Java Applets on Game Jolt

I like this site.

Sparrow uses the Google app engine (and has to be loaded from there for the server/client stuff to work) - does this mean it can’t be hosted by Game Jolt, or can you show remotely hosted applets in an iframe, or use URL forwarding or something?

Right now we don’t allow games that can’t be played from the site. Sorry. :-\

So no Runescape then… :wink:

Runescape doesn’t need Gamejolt, it’s already very very profitable!

CROS or anyone, how do you manage the cross platform aspect for native libs (dll, etc)? With webstart the developer has a mean to do that but on gamejolt it doesn’t seem to be possible. The only workaround I see is to bundle those libs in 1 jar but that’s not a good solution (unless using jar indexing) because the player is forced to download unnecessary files.

Hey Analog,

I’m not too knowledgeable with Java, but I’m sure some of the other guys could help you out. Game Jolt allows you to upload one main JAR file, and then multiple other supplemental files that get placed in the codebase of the applet. Also, you can set as many applet params as you need to. Let me know if this helps.

Hmm, I’m afraid that’s not enough. I’ll wait for an answer from one of your guys then.

Without JNLP support none of my games can be uploaded. They also needs to use the JNLPAppletLauncher for backwards compatibility with pre Java 6 update 15 JVMs (which includes the majority of users). The main change required in the Applet HTML code is to be able to add extra links to the applets archive path. Presumably (or hopefully) that would also allow other users to use JavaFX.

I would also need to upload the JNLP file, but I presume this can already be done via the ‘Upload Extra File’ page.

What java library are you using that requires natives? LWJGL? JOGL? Slick? Other?

Slick.

For Slick its very simple. LWJGL’s applet loader will handle all the native stuff for you, you simply put all the natives for each platform in separate jars (like you’d do for webstart) and that applet loader will automatically only download the native jar for the platform its run on.

More detailed instructions for slick can be found in this thread. An easy way to create this is grab the example lwjgl applet package from lwjgl.org and modify it to fit your project. Briefly on gamejolt you upload lwjgl_util_applet.jar as your main jar and all the other jars as supplimentary files. Then you point to them using parameters so that the lwjgl applet loader knows where to look.

An added benefit of using lwjgl’s applet loader is that it has support to use pack200+lzma compression on your jars, so that the download size is even smaller. Theres already about half a dozen slick applets on gamejolt.

Hey, that great! :smiley: I’ll do that then.

Thanks!

I see that in Java 6 doc, pack200 seems to support only gz and not lzma. Am I right? If that’s the case, which tool (link please) do you use to produce lzma?

grab the file http://sourceforge.net/projects/p7zip/files/java_lzma/4.23.01/java_lzma_4.23.1.tar.bz2/download it has a file called JLzma.jar inside it you can use that to create lzma files.

Have a look at the LWJGL Ant build.xml file to see how you can create pack200.lzma files easily with Ant.

Thanks for saving the day, Kapta! :smiley:

FYI, my issues are solved.

CROS, “Visit Game’s Web Site” link doesn’t point to the developer’s web site but on Online Puzzle Games page.

Also, do you plan to improve the upload for Java applets? It’s really laborious; 1 jar at a time, and after each upload the game restarts, which causes yet another delay. :-\ An idea for you: have the option to upload a zip that contains multiple jars with the option to specify “include in archive tag”. Or really support the upload of multiple jars at once.

Multiple file uploading support is planned.

In the game website, you have to include http://

It now longer shows the game as you’re uploading, so the process should be quicker now.

That’s great!

Cool.