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1  Discussions / General Discussions / Re: JGO Comp 2008 on: 2008-08-15 18:18:32
But it's not really a competition now is it? It's basically: make a game with a specified theme in a limited amount of time. If you can re-use old code, the person with the best idea might not win if he's up against well-executed but less good ideas by people who already have a game engine they can re-use.

Edit: the rules don't mention winning.. so I guess it's a themed game creation 'activity'? Wink
2  Java Game APIs & Engines / Java 2D / Re: Creating procedural textures in Java on: 2008-07-20 21:31:38
I've recently tried MaPZone: it's free and it can make commercial quality textures (well, if you know how at least, there's a learning curve).
3  Discussions / General Discussions / Re: Java Game Tome on: 2008-07-19 14:17:07
It would be a shame if this interesting website would be abandoned already after such a short life. I guess I'm not really concerned about the holy multiplatform-war, IMO the players won't really mind too much if a game is Windows only if this is properly communicated on a game's page. Since so many of these games are made either by hobbyists, students or small studios I guess it's not unreasonable if someone doesn't feel safe on creating non-Windows versions without testing them properly.

Still, this point is completely trivial compared to the existence of the site, so I hope that you can find some sort of agreement. If not, I hope that both of you will manage to create nice websites with lots of games and a large number of visitors.

I agree. I don't think the end user really expects cross-platform games, that's just something we like to promote. But if I'm just an end user and I run platform X, would it matter if a game doesn't run on platform Y? As long as the website clearly indicates what platforms a game runs on, it should be fine. It only matters when a player on platform X wants to tell his/her friends on unsupported platform Y about the game.. but that's a problem of the game, not of the game website.

Like it has been said earlier, you could introduce a category with cross-platform games or perhaps a special shiny icon on the game description page to encourage authors to create a cross-platform game.
4  Game Development / Newbie & Debugging Questions / Re: The main idea I didn't get from the Sun tutorial. on: 2008-07-10 13:34:22
Yeah, when I started with Java we had to use Eclipse or JCreator as IDE.. an IDE helps with development but it's important to realize that you shouldn't simply pick the first option in the help menu when a syntax error occurs: you really have to know what you're doing otherwise you're simply screwing your code just to let it compile. The IDE can assist but it can't think for you.
5  Game Development / Newbie & Debugging Questions / Re: The main idea I didn't get from the Sun tutorial. on: 2008-07-09 20:07:20
Yeah, you should put them together in the same package and after compiling both of them, you can run the program. I don't have experience with NetBeans but I assume it works just the same - as long as they're in the same package it should work (this is not required though since you can also import classes from other packages but you get the idea I think).
6  Game Development / Newbie & Debugging Questions / Re: The main idea I didn't get from the Sun tutorial. on: 2008-07-09 19:49:13
I'm not sure I understand your problem but the starting point of each application is the main method. From there, you can create new objects and call methods. For example, to create a basic window in swing, you could do:

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import javax.swing.JFrame;

public class Example extends JFrame {

   public Example() {
      this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
      this.setTitle("Title of the window");
      this.setSize(800, 600);
      this.setVisible(true);
   }
   
   public static void main(String[] args) {
      new Example();
   }
}


The main method creates a new Example object, which is a JFrame. This code would be in Example.java. Each .java file holds one class so if you make several classes, you'd have several .java files. I'd search for some Swing tutorials on event handling, they should describe how to handle events with event listeners and such.

For example, to respond to an event when the user pressed a key, you can create a key listener (in ExampleKeyListener.java):

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import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;

public class ExampleKeyListener implements KeyListener {

   public void keyPressed(KeyEvent e) {
      System.out.println("You pressed: " + e.getKeyChar());
   }

   public void keyReleased(KeyEvent e) {
   }

   public void keyTyped(KeyEvent e) {
   }

}


which can be added to the window:

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import javax.swing.JFrame;

public class Example extends JFrame {

   public Example() {
      this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
      this.addKeyListener(new ExampleKeyListener());
      this.setTitle("Title of the window");
      this.setSize(800, 600);
      this.setVisible(true);
   }
   
   public static void main(String[] args) {
      new Example();
   }
}


In this case there are two .java files: the Example.java file which holds the code for starting the program (main method) and the code for the window, and ExampleKeyListener.java which holds the code that happens when the user presses a key. The same idea can be used for other events, like when the user moves the mouse or presses a button.

Basically, you can create an object when you need it and then call some methods or give it as a parameter. In this example, I created a new ExampleKeyListener object and I gave that as a parameter to addKeyListener. So, in your calculator, you'd have some buttons on the screen and each button could listen for a button press and then update the internal state of the program, like adding a number or so or displaying the result of the calculation.
7  Discussions / Miscellaneous Topics / Re: Diablo 3 on: 2008-06-28 19:13:55
What Firefox version are you running? The difference between 2 and 3 is noticeable imo.. version 2 uses a lot more. I'm running Firefox 3 and I have 2 gig of ram as well but it runs ok till the end here.
8  Discussions / General Discussions / Re: Which Compiler do you use to Make games ? on: 2008-06-27 23:06:10
Eclipse is the IDE, not the compiler.
9  Games Center / Archived Projects / Re: Karl's Kard's - a simple memory game on: 2008-06-27 02:30:37
Well done Smiley It runs quite nicely over here Smiley
10  Games Center / Archived Projects / Re: Pokemon world online on: 2008-06-24 18:07:24
Do you have permission to use the Pokemon intellectual property?
11  Games Center / Featured Games / Re: Corv demo Applet on: 2008-06-16 23:19:22
Yeah, it works here.. at first I thought it didn't work because loading took some time (with a white screen) but after that, I could jump and shoot around.
12  Games Center / Showcase / Re: BouncyBall on: 2008-06-08 22:08:20
On the other hand, it's curious. You start a new game when you're fed up with improving the previous one whereas I never give up, I have developed TUER since October 2006 even though many people say it is a big shit.

You're in need of a pat on the back or so? Roll Eyes
13  Discussions / General Discussions / Re: Create a space to submit and to launch Java webstartable games on: 2008-06-07 14:11:23
Did the games work for you then?

All three run fine (see the quoted part of his post).
14  Game Development / Newbie & Debugging Questions / Re: Supernewbie needs a gentle (but firm) first guiding hand to java. on: 2008-06-05 14:09:22
Speaking of modulus/remainder.. as I'm reading through the sun java tutorial, I come to this section "regarding arbitrary number of arguments"

I'll admit I don't understand at all what they're implying here. Are we talking about modulus at all or is this something else? If so, do you know what they mean?

This is not about modulus but it's about varargs.. the three dots allow you to call a method with a variable number of arguments. Suppose you were to write:

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public void example(String... strings) {}


then you can call example like this:

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example("Foo");


but also:

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example("Foo", "Bar");
example("Foo", "Bar", "More");
example("Foo", "Bar", "More", "Strings");
example(); // 0 is also allowed


The printf method they mentioned allows you to do that by giving it a String and any number of objects. The strings parameter can be used as an array of Strings.
15  Game Development / Newbie & Debugging Questions / Re: Supernewbie needs a gentle (but firm) first guiding hand to java. on: 2008-06-05 14:04:35
Also, I cannot understand what an interface is, as mentioned in the java tutorial. I understand that it's a group of related methods/functions, but I view it as redundant. What can I do with an interface that I can't without?

Basically, an interface is a collection of methods that the implementing class must implement. It can be used to create abstraction in your application. For exampe, suppose you have an interface Moveable with the method move(). Any object in your game (like a Chair, a Table) could implement that interface and give a definition for the method move().

Then, you could write a method like this, for the player:

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public void push(Moveable moveable) {
  // moveable.move() can be used to move the object
}


Basically, if you call the method push for the player with any Moveable object, you can let the player push that object. It could be a chair or a table but that doesn't matter to the push method: all that matters is that the object can be moved by calling the move() method. The push method could activate the push animation and move the object at the same time.
16  Game Development / Newbie & Debugging Questions / Re: Supernewbie needs a gentle (but firm) first guiding hand to java. on: 2008-06-04 19:58:49
Yeah, I'd use online resources too if I were in your position: there's enough available online and getting a book isn't really that useful.

As far as maths are concerned: if you want to write physics or funky 3D stuff, you'll need it.. but, considering the game you're aiming for, I wouldn't worry too much about it. Once you've got a game loop running and managed to draw things on the screen, you're pretty much there.

I use Eclipse but I've heard good things about Netbeans too.
17  Games Center / Featured Games / Re: Bunny Golf on: 2007-08-07 19:25:25
Nice! I think you should include some kind of visual reward for getting a hole-in-one Smiley
18  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 1.1.1 Released on: 2007-08-06 00:22:01
Here's the link to the 1.1.1 topic, that one links to 1.1 Wink

http://lwjgl.org/forum/topics/2d-games-jogl-or-awt-graphics/2392/view
19  Game Development / Artificial Intelligence / Re: Scripting languages (again!) on: 2007-08-04 19:00:03
What about Lua? It's a programming/scripting language which is used by quite a few games and applications.

20  Games Center / Archived Projects / Re: Mechanismo - new game coming soon on: 2007-08-04 17:41:07
It immediately reminded me of The Incredible Machine - this looks fun Smiley
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