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1  Games Center / Showcase / Re: Playing with car physic & 3DzzD Update 9 + Opensource to come on: 2009-04-09 08:57:03
Very nice, reminds me the old DOS game Terep2

Maybe slow down the car, I think its too fast to control.
2  Games Center / 4K Game Competition - 2009 / Just Get Bigger 4K on: 2009-02-19 12:26:57
A clone of Osmos, the goal is simply to get bigger by eating the smaller bubbles. Watch out, because the larger ones will eat you.
Controls: Click and hold mouse to go that direction, use mouse wheel to zoom!


The difficulty level 1-9 is just how big the bubbles start in the beginning.

Requies a good CPU and graphics card, because it generates images real time!
3  Game Development / Newbie & Debugging Questions / Re: Java2D Optimization on: 2008-11-06 11:08:15
I'm trying to get decent speed out of Java2D and it just isn't happening. ...

What if you change the run method to this:
public void run()
            boolean running = true;
            float target = 1000 / 60.0f;
            float frameAverage = target;
            long lastFrame = System.currentTimeMillis();
            float yield = 10000f;
            float damping = 0.1f;

            long lastSecond = lastFrame;
            BufferStrategy b = getBufferStrategy();

            while (running)
                long timeNow = System.currentTimeMillis();
                frameAverage = (frameAverage * 10 + (timeNow - lastFrame)) / 11;
                lastFrame = timeNow;

                yield += yield*((target/frameAverage)-1)*damping+0.05f;

                for(int i = 0; i < yield; i++)
                if (timeNow - lastSecond >= 1000)
                    fps = draws;
                    draws = 0;
                    lastSecond = timeNow;
                Graphics g = b.getDrawGraphics();
                g.clearRect(0, 0, getWidth(), getHeight());
                if (!b.contentsLost());
4  Games Center / 4K Game Competition - 2008 / Re: t4kns [teaser] on: 2007-12-07 08:36:20
Beautiful, I especially like the transitions between grass/ground/water/fog.
Wonder how good the game play will be.
5  Games Center / 4K Game Competition - 2007 / Re: Oh Mummy!, a classic game on: 2007-02-18 21:45:39
Hi all:

I increased the speed, but I have a problem with the jnlp file.

I have a resource called 'o' with the sprites. I try to load it in the following way:
(new ObjectInputStream(ClassLoader.getSystemResourceAsStream("o"))).read(bytesRead);

maybe try this:
(new ObjectInputStream(O.class.getResourceAsStream("o"))).read(bytesRead);
6  Games Center / 4K Game Competition - 2007 / Re: Bullets4k on: 2007-02-03 17:29:12
So far the best gameplay i have seen in this contest.

Hope you will put more levels  Wink
7  Games Center / 4K Game Competition - 2007 / Re: Sn4Ke on: 2007-02-03 16:31:28
The game is great, but it's not linux compatible (

Thanks for pointing out that linux has the java appication warning on top instead on bottom. I made the gap wider on top and bottom. (actually there is nothing as aho said)
added sound effects, maybe will tweak them
better wall graphics
slower painting (but smaller code)
removed a level (it was kinda ugly)

I would like to know if it runs on a Mac Smiley
8  Games Center / 4K Game Competition - 2007 / Sn4Ke on: 2007-02-02 08:59:15

Play (web start)

Guide the snake with your mouse to the food, but avoid the walls and do not eat yourself.

There are a few levels with harder and harder inner walls.

I hope you enjoy it.
9  Discussions / General Discussions / Re: MARIO CONTEST: prize transfer? on: 2006-09-25 17:02:24
It is ok for me.

Will join the 4K, thats sure  Smiley
10  Games Center / Archived Projects / Re: 2D Physics System on: 2006-09-18 11:24:02
I looked a bit more into it and I wonder why is everything float and not double? Roll Eyes

Speed-wise they should be the same.
11  Discussions / General Discussions / Re: Java Kernel - 2.5MB VM ? on: 2006-09-07 17:14:30
Maybe first  look at what parts does the JRE have, and which part depends on which other.
Something like in the JDK doc: Image of JRE parts

Then determine for every part, how many % of the real world applications/applets need it.

I made a few desktop apps (and we are talking about desktop apps right?), and I needed one or another part of JRE somewhere.  Most notably swing. And swing is big (it depends on awt, java2d, and other who knows...). Java desktop app without swing? It is either SWT or an opengl game. (headless apps are not used by avarage users, and developers can wait a little, they know what they are doing)

So I do not know about you, but if the user has to download 3-4MB JRE, and then the application, then Java says that "Sorry I need to download even some more things", well...

So maybe it is good for opengl java games, but not for a lot of java apps, me thinks.

P.S.: I was not talkinkg about private JRE-s, they are a different story
12  Games Center / Archived Projects / Re: 2D Physics System on: 2006-09-04 13:14:46
Very cool physics engine, I like especially the stacking demo part.

Did somebody consider doing a bridgebuilder type demo-game with it? Seems the main part (physics) is already ready  Smiley
13  Games Center / Archived Projects / Mario Dash on: 2006-09-04 08:41:42
This is the game I made for the mario contest

Play (web start)
Home Page

Just collect the coins. The rocks fall down if you clear the grass below them. And avoid the enemy

Actually the fixed graphic sprite sheets was a very good thing, because whenever I try to make a game, I just stop at the graphics (I am not good in making graphics).
So this contest made my first game, thanks  Smiley
14  Discussions / General Discussions / Re: Super Mario Programming Contest on: 2006-08-31 08:53:56
My entry for the contest will be:

Mario Dash

Play (web start)

A Boulder Dash-style game with mario graphics. I would really like your feedback about how it runs on different systems and Java versions (especially on how it runs on a Mac (if it runs at all))

(Java 5 required)
15  Discussions / General Discussions / Re: I finally giveup use java to develop gameZ on: 2005-03-28 12:26:13
Do you really need Chinese input? I ask because the vast majority of games I play or even see don't have any input at all apart from keyboard polling.

Cas Smiley

Short answer: Well I would like to  Grin

(Note1: this is all with LWJGL OpenGL frame)
(Note2: I am not that good with keyboards, just trying to figure out.)

Basically we have a non-standard keyboard (mine (hungarian)), let just concentrate on two keys on this keyboard:
Shift: thank god, its there where it has to be
(standard) "z": oops, this for weird reason is swapped with the "y" key

My goal is to:
Enable to the user to set his keys used in the game to whatever he wants.

Let's see what happens when the user presses the "z" key:

LWJGL returns the keyboard scan code (look at the table not the image): 44="z"=(0x2C) (Keyboard.getEventKey())
and the localised character 121="y" (Keyboard.getEventCharacter())

AWT KeyEvent (which AFAIK does NOT work in the LWJGL frame) returns:
Java-inner code 89 (KeyEvent.VK_Y)
and ascii code 121="y"

Oookey, now lets look at the problem.
We have 2 possibilities: Setup in the LWJGL-frame in game, or create an AWT/Swing setup frame, and after the user presses the "Play" button, the LWJGL frame starts.

LWJGL mode:
-Can I use the scan code? Well, this way internationalised keyboards will never be recognised (i.e. when I press "y", it will say I pressed "z"). Not the best idea, but oh well...

-Can I use character? No becouse If I use "shift" as for example Shoot, and "y" to left, than the character code may be sometimes 121="y" (when Im not shooting), and sometimes 89="Y" (when Im shooting).

-Both? The user presses the key, I save the scan code, but print the character to the screen. But what happens when the shift is pressed/caps lock is on? the user will see different characters for the same key ("y", "Y"). And what when the user changes the locale settings in the OS? Sad

new Frame mode:
-character? see above
-Java inner code? It cannot be assigned to a LWJGL code.

Problem complicates when I want the user to write his name/level code/chat with the non-standard keys...

What I would like to see?
1. maybe to convert keyboard scan-code to (lower case) localised character. Is there anything for this in Java?
2. Use AWT Keyboard handling in LWJGL frame. It does not seem to work, even the Toolkit.addAWTEventListener does not dispatch thoose.

P.S.: Im i overcomplicating the problem?
16  Discussions / Miscellaneous Topics / Re: Java high level operating system on: 2005-03-11 03:08:53
Is it possible to use the Java VM as a base operating system kernal?

I only know about JNode, it is a (beta) java OS.
Anyone else knows about such project?
17  Discussions / General Discussions / Re: The Java 4K Archive on: 2005-02-27 05:52:34

Also, if you have some extra suggestions for the J4K site, go ahead and post them here. I'm always open to new ideas!
Thanks! Smiley

Maybe consider the 16K with LWJGL suggestion from the other thread?

(or intros/demos, although they are not games Roll Eyes, but even assembly 4k ha rules for java4k, although there are very few I could found on the net (obviously Grin))
18  Java Game APIs & Engines / Java 2D / Re: AffineTransform to String to AffineTransform on: 2005-02-26 07:54:37

will it keep them in order? I mean, will the 1st readObject() read in what was written using the first writeObject()..etc?

I think yes, otherwise it would be pretty useless.  Wink
19  Java Game APIs & Engines / Java 2D / Re: AffineTransform to String to AffineTransform on: 2005-02-23 09:22:50
The problem is i have 6 different values to send. They are all primative data type accept the 2 AffineTransforms so thought it would be quicker to send them in a String, then send an object.
Ill try send the values that the AffineTransforms are made up of, and construct them from the values at the other end.
If anyone gets a better idea, let me know. Thanks.

Fortunately the ObjectOutputStream can write primitive data types too. (with writeByte,writeFloat etc...)

ByteArrayOutputStream baos=new ByteArrayOutputStream();
ObjectOutputStream oos=new ObjectOutputStream(baos);
byte[] b=baos.toByteArray(); // Here you have the byte array with the data, send it anywhere


//Reading from a byte array "b"
ObjectInputStream ois=new ObjectInputStream(new ByteArrayInputStream(b));
float f=ois.readFloat();
String s=(String)ois.readObject();

Although if somebody has a better solution, I would like to see.
20  Java Game APIs & Engines / Java 2D / Re: AffineTransform to String to AffineTransform on: 2005-02-23 08:05:52
well im transfering an AffineTransform over a network (UDP) so it goes into a byte array before its sent. I need to convert it back from the byte array, into an AffineTransform at the other end.
Is there a better way to do this?

Take a look at and, with them you can write/read an object to/from a stream.
You may want to attach it to a ByteArrayOutputStream to write it to a byte array. (and read with ByteArrayInputStream)
21  Games Center / Archived Projects / Re: QUIX 2 on: 2005-02-21 15:55:24
This game reminds me something  Grin

It looks very nice btw Cool
22  Java Game APIs & Engines / Java 2D / Re: Reviving Mini Adventure on: 2005-02-16 12:44:06
After the CVS update I am missing an and a resources/icons/tools/edit.png  Wink

Oh and are the files source/lib/jrpg.jar, ma-*.jar files needed in the cvs? They seem to be redundant.
23  Games Center / Archived Projects / Re: JRPG IDE on: 2005-02-16 12:32:07

That's good news Daniel, Perhaps since you wanted to participate as an "Observer" at first you could start working on a new map Wink

I want to start testing the IDE so anyway I have to create new test maps Smiley, although Im still looking through the code and resource files to know what is where.
24  Games Center / Archived Projects / Re: JRPG IDE on: 2005-02-16 07:25:33
It worked OK for me with 1.4.2 and 1.5.
25  Java Game APIs & Engines / Java 2D / Re: Reviving Mini Adventure on: 2005-02-12 08:34:14
The resources seem to be still inaccurate.
First, trash.gif, eat.gif, and examine.gif are missing.
After creating a server and connecting to it I got this, and messages: "Unable to load: ...gen1108042220-talk.xml" etc...(missing too)

After I replaced the resource files with the files from ma-*.jar from it was OK. Grin

Oh and could not connect to, gave a nullpointerexception in, but I think its because the version mismatch(?).
26  Java Game APIs & Engines / Java 2D / Re: Reviving Mini Adventure on: 2005-02-11 10:40:31
Oh it works now  Grin

I would like to know if there will be a forum/board for jrpg becouse one thread is a bit small  Roll Eyes
27  Java Game APIs & Engines / Java 2D / Re: Reviving Mini Adventure on: 2005-02-11 09:48:44
Now its only complaining about "ToolBar cannot be resolved in", everything else seems to be fine

After commenting it out and trying to run, it could not find resources/icons/tools/save.gif. strange is that it is not even in

I created a fake save.gif right there, than gave the "error ...saveas.gif", and after creating that it the error was "", so maybe I have some missing resource files?
28  Java Game APIs & Engines / Java 2D / Re: Reviving Mini Adventure on: 2005-02-11 09:09:42
I used eclipse, and it gave me the following:
There seems to be some .java files missing, like ", ...area.AreaTool" etc.

Running BootStrap gave me the login frame  Cheesy but clicking on "login" gave "Failed to find reference: resources/icons/trash.gif" and exited.
29  Discussions / General Discussions / Re: J4K on: 2005-02-10 11:52:14
I would like to submit my game:
30  Games Center / 4K Game Competition - 2005 / Re: BubbleRacer4k - real time raytracing on: 2005-02-10 08:35:54
Cool technology  Smiley
5 fps on Celeron2.4ghz+GeF2

What if you rendered it to a bufferedimage and than scaled up with SCALE_SMOOTH or something?.

And the app does not seem to quit, the javaw stays in task manager at 99%cpu.
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