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Jamison

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  1. Is it too late to enter this contest? I would like to participate.
  2. Hey everybody, I thought I would showcase my new puzzle game I'm working on for the Xbox LIVE Indie Games. It's a puzzle game called Chains. The idea is that you must clear the board of blocks by building chains of colors. You have to stay ahead of the Timer blocks otherwise they will drop new lines of colors onto the board preventing you from reaching your next level. There a few other special blocks. Multipliers (score multiplier) Locked Blocks (cannot be moved or rotated) Add Time (adds 30 seconds to all Timer blocks) Bomb (destroys all non-special blocks of a specific color) Shuffle (reshuffles the board with the same colors for a better chance of making matches) Flash (covers the board with a flash occasionally slowing the player down) Poison (drains the time away from all Timer blocks on the board) [b](click for fullsize)[/b] [url="http://chains.onestopgamers.com/images/screen1_full.png"][img]http://chains.onestopgamers.com/images/screen1.png[/img][/url] [url="http://chains.onestopgamers.com/images/screen2_full.png"][img]http://chains.onestopgamers.com/images/screen2.png[/img][/url] [url="http://chains.onestopgamers.com/images/screen3_full.png"][img]http://chains.onestopgamers.com/images/screen3.png[/img][/url] [url="http://chains.onestopgamers.com/images/screen4_full.png"][img]http://chains.onestopgamers.com/images/screen4.png[/img][/url] Take a look at our blog: [url="http://chains.onestopgamers.com"]http://chains.onestopgamers.com[/url] We are also on Facebook: [url="http://www.facebook.com/pages/Chains/277481962265876"]http://www.facebook....277481962265876[/url] There is a gameplay video on the second blog post for those that would like to take a look at the core gameplay. The game is set to be released in April of 2012. However, we are going to be doing an open-alpha testing in about two weeks. So if you would like to try a free (limited) copy of the game, like our Facebook page and join the "Chains Alpha Test" group and you will be notified when the alpha is available for download on Windows. Feedback is appreciated!! Thanks all!
  3. Hmm, wow yeah. We'll see what happens ;)
  4. The title is subject to change. The story so far: The game centers around a wanna-be space-pilot, Jones, in the galaxy of Alkatroy. Light-years away from Earth, this galaxy is an abis of nothingness. Space stations were built in the early 1900's to over take the galaxy, which proved to be sucessful to the "rulers", but the galaxy had a great conflict between the "rulers" and it's people. The "rulers" control the people. The year is now 2250, Jones' dream of becoming a space-pilot is soon to come true. Little does he know the conflict between the three "ruler" space stations will soon be for him to judge the fate of. These "ruler" space stations control the Alkatroy galaxy. They control all other stations in this galaxy. In the year 2178, the Prophet of this galaxy had for-seen the future of the galaxy - brought back to peace and love; who is the "one" to bring peace back to the galaxy... Jones? Jones must acquire a pilot's license in order for him to fulfill his dream. But he does not have enough money for a ship. He must find work on the ship he lives on in order for him to buy his own ship. Once he has his ship, he can finally travel to other stations, acquiring more work and money. To progress, he must buy weapons, engines, shields, supplys, and food in order to get through the missions. Some require fighting in a dog-fight against other pilots. He must progress his skill advanced enough to eventually head up against the "rulers" and defeat all three. Each "ruler" has a distinct ability - Power, Magic, and Evil. The game is intended to be non-linear after Jones gets a ship - he can travel to any station he wishes, even the "ruler" stations. However, if he or his ship is not advanced enough to overtake the enemy forces that guard the "ruler" stations, he shall fail miserably. Other than the three "ruler" stations, all others are neutral, and thus can be traveled to without question. Only thing is, the stations must be found by flying through space - once found, it will be available on the radar to easily know where it is for the next time you want to travel to it. Here's a few screenshots of what I have as far as programming goes. The shots are obviously not exactly spacey, but there shots of what will be one of the space stations (the station you will start on). The game is actually two kinds: FPS-style (with no shooting) while on a space station and third-person space shooter (while in-space, fighting, etc). Anyway, here's the screenshots (Note: there a bit big): I realize the walls are all textured with the same texture - but it's just temporary. Comments/suggestions are welcome!
  5. Hello to all, I haven't posted on GD.net in... a year. But I've been browsing the articles and such what not. I'm going to make an attempt at entering the 4E6 contest this year. Just wanted to say hi to everybody, and I wish everybody else luck with their 4E6 entry. :)
  6. I've been working with Sockets for about three weeks, and I haven't come across a single connection problem with them. Only lag and out-of-sync problems (in games). Anyway, back on topic... it can't be latency. I had my friend ping me (through my router) and the time it took was between 100-105ms (milliseconds). And he lives in New York, so it's not like he's next door ;). I tried using Datagram Sockets but those are much more confusing than TCP Sockets. I couldn't figure out how to use them to make an RTS. I know there has gotta be some way to fix this...
  7. Okay, I've changed my code and I've completely rewrote my run() method. I changed the FPS to 10 and I'm now using non-blocking sockets. The lag is completely gone now, however, now the game is completely out of sync (synchronization). When I test it on my localhost (with myself), it seems to work without lag and it's almost perfectly in-sync. But when I upload it and test it (with myself), it's completely out of sync. What can I do? Take a look at my changed source-code: http://www.jamisongames.info/MultiPong/MultiPong.java Oh and I couldn't find anything even about Java on gaffer.org. Maybe I should try and rewrite my code to use Packets?
  8. DaBookshah, I agree with the anonymous poster. I've worked with sockets only for a short time, and before I got into trying to make a multiplayer RTS with them, they've worked flawless. And even making a multiplayer RTS they should work flawless (I've seen it done), I just know I'm doing something wrong. Anonymous poster, thanks for all of that great information. I saw something about using the Socket.setTcpNoDelay(true) when using sockets for a multiplayer RTS, and I tried it but it had no effect on blocking sockets. Maybe it should be used with non-blocking sockets? I'll take a look at the DataOutputStream class. Oh, and wouldn't Datagram Packets be a bad idea for a multiplayer RTS? Would the positions tend to jump around since the packets aren't guaranteed to arrive in the same order they were sent out? For example: Frame 0 - Server - ballX = 0; ballY = 0; Frame 0 - Client - ballX = 0; ballY = 0; Frame 1 - Server - ballX = 5; ballY = 5; Frame 1 - Client - ballX = 0; ballY = 0; Frame 2 - Server - ballX = 10; ballY = 10; Frame 2 - Client - ballX = 5; ballY = 5; Frame 3 - Server - ballX = 15; ballY = 15; Frame 3 - Client - ballX = 15; ballY = 15; Frame 4 - Server - ballX = 20; ballY = 20; Frame 4 - Client - ballX = 20; ballY = 20; Notice how the ball would skip a position in Frame 0 and Frame 1 and then in Frame 2 it would appear to jump from Position 0 to 10. I'm going to rewrite my run() method, and change my sockets back to non-blocking again. And I'll also try and repaint the screen whenever possible (I'll see if I can find that tutorial on how to do that).
  9. Hello all, I have created a multiplayer pong game and so far so good. However, I've come across a small problem... lag. The game is perfectly in-sync, however, the game lags way too much. I've tried using non-blocking sockets but that doesn't work either (same results). The game is set at 30 FPS (Frames Per Second), which is set using the tradional Thread.sleep(1000/fps); Here is my source-code if you need to take a look: http://www.jamisongames.info/MultiPong/MultiPong.java I would appreciate any help that you guys can give me. Thanks and regards, Jamison
  10. Lol Thanks for the warm welcome back everybody! :)
  11. To OpenGL_Guru: Hmm, I didn't see a Lounge forum. Must've missed it. I would have posted this there if I saw it. To evelyn: Lol I guess you could say that hehe.
  12. Yeah, I guess this should be more of just a regular welcome to GD.NET since I haven't really been here much so it's like I'm new here.
  13. Hey everybody! It's been such along time since I've been here. I'm sure nobody remembers me, I haven't posted much (if any). But I'm here to stay now. :) Jamison
  14. Quote:Original post by Anonymous Poster Actually the AK-47 isn't in any World War 2 games...it was developed in the year 1947, World War 2 ended in 1945. Thats true, but think about the many, many other games which use the AK-47 gun :P.
  15. If your tring to parse Half Life 2 vmf files, you'll have better luck making one yourself. It could be hard to find. Or maybe try Google.