archived Projects / Re: Technopolies on: 2006-01-20 09:56:37
If i understand you right, you dont get any 2d interface displayed at all on macs.
But doesn't that mean that LWJGL on Macs has a problem with the AWTGLCanvas? Maybe it's something that can be fixed in a future version?

You are right. Wink I don't rush to change anything, i still got lots of work on gameplay, bots AI, dynamic terrain generation and so on Wink I will return to 2D issues as soon as i get no other pending tasks on client side. This also means that no new 2d interfaces will be added to the game unless it will become obvious which is the best way to go with 2D.

btw, here is another thread about  awtglcanvas issues
12  Java Game APIs & Engines / OpenGL Development / Re: Could not find a valid pixel format ... on: 2006-01-20 09:48:51
sorry for late reply, that's on 0.99. ;(

What information do you need to verify the issue ?
13  Games Center / Archived Projects / Re: Technopolies on: 2006-01-19 18:31:16
actually, it has a 2d awt based interface. The issues is It doesnt work properly on all systems.
If i understand you right, you dont get any 2d interface displayed at all on macs. Some users got just 2d, no 3d on some nvidia cards... 

I feel like i am ready to fall an advise and blit all 2d as textures ;( that'll cost some time, I think a couple of weeks or so but should solve performance/compatibility issues.
14  Games Center / Archived Projects / Re: Technopolies on: 2006-01-17 09:46:49
The upcoming version already contains a number of improvements - both visual and gameplay, just check back in 2 weeks when it will be publicly available.
15  Games Center / Archived Projects / Re: Technopolies on: 2006-01-17 08:35:44
My fault. Was too lazy to verify installation for Macs.
Just updated LWJGL binaries for mac platform,try running the game now.
16  Java Game APIs & Engines / OpenGL Development / Re: Could not find a valid pixel format ... on: 2006-01-17 08:21:24
I happen to have a kind of same problem using AWTGLCanvas on GF2MX cards:

The download link for jar does not work, so i was unable to test your fix, Elias. ;(

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Exception in thread "AWT-EventQueue-0" java.lang.RuntimeException: org.lwjgl.LWJ 
GLException: Could not find a valid pixel format
        at org.lwjgl.opengl.AWTGLCanvas.paint(AWTGLCanvas.java:261)
        at sun.awt.RepaintArea.paintComponent(Unknown Source)
        at sun.awt.RepaintArea.paint(Unknown Source)
        at sun.awt.windows.WComponentPeer.handleEvent(Unknown Source)
        at java.awt.Component.dispatchEventImpl(Unknown Source)
        at java.awt.Component.dispatchEvent(Unknown Source)
        at java.awt.EventQueue.dispatchEvent(Unknown Source)
        at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)
 
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.run(Unknown Source)
Caused by: org.lwjgl.LWJGLException: Could not find a valid pixel format
        at org.lwjgl.opengl.Win32PeerInfo.nChoosePixelFormat(Native Method)
        at org.lwjgl.opengl.Win32PeerInfo.choosePixelFormat(Win32PeerInfo.java:5
2)
        at org.lwjgl.opengl.Win32AWTGLCanvasPeerInfo.doLockAndInitHandle(Win32AW
TGLCanvasPeerInfo.java:59)
        at org.lwjgl.opengl.PeerInfo.lockAndGetHandle(PeerInfo.java:85)
        at org.lwjgl.opengl.AWTGLCanvas.paint(AWTGLCanvas.java:245)
        ... 11 more
17  Games Center / Archived Projects / Re: Technopolies on: 2006-01-15 12:17:03
Thanks for evaluating it, Demonpants.

I am currently planning a number of gameplay/performance improvements for the upcoming version that should make it more playable.

18  Games Center / Archived Projects / Re: Technopolies on: 2006-01-03 11:16:43
The libopenal.so in LWJGL .99 is not current, use the one from Tribal Trouble, which is recent and supports alsa:


http://imada.sdu.dk/~enaur/libopenal.so


 - elias

Thanks Elias, i've included the latest .so, try here:
19  Games Center / Archived Projects / Re: Technopolies on: 2005-12-30 10:46:44
I still get a a LWJGLException regarding failure to open ALC device. Did you bundle the TT libopenal.so?

 - elias

Elias, i've just checked that linux binaries were from the latest LWJGL release ;( any ideas on why is the error happening ?
20  Games Center / Archived Projects / Re: Technopolies on: 2005-12-29 15:52:52
Did you sign them? I get an unsigned exception now.

 - elias

oops. You're right, forgot to sign them. try now
21  Games Center / Archived Projects / Re: Technopolies on: 2005-12-29 13:19:28
Did you  forget to update the linux binaries? I get a "java.lang.LinkageError: Version mismatch: jar version is '0.99', native libary version is '0.98'" exception when trying to launch the game.

 - elias

Just uploaded latest LWJGL binaries for linux. Try starting the game now
22  Games Center / Archived Projects / Re: Technopolies on: 2005-12-29 11:30:27
Webstart version here:
http://technopolies.net/jnlp/techno.jnlp
23  Games Center / Archived Projects / Re: Technopolies on: 2005-12-28 21:32:56
Available on
Technopolies site
i'll send additional notification when webstart version is ready.


New features:

- relief and texture maps has been redesigned to be stored on server and transfered to client when player enters new location (~3kb per location). This will give ability to add new levels to server "on the fly" without storing anything on client.

- added Coalition Bunker location
- added passages. You have to click on passage to go to another location
- added doors
- player can now open / close doors
- added "key-locked" doors, which can be opened/locked with proper key
- added plastic keycards
- added NPC which gives you plastic key on Coalition Base location -
- switched to faster server in Moscow
- improved bot pathfinding AI
- network code has been redesigned to use combination of TCP and UDP
- changed hit/damage calculation for ranged weapons to follow D&D rules
- player's state is now saved on server after logout
- added quests ('Q' button)
- added tables
- added hospital beds
- added infusion drip stands
- added Terminals
- added Bulletin boards



24  Game Development / Newbie & Debugging Questions / Re: Simple Clipping on: 2005-12-26 12:54:04
Actually, you can create an arbitrary shape with java.awt.geom.Area

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        Area shape = new Area();
        shape.add(new Area(new Rectangle2D.Double(-50, -50, 100, 100)));        
        shape.add(new Area(new Rectangle2D.Double(-70, -10, 20, 20)));
        ...
        //adjust shape here
25  Discussions / Miscellaneous Topics / Re: Merry Christmas on: 2005-12-26 00:11:47
Са святам Божага Нараджэння !
Merry Christmas everyone !

Pardon my belarusian ;*).
26  Games Center / Archived Projects / Re: Technopolies on: 2005-12-19 14:35:37
He has... its called Microsoft Visio  Tongue

http://www.microsoft.com/office/visio/prodinfo/default.mspx

PS. Really cool game

DP

Yes, actually all levels are stored in Visio. You can read visio's XSD documents easily with something like Apache's XMLBeans. It is still far better than using custom tile editors Wink


27  Games Center / Archived Projects / Re: Technopolies on: 2005-12-19 13:20:36
Rolz, great! I like your (yours) new site very much. Unfortunatelly, JGF is down now so I can't try new features you mention - opening dors, plastic keycards and so on... You should really consider uploading resources to your new server and make one jnlp for them. In that way we could play when JGF is down  Wink
Anyway I wish you many luck, but you don't need it much since you have knowledge and entusiasm.

Thanks,
There are several major things to be added and verified before they appear in the game. Until then, only old version (the one on JGF) will be publicly available.

Changes for the 0.96:
- game server will move to a more responsive site
- network code will be reworked using UDP+TCP combination for better responsiveness
- persistence will be added for players
- ability to hire bot teammates
- better pathfinding for bots
- changes to hit/damage calculation for ranged weapons
- new objects

See you back in two weeks. Wink

28  Games Center / Archived Projects / Re: Technopolies on: 2005-12-15 13:07:13
Good news for Technopolies.
- We have moved to a new site
- The team has grown to 3 members who will be responsible for the web site and game server.

The dev journal is currently migrating from JPCT forum

Currently, you can check game's Dev Journal, Screenshots and Vote on game improvements.
We plan to add more new content, arrange proper download section and in time add own discussion board (until then Forum section links to JPCT site).

Welcome to Technopolies, and wish us good luck !

Technopolies dev team.
29  Discussions / Community & Volunteer Projects / Re: !!!Team needed 4 Applet-Based MMORPG!!! on: 2005-12-07 18:25:04
IMO there are lots of projects around that once started from "Team needed for uber cool game !" post in some forum. Apparently, 99% of them died in agony the next  month after start without even releasing first public beta.

I am considered that if you are doing a game, you shold first think about _how_ would you motivate people to work together
Some possible motivations:
 - money (yes, people work for money, that's the most reasonable motivation around Wink
 - joy (yes, it should not be annoying, it should be fun)
- credit (yes, people want to be associated with the project if it ever goes successful, they want a part of fame)
... ran out of ideas.

For some of my previous experience, I see no particular reason in joining newbie project:
  - you are not paid for your work.
  - you follow someone ideas, you get bored after a couple of weeks.
  - you think that you are still "in the shadow" of the guy who started the game, you dont feel like you get proper credit.

So, as I stated before 99% of projects fail without ever going to public beta.  I had quite an experience managing small projects - and i am pretty confident that to keep people together you should comply with every aspect mentioned above. 

btw. In your case it makes sense to have most of game logic done and then hire an artist/musician/modeller to produce content.
30  Game Development / Shared Code / Re: Fast Trig on the x86 on: 2005-12-07 12:02:23
FastTrig is stable 20-30% slower than conventional Math.cos()/sin()  on my environment.
btw, I have used values between -10000 .. 10000 rads for angle.



Conventional math: 0.577s
Fast math: 0.794s

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/**
 * User: Andrei_Karneyenka
 */

public class TrigTest extends TestCase {


    public void testSinCos() throws Exception {

        double[]values = new double[2000];

        for (int i = 0; i < values.length; i++) {
            values[i] = 10000 - Math.random() * 20000;
        }

        TimerCounter timer = new TimerCounter();
        for (int i = 0; i < values.length; i++) {
            for (int j = 0; j < values.length; j++) {
                double value = values[j];
                Math.cos(value);
                Math.sin(value);
            }
        }
        System.err.println("Conventional math: "+timer.getElapsedTime());

        for (int i = 0; i < values.length; i++) {
            for (int j = 0; j < values.length; j++) {
                double value = values[j];
                Trig.cos(value);
                Trig.sin(value);
            }
        }
        System.err.println("Fast math: "+timer.getElapsedTime());

    }
}

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