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1  Java Game APIs & Engines / Android / Re: (RELEASED) Testing requested: Jewels for Android on: 2010-10-01 12:35:35
I have a Droid, my wife has an iPhone.  She used to love to play Jewels on my phone because none of the free Bejeweled apps on the iPhone compared to yours on Android.  As of last night she's now playing it on her phone!
Great! Perhaps she can leave a review or rating for the game on the iTunes? Wink

Are the global high scores shared between Android and iDevice?
The scores are shared, yes.
2  Java Game APIs & Engines / Android / Re: (RELEASED) Testing requested: Jewels for Android on: 2010-10-01 11:28:38
That's not Java! Booooo! Wink
I know, I'm sorry! Cheesy Had to rewrite the whole thing in C++ and Objective-C++..
3  Java Game APIs & Engines / Android / Re: (RELEASED) Testing requested: Jewels for Android on: 2010-09-30 09:58:35
I've been working hard on bringing Jewels to the iDevices, and last night Apple approved my iOS-version called iJewels. I wanted to quickly mention it here as I know some of you guys have iPhones. If you have an iDevice, be sure to check it out, it's greatly improved over the Android-version! Smiley

Here is the iTunes link: iJewels on App Store. If try it, consider leaving a review in the iTunes. Thanks!
4  Java Game APIs & Engines / Android / Re: (RELEASED) Testing requested: Jewels for Android on: 2010-02-18 09:02:00
Thanks guys! Smiley

Do u have many  force closes reported ?
How did you manage to load/play sounds and avoid problems with reloading resources ?
Actually I do get a lot of force closes. In fact I had to turn off the email reporting ages ago, since I started getting just too much, cluttering my inbox..  Undecided

This is actually the thing that bugs me most with Android: there are just sooo many different devices, and although they should in theory support the same things, they don't. Even with HTC Hero, which I have, I haven't experienced a single issue or crash, apart from bugs while developing. Yet dozens of Hero users experience freezes and what not. Many people even have to reinstall the game continuously, as they claim it has locked up and cannot be played until reinstall..  Lips Sealed

I cannot even trust the standard Android alert dialogs! Many people report that the game freezes on the start where I use an alert dialog to ask which playmode to use. Sheesh!  Angry

*ahem* Sorry, had to vent it off a bit.. Wink I just use the standard SoundPool for sounds, I haven't had any issues. (Except on some phones the system fails to load or something, crashing the game.. Tongue)

I also have problems with resources, sometimes the bitmap loading just returns null. Nothing you can do about it, AFAIK. Sad

I have sort of given up, the platform is so fragmented it's practically impossible to make non-trivial games that work consistently. Of course, Jewels is my first Android-game, and it's ported from XNA, so it possible I have screwed something up. I'll try to do better on my next game, but I guess it will have a fair share of problems too. My advice: fix the things you can, don't bother with things that seem completely random on random phones..  persecutioncomplex Wink

I guess part of that fragmentation is because people are using all kinds of rooted hacks and custom firmwares, it really removes the possibility of creating robust stuff that works consistently across all models. Which is kinda sad. I'm planning to spread over to iPhone at some point, there are only a couple of devices to support: much better!
5  Java Game APIs & Engines / Android / OpenGL extensions available on different Android-devices on: 2010-01-22 10:27:31
I asked this on StackOverflow, but as nobody seems to care, I'll try here. At least there are some devs working with Android here. Smiley

As you may know, Android has three ways of drawing sprites:
  • the basic way: using vertex arrays (slow)
  • using vertex-buffer-objects (VBOs) (faster)
  • using the draw_texture extension (fastest, but only for basic sprites, i.e. no transforming)

Vertex arrays are supported in OpenGL ES 1.0 and thus in every Android-device. I'm guessing most (if not all) of the current devices also support VBOs and draw_texture.

Instead of guessing, I'd like to know the extensions supported by different devices. If majority of devices support VBOs, I could simplify my code and focus only on VBOs + draw_texture.

It'd be helpful to know what different devices support, so if you have an Android-device, do report the extensions list please. Smiley
String extensions = gl.glGetString(GL10.GL_EXTENSIONS);

You can reply to the StackOverflow question as well, if you have an account there. It's right here.

Here is the extensions list for HTC Hero (Android 1.5) (all three techniques are supported):
  • GL_ARB_texture_env_combine
  • GL_ARB_texture_env_crossbar
  • GL_ARB_texture_env_dot3
  • GL_ARB_texture_mirrored_repeat
  • GL_ARB_vertex_buffer_object
  • GL_ATI_extended_texture_coordinate_data_formats
  • GL_ATI_imageon_misc
  • GL_ATI_texture_compression_atitc
  • GL_EXT_blend_equation_separate
  • GL_EXT_blend_func_separate
  • GL_EXT_blend_minmax
  • GL_EXT_blend_subtract
  • GL_EXT_stencil_wrap
  • GL_OES_byte_coordinates
  • GL_OES_compressed_paletted_texture
  • GL_OES_draw_texture
  • GL_OES_fixed_point
  • GL_OES_matrix_palette
  • GL_OES_point_size_array
  • GL_OES_point_sprite
  • GL_OES_read_format
  • GL_OES_single_precision
  • GL_OES_vertex_buffer_object
  • GL_QUALCOMM_vertex_buffer_object
  • GL_QUALCOMM_direct_texture
6  Java Game APIs & Engines / Android / Re: Virus Effect on Android - (Alpha Released) on: 2010-01-10 09:10:45
I hope to pump out updates often so everyone would re-review.
I've found that people complain about bugs and stuff, when I fix them and release updates (often with new features as well), people complain about the frequent updates!  Undecided There's just no pleasing those guys.. Tongue
7  Java Game APIs & Engines / Android / Re: Multiple Screen Res, the Droid and Tattoo on: 2009-11-20 12:05:14
In Jewels I let the platform scale the graphics, although some of the Droid users have complained that the graphics don't look crisp (which is of course true due to the scaling). For small screens I rework the bottom area a bit to fit it on screen, but it works ok I guess. Might be difficult to hit those tiny jewels though. persecutioncomplex

I've been getting a lot of exceptions in Droid when loading the background images that I can do nothing about.. BitmapFactory.decodeResource() just returns null, I have no idea why. Perhaps it's related to scaling, I should package the high res bitmaps with the game I think. Tongue

Probably off-topic, but have to vent somewhere.. I got loads of exceptions daily from Jewels, in code that works perfectly fine for me, and most of it's in the platform code itself! NPEs about Parcels, Databases, stuff I'm not using myself, at all. Even the help file (which is shown using WebView) generates loads of NPEs during onTouchEvent(), which I'm not overriding at all btw..  Lips Sealed It's sad that while the things should in theory work across different devices, they really won't.  Undecided
8  Games Center / Archived Projects / Re: WIP: Yore Quest on: 2009-11-06 10:17:50
Haven't yet tried the new version, but the earlier one worked nicely on my Hero (not that surprising). Didn't have time to play much but will try this new one later with better time. Smiley Looks great anyway!
9  Java Game APIs & Engines / Android / Re: Testing requested: Jewels for Android (UPDATED) on: 2009-11-05 11:13:52
Downloaded new version... Tried stop/starting 7-8 times, this time no force closes after logo :-)  Hopefully fixed now!!
Thanks! I went ahead and published the game on the Android Market. Smiley Search for "Jewels"; it doesn't seem to appear in the "By date"-listing as of yet.. It should be able to install over the testing version, if you had it installed.

Now waiting for the first "this doesn't work!"-comments.. Wink
10  Java Game APIs & Engines / Android / Re: Sound on Android on: 2009-11-04 16:22:01
I'm using SoundPool in Jewels. Haven't had any problems, yet. What do you mean unstable?
11  Java Game APIs & Engines / Android / Re: Testing requested: Jewels for Android (UPDATED) on: 2009-11-04 16:20:44
It happens between the logo screen and the main menu screen (probably in the loading of the latter).
I was able to reproduce this using the emulator. The menu background sprite was not reloaded properly (I have some perhaps hacky code to prevent it reloading the same background, that probably was the culprit). Then I noticed that it might have been opening several instances of the game, so I added android:launchMode="singleTask" to the activity manifest. And indeed, I haven't then been able to reproduce it. I guess you should set the launchMode as well, unless you already have.

EDIT : so how did u solve it ? Smiley
Before I could reproduce the problem on the emulator, I didn't.. I just made it check and not render sprites that have been recycled.  persecutioncomplex But now it just might work properly, perhaps I could even take the checks out. Hmm.

The .apk has been updated once again, to prevent it launching several instances. Redownload, please! Smiley
12  Java Game APIs & Engines / Android / Re: Testing requested: Jewels for Android on: 2009-11-04 13:36:03
Okey dokey! As I know/trust you from JGO I went ahead with the installation.  I would definitely check if this happens after installing in Android Market as this would certainly be enough to put me off installing.
I don't think it happens in Market.. at least hopefully not! When installing stuff from the Market, I've only seen warnings about certain phone features the app has access to (like vibration, full internet access) -- these are the permissions you need to declare in the manifest file AFAIK. I don't have any of those as I don't need them currently.

One thing occured to me as I'm typing this, if you go to Settings -> Applications, do you have the "Allow install of non-Market applications" option checked?
EDIT: No, that's not it. I tried and it just wouldn't let me install..

I also get a Force Close same place as teletubo (have HTC Magic btw) with the same effect (i.e after accepting the force close -> back to logo and works).. This has happened about 50% of times so far.  Not at home so can't offer you a stack trace (presume its the same as Teletubo's tho)
Other than that very impressive.  The game looks very polished, graphics/presentation all first class. and didn't really see any other issues.
Thank you for testing and the kind words! Smiley Interesting that force close thing. So it happens exactly in what point, after the logo has faded out? Or while it's still visible? Very strange that it works after the FC!  Shocked

UPDATE: I have released an updated .apk, it's at the same location as the previous one. You might need to uninstall the previous version first ("adb uninstall org.mhgames.jewels"). It shouldn't crash in the same situation the first version used to. Hopefully. Cheesy I've also reworked the background images a bit, previously I was using just cropped versions from the full game. Teletubo and steveyO, could you please test again? Smiley
13  Java Game APIs & Engines / Android / Re: Testing requested: Jewels for Android on: 2009-11-04 09:25:30
Sorry being a paranoid newbie to Android I got slightly put off by the allow application to "modify/delete SD cards contents" message during installation.  Is there any reason for this  (I assume you can persist any data directly to the phone?).
The game doesn't use SD card in any way, only the phone storage. I don't even declare any permissions in the manifest file. I suspect the message you're getting is related to installing an app from untrusted sources, i.e. not from the Market?

I should hope it doesn't display that when installing from the Market.. Smiley
14  Java Game APIs & Engines / Android / Re: Testing requested: Jewels for Android on: 2009-11-04 06:53:59
the game looks very good, very well polished .
I played without any problems. And sounds worked fine here .

However,I then pressed Home , and opened the game again and  got a force close, just after the logo:
Thanks! I cannot seem to be able to reproduce that one. It tries to render a sprite whose Bitmap has been recycled. I can add a check to not to do that, but doesn't really nail the original cause of the problem. Well, I guess it's better not to render than to crash. Smiley Will take a look at the code later, if I can spot anything.
15  Java Game APIs & Engines / Android / Re: Testing requested: Jewels for Android on: 2009-11-03 21:06:38
Works fine here on my Hero (as expected I guess). I didn't get any sound (not sure if there was meant to be any?). There were a few stutters in plan but nothing more than I've seen in other games.
Thanks Kev! There should be sound though, is it enabled when you go to the Settings? Also, try clicking the (physical) volume up button a couple of times, it should increase the media volume. And yeah, the stuttering is annoying, perhaps I should have went with OpenGL ES instead of Canvas.. Could do still more optimizations, also.
16  Java Game APIs & Engines / Android / (RELEASED) Testing requested: Jewels for Android on: 2009-11-03 18:55:43
Like teletubo, I've been working on my first Android game, and now it's mostly done. I've been developing on HTC Hero, so I'd very much appreciated if those of you with other Android devices could test the game for me. Smiley

The game is an Android-port of the original PC-version, which I did earlier as an XNA exercise. It's a Bewejeled-clone, nothing too original persecutioncomplex -- still fun to play for a while. I've built the game using the 2.0 SDK, but it should work on all Android devices since 1.1 (also those with small QVGA screens, although it might be difficult to touch where you wanted to)..

Here's a screenshot and the download link:

Download the .apk (UPDATED version 1.01)

Unless there is some problems, I expect to release this sucker on the Android Market in a few days, for free of course. Cool Thank you for testing, hopefully it works!

UPDATE: Released on the Market!
17  Java Game APIs & Engines / Android / Re: Hellevators - on Android! - RELEASED ! on: 2009-11-01 11:16:21
Congrats on the release! Smiley Just tried it on my Hero, worked fine. Quite fun, although I suck at playing the game.. Tongue Nicely animated little sprites, good work.
18  Java Game APIs & Engines / Android / Re: Handsets on: 2009-10-05 15:08:22
Joining the club, I've ordered HTC Hero a moment ago. Smiley  I'm quite excited about this Android-platform, hopefully I can get some nice games going on -- although at first I need to familiarize myself with the ins and outs of the platform. Hopefully we Finlanders can get access to the paid apps in Android Market soon (say, in a couple of months), currently we cannot purchase apps nor publish (paid) apps.. Oh well, gives me time to learn things. Wink
19  Games Center / Archived Projects / Re: Coke and Code Racing - JPCT Test on: 2009-09-27 08:30:56
Worked surprisingly well, considering this laptop ain't exactly a speed demon.. Smiley This will turn into a fun game, I'm sure.

Low quality: FPS varies between 31 - 49.
High quality: FPS varies between 15 - 21.

PC: Acer Extensa 5220, Celeron 540 @ 1.86 GHz, 2 GB of RAM. Windows 7 32-bit.
20  Game Development / Performance Tuning / Re: Memory saving techniques? on: 2009-09-24 13:18:01
@Orangy Tang@ - so to confirm, swapping the last element is as simple as:

Enemy tmp = enemies.get( enemies.size() - 1 );
enemies.set( enemies.size() - 1, enemies.get(i) );

This is mostly nitpicking, but in this case (removing an element) you could do just
Enemy tmp = enemies.get( enemies.size() - 1 );
enemies.set(i, tmp);
enemies.remove( enemies.size() - 1 );
21  Discussions / General Discussions / Re: Recent bout of spam on: 2009-09-16 19:16:33
why not a small and simple applet game, .... give the new user a little bit taste of a java game .
The taste of a frozen browser, or worse?  Undecided It might work with Flash, but please do not force applets upon people, even if this is a Java-forum.. Wink
22  Games Center / Archived Projects / Re: Browser-Game: Helicopter-flying, voxel-based on: 2009-08-25 19:08:46
Very cool, I always like voxel stuff! Cheesy Runs quite slowly here, much smaller window size would probably help. Smiley
23  Games Center / Archived Projects / Re: Tank You (Tech demo) on: 2009-07-22 06:02:41
Works fine in Ubuntu 9.04. It's a good start, keep it up! Smiley
24  Java Game APIs & Engines / Java 2D / Re: Vectorization of image in Java (triangles on top of image) on: 2009-07-20 07:01:05
This will generate four points too much, these points aren't needed since if they were removed the polygon would look the same. The polygon have four corners, would be nice to have four points then instead of eight. Do you have any suggestion as to how unnecessary points can be detected? To be clear I have marked the points that are not needed with "X" here:

 X X
1   1
 X X
You could check the slope / angle of the line between point N and point N+1, and compare it to the line between point N+1 and point N+2 (or N to N+2). If it's equal within certain margin, point N+1 can be eliminated. I'm sure there are better approaches, and I'm not sure if this approach even works for all shapes, but it's worth trying. Unless other people come up with a better solutions, that is. Smiley

EDIT: bleb posted while I was writing this. Smiley Checking distance would work too, yes.
25  Discussions / General Discussions / Re: Another language feature I'd like on: 2009-07-04 11:49:03
In Eclipse, right-click on the project, select Properties. There is a section called Java Compiler. You can set the compiler compliance level there to say, 1.4. Of course this means you cannot use features newer than 1.4, unlike when using Retroweaver, for example. Smiley
26  Discussions / General Discussions / Re: Android OpenGL ES & Quake Tutorials / TDC Launched on: 2009-07-01 15:50:53
I'm looking forward to all this stuff too Smiley Hopefully it'll save me a ton of time figuring things out. When I can afford a gphone anyway.
Same here, plus we don't have Android phones here, yet. Hopefully some come the next autumn. Smiley
27  Games Center / Featured Games / Re: Minecraft on: 2009-06-24 04:49:35
Just wanted to add: this discussion is fascinating to read, keep it up guys! Cool
28  Games Center / WIP games, tools & toy projects / Re: Exodus Defence on: 2009-06-15 15:34:22
Didn't start in Ubuntu Linux 9.04:
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(
   at java.lang.reflect.Method.invoke(
   at com.sun.javaws.Launcher.executeApplication(
   at com.sun.javaws.Launcher.executeMainClass(
   at com.sun.javaws.Launcher.doLaunchApp(
Caused by: java.lang.NoClassDefFoundError: Could not initialize class org.lwjgl.opengl.Display
   at com.jme.system.lwjgl.LWJGLDisplaySystem.close(
   at com.calefay.exodusDefence.EDGame.main(
   ... 9 more

Screenshots look great though! Smiley
29  Game Development / Newbie & Debugging Questions / Re: loading library from jar, classpath... on: 2009-06-13 10:49:18
Does this work:
javac -cp .:JARFILE.jar *.java
java -cp .:JARFILE.jar test

That sets the class path to working directory . and the jar JARFILE.jar. Smiley
30  Games Center / Featured Games / Re: Minecraft on: 2009-05-19 08:07:47
Awesome, as usual from you! Wink How big is the world, how many tiles? Do you have quad/octrees or anything to help with the rendering?

In any case, keep up the good work -- I'm looking forward to seeing the final game. Smiley
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