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1  Game Development / Networking & Multiplayer / tcp chat program, I don't like that i have to set up my router to forward ports on: 2008-02-11 23:12:24
i'm trying to right a tcp chat program i have it set up so that you can choos to be either the server or the client
the server is set up like this:

 ServerSocket srvr = new ServerSocket(port);
 Socket skt = srvr.accept();

and the client is set up like this:

Socket skt = new Socket(ipAdress,port);

It works running both on one computer using port 12345 and ip "localhost", and it works over internet using port 12345 and my public ip. But for it to work  over the internet i had to set up my router to forward port 12345 to my computer running the server.
how do i make it so that the program opens up a user defined port and forwards it to the server computer, so that users of the program only have to know the public ip of the server and the port. I don't know if that's how its supposed to work but that was what i was thinking. Thanks.
2  Games Center / 4K Game Competition - 2008 / Re: Spiderball4k [website up - non4k version with replays] on: 2007-12-24 16:49:38
This game is so addictive!! I hope you can fit it into 4k.  It reminds me of the 4k submission bullets a little.  It was awesomely rewarding to finish the game, and i just wanted it to go on forever.  Has the same sort of addictive fun as Portal!!
3  Games Center / 4K Game Competition - 2008 / Re: Hey, my first playable 4K game, based on Rocket Jockey on: 2007-12-24 16:45:32
i've noticed that on macs the acceleration is really slow, but the speeds are very similar.  Does this have something to do with how macs handle keyboard events.  All motion is based of System.nanotime(), and i don't really try to make a fixed frame rate or update rate.  All my keyboard event handling is done in the game loop, per the 4k wiki suggested method of handling keyboard events. 
And i thought java was supposed to be platform independent Smiley
4  Games Center / 4K Game Competition - 2008 / Re: Submissions on: 2007-12-24 16:39:42
1. my server doesn't support the jpnl or whatever its called so i had to put it into a php, is this ok?

2. if i use web start, does the jar have to be self executable? because of web start I don't have a manifest in the jar, and this reduces size significantly

3. can/should i submit before the game is finished, and update it as it progresses?

4.i've noticed on my vista machine that when i do web start it installs on my computer, and if i change the .php file or the jar name, my computer complains and i have to uninstall the game from add/remove programs, I don't know if this affects everyone, but is there any way to make web start so it doesn't install the game in the add and remove programs list? the hell do people make crazy ass games in just 4k without going mad?
5  Games Center / 4K Game Competition - 2008 / Re: Hey, my first playable 4K game, based on Rocket Jockey on: 2007-12-21 21:33:03
Thanks for the comments, and the tutorial for web start, finally got it working,

can you submit a php file to java4k instead of a jpnl or whatever?
6  Games Center / 4K Game Competition - 2008 / Re: Hey, my first playable 4K game, based on Rocket Jockey on: 2007-12-21 16:44:42
yeah, i have to figure out how to do webstart i'll search around
7  Games Center / 4K Game Competition - 2008 / Hey, my first playable 4K game, based on Rocket Jockey on: 2007-12-21 16:38:26
This is my first attempt at the java 4k competition. I'm learning to program, and i thought this would be a fun challenge.  Here's the first version of my game rocket4k.  It needs a lot of work but the basic mechanics are there and its still under 4k.  I haven't tryed to make the code more compressable, so the source is probably ineffiecent size wise.

the controls are up and down accelerate deccelerate. left and right shoot out grappling hooks. the grappling hooks must hit the pink pylons to stick.  Space releases the grappling hook.  Try to get the ball, and don't hit the black square.

you can download the .jar file here:
for some reason my internet browser shows it as a .zip, so you may have to download it and rename it to a .jar

any suggestions would be much appreciated as this game is still in the very early stages of development, and you still can't die. Thanks, and have fun

UPDATE:: I changed the controls a bit, so that when you are swinging around and you press the oppisite grapple key, it releases and that grapple shoots out, thanks for the idea; space still releases with out throwing out a grapple
also, i'm finding it difficult to make a working webstart, i feel like a fool!!!!

webstart version
8  Game Development / Newbie & Debugging Questions / best way to do collision detection( a lot of it)? on: 2007-12-17 04:26:45
Hey, I'm trying to do collision dection
I was wondering if people had any suggestions on doing a lot of collision detection. Lets say you have hundreds of sprite objects in a game, dynamically being created and destroyed.  Whats the best way to do all of the collision detection. I'ld rather not have to loop through all the objects and check each objects bounding box against all the other bounding boxes.  This seems like it might be to much processing and to slow especially with rectangle.intersects(rectangle)
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2017-12-05 19:38:37

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2017-12-05 19:37:39

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2017-12-05 19:36:10

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2017-12-05 19:33:10

List of Learning Resources
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2017-03-13 14:05:44

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SF/X Libraries
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2017-03-02 08:45:19

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