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1  Games Center / Archived Projects / Re: Khumeia on: 2008-02-07 11:29:21
Works fine with these settings (with music and sounds) :

AMD64 dual-core :
  • WindowsXP Pro
  • Ubuntu 7.10 64 bits

Intel P4 multi-threaded :
  • WindowsXP Pro
  • Ubuntu 7.10 32 bits

Note: when lots of display resolutions are available ("options" screen) -> there are many red boxes for "screen size" (I get 20 boxes with the 2nd computer) -> they go out from the rectangle on the right side.

Anyway, great work! An application like yours proves power of LWJGL and Java  Smiley
BTW is your souce code available somewhere? I would be interested in several points (eg: toggling screen res)

Keep going on with your good work  Wink
2  Discussions / Community & Volunteer Projects / Forthcomng project JEMMINGS (Lemmings clone) needs volunteer coders & 2D artists on: 2007-12-25 11:33:20
Hi there!

I'm a beginner in Game development using Java and I would like to create a remake of the famous "Lemmings" DOS games. However I realize I can't do it alone. Even if I have some basic skills (thanks to both great books "Killer Game Programming in Java" and "Developing Games in Java"), they are much far from those needed to code such a Lemmings clone. Even if I'm learning fast, I think this project should become a team work. It represents a lot of work! I'm then looking for talented guys who are interested in getting involved in this project. "Jemmings" would be an international team project (maybe open source) with no financial benefit.

More information are available on GameDev.Net :

You can reach me through this forum or directly at enigmatic[dot]eden[at]gmail[dot]com

Thanks for reading this post.
And thanks in advance for your possible collaboration :-)

3  Game Development / Newbie & Debugging Questions / Re: JMario on: 2007-12-21 10:29:42
Hi David!

Well done! Yes, It's true, I regnonize David Brackeen's "framework" (ScreenManager, GameCore, etc) Smiley However you made it much better!

If you're interested, I'm looking for motivated guys in order to create a Lemmings "exact" clone in Java (yes, one again). It would be called "Jemmings" and would feature fullscreen mode, improved music (new arrangements with high quality sound), and would also include "Hollydays" ("Christmas) levels and new ones. All this would be open source.

Again, congratulations for your JMario Wink
4  Java Game APIs & Engines / Java 2D / Re: n00b questions about BufferStrategy and Images in window/FSEM mode on: 2007-12-19 08:08:10
Thanks, trembovetski  Smiley

I'll test all that asap Wink
5  Java Game APIs & Engines / Java 2D / Re: n00b questions about BufferStrategy and Images in window/FSEM mode on: 2007-12-17 08:37:08
Thanks for your replies, broumbroum and trembovetski Smiley

Unless you really need Swing for something I would suggest using
AWT's Frame instead, with BufferStrategy, in both FS and windowed mode.

Then, using only "Frame" instead of "JFrame", etc? I used to wonder why my books use only swing components (JFrame and JPanel).

Actually, unless you want to fiddle with Frame insets in windowed mode
I would suggest using a Frame with Canvas for windowed mode
(and create your BS from Canvas), and use undecorated Frame
for FS mode (and create the BS from the frame).

a Frame with Canvas = a Canvas put in a Frame? Is it useful/better to use a canvas in a frame in Window mode while I don't want to use any decoration?

The main point is: do not cache the graphics object you get from the BS. Always get a new one in your loop.

What do you mean by "don't cache the graphics object"?

Again, thank you very much Wink

6  Java Game APIs & Engines / Java 2D / n00b questions about BufferStrategy and Images in window/FSEM mode on: 2007-12-16 12:16:18
Hi there Smiley

I'm a beginner in Game development using Java.
At first, I would like to create a simple scroller game in FSEM mode. I own both books "Killer Game Programming in Java" and "Developing Games in Java" and I have also read many articles and forum threads regarding Window/Fullscreen mode in Java2D, Buffer strategy, etc etc.

However I still have many questions.
1) I would like to create a game which switch into FSEM mode if available. A game feature would be the ability to switch between window and FS mode (if available). However many window game examples use a JPanel inside a JFrame using active rendering. In my case (window+FS), I think I don't need any Panel, esp when using BufferStrategy. Only a JFrame would be required. Am I right?

2) When using bufferstrategy, I use a Graphics2D object (in my main JFrame) for the buffer, and I get the graphics context directly from BufferStrategy (also created in the JFrame).

Ex: this = main JFrame
screenBuffer = (Graphics2D)bufferStrategy.getDrawGraphics();

Is it the good (or even the best) way?

3) I set the number of buffers to 3 for my strategy whether in window mode or in fullscreen mode :

bufferStrategy = getBufferStrategy();

In window mode, it would use active rendering and in FSEM it would use page flipping (if available), right? (createBufferStragegy would always choose for the best rendering mode) However, I've noticed I should re-init the BufferStrategy creation after switching from Window mode to FSEM and vice versa :

(switching to window/FSEM mode)
bufferStrategy = getBufferStrategy();

4) Using setIgnoreRepaint(true). Some examples use the method setIgnoreRepaint() in FSEM mode. Is it really useful (esp when disabling decoration)? What about this method in window mode? I think I shouldn't use this.

5) My last question focuses on images when using BufferStrategy.
I've seen many examples using any of the following classes : Image, ImageIcon, BufferedImage and VolatileImage.
Should I opt for BufferedImage for my sprites, etc (read through ImageIO) in my project (with BufferStrategy)?

Many thanks in advance.
Have a nice day Wink
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