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1  Java Game APIs & Engines / J2ME / Feedback on MIDP 3.0 UI Features on: 2005-10-12 07:16:53
Motorola are asking for developer feedback on MIDP 3.0 UI features. You can complete their survey here. Your input will influence the priority the MIDP 3.0 expert group give to each of these features, so speak up now!
2  Discussions / General Discussions / Re: Networked game books on: 2005-05-31 08:23:39
Since you're writing a thesis, can't your academic institution get it through an inter-library loan or something?
3  Discussions / General Discussions / Re: Networked game books on: 2005-05-27 10:33:49
A book I found very informative was Networked Virtual Environments (ISBN 0-201-325577-8 ). Full of very good stuff, but not cheap; get it from the library if you can (I got my company to buy it for me Smiley).
4  Java Game APIs & Engines / J2ME / Re: Transparency issues on: 2005-05-19 06:45:18
I guess that Rmdire was actually trying to fill the whole rectangle with 'transparent-colour'. But Images created with Image.createImage(width,height) are initially completely white, and even if it was possible to set the drawing colour to transparent, drawing on white with transparent would have no effect, rather like drawing on white paper with a pen that contained no ink.

In MIDP 1.0 there's no way to create a mutable (modifyable) Image with a non-opaque background.

In MIDP 1.0 with Nokia UI API extension (all Nokia MIDP 1.0 phones) you can use the DirectUtils class to create a mutable image whose background is initially any ARGB colour, where A is alpha, i.e. opacity (so 00 is fully transparent, and FF is fully opaque).

In MIDP 2.0 you can use method Image.createRGBImage to create an immutable Image with alpha from an array of ARGB values, which with a little programming can be used to create new transparent sprites.

I'll be asking for MIDP 3.0 to include transparency support similar to that in the Nokia UI API, but there's no guarantee they'll agree.
5  Java Game APIs & Engines / J2ME / Re: little offtopic: realease year of j2me ? on: 2005-05-09 03:25:08
Probably what you want is the release date of MIDP 1.0, which you can find from its JCP page: JSR-37.
6  Java Game APIs & Engines / J2ME / Re: N-Gage, series 60 emulator on: 2005-04-28 03:22:34
Make sure you got the right Series 60 emulator: you need the 'Series 60 1st Edition' emulator. N-Gage supports MIDP 1.0, not MIDP 2.0.
7  Java Game APIs & Engines / J2ME / Re: Bluetooth on: 2005-04-26 07:55:58
Before you use OBEX, check that your target phones support it. E.g. Nokia's phones with Bluetooth nowadays support the rest of JSR-82, but not the OBEX API.
8  Java Game APIs & Engines / J2ME / Re: Simulator and real phone on: 2005-04-23 10:12:25
I'm afraid we'll need more information than that if we're to help you. What was the error message (precisely)? How did you install it in the phone (from a WAP site?)? What does your JAD file contain? How did you build the MIDlet? (Wireless Toolkit? Ant + Antenna?). And anything else that might be relevant...
9  Java Game APIs & Engines / J2ME / Re: Down to Business on: 2005-04-22 04:49:15
Check out Nokia's latest move in this area, Preminet. I haven't been following whether or not it's actually succeeding, but in principle if it is succeeding it ought to be just the ticket.
10  Java Game APIs & Engines / J2ME / Re: how do I rotate a filled rectangle on: 2005-04-12 05:24:19
Maybe because fillTriangle is much easier to implement than fillPolygon  Wink. And if you have fillTriangle, you can implement fillPolygon trivially, at least for convex polygons (actually, rectangle is just a special case of this).

But I agree, they ought to include fillPolygon in MIDP 3.0. If you're using a Nokia device, this feature is already available in the Nokia UI API.
11  Java Game APIs & Engines / J2ME / Re: how do I rotate a filled rectangle on: 2005-04-11 05:29:01
Sounds like luisoft's problem is not the maths but the fact that MIDP's fillRectangle doesn't handle rotation.

You'll probably achieve what you want by splitting the rectangle into two triangles and using fillTriangle for each. The edge where the two triangles meet will be drawn twice, but this shouldn't be a problem since MIDP 2.0 doesn't support XOR mode or semi-transparent colours.
12  Java Game APIs & Engines / J2ME / Re: detecting cldc version on: 2005-04-07 16:28:34
   String config = System.getProperty("microedition.configuration");
   String profiles = System.getProperty("microedition.profiles");
13  Java Game APIs & Engines / J2ME / Re: adding sound! on: 2005-04-07 05:53:35
Does your own source code include a class called Player? Perhaps representing your game's user? Maybe the compiler thinks that "Player audioPlayer" is this kind of Player, not the kind? If so, the solution is to write: audioPlayer = <etc...>
14  Java Game APIs & Engines / J2ME / Re: adding sound! on: 2005-04-06 05:09:19
Please could you show us the exact text of the error message?
15  Java Game APIs & Engines / J2ME / Re: adding sound! on: 2005-04-05 05:15:17
I can't see any problems - my code looks just like yours and works. Try downloading and building Forum Nokia's MIDP 2.0 game example "Sheepdog", which contains similar code; if you can't get that to build, you'll know the problem is in your build tools or environment.

Beware of using relative filenames like "song.mid" in getResourceAsStream (or Image's createImage) - you're more likely to succeed by always using absolute filenames like "/song.mid".
16  Java Game APIs & Engines / J2ME / Re: MIDP1 sprite and backgound on: 2005-03-19 06:03:57

This Forum Nokia document: Game Animation with Java MIDP answers your questions. There's a tutorial document and complete sample source code.

17  Java Game APIs & Engines / J2ME / Re: How to insert the game to the phone? on: 2005-03-19 05:49:32
Also with the Nokia 7610, just send the JAD & JAR (or just the JAR) to it over Bluetooth. They'll arrive in the Messages Inbox: open them, and the application installer will run and install them.

The DKU-5 cable is the easiest solution for the 3120. You can also install Over-The-Air by putting the JAD & JAR on a web site (which must have the MIME types correctly configured for types JAD & JAR), then opening the JAD file's URL in the phone's WAP browser.
18  Java Game APIs & Engines / J2ME / Re: Nokia 6630 Issues on: 2005-03-17 10:58:38
I've not heard of any problems like that, but I've not used a 6630 myself. I believe all the Series 60 MIDP 2.0 VMs are based on Sun's 'Monty' CLDC hotspot VM, so sort-of JIT I suppose. At least that's true of Nokia 6600.

If you want to give more details (including firmware version) I can pass them on to the relevant people in Forum Nokia, and let you know if they're able to help.
19  Java Game APIs & Engines / J2ME / Re: Fadingin in and out on: 2005-03-17 08:25:37
You'd get alpha'd fillRects and alpha'd drawLines from that setARGBColour method, by setting the current colour to a colour with the right alpha component.

I agree that a setAlpha instead could then be taken to apply to drawImage as well, removing the need for a new drawImage method with an alpha parameter. Either would be fine. But I like the idea of emphasizing the concept of colour naturally having an alpha component.
20  Discussions / Miscellaneous Topics / Re: Relocating.. on: 2005-03-17 06:29:18
I had a couple of days to kill in San Diego last summer on a business trip. I took the "San Diego City Tour" coach tour, and it was fun and gave me a good feel for the geography of the place. The next day I went to the zoo and Balboa Park: a very relaxing day out.

One pleasant surprise was the "Upstart Crow" bookstore/café in Seaport Village (which is otherwise 100% tourist shops and restaurants).
21  Java Game APIs & Engines / J2ME / Re: Fadingin in and out on: 2005-03-17 05:37:41
Maybe we should ask for gamma support in kvm-interest?

I think you should. It's already on my list of things to bring up with our Expert Group members; what I have in mind is:
 graphics.drawImage(image, x, y, anchor, alpha);
Then you could vary the alpha with each redraw to do a corss-fade. Another thing on my list is:
 graphics.setARGBColor(r, g, b, alpha);
 graphics.setARGBColor(argb);  // 0xaarrggbb
That's already in the Nokia UI API, so clearly easily implementable at least for Nokia Wink. And that would allow you (by setting colour to 0xaa000000 and filling a rectangle) to do the fade to/from black.

MIDP 2.0's support for transparency in PNGs states that you either support alpha fully, or treat anything other than full transparency as fully opaque. I'd like to propose the same principle for the possible wider transparency support MIDP 3.0 (e.g. the methods above) so that it wouldn't be too much of a burden for the least powerful phones. Otherwise the manufacturers might have to veto the whole thing. Would that be acceptable to you lot?
22  Java Game APIs & Engines / J2ME / Re: Fadingin in and out on: 2005-03-15 08:00:05
Not bad. I really should put the JavaDocs on that PC at home.

Abuse: have you actually used this technique? Seems like you'd have to modify the alpha value of each pixel in your RGB array for every step of the fade. Does that run fast enough for smooth fades, on real phones?
23  Java Game APIs & Engines / J2ME / Re: Fadingin in and out on: 2005-03-15 04:14:22
Theoretically it would be possible using Image.getRGB and Image.createRGBImage (names from memory: no JavaDoc on this PC). But you'd need to create a new image for each step of the fade, which is probably prohibitive.

What you'd need is a new method something like:

 graphics.drawImage(myImage, x, y, alpha);

This might be a good thing to ask for from MIDP 3. Why not ask for it on KVM-INTEREST? They're gathering MIDP 3 requirements there right now.
24  Java Game APIs & Engines / J2ME / Re: MIDP buttons problems (i.e KEY_NUM0) on: 2005-03-14 08:30:49
It seems like the phone you are using does not have any game action associated with key '0'. This is quite normal.

If you want to know what key was pressed, you don't need to use getGameAction - the value of parameter keyCode is what you need. It will take values like KEY_NUM0. If the key has a label which is a Unicode character, keyCode will be the same as its Unicode number (e.g. KEY_NUM0 is 48, Unicode for '0'); if the key is some special key like left-softkey, it will have some non-standard negative key code chosen by the manufacturer.

If you want to know what the key conventionally 'means' in a game, use getGameAction. Not all keys mean something in a game, and it's common that KEY_NUM0 has no game action (so getGameAction returns 0). The mapping between keys and game actions is not always the same on different phones, especially if the phones are like Nokia 3650 with unusual key-pad layouts.

Sometimes two different keys can have the same game meaning, and hence they have the same game action. E.g. usually the 'up' key (or moving the joystick up) and KEY_NUM2 both mean UP.

In MIDP 2.0, GameCanvas has a method getKeyStates which returns the states of all the game keys. Since it has to tell about all the keys in one 32-bit integer, it uses one bit per key (1 for pressed, 0 for not pressed). So instead of writing:
   if (gameAction == UP)
you write:
   if ((keyStates & UP_PRESSED) != 0)
Note that you use the binary-arithmetic '&', not the boolean-logic '&&'.
25  Java Game APIs & Engines / J2ME / Re: MIDP 3 started on: 2005-03-10 13:51:43
MIDP 3 is currently being discussed on Sun's KVM-INTEREST group, with some overlap to here too.

You can be sure that the expert group members read KVM-INTEREST.
26  Java Game APIs & Engines / J2ME / Re: Extending Layer: bug? on: 2005-03-09 08:15:58
While we're on the subject - do you know of a zip/jar or other type of archive that I can download to view the source of the J2ME MIDP2.0 classes.  I've got the API, but I'd like to look a little deeper as to what exactly is happening when I call certain methods.

The API is the only thing that's standard - the implementation will vary between phones. Even if you got hold of the source for Sun's reference implementation or some manufacturer's own implementation, you couldn't rely on what you learn being true for other implementations.
27  Java Game APIs & Engines / J2ME / Re: LayerManager and Sprites on: 2005-03-09 07:59:45
To use the LayerManager for this, yes you'd have to manually remove and add the Sprites.

But the LayerManager actually gives you rather little: I'd suggest you code your own with the behaviour you want. It sounds like you need to sort the list of Sprites each time you paint, but it's easy to choose a sort algorithm that's cheap if the list is already sorted or nearly sorted.
28  Java Game APIs & Engines / J2ME / MIDP 3 started on: 2005-03-08 06:12:55
Motorola has submitted JSR 271: MIDP 3. If you have any game-related wishes for MIDP 3, get ready to start pushing for them! The list of stuff in the JSR already includes lots which would help game developers. One target is to "Enable richer and higher performance games".

Would it be a good idea to use these forums to gather game developers' wishes? I could pass them on to my company's expert group members; however it might be better if game developers had an independent voice on the expert group.
29  Java Game APIs & Engines / J2ME / Re: Extending Layer: bug? on: 2005-03-08 05:58:01
I think it's deliberate that Layer can't be subclassed: the idea is that you should subclass Sprite or TiledLayer. This allows the API's implementation to assume that all Layers are either Sprites or TiledLayers, which might simplify the implementation.

I agree, it should be made clearer. I remember being puzzled about this when I first noticed it.
30  Java Game APIs & Engines / J2ME / Re: Mobile Media API question on: 2005-03-07 13:47:45

Check out the Camera MIDlet tutorial example at Forum Nokia - it does just what you're asking. It's fairly straightforward to use.

The MMAPI has many optional parts, and one of those is the camera support. Don't assume that a phone that has a camera and implements the MMAPI will necessarily support the camera part of the MMAPI. In Nokia phones, the Series 40 phones do not support the camera part (if they support MMAPI, it is just for playing audio), but the Series 60 phones (except the original 7650) do support the camera part of the MMAPI. Even in Series 60, only the most recent phones support the camera's full resolution via the MMAPI (7610 onwards, I think, but I'm not sure).

I'm afraid I'm not familiar with the other manufacturers' phones  Sad.
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