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Welcome to Static Void Games!

Who is this site for?

I'm building this site with the following people in mind:

  • Game Jammers:

    • You don't have time to worry about hosting and deployment.
    • Use our easy uploader to get applet, webstart, and runnable jar versions of your game on a customizable webpage!
    • Specify your own ad code and keep 100% of the revenue your game generates!
  • Students:

    • Have you started learning Java and want to learn more about game development?
    • Check out our growing list of tutorials and the source code to real games here!
  • Players:

    • Want to play some indie games and help support up-and-coming developers?
    • Play some games and drop the developers a comment!

Featured Game

05:13:58 PM - Saturday, March 22, 2014

TankBattle

TankBattle

Battle with tanks in single and multiplayer!

by Jojo

  Features: Singleplayer against AI, offline multiplayer up to four people against each other and AI 4 different terrain types, plus a terrain editor 4 different weapons Ingame shop where you can buy ammo after each round Randomly dropping ammo crates Controls: Use the mouse to aim and hold down the mouse button to charge your shot. Release the mouse button to shoot. What was your inspiration for the game? A small Flash game called Tanks, the Flash game Territory War, as well as the Worms... (read more)

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Play as:

Applet Jar

Recent Blogs

Newest Site Blog: DevBlog: More Progress, Text Editors, And Notifications!


04:54:41 PM - Saturday, July 26, 2014

It's been a month since my last post, and in that month I've got a lot done: logging in (and out, an important step I almost forgot), changing only your stuff, uploading to S3, and leaving comments.

I found myself wasting a lot of time trying to figure out the absolute "best" way to do everything instead of actually doing anything, so I finally decided to take a Leeroy Jenkins approach to development. I've been implementing things however they make the most sense to me, which isn't always the BEST way. I figure it's more important to get something up and running, and I can always go back and fix stuff once we go open-source and I can get feedback on better ways to do things.

For example, I was able to use Spring's form backing object to vastly reduce the complications of the game uploading process. Currently, the upload process is a whopping 36 separate pages (18 pages of forms, 18 handlers) with a ton of repeated logic in all of them. This is exactly the type of thing I was hoping to fix with this overhaul, and the new upload process is a SINGLE page (view) and a SINGLE handler. All of the logic is in one place now, which will make it so much easier to add stuff (html5 and javascript games?) in the future. There is probably room for improvement in how I'm setting it all up, but at least it works!

I've also been giving a lot of thought to what type of text editor to use on the new site. We currently use CKEditor, which works well enough. But it feels a bit, what's the word, clunky? Plus it doesn't work on mobile which is bad for a bunch of reasons. It might seem like an overly nerdy thing to focus on, but since text editors one of the main ways people interact with the site, it's important to get it right. Using the wrong text editor can make the whole site feel clunky, but if I can find a "fun" text editor, the whole site might feel better.

With all of that in mind, and after several hours of research, I've decided to use PageDown, which is the text editor that StackOverflow uses. PageDown is an open-source editor that outputs Markdown, which is a common formatting syntax used in forums (the Processing forum uses it), readme files, and other programmer-centric text. It even has code formatting blocks! This seems like a good fit for Static Void Games, but more than that, the PageDown editor is just sorta FUN to use. It gives you an editor and a preview window, so you can see both the formatting syntax (highlighting a word and clicking the "bold" button surrounds that word with **, which is the Markdown **bold** syntax) as well as the result of that syntax. This immediate feedback encourages you to quickly become a "power user" who writes Markdown directly and doesn't need any buttons, which makes it much easier to write quick comments or longer blog entries.

That's the client side (the part you guys see), but the other half of this was the server side: once you submit the Markdown from the PageDown editor, the server needs to convert it to html to display in the browser. PageDown does come with a converter, but it's all in JavaScript. The server is done in Java, so to use the converter, I had to write a little mini-program that calls the JavaScript library from Java. This wasn't particularly difficult (in fact it was only 5 real lines of code), but it was a neat little "a-ha!" moment for me that I was pretty proud of.

So now we have a new editor, and I have comments working. Next I'm going to implement blogs. I have to do some thinking about how I want to organize them- they were originally set up so you could start a blog for a specific game, but nobody seems to use that feature (maybe because our current text editor is so clunky?), so I'm not sure how worth-it that is. More thought is required, and any feedback you guys have is always appreciated!

The last big thing that I need to do is implement the notifications system (the little alert you get at the top when somebody comments on one of your things). When I first implemented the notifications system, it was more efficient (I'm lazy) to store all of the ALREADY VIEWED notifications. But those have since added up, and parsing through all of them (thanks to some stupid logic on my part) takes forever, which is why the notifications page is so dreadfully slow. A few months ago I also tried to fix a bug where notifications don't get marked as viewed, but that introduced other bugs where now you get notifications for old comments. The whole thing is a big mess.

I want to redesign the whole notifications system from the ground up, but I'm not quite sure what that should look like. Do I store UNVIEWED events and delete them when you see them? Do I just store the timestamp of the last time you looked at your notifications and then count any events newer than that as unseen? How do I go about rolling related events up into a single notification? How should this eventually interact with the gamification I want to add? This is the one thing that I can't Leeroy Jenkins my way out of, so more thought is required. And as always, any input you guys have is very welcome.

I'm on track to have this done by the end of August. I'm hoping to finish all of the server-side stuff up and put it on GitHub in the next couple weeks, then fix up all the client-side html and css, hopefully with feedback from you guys on what you think stuff should look like!


Newest User Blog: A Simple Dice Game.


04:32:00 PM - Tuesday, June 03, 2014

I invented this little dicing game, thought to post it here, for anyone interrested!

In this game you get to shout, so be sure it's OK!

Material:

You need at least as many dice as players. Each dice has to be distinguishable.

Preperation:

Take n dice with as many sides as you want (not necesserally the same for each).

Let each player pick a dice. The other dice form the "stack"

The Game:

Notice: Your score is the amount of eyes on all your dice.

Selection Phase;

Everyone throws their dice at the same time. As soon as you think you know, shout the value of the highest score. (First to say counts, not the others)

If your right, you get to challenge, else the selection process is reapeated, and you have to put one of your dice to the "stack".

Challenge phase:

You can either challenge the "stack", in that case, you throw your dice and throw all of the dice of the stack. You then get to pick one of the dices of the stack which has a lower value than your score.

Notice:this is only possible if there are dice in the stack.

Or you can challenge another player: in this case, each player throws his dice, the one with the highest count gets to steal a dice to his opponent.

End:

If you have no dice left, you lost, the winner is the last man rollin'.

 


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