Java-Gaming.org    
Featured games (79)
games approved by the League of Dukes
Games in Showcase (477)
Games in Android Showcase (107)
games submitted by our members
Games in WIP (536)
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  Games Center / Archived Projects / Re: Mattery - Browser Strategy RPG on: 2010-04-23 20:07:35
I would say mainly during the equipping. Depending on how you have things setup you could technically have the entire game play/resolve without ever having to do any full page reloads at all.
2  Games Center / Archived Projects / Re: Mattery - Browser Strategy RPG on: 2010-04-23 19:21:03
There is fun in this game, I like it. Dont stop!

Points
- Neat game idea
- I had fun in combat
- Liked playing against the AI and other players


Critiques
- The enemy wizards dont seem to attack
- Equipping items & upgrading spells can be unintuitive

Suggestions
- I would love it if I could see my (and my opponent's) actions visually
- Making some smart use of AJAX would do wonders for this game in terms of interactivity

~Gedden
3  Discussions / Jobs and Resumes / SOE seeking java game developer(s) on: 2010-03-24 23:39:32
Sony Online Entertainment’s Tucson Studio is the developer of Pox Nora, a leading online collectible strategy game. We are growing our staff in order to continue developing Pox Nora, as well as several new online game titles. We offer a casual work environment, comprehensive benefits and a competitive salary.

We’re looking for a skilled Game Programmer to help us build new online games for Sony Online Entertainment’s new Tucson studio. This person will be working on a team that will be designing, developing, writing and maintaining code for several online game projects.

Apply at the URL below
http://tbe.taleo.net/NA12/ats/careers/requisition.jsp?org=SONYOE&cws=1&rid=3474

4  Games Center / Featured Games / Re: PoxNora is now playable from facebook on: 2010-03-24 02:16:26
You can play from facebook as an applet so long as you have java 6.

If you have java 1.5 it will launch via webstart.
5  Games Center / Archived Projects / Re: Alchemist on: 2010-03-17 15:34:58
Comments:
Very fun, creative take on tower defense. I really enjoyed this game and I played it several times.

Issues:
- You have a few user flow issues, as in UI issues preventing the user from getting into your game, it took me several reloads.
- Combine stopped working for me after the first attempt (working as intended?)

Suggestions:
- Perhaps have the monster path-auto-update every time you place a piece?
- find an artist friend and have them create a look for you
  - some items are ISO (zombies are perspective)
  - some items are front facing (buildings, your 'mage', some monsters)
6  Games Center / Featured Games / Re: PoxNora is now playable from facebook on: 2010-03-06 18:10:19
fruit, this game has been in production for about 4 years now.

Karmington, it looks like you either hit deny, have a corrupted javaws cache or have some custom security settings. Visit poxnora.com and try the "downloadable" version. This bundles a VM and by-passes webstart.
7  Games Center / Featured Games / PoxNora on: 2010-03-06 02:55:07
PoxNora has released itself on facebook. Visit http://apps.facebook.com/poxnora

If you have seen poxnora before, then you know its a JOGL/webstart application. However we just converted it to use the new applet plugin2 features of Java 1.6. So basically you can play it from within a browser on facebook.

For those of you who have not seen poxnora before, we are on our 12th expansion, and I have been posting on these forums about this game ever since it first began development on the floor of a garage! It is a java game, end to end
- Client is JOGL and Jorbis
- Server is pure java
- Website is Java (J2EE/hibernate)
- AI server is also pure java

I put a few images below, and check out this trailer video.

<a href="http://www.youtube.com/v/3mdI1zmmZQY" target="_blank">http://www.youtube.com/v/3mdI1zmmZQY</a>

   

Go try it out [size=16pt]here[/size].
8  Java Game APIs & Engines / JOGL Development / Re: JOGL, JApplet and Appletviewer (answer) on: 2009-11-10 17:56:05
Yeah either way. What I wanted was a standalone sandbox that I could check into a repository and have other coders check out. I would argue its easier to create an 'all.policy' file and put the following line in ant
appletviewer index.html -J"-Djava.security.policy=all.policy"

...than hunt down the policy file on whatever system your using and specify a code base in a specific directory, and require every person who checks out the application to do the same for every computer.
9  Java Game APIs & Engines / JOGL Development / JOGL, JApplet and Appletviewer (answer) on: 2009-11-10 17:28:25
Im putting this here just so there a reference to the solution online

If you are using the applet viewer for testing a JOGL applet, you may have created a permissions file it could look something like this:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
grant
{
         permission java.io.FilePermission "<<ALL FILES>>", "read, write, delete";
   permission java.util.PropertyPermission "java.io.tmpdir", "read,write";
   permission java.util.PropertyPermission "jnlp.applet.launcher.tmproot", "read,write";
   permission java.util.PropertyPermission "user.home", "read,write";
   permission java.util.PropertyPermission "sun.jnlp.applet.launcher", "read,write";

   permission java.lang.RuntimePermission "setIO";
   permission java.lang.RuntimePermission "shutdownHooks";  
   permission java.lang.RuntimePermission "getProtectionDomain";
}


Everything launches, but the moment you try and create a GLCanvas, this error comes up:
    Exception in thread "AWT-EventQueue-1" java.lang.ExceptionInInitializerError

This does not look like it, but it is also a permissions error, just unlike anything you have seen because it does not include any information you can use to append to your permissions file. Switch your debug permissions file to this

1  
2  
3  
4  
grant
{
   permission java.security.AllPermission;
}
10  Discussions / General Discussions / Re: LWJGL or Slick or Java2D on: 2009-05-27 00:54:07
If your looking into 3D, I highly suggest JOGL over LWJGL. JOGL is an official part of java produced by sun, and will give you a firm understanding of OpenGL.

LWJGL is still an active project, but my understanding is that it was created before JOGL was, and was originally meant to provide an interface to OpenGL... which is obviously deprecated now that JOGL exists as an offical JSR.
11  Games Center / Archived Projects / Re: AirAttack on: 2009-02-27 04:55:05
Addicting! I like the game.
12  Games Center / Archived Projects / Re: PoxNora - Ancient Awakenings (9th expansion) released today! on: 2009-02-24 22:23:50
Im the lead developer for PoxNora, been posting on these forums since our tiny company made j2me cell phone games out of a garage and worked on PoxNora "After hours".

~Gedden
13  Games Center / Archived Projects / PoxNora - Ancient Awakenings (9th expansion) released today! on: 2009-02-24 21:50:27
Hello everyone! The 9th expansion for PoxNora has been released. http://www.poxnora.com

PoxNora is free to play Java/JOGL/webstart launched game. Its a collectible game, so if you decide you like it you can start collecting runes! It runs via webstart on Windows, Mac and Linux, and also launches from a custom installer that runs on OSX and Windows.

Here are some of the new features:
New Runes – Ancient Awakenings features more than 70 new runes to collect, including 40 champion runes across 26 different races and eight classes. Ancient Awakenings also introduces the “Undertortoise,” a champion rune inspired by the PoxNora player community.

Avatars – Ancient Awakenings introduces the “avatar” game mechanic. Player shrines can now transform into strategic units that gain multiple levels of experience.

Rune Dock Enhancements – The default rune dock will be increased from 20 runes to 30 runes, allowing users to create more versatile battlegroups. Rune docks will also be sortable, giving players an easier way to find the rune they are looking for.

New Campaign – Ancient Awakenings features a new campaign consisting of four encounters to help introduce the avatars and their story.

New Trial Options – New players can choose a preconstructed battlegroup to play for no additional cost. These battlegroups cannot be traded, but, for the first time, each champion in the battlegroup will be able to gain up to 50 experience points, allowing new players to experiment with champion upgrades. At any time, these players can purchase the deck for $9.99 (plus applicable taxes) and retain any experience and upgrades they have earned.

14  Games Center / Archived Projects / Pox Nora, Dawn of Elements (8th expansion) on: 2008-12-18 22:47:56
Hello Java game developers.

The 8th expansion of poxnora was released last month, and has been very well received. New spell, abilities, big updates on the website and a lot more. PoxNora is a java/webstart application which runs on JOGL, it is mainly a multi-player game but has a large single-player component as well. As always, the game is free to play so check it out if you have not had a chance yet.

http://www.poxnora.com
15  Games Center / Archived Projects / PoxNora: Nora Surge (7th expansion) on: 2008-10-03 19:17:05
PoxNora released its 7th expansion, Nora Surge. (released it a while ago, I just have not posted here in a bit!)

PoxNora is a multi player collectible turn-based strategy game written completely in java. This expansion features new runes (now at 600+), updated AI, new maps, and new stories. This is in addition to our current system which features a rich multiplayer enviroment, an active online community, single-player campaigns and as always work from some really talented artists.


~Gedden, lead developer
http://www.poxnora.com
16  Java Game APIs & Engines / JOGL Development / JOGL and 'full screen' shaders on: 2008-08-27 00:22:43
Im relativly new to shaders in general, and I have an application I want to drop bloom shader into.

Basically the app/game is all billboard textures constantly moving all with varying levels of transparency, so what I think I need is just a fragment shader which will compute my bloom.

The problem is I have to do this in a post-process way. Now thats not really that big of a deal, the actual shader operation is very quick. The problem is getting the rastered image and then binding it to GL. This seems like a very heavy handed approch.

What im doing (on each frame/draw)
- [QUICK] render all my billboards     
- [SLOW]  Taking a screenshot using: BufferedImage image = com.sun.opengl.util.Screenshot.readToBufferedImage(SysConfig.WIDTH, SysConfig.HEIGHT);
- [SLOW]  binding that image to GL   
- [QUICK] enable the shader
- [QUICK] drawing that image over everthing else
- [QUICK] disable the shader

What am I missing? Obviously im missing *something, so many apps implement bloom, and post-process seems to be the standard way to do this. However doing it the way I am doing this is just too heavy to use
17  Games Center / Archived Projects / Re: PoxNora - Path to Conquest (6th expansion) on: 2008-07-08 19:16:28
Hehe, while that may be true there have been very few requests for that from linux players =) Would be interesting to run a poll.

We were thinking of enabling shaders, but the effect system we have has been more than doing its part so far. In fact, I already wrote and integrated a shader framework for pox, but im wary about adding a new set of requirements. At it stands, pox can be played on pretty weak machines.
18  Games Center / Archived Projects / Re: PoxNora - Path to Conquest (6th expansion) on: 2008-05-29 18:53:54

You can play on linux. When you click on the 'play now' button it takes you to a page where you can select between either downloading an installer for windows/OSX or launching the game via webstart, and we keep the JOGL bindings for linux up to date.

We never created a custom installer for Linux, mainly because the installer we have for windows is simply a bundled VM / downloader for those people who may not be quite savy enough to have a VM installed. If you use linux, you probablly understand the concept of having an up-to-date java VM installed anyway. That and it serves as a replacement for webstart which has proven time and time again *not to be a robust delivery system.

Finally, With more than 2 million registered users I can count the number of linux players we have by hand! I wish we had more so we could justify spending some more time to cater to that crowd!
19  Games Center / Archived Projects / PoxNora - Path to Conquest (6th expansion) on: 2008-05-28 20:54:11
http://www.poxnora.com

I have not posted on these fourms since we went into open beta in 2006 =)

PoxNora just released its 6th expansion, path to conquest. With this expansion poxnora now has single player AI, ranked multiplayer system, more than 500+ unique playable runes, and as always an active community. It launches via webstart or a downloadable client. The game is all java front to back, including the bot servers, and the client renders w/ JOGL. Check it out.

~Gedden, lead developer
http://www.poxnora.com
20  Java Game APIs & Engines / JOGL Development / Re: Java v1.5.0-10_b03 - Fatal Error w/ JOGL on: 2006-12-24 06:51:35
Oh excellent! Thanks Ken.
21  Java Game APIs & Engines / JOGL Development / Re: Java v1.5.0-10_b03 - Fatal Error w/ JOGL on: 2006-12-24 00:42:56
Thanks for the link man.

This is pretty much a showstopper for my users, as its pretty tough to make sure mass #s of people dont just have the most updated version, but the latest working version etc...

Any word on when this is going to be fixed?

22  Java Game APIs & Engines / JOGL Development / Java v1.5.0-10_b03 - Fatal Error w/ JOGL on: 2006-12-19 23:44:38
I sent an email to the mailing list, but I wanted to post here as well.

There seems to be an issue with Java v1.5.0-10_b03 and jogl. It seems my application, as well as all the demos on the website dont work with this verion. This is the version that currently is being given out at java.com/getjava.

As a note, both my application and the jogl demos work with 1.5.0-09, and 1.6.0.
23  Discussions / General Discussions / Re: Your opinion about DirectX10 and OpenGL? on: 2006-07-29 02:13:38
Checkout www.poxnora.com, its an example of a web game writtent totally in java and the java wrapper for openGL (JOGL).

Im one of the devs so I think its a good game, but that game is an example of somthing specific: a game that runs from the same place on all systems because it uses java and openGL (JOGL).
24  Java Game APIs & Engines / JOGL Development / Webstart VM Crash on: 2006-07-14 17:22:00
Ok, very odd issue.

Starts off simple enough: basically, one of the developers here had made a mistake, and bound some drawing code to some keyboard input instead of changing an object being drawn. Now since input happens on a different thread, JOGL should totally crash (given that the change of state could happen between a begin and end.

Here is the issue tho: it worked. When run from the command line on actual computers no errors were thrown. In fact, the only time it would actually crash is when the application was launched via webstart. It would crash hard, taking down the poor client's VM.

My hope would be that an error such as that would crash all the time, not just via webstart. Any ideas on why it would act in a such a way?
25  Games Center / Archived Projects / Re: PoxNora - open beta! on: 2006-07-11 03:00:21
Hehe, I know the artists wanted to take different shots, they should be up by tomorow afternoon.
26  Games Center / Archived Projects / PoxNora - open beta! on: 2006-07-10 21:01:55
Check out poxnora, Its a turn based strategy game, alot like a trading card game mixed with chess mixed with a minature game.

http://www.poxnora.com

It was developed using JOGL & webstart, so its hardware accelerated and it runs on the web.

There are currently over 180 unqiue runes all with custom artwork, nearly 600 abilities with speical effects and 6 hand drawn maps.

Check it out and tell me what you think! Right now, all open beta accounts get $50 of free credit to buy random packs of runes, and even after relase people will be able to log on and play for free with the starting battlegroups.

Let me know what you all think!
27  Java Game APIs & Engines / JOGL Development / PowerBook issues eta? on: 2006-07-04 18:44:29
Im working on a fairly large project based on jogl (www.poxnora.com) which is about to go into open beta.

I was perviously using release 1.1.1, with a good amount of success. Since the project only uses a very distinct set of what makes up jogl, I am able to get away with alot.

I recently started getting reports from some people about having issues with some ATI cards and other oddies with people running on linux.

After reading through the forums I found that most of these issues have been resolved with updates to JOGL itself, and I decided to try to use beta5.

However I seem to get some really odd problems when it comes to binding textures at different times, and only mac PowerBooks. I get proper IDs when I bind textures, but they dont seem to actually bind~ (G4 PowerBooks are the machine of choice at my office, so its a pretty big roadblock~)

I saw on the inital post that you said there were some known issues with powerbooks. Im going to have to revert to 1.1.1 for the time being, but could you tell me what the known issues are with PowerBooks?
28  Discussions / General Discussions / Re: JOGL Natives for Intel Macs? on: 2006-04-07 20:26:21
Actually, problem solved.

I was under the impression that the source on this site was only to build the jogl API for applications to use with the precompiled natives, not actually the source for creating the native code as well.

It also seems that jar files compiled under the Intel macbooks work for all dists of OSX. So everyone is happy here.

29  Discussions / General Discussions / JOGL Natives for Intel Macs? on: 2006-04-07 19:43:31
Im working on a large application using JOGL, and some of the developers have the new intel based macbooks, but I dont know how I would go about getting or generating the natives for these computers.
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.

CogWheelz (7 views)
2014-07-30 21:08:39

Riven (20 views)
2014-07-29 18:09:19

Riven (14 views)
2014-07-29 18:08:52

Dwinin (12 views)
2014-07-29 10:59:34

E.R. Fleming (32 views)
2014-07-29 03:07:13

E.R. Fleming (12 views)
2014-07-29 03:06:25

pw (42 views)
2014-07-24 01:59:36

Riven (42 views)
2014-07-23 21:16:32

Riven (29 views)
2014-07-23 21:07:15

Riven (30 views)
2014-07-23 20:56:16
HotSpot Options
by dleskov
2014-07-08 03:59:08

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:58:24

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:47:22

How do I start Java Game Development?
by ra4king
2014-05-17 11:13:37

HotSpot Options
by Roquen
2014-05-15 09:59:54

HotSpot Options
by Roquen
2014-05-06 15:03:10

Escape Analysis
by Roquen
2014-04-29 22:16:43

Experimental Toys
by Roquen
2014-04-28 13:24:22
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!