Rejechted
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Reply #300 - Posted
2011-09-23 14:25:04 » |
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Aye, this is more or less because it's impossible to see the future, and it's the fault of neither side. X years ago when these projects began, no one had any idea that we'd be on this forum in 2011 discussing this issue.
Based on your posts as well as Cas', we're probably just going to stick with JOGL. The one constant between both services is that this amazing community exists to help us make our dreams come true regardless of which one we happened to hit first on a google search for Java OpenGL. For future projects we have a much better idea of what to expect.
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princec
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Reply #301 - Posted
2011-09-23 14:54:52 » |
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Aye, this is more or less because it's impossible to see the future, and it's the fault of neither side. X years ago when these projects began, no one had any idea that we'd be on this forum in 2011 discussing this issue. Hah! They knew full well what they were doing, 'twas a straighforward case of NIH. But regardless, sticking with JOGL is definitely the sensible option for this project. Cas 
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Rejechted
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Reply #302 - Posted
2011-09-23 21:48:12 » |
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I guess that's just my youth and hopeful naievity shining
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Games published by our own members! Check 'em out!
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Sinuath
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Reply #303 - Posted
2011-09-24 11:11:52 » |
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I just want to thank you for answering all of our questions, damn nice of you.
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ChrisM
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Reply #304 - Posted
2011-09-24 22:40:15 » |
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Aye, this is more or less because it's impossible to see the future, and it's the fault of neither side. X years ago when these projects began, no one had any idea that we'd be on this forum in 2011 discussing this issue. Hah! They knew full well what they were doing, 'twas a straighforward case of NIH. But regardless, sticking with JOGL is definitely the sensible option for this project. Cas  I have NO IDEA what you are talking about. None at all. Nope. Madness you speak of! 
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Cero
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Reply #305 - Posted
2011-09-26 15:39:18 » |
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About Steam...
Lets assume, the game is done. if you submit your game to steam (you use this SteamSubmission.doc WordDoc and send it ?), is it a plus if you haven't released the game before at all ? I mean I could release it on many platforms like Desura and my own Website for sale, and THEN ask Steam, or the other way around, publishing it only on steam or through other means.
Is steam exclusivity a plus for them, or are they more happy to already see it being somewhat known ?
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princec
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Reply #306 - Posted
2011-09-26 17:20:06 » |
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About Steam...
Lets assume, the game is done. if you submit your game to steam (you use this SteamSubmission.doc WordDoc and send it ?), is it a plus if you haven't released the game before at all ? I mean I could release it on many platforms like Desura and my own Website for sale, and THEN ask Steam, or the other way around, publishing it only on steam or through other means.
Is steam exclusivity a plus for them, or are they more happy to already see it being somewhat known ?
It's hard for me to really give you an answer as I just basically don't know. It's a lottery, but you can improve your chances, I think, by (first of all!) creating games specially tailored to the Steam demographic (it's not too hard to see who Steam users are - look at all the other games and see what sells) and secondly making something that's cool that people want to talk about. The more buzz about your game the better. Submit links to all the buzz to Valve along with your submission, including plenty of choice quotes from the most famous personalities you can muster. It helps, therefore, to release the game first and then ask Valve. Not least because you want all the bugs found and the game properly balanced long before anyone at Valve looks at it. Steam are so completely and utterly dominating now in the online digital game delivery market they couldn't give a rat's ass whether you sell the game anywhere else. Their sales will eclipse all your other outlets by a factor of at least 10, probably more like 100. One more thing about Valve acceptance: it's just a bunch of a few guys playing games all day long who decide which indie games they publish. They're absolutely as fickle as any other customer on the entire internet. That is, they "buy" maybe 1% of the time. For every 100 titles sent to Valve I expect 99 are rejected. You can fall at every single hurdle: download, installation, registration maybe, presentation, gameplay. You must absolutely do everything you can to make sure you are not giving Valve reasons to not play your game. By strange coincidence this translates into being able to more easily sell it directly, too... Cas 
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Eli Delventhal
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Reply #307 - Posted
2011-09-26 19:04:15 » |
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Great stuff there, good read. Sounds like it makes sense to just make your game the good old fashioned way until you've got a lot of interest over time. So... make a fun game and then keep on whacking at it.
Okay.
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kappa
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Reply #308 - Posted
2011-09-26 20:22:42 » |
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What percentage of your users are on OSX/PPC ? Is the PPC market small enough yet to safely ignore and go just 32/64bit on OS X ?
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princec
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Reply #309 - Posted
2011-09-26 21:17:39 » |
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What percentage of your users are on OSX/PPC ? Is the PPC market small enough yet to safely ignore and go just 32/64bit on OS X ?
We've stopped supporting PPC now as the drivers etc. are beginning to feel a bit old and the speed of the GPUs and CPUs in most of those systems is also rather lacking. But looking at my logs since last summer, the percentages are: i386: 90% amd64: 6% (that's 64 bit Intel) PPC: 4% Cas 
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Games published by our own members! Check 'em out!
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kappa
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Reply #310 - Posted
2011-09-26 21:33:18 » |
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What percentage of your users are on OSX/PPC ? Is the PPC market small enough yet to safely ignore and go just 32/64bit on OS X ?
We've stopped supporting PPC now as the drivers etc. are beginning to feel a bit old and the speed of the GPUs and CPUs in most of those systems is also rather lacking. But looking at my logs since last summer, the percentages are: i386: 90% amd64: 6% (that's 64 bit Intel) PPC: 4% Cas   if that figure is accurate, pretty shocking stuff! however the results on StatOwl do pretty much confirm the above.
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princec
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Reply #311 - Posted
2011-09-26 22:18:08 » |
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Oh, it's accurate all right - I'm even surprised it's quite so high given just how ancient the last PPC Macs are now - over 5 years old. The last of them will vanish over the next year or so. They're already a niche not worth bothering with. Cas 
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kappa
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Reply #312 - Posted
2011-09-30 12:17:12 » |
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How do you handle fonts in your games? especially keeping them smooth and crisp looking? do you have some sort of code for scaling fonts smoothly (so they don't look blurry when zoomed in), maybe using some sort of vector fonts?
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princec
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Reply #313 - Posted
2011-09-30 13:37:35 » |
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How do you handle fonts in your games? especially keeping them smooth and crisp looking? do you have some sort of code for scaling fonts smoothly (so they don't look blurry when zoomed in), maybe using some sort of vector fonts?
They're bitmap fonts. They're just rendered at 2x their required size  Cas 
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Eli Delventhal
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Reply #314 - Posted
2011-09-30 20:14:50 » |
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Do you like the song "Boogie Wonderland" by Earth, Wind, & Fire?
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Azulon
Senior Newbie  Medals: 1
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Reply #315 - Posted
2011-09-30 21:02:31 » |
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What did you use or do to get Java to work with Steam?
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princec
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Reply #316 - Posted
2011-09-30 21:10:47 » |
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Do you like the song "Boogie Wonderland" by Earth, Wind, & Fire?
Can't say I know it really. Right now I'm listening to Spare Ass Annie and Other Tales by William S Boroughs and Green Naugahyde by Primus. Cas 
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princec
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Reply #317 - Posted
2011-09-30 21:11:19 » |
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What did you use or do to get Java to work with Steam?
I wrote a C++ JNI library from scratch. I still need to figure out how to compile it on a Mac. Cas 
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lhkbob
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Reply #318 - Posted
2011-09-30 21:54:36 » |
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If other Java developers start having similar success with Steam, would this JNI library be something you're willing to share?
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princec
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Reply #319 - Posted
2011-09-30 22:20:13 » |
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If other Java developers start having similar success with Steam, would this JNI library be something you're willing to share?
Yes. Cas 
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Cero
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Reply #320 - Posted
2011-09-30 22:29:17 » |
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He also posted this on Twitter I'd love to open source the Steampuppy API but the actual Steam SDK is under NDA - but if you've signed the Steam NDA then you can have it! Just a legal issue =P
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princec
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Reply #321 - Posted
2011-09-30 22:31:20 » |
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Indeed. I won't distribute it, but I will give it to Valve to distribute which is probably easier. Cas 
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Bubby4j
Junior Newbie
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Reply #322 - Posted
2011-09-30 22:55:41 » |
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I ask you to look at my error with Kryonet in the networking & multiplayer forum.
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princec
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Reply #323 - Posted
2011-09-30 23:08:03 » |
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Sorry, never used Kryonet before. Cas 
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m77
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Reply #325 - Posted
2011-10-08 23:04:02 » |
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is sex the best thing in the world? if not: is sex with the best thing better than just the best thing?
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Cero
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Reply #326 - Posted
2011-11-25 18:04:45 » |
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we are talking about this offtopic in another thread, but how do you create mac-installers / how do you distribute a game on mac - what do you need when using linux I would actually just write the one line to start it and save it as .sh for them to run, works fine - also I assume linux people know a little... of course packages are an option windows stuff - well you might explain it, but private jvm and installer is not complicated
but I have little experience with mac - although I saw that all the terminal command are the same, and thus my "shell" script file ran on mac aswell however I don't assume mac users operate the terminal or anything - so how do you create some simple installer / executable / whatever ?
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Eli Delventhal
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Reply #327 - Posted
2011-11-28 19:42:38 » |
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we are talking about this offtopic in another thread, but how do you create mac-installers / how do you distribute a game on mac - what do you need when using linux I would actually just write the one line to start it and save it as .sh for them to run, works fine - also I assume linux people know a little... of course packages are an option windows stuff - well you might explain it, but private jvm and installer is not complicated
but I have little experience with mac - although I saw that all the terminal command are the same, and thus my "shell" script file ran on mac aswell however I don't assume mac users operate the terminal or anything - so how do you create some simple installer / executable / whatever ?
For Mac, just download the free developer tools and then use the JarBundler app that comes with the utilities. Super easy. You need a Mac to use it. Alternatively, just find or ask for any app made using this tool, and edit the stuff in the app (it's just a folder with various resources) which is super easy.
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Cero
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Reply #328 - Posted
2011-11-28 22:00:48 » |
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we are talking about this offtopic in another thread, but how do you create mac-installers / how do you distribute a game on mac - what do you need when using linux I would actually just write the one line to start it and save it as .sh for them to run, works fine - also I assume linux people know a little... of course packages are an option windows stuff - well you might explain it, but private jvm and installer is not complicated
but I have little experience with mac - although I saw that all the terminal command are the same, and thus my "shell" script file ran on mac aswell however I don't assume mac users operate the terminal or anything - so how do you create some simple installer / executable / whatever ?
For Mac, just download the free developer tools and then use the JarBundler app that comes with the utilities. Super easy. You need a Mac to use it. Alternatively, just find or ask for any app made using this tool, and edit the stuff in the app (it's just a folder with various resources) which is super easy. oh wow, nice gonna try it
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