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1  Games Center / WIP games, tools & toy projects / Re: [Slick2d] Final War III on: 2014-06-15 16:23:45

Unverified images from colony 83 Leonis

Images provided by undisclosed civilian ship from orbit of colony on 83 Leonis caused major fuss on Earth. It shows a battlecruiser of Earth Defense Forces in common blue colors, which is exchanging fire with what seems to be a ship of same class, but with orange color pattern. No further details are available to the incident. No official statement was issued. The image authenticity is questioned. However speculations emerged, that there was a rebellion on the colony and the colonists took control over some of the ships.
2  Games Center / WIP games, tools & toy projects / [Slick2d] Final War III on: 2014-06-02 16:32:05
Final war 3 is a sequel in a row of topdown starship combat games. Final war 2 was quite popular worldwide and one day I decided that I would like to remake it so it is even better and runnable on modern day computers. Also I wanted to add plenty of cool features I had in mind. So I started working on FW3.

My goal was to reuse all what was working in FW2 and build on top of it. I'd like FW3 to be to FW2 what Starcraft 2 is to Starcraft 1. This time the major point was multiplayer. The option to play against friends was something everyone wanted in FW2.

Although the previous games were free, I would like to put some reasonable price on this one. I would like to see, if I am able to design and implement a game, that can earn some money. So maybe I could make games for living. It was always kind of my dream, which I don't want to let go easily.
But of course I can't sell game of Star Trek franchise. Because I don't have a license. Therefor FW3 in it's basic form will be game with it's own universe, custom ships and other stuff. But it will be highly modable.

I've been working on this for a few years now. Alone. I have already great portion of the game done. I hope I can show you some stuff very soon. But as the time goes by, I have to admit, that together with my everyday work, I was aiming to high. And now I see I will have to cut a lot of features. Otherwise I will never be able to finish this. I want to start some alpha phase and pre-sales as soon as possible. I can always add more things in beta phase and later (Minecraft style).

I just now decided to go public with this game and I started a web You can check it in future for more info

Because the graphics is currently in development I can’t show you everything I would like to. But I want to show at least something, so I prepared some long range sensor images of Earth Defensive Force in military exercises. Ignore the gray color of the ships. It’s for protection against espionage :-)

3  Game Development / Networking & Multiplayer / Re: [Kryonet] - large traffic causes client disconnect on: 2012-01-23 18:01:38
Oh, silly me. I should have read the javadoc of course. Ok that is useful info, thanks.
4  Game Development / Networking & Multiplayer / Re: [Kryonet] - large traffic causes client disconnect on: 2012-01-23 16:48:29
Ah, that sounds helpful.
I set the logging levels to trace, and yes. I can see "com.esotericsoftware.kryo.SerializationException: Buffer limit exceeded writing object of type..." at com.esotericsoftware.kryo.Kryo.writeClassAndObject( now.
I tried to set larger bufferSizes for server and client (32768, 16384). It helped, but it also increased the latency terribly. Or maybe not the latency because the whole game is getting frozen every second or two.
EDIT : ah, nevermind, that was caused by large amount of logging output. So it seems to be working.
Are there some recommanded values ? Or is there some approach I can take to this ? I can set the values higher, but still, it may happen, that they will overflow. Is there some solution to this situation ?
5  Game Development / Networking & Multiplayer / Re: [Kryonet] - large traffic causes client disconnect on: 2012-01-23 15:13:18
Well of course that could be the problem, but that does not answer my question. I can't just arbitrary cut down the traffic to some magic number and then expect this problem won't occur again. I would expect that if the network can't keep up, that it will try to do it's best. Of course the messages will start having delay end eventually I may get some timeout or buffer overflow or whatever. On the other hand it may be a peak traffic which will calm down in few seconds and then it should catch up.
But I need some information, that the network is not able to handle the traffic. Not just plain "client disconnects".

In another words - it seems logical to expect from a network layer/library to deliver all the data I provide. I can understand that when I give 200kB of data on a 50kB connection it will take at least 4 seconds to send it. But I don't expect the answer "nope, I can't send 200kB" :-)
6  Game Development / Networking & Multiplayer / [Kryonet] - large traffic causes client disconnect on: 2012-01-23 14:09:21
I have a question to kyonet lib. It seems to have problems with handling both large and numerous messages. When I send to many messages per second (hundreds) or some messages with a lot of data, the client just disconnects from the server. There is neither an exception nor an error message.
How am I supposed to prevent or handle this ?
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2017-03-02 06:37:51 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‑
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