Java-Gaming.org    
Featured games (78)
games approved by the League of Dukes
Games in Showcase (426)
Games in Android Showcase (89)
games submitted by our members
Games in WIP (466)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1]
1  Discussions / General Discussions / Re: Why I'm coming back to java and sticking with it: Ouya on: 2012-11-08 19:42:21
Quote
...releasing a console before its released for the same price as it would be once it's released is a bit silly too, don't you think?

Unless for some reason the SDK consoles are a lot more expensive to manufacture (which is entirely possible at this stage) I'm not sure there's any real reason to hike the price up that much. It could be to prevent consumers buying it, but I don't really see why that's a problem as long as those people understand what they're getting.

Quote
It will fail on so many levels commercially

That's entirely possible. The thing is, this console could target both casual and core gamers (I think the Wii is the only other console that has done that). I think its success may well depend on a strong launch lineup though, and I think they're hurting their chances by making the SDK less accessible before launch.

I could be wrong, they may be able to just put it out there and build their library and their audience over time.
2  Discussions / General Discussions / Re: Why I'm coming back to java and sticking with it: Ouya on: 2012-11-08 18:27:15
I think everyone's clear that the price will be $99 once it's released. But the fact is that until that point, the $800 price for early access essentially blocks your average indie from having anything ready when the Ouya launches. That's a bit silly.
3  Discussions / General Discussions / Re: Why I'm coming back to java and sticking with it: Ouya on: 2012-11-08 08:19:14
The Ouya is interesting. Unfortunately it's looking like the early devkits will be $800. I'm assuming once the consumer version is out developers will just be able to buy that, but they're not really encouraging indies to get on board early with that price tag. It could be they're looking to court more 'premium' developers for a stronger launch line up, but I doubt any will bother until the audience is there.

Compare that to the (relatively) cheap Oculus Rift devkit, which was priced knowing full well that indies are the ones will jump in and make great stuff. It just seems like the wrong approach to me.

EDIT: Wow, that all came off really negative! The console is a great idea and I hope it will be a success.
4  Games Center / Featured Games / Re: Pixel Towers - Android / Desktop Game on: 2012-11-07 08:39:44
For some reason I was expecting this to be some sort of tower management sim, but this is way more fun. What made you get rid of the paid version?
5  Games Center / Android Showcase / Re: Space Racer (Android) on: 2012-11-07 08:31:48
Ha ha, beer version! Cool. Just checking it out now and he only seems to do the free one now though...
6  Games Center / Android Showcase / Re: Space Racer (Android) on: 2012-11-06 16:28:14
I've added a shield to the latest version. It only allows you to take one extra hit but I think the game feels more 'fair' now.

@ReBirth: A demo version is an interesting idea, the only problem is that people expect to get the full game for free these days - especially on Google Play. There isn't a lot of content to cut anyway, though I have considered releasing a free version without the shield. I'm not a huge fan of in-app purchases so don't really want to go down that route either.

I think my only other option is to pay for advertising and hope the boost in numbers knocks me up the chart, but that's a bit of a gamble. I don't suppose there are any other Android devs here that can advise me on advertising that works well with paid apps?

It was just a jam game anyway, I shouldn't expect too much. Onto the next one. Tongue
7  Games Center / WIP games, tools & toy projects / Re: - Space based first person shooter - Haxel on: 2012-11-05 19:53:38
Don't get me wrong, I'm not saying games shouldn't try to be original - but it seems to me that this game is a bit early in development to be judging how different it is to Minecraft. The sci-fi setting alone suggests it'll have it's own ideas.
8  Games Center / Android Showcase / Re: Space Racer (Android) on: 2012-11-05 19:37:38
It occurs to me that I shouldn't really expect you guys to pay to look at my game, so just for you JGO people here is a link to download it free:

https://dl.dropbox.com/u/21842820/Space%20Racer.apk

Chances are I'll be releasing a free version at some point anyway, the paid version isn't really selling and I doubt the press are going to cover such a simple game. If you do happen like it, please do feel free to purchase it, I've got another couple of weeks in the 'New Paid Apps' chart so every sale does help. After that it will be swallowed up forever in the dark depths of Google Play.

In any case, would still love to hear your thoughts. At the moment it's probably too hard. I'm thinking about adding a shield that will allow you to take a hit or two before you die.
9  Games Center / WIP games, tools & toy projects / Re: - Space based first person shooter - Haxel on: 2012-11-05 10:02:31
Truly original ideas are extraordinarily rare. Almost all games are iterations of existing ideas and mechanics. Minecraft-style games seem to get called out more than others (maybe because they're easy to spot) but it's not fair to criticize his originality.

Looks cool to me.
10  Games Center / Showcase / Re: SKIRMISH on: 2012-11-04 14:06:53
I like it! Plays pretty well on my phone. I must admit the controls were a little confusing at first, I would only expect to tap on a vehicle once before being able to move it. It also took me a while to realise that you held down the fire button to control the power of the shot, once I got the hang of it I liked it though.

Also - and this is specific to Android - disabling the back button on the menu screens will really hurt your chances of getting featured, the Google team are really picky about stuff like that.

It's good though! There aren't too many games that play this way on Android, the few that do tend to get a little tedious. Your game has a nice pace to it.
11  Games Center / Android Showcase / Re: Space Racer (Android) on: 2012-11-01 12:39:27
Thanks! You're right, it is canvas. I'm relatively new to Android and it was dead simple to get started with. We actually have all the graphics at high-res, but the framerate was suffering so we're drawing to a bitmap 1/3 size of the window and stretching it to fit the screen. It's a retro style game so the pixellated look kind of works, but I know it's not for everyone.

I'm planning to start using OpenGL but it's a bit of a learning curve (for me at least). I've actually had LibGDX on my system for a while but never found the time to properly get stuck in, looks awesome though! I'll probably move this game over to it at some point, if I do I'll send you a copy.

Thanks again!
12  Games Center / Android Showcase / Space Racer (Android) on: 2012-11-01 09:51:23
Hi, I'd like to showcase my new Android game. It was created for the Ludum Dare October Challenge, I actually started on the 1st and just finished yesterday. It's pretty simple but I'm pleased with it - I've never made a game over such a short space of time!

It's a space asteroid dodge-em-up, sort of in the endless runner vein (though there is an end if you can make it that far).

You can get it here: https://play.google.com/store/apps/details?id=com.prepixel.games.spaceracer

EDIT: Free version just for you JGO peeps:
https://dl.dropbox.com/u/21842820/Space%20Racer.apk


Hope you like it, feedback welcome!



13  Java Game APIs & Engines / Android / Re: Android Bluetooth issues on: 2012-07-18 08:52:34
Sorry for digging up an older thread, but I wanted to post a follow up in case anyone comes across this looking for answers. My advice, is listen to Cas and forget Bluetooth for multiplayer games. The fact that I couldn't get two HTC phones to connect for love 'nor money was kind of a deal breaker. The experience was also extremely clunky for two unpaired devices. The process differs slightly depending on the OS version, but requires displaying the notification bar (which interferes with your awesome UI), hoping the notification actually goes though (it occasionally won't), or requesting the user to leave the application, go to Android Bluetooth settings and pair there. This would probably be fine for apps, but I think gamers have come to expect a slicker experience. To be fair, the Android people set it up this way for perfectly valid security reasons.

In the end I felt it brought the quality of the entire game down and I dropped Bluetooth multiplayer. I'm sure these issues could be solved by better men than me, and there are doubtless some cases where it would be fine, such as a bluetooth poker game or something like that.

With Wifi, the host clicks one button to start a game. The clients click one button to join. It's bloody marvelous.
14  Java Game APIs & Engines / Android / Re: Networked Card Game Q's on: 2012-07-16 19:48:16
I'm slightly hesitant to recommend this guy as he doesn't always explain things very well (I'm pretty sure he explains some things totally wrong) - but he's likable and the videos are short and to the point. If you're a 'learn by doing' kind of person (like myself) you'll have the basics down in no time. Just make sure you go back and learn the fundamentals at some point or you might find yourself making silly mistakes as soon as you start anything complex.

The New Boston Java Tutorials

The New Boston Android Tutorials

EDIT: For some reason I didn't catch your previous programming experience when I read the original question, apologies if my answer came off at all patronising.
15  Java Game APIs & Engines / Android / Re: Android - Resources on: 2012-07-07 10:19:36
Most people have probably already heard of it, but I'd highly recommend KryoNet to anyone planning to add WiFi multiplayer to their android app. It's very solid and easy to use.
16  Java Game APIs & Engines / Android / Re: Android Bluetooth issues on: 2012-03-04 08:24:54
I'm hoping to offer both bluetooth and wifi options. The main reason I'm including bluetooth is that people are generally pretty familiar with it and it can be used anywhere. When it works, it works pretty well - but if I can't get over these issues the user experience is going to be a little rough on some devices.
17  Java Game APIs & Engines / Android / Android Bluetooth issues on: 2012-03-03 21:55:26
I'm currently developing a game for Android that features bluetooth multiplayer and I am coming across some tricky issues.

Firstly, it appears that some older phones have custom bluetooth implementations that don't play well with the bluetooth API. I've seen this for myself when testing with my HTC Desire (Android 2.2), which can host a bluetooth game but not connect as a client (other non-htc devices can connect without any problems). A common solution involved using java reflection to access non-public methods of the API, but not only is this a messy solution it didn't solve the problem for me anyway. Has any one else run into this problem or found a solution without rooting the device?

I've also noticed that after a while the bluetooth connection becomes unreliable, in order to fix it I either switch bluetooth off and on again, or in some cases, restart the phone. Is it possible I'm 'gunking up' the bluetooth adaptor, or is this expected behavior? Either way, is it possible to somehow do a flush/reset without turning things off?
18  Game Development / Networking & Multiplayer / Re: [UDP] Packets getting clogged up in server on: 2012-01-20 21:30:06
Thanks for the input, I'm pretty new to networking in general so it sounds like TCP is my best bet for now. I guess in a way I was hoping UDP was some sort of magic bullet with regards to latency, but the more I read the deeper the rabbit hole gets. It's looking more and more as though the issues I'm experiencing are due to my implementation anyway, although it's a real time game it's not particularly fast-paced and I'm pretty sure TCP is the right choice for me.

Thanks again.
19  Game Development / Networking & Multiplayer / Re: [UDP] Packets getting clogged up in server on: 2012-01-20 19:19:13
If the network is so congested as to start interfering with TCP, UDP is going do do even worse.

Seems so obvious now that you've said it. I'll see if I can improve my implementation, at the very least I can probably reduce the amount of packets I'm sending.
20  Game Development / Networking & Multiplayer / Re: [UDP] Packets getting clogged up in server on: 2012-01-20 17:54:12
If you don't mind me asking delt0r, are you suggesting that Roland use TCP due to lack of experience, or because you think it's a geniunely viable option for real-time mutiplayer gaming? I've been looking into this myself recently and there is a lot of conflicting advice, though the majority say that UDP is more suitable. That said, many comments from people with real networking experience (though not necessarily within games) state that TCP isn't nearly as flawed as is made out.

I recently integrated a TCP solution into my game and with a bit of tweaking it's fine apart from the odd 'hang', which I assume is either a packet that has been delayed/dropped or TCP 'backing off' because of network load. I've been lead to believe that these hangs don't occur with UDP because it doesn't need to guarantee packet delivery - but as far as I know that just applies to sending packets, not receiving them. If TCP packets aren't getting through, could I expect the same delays with UDP? I basically need to be able to receive at least 1 packet per second or the game really suffers.
Pages: [1]
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

xsi3rr4x (75 views)
2014-04-15 18:08:23

BurntPizza (68 views)
2014-04-15 03:46:01

UprightPath (80 views)
2014-04-14 17:39:50

UprightPath (65 views)
2014-04-14 17:35:47

Porlus (81 views)
2014-04-14 15:48:38

tom_mai78101 (105 views)
2014-04-10 04:04:31

BurntPizza (165 views)
2014-04-08 23:06:04

tom_mai78101 (261 views)
2014-04-05 13:34:39

trollwarrior1 (210 views)
2014-04-04 12:06:45

CJLetsGame (220 views)
2014-04-01 02:16:10
List of Learning Resources
by SHC
2014-04-18 03:17:39

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

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

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

Good Examples
by Grunnt
2014-04-03 15:48:37

Good Examples
by matheus23
2014-04-01 18:40:51

Good Examples
by matheus23
2014-04-01 18:40:34

Anonymous/Local/Inner class gotchas
by Roquen
2014-03-11 15:22:30
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!