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Discussions / General Discussions / Re: IndieGameMusic.com project startup
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on: 2008-03-03 01:13:18
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Sure that sounds like a great idea  * how should payment happen? Paypal? Bank-transfer? Game-developer contacting artist and agreeing their own method of payment?
I would say, the more options, the better it is. Paypal is easy, fast and handles international transfers. Contacting the artist to discuss the pricing is attractive for both sides. Perhaps the artist should be able to choose if he wants that. And bank-transfers, sure, why not  * what stuff would you like to be able to search for? are there some of the above mentioned search criterias you don't need? why?
You already mentioned the interesting search criterias. Additionally something like what game genre that sound / music would fit in (in the eyes of the artist), like Space, Fantasy or whatever... * and of course: do you think you'd use such a tool like IndieGameMusic.com?
Definitely  Again, great idea, can't wait to see that coming 
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Java Game APIs & Engines / Java 2D / Re: Java2D & Native Buffers
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on: 2008-02-25 13:01:13
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public class DataBufferDirectByte extends DataBuffer If I remember correctly, instanceof checks the whole inheritance tree. So you could just write "extends DataBufferByte". It's not clean, but hey it should work 
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Game Development / Newbie & Debugging Questions / Re: parsing a url from a string
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on: 2008-02-25 12:54:01
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Some simple solutions: 1) Use regular expressions. See Formatter class in the javadoc for examples and explanation. 2) Use the string.find method to search for keywords like http:// or www.. You will get the index of that keyword in the string. From there search for the next whitespace and you're done. I'd suggest you try and if you need further help post your code here 
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9
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Games Center / Showcase / Re: Caverns of Underkeep - Applet Roguelike
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on: 2008-02-11 13:03:15
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After the applet loaded it remains white with the following error. 1 2 3 4
| Exception in thread "Thread-8" java.lang.NullPointerException at sSoundEngine.stopHeartBeat(sSoundEngine.java:204) at javarogue.run(javarogue.java:214) at java.lang.Thread.run(Thread.java:619) |
This is under Ubuntu Linux 7.10
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12
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Games Center / Archived Projects / Re: Khumeia
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on: 2008-01-30 01:35:59
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If some Linux user can say me if the music work for them, it would be great (or if anyone had the same problem)
Running on Ubuntu Linux 7.10 and sound just works fine  By the way, nice "physics" ^^
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13
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Games Center / Archived Projects / Re: Sparx WIP
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on: 2008-01-27 12:30:04
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Yeah, now it works. It is really fun to play (and the controls feel good especially with a touchpad).
Every 2 seconds or so the game will begin to hang and continue after a few hundred milliseconds. My JVM process uses 100% cpu all the time. Get's my machine cooking ^^ 2.0Ghz Dual Core, 1G RAM, ATI X1600, Ubuntu Linux 7.10
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15
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Games Center / Archived Projects / Re: Warcars
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on: 2008-01-26 23:33:38
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I didn't say that because of the .rar format, mostly every OS can handle that (but hey, there are free alternatives, like zip and tar  ). If you want people to test your application, then a single click (webstart) is much more comfortable than downloading, extracting and running it manually. IMHO webstart is a big advantage of java, that most other "languages" don't have, so why not use it? You will find a good tutorial on the sun webpage (google: java webstart tutorial). Yes, you'll need a webspace, but there are many free webspace providers (yeah, google again ^^). Looking forward to a see webstart version 
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Game Development / Newbie & Debugging Questions / Re: my java world project
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on: 2008-01-24 14:41:46
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If I get you right, you want to dynamicly load java-code / classes at runtime? I'm not into that, but I think I can give you some pointers: The java ClassLoader provides methods for loading classes at runtime. After loading a class you use a concept called reflection to access members and methods of the loaded class. I'd suggest to write an interface that all objects implement, so you can load them, cast them to that interface and call the interface-methods to move / place / whatever the object. If I got you wrong and you just want to load objects with different properties (not behaviour), then you should just write conifg-files for those objects and load these. What you also could do is to make a regular backup of the complete world state. To introduce new objects you would just save the world-state, recompile and restart your project, and reload the world-state again. Even if you don't want to introduce objects this way, a regular backup is important, as you don't want to loose the evolution of your 24/7 world just because of a bug in the code or something 
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Java Game APIs & Engines / JOGL Development / Re: Library doesn't want to load...
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on: 2008-01-24 01:57:45
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The java.library.path property cannot be modified at runtime (okay, it can, but it has no effect). The virtual machine has to know the library path at startup (I'm not sure why, I think it has something to do with native linking). You can use the -D option of java to set it. Like: java -Djava.library.path=/path/to/lib FooClass Hope that helps 
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Games Center / Archived Projects / Re: pushinGL
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on: 2008-01-21 00:37:57
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You computer does not support OpenGL via LWJGL Caused by: java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path
I happen to know my computer perfectly supports 'OpenGL via LWJGL' and the error-message basicly says you didn't specify the path to the libraries properly.
Same here on Ubuntu 7.10 :p
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Game Development / Game Play & Game Design / Re: Player movement on uneven terrain / in polygonal environment
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on: 2008-01-20 18:54:58
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(attachements don't work at the moment, so here we go: http://img408.imageshack.us/img408/4666/examplesqd5.png) Surely it is trivial to know which box should be associated with which foot?
I attached an example. Look at number 1: it's obvious that the right foot must be raised, but how to recognize that in the program? An approach I find works well is to store what geometry you're currently on, and an offset within it (so if you're doing a platformer, that would be a 2d line segment and a distance along it). Movement then involves increasing or decreasing the distance along the surface, and if you go off one of the edges either finding another edge to walk onto or starting to fall under gravity.
That also sounds like a nice approach. But it seems like it brings further difficulties, like in example 2: the player walks on the ground (one polygon) and before him there is a small stone (another polygon). Any ideas about that? By the way, thanks for the interesting posts guys 
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Game Development / Game Play & Game Design / Re: Player movement on uneven terrain / in polygonal environment
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on: 2008-01-20 12:55:44
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If your player is side-on you could use two boxes for him (full-height, side by side) which see-saw up and down as his feet move, so if his front foot is raised the front box is raised also. Then follow your approach as before.
That sounds interesting, but this comes with the problem to find out which foot actually must be raised. Seems not that easy to me, any ideas? if the resulting Rectangle of the intersect isn't empty, then a collision event must be thrown to an extra function that pushes back the Player model to not-intersecting bounds.  Sorry, I don't get it: what do you mean by "the resulting Rectangle"?
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Game Development / Newbie & Debugging Questions / Re: JPanel hiden behind JFrame decoration
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on: 2008-01-20 12:43:43
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should be replaced by getContentPane().add(gamePanel, BorderLayout.CENTER), indeed the frame contentpane layout is overlapping the contentpane...
Sorry, but I have to disagree: As a conveniance add and its variants, remove and setLayout have been overridden to forward to the contentPane as necessary. This means you can write: frame.add(child); And the child will be added to the contentPane
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Game Development / Newbie & Debugging Questions / Re: JPanel hiden behind JFrame decoration
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on: 2008-01-19 22:16:30
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What I do is to set the size of the panel to (widht, height) and the size of the frame to (width + insets.left + insets.right, height + insets.top + insets.bottom). If you want you can do it the otherway round (setting the frame to (width, height) and subtracting the frame-insets from the panel-size). Hope that helps 
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Game Development / Game Play & Game Design / Player movement on uneven terrain / in polygonal environment
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on: 2008-01-19 22:02:53
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This is in my head for the last couple of days now: Imagine a world (2D, sideview), where everything is made out of polygons. One of that polygons is the player character (human). Now I want to move the player. I'm thinking in 2D here, but the problem must be quite common in 3D worlds. How do modern games do the movement of the player in such an environment? Does anyone know? Googling unfortunately didn't help... My current approach is: 1) move the player according to key input 2) do collision detection 3) if a collision occured, shift the player up, until no collision is detected anymore 4) if the player was shifted about max-length and there still is a collision, there seems to be a real collision with a wall or something, reset player position There are problems comming with that, one of them is: The player polygon is a box. Standing on a line going up 45 degrees or something like that, it looks like one of the players feet is floating in the air. I could just move the player a bit down so that both feet are on the ground, but then I'd have to handle the collisions coming with that. Am I doing something terrible wrong? Is there a "standard" approach for moving in polygonal environments? Any hints and thoughts are highly appreciated 
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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