Once you have prepared your tile images and backgrounds, you are
ready to begin testing. You may decide to begin testing even before you have prepared
all of your images and options (such as sounds, bonus images and effects). As long
as you have at least 32 tile images, you can begin.
Before you procede with testing you need to produce a minimal applet web page. If you wish, you can use this template.
Any Java enabled browser should be able to open a local HTML file
(containing an applet) and execute it (although some browsers are not as thoughtful
as others). You should definitely begin your testing locally, if you can, without
the need to upload files to a web site. Only when you are satisfied that you have
set up your files and applet parameters properly (locally) should you move on to
testing on the web.
To test your applet on the web, simply transfer all of the files, using the same directory structure, to your web space. These files should include (if you are using them):
|The Applet HTML|
|The Java Class Files|
|Any jar or zip files used|
|The Help Text|
When testing on the web, pay attention not only to the operation
of the game, but also to the time it takes various parts of the game to load.
The most common mistakes that you will find at this phase involve file names and directory structures (especially if your test machine was not case sensitive, but your web space is).
Important! Before you have registered, you may use a MNPSerialNo set to "testing". This will allow the applet to run. You should never allow any links to an applet using the "testing" serial number. You may test the applet yourself using an absolute URL. When you are ready to provide access to your edition (i.e. include links from other pages) you should register and change the serial number.
As soon as you get your applet running, you will want your visitors
to be able to enjoy it. Procede to register your edition(s) and find out how to make your pages available immediately,
without waiting for your registration to be processed.
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