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1  Game Development / Networking & Multiplayer / Re: NitroNet - New, High-Level Networking Library on: 2015-05-17 16:03:56
Yes there were some things that I didnt like about Kryonet but other things that I did so I designed it based off of some of the architecture of Kryonet, specifically with listeners, and then built new features from there.
2  Game Development / Networking & Multiplayer / NitroNet - New, High-Level Networking Library on: 2015-05-17 02:02:07
  • NitroNet is a library is used to simplify networking applications and decrease development time. It is multiplatform, supports UDP, TCP and HTTP, offers the ability to encrypt packets, includes packet corruption handling, packet streaming, SQL support, and much more. This library will allow you to quickly, easily, and efficiently develop networking applications.

Why Use NitroNet?
  • Networking is a very interesting part of programming but can be very confusing to setup and hard to understand. NitroNet simplifies the process of networking by allowing you to communicate between clients and servers through TCP and UDP with minimal effort.
  • Why not use other libraries like Kryonet you may ask? Kryonet has some issues with it and can be somewhat confusing to catch onto. It also does not offer many of the features that NitroNet has like packet corruption handling, encryption/decryption (to an extent), and packet streaming.
  • I developed NitroNet with the idea in mind to simplify networking as much as possible for the user, but at the same time make it a very secure, efficient, and reliable library. The features it offers outdo features of other libraries and allow you to quickly and easily develop, what would typically be, complicated networking applications.

  • TCP, UDP, and HTTP: Easily send packets of information over any 3 of the protocols by using only one method.
  • Multiplatform: Use this application on any device that supports Java and communicate with the server from other languages like C#.
  • Complex Objects A.K.A. Packet Streaming: Send large objects over TCP, UDP, or HTTP by splitting them into smaller portions and recreating them on the receiving side. This is all done in the background of NitroNet and easily allows you to send large objects with only one method.
  • Encryption and Decryption: Encrypt and decrypt the raw bytes of the packets to protect from hackers.
  • Packet Corruption Handling: Prevents packets that are edited by a 3rd party software from being processed. Hackers are able to modify packets being sent over a network, but NitroNet stops this from happening and doesn't allow edited packets to be processed.
  • SQL Support: Offers an interface, IDatabase, to be implemented and used to communicate with SQL databases. NitroNet comes with an implementation of the JDBC connection in the JDBCDatabase class.

  • NitroNet is completely open-source and welcomes new additions and recommendations for the library. If a bug is found you can easily submit it and myself and other developers will work on fixing it. You can view the source code on the Github page. As time goes on a plan to add new extensions to the library and also optimize it to make it as fast as possible.

Getting Started
  • The Github page contains both text and video tutorials that teach you how to get started and use NitroNet. Getting started is very simple and I recommend watching the  video tutorials to get a good idea of how NitroNet works and how easy it is to use.

Working Examples
  • Currently there are 2 examples of mine that have used NitroNet as the back-end for server and client communication.
  • Droid Eye: Application that allows the user to watch over and get information from Android devices remotely from their computer. It uses NitroNet for the server-client communications.
  • Online RPG: An online RPG game that uses NitroNet as the backend for all of the networking and database portions.
  • Do you have a project you'd like to have up here as an example? Feel free to message me on here and I will put it up as an example!
3  Games Center / Showcase / Re: [Android][Libgdx] Undetected on: 2014-05-30 17:15:40
I copied/pasted the thread from another forum JBAE was pn haha. But yeah the controls are bein fixed and the back button for how to play is at the top left. And the lighting shouldn't affect the visibility of the arrows 0.o
4  Games Center / Showcase / [Android][Libgdx] Undetected on: 2014-05-30 16:55:33

Undetected is a game I have been working on for 3 weeks using Java and Libgdx. I am working along side JBAE who is creating the artwork for the game. The game places you in a maximum security prison where your number one goal is to get away from the many guards patrolling the hallways. You also need to look out for keys that will unlock doors and blueprints that will increase your score! The maps are created by me using my map editor and more will be added weekly!

If you guys find the time, please be sure to try out the app which can be found here or can be found by clicking the image above. Be sure to rate the game and give me some feedback and suggestions for it! Thanks a lot guys!

5  Game Development / Networking & Multiplayer / My Online RPG Game - Update 2 on: 2013-12-06 03:13:23
Update #2 is finally out! I have added a lot in the past 4 hours or so in my free time and I am very proud and excited of what I've done! Its definitely getting closer to being a full game.

Things Ive Added:
  • Chat
  • Animations
  • Resized the tiles
  • Added in NPC's
  • Added in dialogs for quests and such
  • Reduced lag of the player when moving
  • Redid some code to make it run smoother

Hope you guys like it and please let me know what you all think!

Update #2:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

6  Game Development / Networking & Multiplayer / My Online RPG Game on: 2013-12-02 15:50:47
Hey everyone! So about 2 days ago I decided I would start programming an online game because of a video I saw of a very well-done online RPG programmed in Java. It gave me some determination and confidence and led me to what this video is going to show you.

I use the networking library called Kryonet to assist with the networking and keep the code for the networking as clean-looking as possible. I also use the game library LibGDX to help assist with graphics and also the ability to support multiple platforms.

I hope you guys like what I have done so far, it was all coded from scratch by me and I would love to hear you feedback, comments, and suggestions! Thanks a lot!

Update 1:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

7  Java Game APIs & Engines / Android / Libgdx Resizing Problem on: 2013-01-17 02:24:15
I am trying to fill the resize function that comes with Libgdx to fit all of the android screens.

I have been searching for a solution for about an hour and a half but have none. The best solution so far is this tutorial: but when I run it on my Galaxy S3 the buttons are really tiny and just overall the whole game is tiny where on the desktop version it is big and the way I want it to be. My resize code right now is:
   public void resize(int width, int height) {
        float aspectRatio = (float)width/(float)height;
        float scale = 2f;
        Vector2 crop = new Vector2(0f, 0f);
        if(aspectRatio > ASPECT_RATIO)
            scale = (float)height/(float)VIRTUAL_HEIGHT;
            crop.x = (width - VIRTUAL_WIDTH*scale)/2f;
        else if(aspectRatio < ASPECT_RATIO)
            scale = (float)width/(float)VIRTUAL_WIDTH;
            crop.y = (height - VIRTUAL_HEIGHT*scale)/2f;
            scale = (float)width/(float)VIRTUAL_WIDTH;

        float w = (float)VIRTUAL_WIDTH*scale;
        float h = (float)VIRTUAL_HEIGHT*scale;
        viewport = new Rectangle(crop.x, crop.y, w, h);

My render code is:
   public void render() {
      // update camera

        // set viewport viewport.x, (int) viewport.y,
                          (int) viewport.width, (int) viewport.height);

        // clear previous frame;

And my variables are:
        private static final int VIRTUAL_WIDTH = 600;
   private static final int VIRTUAL_HEIGHT = 800;
   private static final float ASPECT_RATIO = (float)VIRTUAL_WIDTH/(float)VIRTUAL_HEIGHT;
   public static BitmapFont FONT;
   private OrthographicCamera camera;
   private Rectangle viewport;
   private SpriteBatch sb;

Like I said, when I run the desktop version it works fine but when I run it on my Galaxy S3, the game is zoomed out a lot, and it crops out the tops and sides of the game which is not what I want at all. If someone could help me that would be great. Thanks!
8  Java Game APIs & Engines / Java 2D / Re: Java 2D - My Rpg Game So Far on: 2012-03-26 19:22:58
You designed the map maker?

Yes I did, I made all of this from scratch with no 3rd party libraries.
9  Java Game APIs & Engines / Java 2D / Re: Java 2D - My Rpg Game So Far on: 2012-03-25 19:27:30
Thats cause it is Tongue
10  Java Game APIs & Engines / Java 2D / Java 2D - My Rpg Game So Far on: 2012-03-25 16:09:33
Hey everyone, this is my first post on this forum and I thought I would start it off by showcasing something I've been working on. Here is a game I've been working on for 1-2 weeks now using Java 2D and here is the two videos that I posted showing what I've made so far! Hope you guys like it so far!

Update Video 1 - Game And Map Editor:

Update Video 2 - Game And Map Editor Again :

Update Video 3 - Shops:

Update Video 4 - Enemies:

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2014-12-18 10:26:14 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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