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1  Discussions / General Discussions / Re: anti-virus spam in my personal messages here on: 2010-02-20 16:57:42
Just came by to say about this.

Thanks for taking care of it
2  Games Center / Archived Projects / Re: chronicles of surbania on: 2009-06-15 03:54:21
icky, there's no physics.
3  Games Center / Showcase / Re: 3DzzD - Yet another 3D Applet - Viewer 3D (Software Quality based) on: 2009-04-28 22:58:21
t took 10 seconds to load and it looks very nice.
4  Java Game APIs & Engines / JavaFX / Re: Mac support? on: 2009-04-27 03:19:05
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?
5  Games Center / Archived Projects / Re: Xenplat - full release! on: 2009-04-27 02:54:59
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!
6  Games Center / Featured Games / Re: Virus Effect (2D Platformer RPG Shooter) on: 2009-03-10 04:32:17
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 Cheesy

only glitch noticed so far:

the 'press Z to exchange' when standing over a weapon blinks and flashes randomly.
7  Game Development / Newbie & Debugging Questions / Re: movement slow until window resized? on: 2009-03-10 03:26:41
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 Tongue

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?
8  Game Development / Newbie & Debugging Questions / Re: movement slow until window resized? on: 2009-03-07 23:43:49
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:

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for(;;)
           {
               //optimize
              try {
                Thread.currentThread();
                Thread.sleep(7);
             } catch (InterruptedException e1) {
                e1.printStackTrace();
             }

             //move
            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)
                 {
                    //character.repaint();
                   //floor.repaint();
                  f.repaint();
                 }
              }
           }//for;;



9  Game Development / Newbie & Debugging Questions / movement slow until window resized? on: 2009-03-07 06:01:11
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?

10  Game Development / Newbie & Debugging Questions / Re: Best way to handle Keyboard Input? on: 2009-03-06 23:26:29
okay it works now, my lagg problem is fixed with a 1ms thread sleeping.

It laggs when *attempting* to refresh the images constantly, like 10000fps so I need to limit it since it won't ever do that good, it just laggs.
11  Game Development / Newbie & Debugging Questions / Re: Best way to handle Keyboard Input? on: 2009-03-06 14:13:33
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:

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for(;;)
           {

              if (down && right)
              {
                                //change the image to fit the direction he is going
                          sprite.setImg("sprite_rd.png");

                                //move him one pixel for each direction he is going
                          sprite.setXY(sprite.getX()+1,sprite.getY()+1);
              }
              else if (up && right)
              {
                                //etc...
                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");  
              }        

              //update
             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.
12  Game Development / Newbie & Debugging Questions / Best way to handle Keyboard Input? on: 2009-03-03 02:20:21
I am going to try a few ways I've seen, they are all very different, but I want to know what is your favorite way to do it Cheesy

What is easy?
What is efficient?
What is the best for games?
13  Games Center / Featured Games / Re: Virus Effect (2D Platformer RPG Shooter) on: 2009-02-28 20:40:23
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
14  Games Center / Featured Games / Re: Virus Effect (2D Platformer RPG Shooter) on: 2009-02-27 23:07:57
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 Tongue




15  Games Center / Archived Projects / Re: Pola is here ;-) on: 2009-01-28 00:13:23
Very nice!

The built in voice says "pola created", sweet
It's pretty funny on Microsoft Sam

16  Games Center / WIP games, tools & toy projects / Re: 3D Vehicle Dynamics Engine Demo on: 2009-01-21 03:31:08
42 average FPS
35-50% CPU usage

with:

windows xp pro
pentium 4 2.4GHz CPU
1024 mb pc-3200 memory
256mb PCI NVIDIA Geforce FX 5500



bad things:

driving fast diagonally

the squares hurt my eyes and almost give me a seizure...okay maybe not but it is still a headache XD


17  Game Development / Newbie & Debugging Questions / Re: Disabling alt when on a JFrame? on: 2009-01-20 04:13:21
exactly why I was wondering if he used JFrame and JMenu...

JFrame is just a blank frame until you add menus and text and such
18  Game Development / Newbie & Debugging Questions / Re: Disabling alt when on a JFrame? on: 2009-01-19 17:41:24
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

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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.

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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.



19  Game Development / Newbie & Debugging Questions / Can only display one image on: 2009-01-17 17:41:51
don't look here ;o

I was so noob and didn't know how to do classes, this was rather easy to figure out after I got classes >.<
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