GUI based multiplayer game

Can i use JAVA FX for creating simple GUI based multiplayer card game?

Narayan wrote: But you need some server script/programming like Servlet,PHP.You may use Servlet or PHP like Narayan stated before, but i would recomend JAVA RMI for the "Client to Server" or "Client to Client" - communication. The Advantage of using RMI in Javafx is you don´t need anny extra or external 3rd party lib. RMI is core Java.
If you need a Sample just google around there a plenty of tutorials. and they are all written in pure java.

Similar Messages

  • How to create a turn-based multiplayer online game?

    Hello. This is my first time here. I am familiar with programming games and have been doing so for 20 years. However, I'm completely new to using Java to do so. In the past, I wrote games in BASIC, Blitz, and C++ using DirectX. Being familiar with C/C++, the Java language syntax is not a hurdle for me.
    I've never created a networking game, but I feel that if I tried to create one using one of the programming languages I already know that I would succeed at doing so. (I'm just trying to show that I feel confident in programming with the languages that i know)
    The dilemma here is that someone else would like me to program a turn'based multiplayer game for them in Java.
    I've downloaded the NetBeans 4.1 IDE and uncovered a lot of terms and such that I'm unfamiliar with.
    What I'm looking for from you guys is an overview of what I need to do to achieve my ultimate goal of creating this online game.
    As a reference, I need to create a game very similar to this one:
    http://www.tacticsarena.com/play/
    Click on the "Launch Game: Tactics Arena Online" link to see the game.
    Create a new account to play (accounts are free).
    Upon starting the NetBeans IDE, I found that I could create several different types of projects. I guess first of all, I need to know what kind of project is best suited to make this type of game.
    To name a few, I have to select from:
    Java Application
    Java Class Library (is this an Applet?)
    Web Application
    Enterprise Application
    EJB Module
    Then I guess I would like to know if any of the above projects would be used to make the clients interface or the server side software or both? Or do I need to use some other kind of software/programming language/etc. to create the server side? (As a side note, typically what kind of Operating system would the server be using? I ask because I may set one up myself for testing purposes.)
    Somewhere I came upon the term 'Servlet'. Is this some kind of Java server application? Do I need/want to be using this?
    As you can see, I'm very lost at where to begin. I'm not at all unfamiliar with programming. I'm just unfamiliar with Java.
    WolRon

    Hi WolRon
    I am in the process of learning Java myself and from what i have read, you have a long road ahead of you!
    To start this Project the following will be essential for you to know:
    Applets - if this is going to an online game
    Multiple Threads - for the Server side
    Swing - for the GUI on both sides
    AWT - help work with the user input (mouseListeners, buttonListeners, etc)
    And knowledge of a database.
    those are the most obvious things that you will need to understand.
    I strongly suggest buying a Java book from which you need to start at the beginning. Although the concept of OOP is the same through most languages Java has terms - as do all languages- that will be different from the other languages. Starting at the beginning will be beneficial to your Java coding future.
    Good luck.

  • How to develop a GUI in my game

    Hi,
    I'm working on a multiplayer game in Java 1.4. This is more like a prototype than a commercial quality game, and since the focus of my work is on the networking capabilities of the game, I want to spend the least possible time with mundane things like how to type information and select things on my game...in other words, having a GUI that can provide the game with a menu/submenus, buttons, textfields and the like.
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    Gabriel

    Hi,
    Thanks for the ansewr. I've been doing an example and I could get my Swing dialog to appear in the screen.
    Below is thesource code of my example. It works but it seems to me that the animation of the square is flickering somehow (I think is double buffered) and the frame rate is somewhat low.
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    Regards,
    Gabriel
    import java.awt.*;
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      private static int MAX_FRAME_SKIPS = 5; // was 2;
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      Image backBuffer;
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      private long gameStartTime;
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      private boolean running;
      private Graphics2D graphics;
      private long period;
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      int vy = VEL;
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        f.setResizable(false);
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        if(backBuffer == null) {
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        g.setColor(Color.RED);
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        ActiveSwingTest test = new ActiveSwingTest();
        new Thread(test).start();
    }

  • How to create a multiplayer game for steam using flash/flex?

    Hi guys,
    We've got a multiplayer game ready to go. Currently it is not multiplayer, but we'd like to get it to a stage where it can be played over the steam network by users of steam and owners of steam games.
    We'd like to if anyone could briefly give us a breakdown of how to get out game up on steam and available for multiplayer?
    Does steam host servers, and can we utilise a steam server to transfer data between players or would we have to run our own server?
    Currently were using flash builder to publish via adobe air to a windows desktop exe. Can anyone briefly explain how - once a player has downloaded the game from steam we can connect two players? Does anyone know how to use actionscript 3 to access steam network?
    Anyone have any experience developing multiplayer turn based game for steam using flash /actionscript 3 /adobe air?
    Thanks for your help in advance,
    i

    You would want to use the SteamWorks API, which is available from Steam as a C++ library, but there is most likely an Adobe Native Extension (ANE) that would allow you to use the library in AS3.
    I've never used SteamWorks but it seems to support peer-2-peer matchmaking (in other words, you wouldn't even need your own server, I think.)
    SteamWorks API:
    https://partner.steamgames.com/documentation/api
    Search results for "SteamWorks AIR ANE":
    https://www.google.com/search?q=steamworks+air+ane
    -Aaron

  • 2 player web-based Flash game problem

    I have a two player web-based Flash game. The Flash calls a
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    The first player loads everything just fine. All the first
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    This problem always happens to the second player, never to
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    Does anyone have some idea(s) what could cause only the
    second player's ActionScript code not to execute and/or not to load
    an XML file correctly?
    This is just a general question, so any general answers would
    be appreciated. Code specific answers are hopefully not required.
    Thank You in advance.

    Hi,
    I am not very familiar with the multiplayer Game development. For multiplayer games, you'll need to set up a matchmaking server and have the clients connect to it. It can then pair them off and facilitate communications. If the clients have publicly available
    network addresses then it can introduce them and they can talk directly to each other.There isn't anything built in for this so you'll need to either build your own or find a third party implementation. If you are using Unity3d then check out
    http://docs.unity3d.com/Documentation/Components/net-MasterServer.html
    Also, you can use Xbox services, and I find an article below:
    https://msdn.microsoft.com/en-us/library/bb975801.aspx
    For windows Azure problem, you should go to windows Azure forum.
    Best Wishes!
    We are trying to better understand customer views on social support experience, so your participation in this interview project would be greatly appreciated if you have time. Thanks for helping make community forums a great place. <br/> Click <a
    href="http://support.microsoft.com/common/survey.aspx?showpage=1&scid=sw%3Ben%3B3559&theme=tech"> HERE</a> to participate the survey.

  • A never ending multiplayer game?

    Hi
    I want to make a 2d spaceship multiplayer game (applet). The game should have lots of human controlled spaceships (and maybe some computer controlled spaceships if there are no human players). Each time a new user starts a game in its web browser, a new spaceship will appear in the game. The user will play until his spaceship is shot by another player. A shot spaceship will disappear from the game, and the player may choose to start a new game with a new spaceship. But the game on the server should never end. Each user will play in the same game on the server (but there may be a maximum number of players).
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    this is a fast extract from my files, when you run Gclient the server will be launched and 2 clients will be opend, the red boxes are players
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    Server
    import java.io.*;
    import java.net.*;
    import java.util.*;
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         private int    players = 0;
         private Vector ones = new Vector();
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         ServerSocket servS;
         Socket       clnt;
         try
             servS = new ServerSocket(4444);
              System.out.println("Server Ready on port: 4444");
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                   clnt = servS.accept();
                   System.out.println(""+clnt);
                   One one = new One(clnt);
                   one.start();
         catch (IOException ex) {System.out.println(""+ex);}
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         for (int i=0; i < ones.size(); i++)
              One one = (One)ones.get(i);
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         for (int i=0; i < ones.size(); i++)
              One one = (One)ones.get(i);
              me.write(one.data);
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              int x = players*30-25;
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         private Container co;
         private Gsocket   socket;
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         if (kc == 38) p.y--;
         if (kc == 37) p.x--;
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              y = Integer.parseInt(tokn.nextToken());
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         for (int i=0; i < co.getComponentCount(); i++)
              if (co.getComponent(i).getName().equals(p)) com = co.getComponent(i);
         if (com == null)
              JLabel l = new JLabel(p);     
              co.add(l);
              l.setName(p);
              l.setOpaque(true);
              l.setBackground(Color.red);
              l.setHorizontalAlignment(SwingConstants.CENTER);
              com = l;
              co.validate();
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                   me=l;
                   setTitle(p);
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         Thread t = new Thread()
             public void run()
                   new Gserver();
         t.start();
         Gclient a = new Gclient();
         Gclient b = new Gclient();
         b.setLocation(b.getX(),b.getY()+220);
    client socket
    import java.awt.*;
    import javax.swing.*;
    import java.awt.event.*;
    import java.util.*;
    import java.net.*;
    import java.io.*;
    public class Gsocket extends Thread
         private Gclient        client;
         public  String         host;//  = "10.20.2.58";
         private int            port  = 4444;
           private Socket         socket;
         private PrintStream    out;
         private BufferedReader in;
    public Gsocket(Gclient client)  
         this.client = client;
         port = 4444;
         try
              InetAddress ia = InetAddress.getLocalHost();
              host = ia.getHostName();
         catch (UnknownHostException ex)
         try
              socket = new Socket(host,port);
              out    = new PrintStream(socket.getOutputStream());
              in     = new BufferedReader(new InputStreamReader(socket.getInputStream()));
         catch(IOException ex)
              socket = null;
    public boolean isConnected()
         if (socket == null) return(false);
              else            return(true);
    public void run()
         try
              String data;
              while ((data = in.readLine()) != null)
                   client.go(data);
         catch(IOException ex)
         close();
    public void write(String s)
         out.println(s);
    public void close()
         try
              if (socket != null)     socket.close();
              if (in     != null) in.close();
              if (out    != null) out.close();
         catch (IOException e){}
         socket = null;
         in     = null;
         out    = null;
    }Noah

  • Can someone point in the right direction for how to make a multiplayer game over the internet

    Hello,
    I am looking into making a game where two people who can be in different places would log on to the app, log in and can play - i.e. they would be connected over the internet. I'm looking for a hint on what is the direction to take and which technologies.
    For example is there a best practice for example if you make an app with DirectX and C++, and you use some kind of web service or something? or is it easier using C# and XNA? just looking for some pointers in the right direction. I have played around
    with DirectX, far from proficient but have familiarity, I have no experience with XNA but hear it's less hardcore and easier going. I'm particularly interested in what the best way to connect over the internet.
    Thanks

    What you are asking is very complicated and one of the more difficult things you can do in gaming. I'd strongly recommend you start smaller to learn and then move up to multi-player games as your skills grow.
    From the multiplayer client perspective it doesn't really matter which technology you use. You can write a multiplayer game in any engine or technology that can talk to the network. Choose the client technology that you are most adept at and interested in
    and learn it. You can go straight to DX, use a third party library such as Monogame (XNA isn't supported for Windows Store apps), or a complete game engine such as Unity. Once you can write a decent one-player game you'll have the foundation to start on to
    build a two-player game.
    At that point you'll need to define the problem much more specifically. As you state it, it is really wide open. How do you want the users to connect? Directly machine to machine? Matched through a web server but running client side? Connecting to a game
    running on a remote server? Something else?
    The network connection itself is probably fairly straightforward, but where to connect and how to manage that can be difficult. You'll have to decide what properties you want. Is this an action game where responsiveness is important or
    a turn based game where timing is less relevant?
    Are the players connecting locally or completely remotely? If the former then they can probably connect directly over the local network (NFC is great here). If the latter then they probably will need to connect to a matchmaker service to avoid firewalls.
    This can get very complex, but there are existing solutions you can use rather than writing your own.
    --Rob

  • Multiplayer game applet

    Hi,
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    So I was wondering about writing my communication code using sockets instead and controlling my own game data frames.
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    From what I read, RMI would require me to make the user install a policy file on their local disk, which is out of question.
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    I would really appreciate your input on which way I should head for my communication layer, which pitfalls awaits me and where I can get more details from similar projects.
    Thanks!

    Thanks for your input.
    My problem is that I'm an utopist and want my game accessible to the most people possible. Everybody has a browser, but not everyone has web-start.
    Having to install web-start or a policy file on their system might turn off some potential players from giving it a try. And in some environment, it may be simply impossible (my university's network admin won't let me install web-start, and this is the case in many other places for sure).
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