Kickabout League!

•July 1, 2009 • Leave a Comment

It’s finally here!

The developers have emerged from beneath the mountain of feedback gained during the beta, and FunOrb’s latest offering, Kickabout League, is ready for everyone to play.

Kickabout League is a very ambitious project for FunOrb, using lots of new technology to bring you our first, fully real-time, online multiplayer game in the browser. On the surface, it’s five-a-side football, but at heart has more in common with arcade games than any real sport.

Customise your team, choose your kit, buy a pitch and get ready for action. The game also contains an online auction system allowing you to trade footballers with other FunOrb players. When you’re prepared, head to the multiplayer lobby to pummel, dodge and foul your opponents to win games and work your way to the top of the Diamond Division!

A fundamental limitation of real-time online interaction is that lag will always affect gameplay. This is mainly caused by the distance between the server and your computer. During the game, you can monitor your connection by pointing your cursor at the “lag-o-meter” bars next to player names in the bottom-right corner of the screen. A number below 150ms is recommended for the best experience; if this number gets above 200ms, things will start to deteriorate and your character will jump around other players’ screens.

Over the coming weeks, we’ll do our best to minimise this problem and improve the game in any way we can. Please leave lots of juicy feedback on the forums and, as always…have fun!

Mod Zeph
FunOrb Developer


In other news…

We’ve also added some in-game items to Orb Downloads, in the form of the beach and street surface packs and 11 different kits!

Kickabout League Preview Video

•June 29, 2009 • Leave a Comment

While we’re putting the finishing touches to Kickabout League, why not check out a video preview of the game in action on Jagex’s official YouTube channel. You can access our channel by clicking here.

Development on a (Memory) Budget.

•June 28, 2009 • Leave a Comment

This diary covers one of the most significant problems involved with building FunOrb games and FunOrb Central: memory consumption.

Ziren sprite sheet

A sample of Ziren’s sprite sheet from Tor Challenge.
Click here to see the full sprite sheet.

Memory inside a computer forms a pyramid of sorts. At the top, there is a small amount of very fast memory embedded into the processor (cache). At the bottom, there’s a slow, but very large capacity memory (the hard disk/drive). In between these two, there’s the type of memory that’s relevant to this diary, which is commonly called core or main memory. Managing the transfer of data between these three types of memory is an important aspect of development, as it heavily affects performance.

When a Java applet (e.g. a FunOrb game) is running, it is stored in this main memory. All of an applet’s resources (e.g. graphics, music, sound effects) must be held in memory before they can be used. Unfortunately, the most commonly installed versions of Java limit the amount we can use to around 64MB (referred to as ‘the heap’), and it’s already very easy for the resources of a FunOrb game to overrun this limit. A background wallpaper the size of the average screen takes about 1MB, and large backgrounds (e.g. an Arcanists map backdrop) or sprite sheets (e.g. Tor Challenge animations) can take more.

FunOrb Central restricts things further, as both the game and FunOrb Central need to run within the 64MB limit. To help alleviate this problem, we’re aiming to get FunOrb Central running using no more than 10MB of memory, leaving 54MB for a game. Many FunOrb games require more than this at present, though, so we’ll need to go back and amend them, which will require some technical work from the entire FunOrb development team.

Here are a couple of the techniques we’ll use:

  1. Throwing away content that’s no longer being used (e.g. an intro sequence, once it has finished)
    It sounds simple, but there are complications. We can’t predict when data will be needed again, so we’d prefer to keep everything in memory for speed. When that’s not possible, we’ll sometimes keep hold of a compressed copy instead. It’s not quite as fast, but saves us some space.
  2. Changing the format of data in memory
    When we’re choosing how content will be stored in memory and for download, it’s always a trade-off between performance, quality and size. Generally, to maximise the speed of our games, we’ll go for the least compressed version, but memory constraints mean we might have to use other options, such as compressed images*. The trick is to make sure that any loss of quality or performance isn’t noticeable to the player.
FunOrb Central concept

A very early concept of FunOrb Central’s look and features (subject to change).
Click here to see a larger version of this image.

Even using these techniques is not going to be enough for us to get FunOrb Central working within a 10MB limit, so, after discussing this with Andrew, we plan to have FunOrb central do something sneaky… There is a group of technologies that were added to Java a couple of years ago, with the somewhat arcane name of ‘NIO’ (new input/output or non-blocking input/output). They were primarily intended to let Java applications access files and network devices at high speed, but they have an interesting secondary ability that lets applets allocate a bit of extra memory outside the 64MB limit. Using this technique, we hope to be able to have FunOrb Central store most of its data in this ‘ghost space’, pulling only the parts we need into main memory and only for the duration they’re required.

The other aspect of memory management in FunOrb Central is what to do when more memory is available for us to use. In more recent versions of Java, for those players who’ve tuned their memory settings to allow it, applets can access more than 64MB. We want to make sure that, where extra memory is available to us, we make good use of it. Some of our existing games already do this using a Java technique called ‘soft references’. It’s a way of asking the Java implementation to try to keep data in memory, but allowing it to drop it if space is becoming tight. For example, you should get better performance in Dungeon Assault with more memory allocated to it, as it won’t have to keep decompressing the animations. Along these lines, we’d like to have FunOrb Central keep entire games loaded in memory, providing enough memory is available, which should give improved load times for games when using more recent versions of Java.

So what does this mean for you? Essentially, FunOrb Central will have similar requirements to all existing FunOrb games – if you can run those, you should be ready to go – and it will be able to make better use of resources on computers with more recent versions of Java. We’ll be more specific about the requirements and recommendations closer to launch, so stay tuned!

Mod Artifice
FunOrb Developer

*For example, photographic images are often compressed as JPEG (or JPG), which allows for detailed images at a fraction of their uncompressed size, and with minimal loss of quality. Unfortunately, decompressing such images to render them is slow – too slow to use compressed images for every frame in a game.

FunOrb Events

•June 25, 2009 • Leave a Comment

I’ve been recently thinking about of starting events with FunOrb, through this side.  However also added in to the Events is the “Jagex Events”.  Jagex Events will be the official ones from their site, all you need to do to check out what events they are to offer, Just head on over to the update catagories and see what there is going on.

~SailorScoutX

Achievement Update

•June 25, 2009 • Leave a Comment

The long-awaited Achievement upgrade is here! There are a lot of things that have changed in the Achievements module, but most of these are hidden in our back-end servers. What you will see in the games is the following:

  • Global Achievements* – These are Achievements that can be gained across all of FunOrb, rather than just from an individual game – Show Me the Icons is awarded for a total of 50 Achievements, for example. These are relatively limited at the moment and we will be adding more to these over the course of the year.
  • “The Wall” – A single web page that shows icons of all the Achievements you’ve managed to accrue.
  • More Arcanists Achievements – We’ve added a load of new Achievements to Arcanists for you to test your skills on, so get playing and have a go.
  • More Brick-a-Brac Achievements – As we’ve updated Brick-a-Brac recently, we thought additional Achievements for the new level set would be appreciated, so here they are.

So, there you are, lots of new Achievements for you to get cracking on with. Let us know what you think. Other games will be having Achievements added over the coming weeks. As for our next release? Well, a certain sporting title might be just around the corner…

Mod Korpz
Head of FunOrb

*Please note that Global Achievements will be awarded retrospectively over the next 24 hours.

Golden Joystick Awards

•June 19, 2009 • Leave a Comment

We want to take this opportunity to thank all our players for their votes, which have helped get Jagex games studio shortlisted as one of the top UK developers in the Golden Joystick Awards. It’s really touching to see Jagex recognised in this way by our players and the wider gaming community, and we are delighted that so many of you have voted for us. Given our other awards, it looks like we are going to need a larger trophy cabinet soon! :)

If you don’t know anything about the awards and still want to show your support for Jagex, you can do so by visiting the Golden Joystick website at www.goldenjoystick.com and clicking on the UK Developer of the Year listing on the “Vote Now” page. We recommend that you un-tick the preference boxes if you don’t want to be contacted by the organisers or any third parties, as nobody likes spam.

So once again our sincere thanks for all your support, and, naturally, all credit goes to our fabulous players. :)

Take care, and have fun!

Mod MMG and Andrew

FunOrb Olympics

•June 19, 2009 • Leave a Comment

The summer’s almost here and so are the FunOrb Olympics! Do you think you’re an all-rounder when it comes to FunOrb games? Are you prepared to pit your strengths against FunOrb’s best athletes? Do you and your friends think you are gold medal standard at Arcanists or Armies of Gielinor? If you’ve answered yes to any of these questions, then the FunOrb Olympics are the place for you.

We’ll have single-player events for you to compete in, such as Bouncedown, Orb Defence and Zombie Dawn, and separate three- to six-player team competitions in Arcanists and Armies of Gielinor. We’ll have the greatest FunOrb players competing for those elusive gold medals, so make sure you’re there.

The FunOrb Olympics will be starting towards the end of July – more info coming soon! In the meantime, check out the FunOrb Olympics threads in the Jagex Events & Competitions forum.

Kickabout League Members’ Beta

•June 17, 2009 • Leave a Comment

In a first for FunOrb, we have decided to release a beta version of one of our games. The game we’ve chosen, Kickabout League, has been in development for a year, and has been a major endeavour for us. The beta version is available to FunOrb members. To play Kickabout League please choose one of the following servers: our European server or our U.S.A. server. For stress-testing purposes, we recommend starting on the U.S.A. server.

The key information on the Beta is:

  • Any member can take part in the Beta simply by playing the game.
  • If you have any feedback on the beta version, a Kickabout League feedback thread has been set up in the Members Only Forums (quick find code 44-45-21-30010).
  • The servers will be shut down no later than Monday, and may go up and down without warning as we fix issues during that time.
  • The Beta has been extended and will now be shut down on Monday the 15th of June. The game will not be available to play after that time.
  • All game data from the Beta will be reset before the game is fully launched.
  • Achievements, ratings, orb points, orb coins and orb downloads relating to Kickabout League have all been disabled.
  • The full version of the game will launch a few weeks after the Beta has closed, depending on how much development work is required.

We’ve decided to launch the game in a closed beta in order to stress-test the servers, and to get some usage data before we put the game live. Kickabout League is a real first for us, providing real-time, browser-based gameplay on the Java platform. The real-time nature of the game means that it is dependent on an adequate internet connection, and lag may cause some unusual behaviour in the game. This is likely to be intentional on our part, though, as the server adjusts the client’s game state to compensate for lag.

This may mean you notice things like the ball or players teleporting around a little, and we would like to know how this affects your enjoyment of the game. The more feedback we’re able to receive on any potential issues, the better the final game will be, so please be sure to post your comments in the Members Only Forums, where we have a special sticky called ‘Kickabout Beta – Feedback’ (quick find code 44-45-21-30010).

As always, and above all else…

Have fun ;-)

Mod Korpz

Kickabout League Beta Ends

•June 17, 2009 • Leave a Comment

Extra time is over and the whistle’s been blown on the Kickabout League beta. It’s now time for us to have a bit of a post-match discussion to see where we can improve our game.

A big thanks to everyone who participated in the beta, and who provided feedback – it’s been a big success and we’ve received some very useful comments. This will allow us to give the game some additional polish, and iron out some bugs, before the full launch of the game in the (hopefully) near future.

Mod Korpz
Head of FunOrb

New Orb Downloads

•June 4, 2009 • Leave a Comment

We’ve updated our Orb Downloads today by adding a number of new wallpapers. These feature our current titles, including Arcanists and Zombie Dawn, as well as some of our future games, such as Pirate Empires and Dungeon Assault II. So have your Orb Coins at the ready and click here to log in and start downloading.

 
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