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4
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Java Game APIs & Engines / JavaFX / Re: Mac support?
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on: 2009-04-27 03:19:05
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what do you mean by intel?
I have AMD and everything works
I think you meant the architecture that intel and AMD both have and some mac processors don't have?
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5
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Games Center / Archived Projects / Re: Xenplat - full release!
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on: 2009-04-27 02:54:59
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eww the physics is bad/missing
you should make the physics something like this
gravity increases while you are in the air jumping force is greater than the initial gravity but a constant.
then, you will jump fast, and slow down at the top of your jump, then slowly start falling and accelerate, it will make the game a lot nicer.
other than that, it ran fine, no lagg, works!
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6
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Games Center / Featured Games / Re: Virus Effect (2D Platformer RPG Shooter)
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on: 2009-03-10 04:32:17
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sorry for bit late reply, but: well done! The week-or-so ago update fixed the game! I plan on playing it a lot as it is very smooth and runs 60+ FPS on an old pc, I am going to build a very nice computer within a week and plan to get a lot more so I will play this game  only glitch noticed so far: the 'press Z to exchange' when standing over a weapon blinks and flashes randomly.
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7
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Game Development / Newbie & Debugging Questions / Re: movement slow until window resized?
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on: 2009-03-10 03:26:41
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something interesting: I added a map loader, and when I go into the new map and after it loads, it goes back to "lagg mode" until I play with the window size by dragging it around  I took the floor image out and then it is less laggy at startup, but still magically fixable for some reason into the laggless state when you play with the JFrame. I'll look into the stuff you recommended, but any other ideas?
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8
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Game Development / Newbie & Debugging Questions / Re: movement slow until window resized?
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on: 2009-03-07 23:43:49
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okay, sorry. packages used: key input class: import java.awt.event.KeyEvent; import java.awt.event.KeyListener; img class: import java.awt.*; import java.awt.image.*; import java.io.*; import javax.imageio.*; structure: body[main] class: main make windows, make objects for images, implement key listener, then it loops just like this: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41
| for(;;) { try { Thread.currentThread(); Thread.sleep(7); } catch (InterruptedException e1) { e1.printStackTrace(); }
if (down) { character.setXY(character.getX(),character.getY()+s); } if (up) { character.setXY(character.getX(),character.getY()-s); } if (right) { floor.setXY(floor.getX()-s,floor.getY()); character.setImg("character_r.png"); } if (left) { floor.setXY(floor.getX()+s, floor.getY()); character.setImg("character_l.png"); } if(System.currentTimeMillis() - lastReload > 17) { lastReload = System.currentTimeMillis(); if (left || right || up || down) { f.repaint(); } } } |
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9
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Game Development / Newbie & Debugging Questions / movement slow until window resized?
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on: 2009-03-07 06:01:11
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This is weird:
I thought my key input and/or image refreshing was bad, but I should have it perfect now. The movement engine/demo is very laggy.
When you move around, it gets about 2-3 fps. If you maximize the screen, it magically fixes it giving it the normal fps which is not laggy at all and appears extremely smooth.
Could someone please help me find out why it is a very nice movement engine...only after the JFrame is resized in any way?
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11
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Game Development / Newbie & Debugging Questions / Re: Best way to handle Keyboard Input?
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on: 2009-03-06 14:13:33
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oh, sorry for delayed response, I think either my key input is perfect and my movement is bad, or the key input is bad. I added a class for a keylistener, and it flips booleans on or off for up, down, right, left in the main class. In the main class I have this to repeat: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52
| for(;;) {
if (down && right) { sprite.setImg("sprite_rd.png");
sprite.setXY(sprite.getX()+1,sprite.getY()+1); } else if (up && right) { sprite.setImg("sprite_ru.png"); sprite.setXY(sprite.getX()+1,sprite.getY()-1); } else if (down && left) { sprite.setImg("sprite_ld.png"); sprite.setXY(sprite.getX()-1,sprite.getY()+1); } else if (up && left) { sprite.setImg("sprite_lu.png"); sprite.setXY(sprite.getX()-1,sprite.getY()-1); } else if (down) { sprite.setXY(sprite.getX(),sprite.getY()+1); sprite.setImg("sprite_d.png"); } else if (up) { sprite.setXY(sprite.getX(),sprite.getY()-1); sprite.setImg("sprite_u.png"); } else if (right) { sprite.setXY(sprite.getX()+1,sprite.getY()); sprite.setImg("sprite_r.png"); } else if (left) { sprite.setXY(sprite.getX()-1,sprite.getY()); sprite.setImg("sprite_l.png"); }
sprite.repaint();
} |
I guess now that I have keys responding very quickly, there are two problems: -he moves very fast >.< -the cpu usage is really high even when he isn't doing anything because it is looping constantly and going through the if-statements.
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13
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Games Center / Featured Games / Re: Virus Effect (2D Platformer RPG Shooter)
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on: 2009-02-28 20:40:23
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I mean about a half second unintentional pause every few seconds, it's so frustrating >.>
I think I mean Java 6 r something whatever I updated to not too long ago
its like walk *freeze for 1/2 second) jump here, walk over there *freeze for 1/2 second*
it's not choppy, it runs smoothly until it paused for a bit every like 3-5 seconds
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14
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Games Center / Featured Games / Re: Virus Effect (2D Platformer RPG Shooter)
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on: 2009-02-27 23:07:57
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hey it starts now, but only just :/ It looks fun and works good, except for pausing. UGH! I hate it! It was so frustrating, I just stopped playing. It might be java 1.6 or whatever if so, that really sucks, how is an update making it function worse considered an update 
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18
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Game Development / Newbie & Debugging Questions / Re: Disabling alt when on a JFrame?
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on: 2009-01-19 17:41:24
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I think I know what the problem is, copying and pasting code before getting to know what it does. You added the Alt + key combinations to your JMenu without knowing it. say this is a start button on your menu, having Alt+A being enabled to use it 1 2 3 4
| start_button = new JMenuItem("Both text and icon", new ImageIcon("images/start.gif")); start_button.setMnemonic(KeyEvent.VK_A); menu.add(start_button); |
You shouldn't have that this line of code because it enables Alt for JMenu use. 1
| start_button.setMnemonic(KeyEvent.VK_A); |
"A" being changeable if it still pops up a menu on your game after taking out all of these, there might be one more thing into your menu. post your code here like SimonH recommended.
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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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