14 apr 2013
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From now on I'll also be releasing minor versions of JGame as source-only.
These should be considered beta versions.
Check out JGame 3.6.2 beta in the download section.
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10 aug 2012
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Here is the 3.6 "very stable" release at last.
Highlights: optimized J2ME compatible JBox2D
engine was added; various bugfixes and minor features; cleaned up the source
tree and Antified Make scripts; added 2 new games.
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10 aug 2012
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----- Release 3.6 -----
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28 jun 2012
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Sorry guys, the website has been down for a week, due to a name server
problem after relocation of the server. Meanwhile, I've been working
on the 3.6 release, mostly cleaning up the make scripts and example games.
I want this release to be stable, so I'm taking some time to test every part
of it thoroughly. I also added a physics example game that works on all
platforms.
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2 dec 2011
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The old site is back online now!
(though Google still seems to stick to the
temporary address).
I hope to release JGame 3.6 soon, which works towards more
seamless java-flash integration. Various minor improvements were made too,
and it will include my hacked J2ME compatible JBox2D physics engine. I am
now in the process of Antifying the make scripts (it's about time!).
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22 jul 2011
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For all users who tested my Facebook app: thanks for helping out!
I wrote some Facebook
integration code for use with JGame Flash, which I will release with the next
version. See it at: http://apps.facebook.com/tmtg_webwars/.
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30 apr 2011
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Here is JGame Flash Release 1.0: an Actionscript 3 port of JGame.
It is released as a separate package because
it is not well integrated with the JGame package yet.
It comes with two example games.
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25 apr 2011
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----- Release 3.5 ----- |
12 feb 2011
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I am working on an Android version of
JGame. See my first game release here:
Ogrotron
Android. As you might have noticed, I started publishing some semi
commercial games written with JGame on my new website tmtg.net.
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4 oct 2010
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Things usually go slower than expected, but here is a new release at long
last! I am currently developing mobile games, including a physics game.
Integrating a physics engine with JGame did not prove difficult, I may post
some info on that later.
Meanwhile, the Flash version is more than finished, so I can release it soon.
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3 oct 2010
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----- Release 3.4 ----- |
6 jan 2010
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You might wonder want I'm up to. I've been busy with other software projects,
but I'm also working on a Flash version of JGame.
The API is the same, and I'm also working on automatic translation from
Java to AS3. My first test of the JGame-AS3 engine can be found
here. I
hope I will have enough time for a new release in about two
months' time. I've also been getting increased amounts of JGame-related mail,
so I guess it's time to install a proper forum too.
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11 mar 2009
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After a long break I'm working again towards a new release. In the meantime
I've created a couple
of new games, and have a couple of bugfixes/minor features.
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17 mar 2008
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Release 3.3 patch a: Several people pointed out that there were
a couple of missing files. I've also disabled use of NPOT because it causes
software fallback on some machines. |
10 mar 2008
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----- Release 3.3 ----- |
3 mar 2008
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I'm nearly finished with the new version, which sports multilayer parallax
scrolling
and view zoom/rotate, and works fully without NPOT extension. In order to
make the release look a little more exciting, I'm working on a new game that
makes good use of the OpenGL extensions.
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26 feb 2008
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The biggest problem of the new JOGL version seems to be the dependence on non
power of two textures for scrolling,
which a lot of machines still do not support. I just
modified the code
so it no longer requires the NPOT extension. I have also devised an efficient
way to
do parallax scrolling, which I want to implement before the next
release.
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16 feb 2008
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----- Release 3.2 ----- |
13 feb 2008
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29 jan 2008
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After a quiet period, I'm back at the project trying to add a third platform:
opengl (jogl). I've got a prototype running, but I've still got significant
straightening out to do. You will be able to link a JGame app to both the
regular JRE verion or the JOGL version. The JOGL version will include: double
buffered screen synced animation, colour and alpha blending, arbitrary
sprite scaling/rotation, and hopefully parallax scrolling.
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9 aug 2007
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Here is the 3.0 release at last! It has full support for mobiles, and four of
the games were specifically adapted to run nicely on mobiles.
There have been major structural changes to the project (and the zip is more
than twice as large now).
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30 jul 2007
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Coming soon: JGame mobile
Wonder what kept me? I've been busy redesigning JGame so that JGame games
can be run on (MIDP) mobiles directly without requiring any changes in the code.
Tonight (at 3am, couldn't help myself!) I've finally got a preliminary version
running, and it runs pretty smoothly!
Try the pre-release mobile game
PubMan. JAR,
JAD.
Left: Chain Reaction on my mobile.
Click to enlarge.
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23 jun 2007
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I did a little redesign of the homepage, so it uses space more efficiently
and should be easier to use. I hope you like it!
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31 may 2007
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It appears someone has made a
variant of my Chain Reaction game called Invasion!
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31 may 2007
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I'm trying to run JGame using Webstart, and it almost works, except that the
engine reports an exception on the game window when trying to read the
user.home property! I'll fix the problem soon.
You also get a title bar saying "Java application
window". For now, the webstart is signed to
obtain
the required permissions and get rid of the title bar.
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29 may 2007
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I've been extending the software with new games, improved games, a highscore
table, etc. for release soon. I also found that JGame doesn't perform
as optimally under Windows as it does under Unix. I found that using volatile
images for the background and buffer makes all the difference.
I'm now adapting the code to work with volatile images.
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18 may 2007
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I found that version 2.1 had a couple of serious bugs. One was that the Jars
didn't work in Windows! So, here's a fixed version.
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30 apr 2007
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Version 2.0 features scrolling, and a number of changes and extensions that
naturally come with it. It is very efficient and should be easy to use.
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30 mar 2007
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Here's the 1.3 release at last! Besides sound,
it also includes a web-based game creator.
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7 mar 2007
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After some busy months I'm almost ready to release the next version. I'm
working on sound, but am running into various platform-specific
behaviour. There will also be a new game.
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7 dec 2006
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The columnist Jeff Friesen has written
a JGame tutorial on JavaWorld!
This also includes a new game which you can download on the link below the
article.
He also found a bug which I'll fix asap. I've been abroad so I've had
no time to work on JGame but I just got back this week and am ready to
continue development.
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6 oct 2006
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JGame has finally been tested on MacOS X and was found to work very smoothly
(at least on a Ghz machine it did :-) )
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28 sep 2006
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The 1.0 release is here. In 1.0, I cleaned up most of the remaining loose
ends in the software package. Some bugs were fixed, error reporting is
much improved, and there are some interesting new debugging features.
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Left: debugging fun.
Caverns of Fire under development showing dbgPrint messages, exceptions,
bounding boxes, and game state.
Click to enlarge.
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26 sep 2006
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JGame was featured as "applet of the week"
on the Java Posse newscast! (you can find the feature 16 minutes into the
podcast)
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24 sep 2006
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After a productive two-week vacation, the JGame package nearly doubled in
size! I spent this sunday wrapping up the package for the 0.9 release. It
includes 5 new games, a standard game state machine, standard game objects,
and a host of minor changes to the base classes.
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8 sep 2006
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JGame 0.8 was featured as
"applet of the day" on JavaDesktop
community!
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7 sep 2006
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I started on this project about a year ago, and at last, here is the first
release! It is fully documented now, and comes with 3 finished games.
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