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1  Games Center / Showcase / Re: Coloribrium on: 2008-08-12 11:55:24
Good to know it works.

What do you mean by stats? The scores? No they don't, they only affect the way the collector is behaves. Blue is slow, red is hard to turn and green is "drunk". I have to do some balancing with those because I think red is by far the least annoying where as green makes it next to impossible. If you mean the bar that you are filling, color's size affects the amount it grows. So you have to consider timing to get the maximum amount.

It could also be a good idea to give more scores when the colors are in good balance. Now you will always end up with the same scores on the same level.
2  Games Center / Featured Games / Re: Breaking the Tower on: 2008-08-11 18:11:40
A very nice game indeed! I didn't notice any bugs and I had a great gaming experience. I would love to see more of this kind of games.
3  Game Development / Newbie & Debugging Questions / Re: My Highschool class is making an MMORPG... on: 2008-08-11 18:08:00
This has been an interesting topic. I am also interested in making somekind of mmorpg (not a very traditional one) but I've decided to finish a few other games first for practice. The biggest problem for me will probably be networking so I'm very interested in knowing how you succeed with it.

Btw, here is a funny image about the subject. Smiley
4  Games Center / Showcase / Coloribrium on: 2008-08-11 12:34:23

This is my first game I post here so don't except too much Smiley

It's a simple game about collecting different colors. The collector is shrinking but the colors enlarge it. But be aware, don't collect too much of the same color: Blue makes you slow, red makes it hard to turn and green makes you drunk. So you have to keep the collector alive and maintain the equilibrium of the colors (and that's where name came from Smiley) There are also two special colors, white and black. The white one returns the equilibrium and the black one (pretty hard to see, I still need to fix that) collects all the colors on the screen.

I made my own game engine for the game but it still needs some fixing. It might be slow on some computers, I haven't optimized it very well (yet).  Also the game is faster with faster computers. I have no idea if it works under linux or mac, but don't know why it wouldn't...

The game still needs some more stuff so that it would be addictive, atleast highscores, but I would like you to try it.

P.S. I know about the blurry images. It's supposed to be motion blur, but it will be changed.
5  Game Development / Newbie & Debugging Questions / Re: Problems loading images (png) in browser on: 2008-08-09 09:14:24
Problem solved! This was really a tough one. Who would have guessed that getResourceAsStream is case sensitive over the Internet but not on your own computer? I hope this topic will someday help someone else so that I didn't suffer this for nothing.   Tongue
6  Game Development / Newbie & Debugging Questions / Re: Problems loading images (png) in browser on: 2008-08-08 06:26:38
There are many PNGs but here is an example: The URL is correct because all the images are in the same folder and JPGs work. And it works perfectly when running from my own computer (with browser and applet viewer). Only over the internet there is problems.

Maybe JAR could fix the problem? I've never used JAR so I guess it's time to learn. But still, why doesn't it work like that...

Edit: Doesn't work in JAR either. Exactly the same problem. Still works from my own computer but not from the Internet.

Edit: I don't know why I didn't check this out earlier, but when I load the image it throws an exception which says "Width (-1) and height (-1) cannot be <= 0"... This is sooo strange.

Edit: And ofcourse, you could also try it. If it works for you, you should see some diamonds or something on the screen.
7  Game Development / Newbie & Debugging Questions / Problems loading images (png) in browser on: 2008-08-07 10:13:57

I have a game running in Applet and it works fine with Applet Viewer. And it works fine when I run it in a browser from my own computer. But when I try to load the game over the Internet, some pictures won't load. JPGs work fine, haven't tried with GIFs, but PNGs won't load at all.

I load the image like this:
image = BufferedInputStream(ImageBase.class.getClassLoader().getResourceAsStream(name)));

I found out that there is a bug with read andBufferedInputStream should fix it. Well, it doesn't fix it in this case. Any ideas?

Edit: I tried to load the images with getImage and mediatracker but the same problem occurs. It's pretty odd... I've never had this problem before.
8  Game Development / Newbie & Debugging Questions / About image processing, how fast is it? on: 2008-08-05 11:27:45

I have been trying to develop Java games for a while now and decided to join this great forum.

My first question is about image processing. I'm working on a small game engine and I'm trying to make a color changing feature. The question is, should I process a new image every time I draw an object, or should I make a new image for every object? If there are many objects on the screen with different images, I guess the processing will be pretty slow, but a new image for every object requires more memory. It would be better ofcourse if I only made a new image for those objects that don't have the original color, but still... So how do you guys usually do these things?

I have also made an own method that recolors images, and it seems pretty fast. It uses geRGB and does a few bit operations. Do you think BufferedImageOp is still faster?

Forgive me if I'm not talking clearly enough, that's probably because I'm from Finland.  Smiley

Thank you.
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