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1  Game Development / Newbie & Debugging Questions / Re: Webstart + libgdx + Windows 7 on: 2011-06-06 20:56:00
Well, if it works for you guys, then I'm gonna call it good and not worry about it.  I am at work, so maybe it is some firewall thing. 

Thanks for checking it out for me!  At the very least, I got the homepage URL fix out of the exercise :p

Update:
Just had someone point out that the cert that comes from:
"http://lwjgl.org/jnlp/extension.php"
Is expired.  I wonder if that could be a factor...

Ok, but really, though, I'm going to stop worrying about. 
2  Game Development / Newbie & Debugging Questions / Re: Webstart + libgdx + Windows 7 on: 2011-06-06 20:44:32
Just saw your edit -- great to hear that it works.  Quite puzzling as well.  I've seen the "failure" on two Win 7 machines.

Maybe it's some security thing.

Also, glad to hear you like the game.  It was really just a little mini-project to teach myself libgdx, never thought I'd show it around much Wink

3  Game Development / Newbie & Debugging Questions / Re: Webstart + libgdx + Windows 7 on: 2011-06-06 20:16:00
Ah, typo.  Fixed that, but no change Sad

4  Game Development / Newbie & Debugging Questions / Webstart + libgdx + Windows 7 on: 2011-06-06 19:48:35
Hey everyone,
I've been googling and searching forums, but have not found the solution to a problem I'm seeing.  Basically, I've got a simple little test-game I wrote with libgdx, and set it up to run with webstart.  This works with windows xp, linux, and even Mac OS.  It does not run on Windows 7.  In the latter case, it appears like it is going to launch (shows the java 6 popup) but then just disappears after a moment.  Very strange.  I tried running the browser on Windows 7 as admin, and fiddled with security option, no luck.

Here is the jnlp file:
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<?xml version="1.0" encoding="utf-8"?>
<jnlp spec="1.0+" codebase="http://empireforge.com/mazedog/" href="mazedog.jnlp">
        <information>
                <title>Jnlp Testing</title>
                <vendor>Jeff Sullins</vendor>
                <homepage href="http:empireforge.com/" />
                <description>Mazedog simple game</description>
        </information>
        <security>
                <all-permissions/>
        </security>
        <resources>
                <j2se version="1.6+" />
                <extension name="lwjgl" href="http://lwjgl.org/jnlp/extension.php" />
                <jar href="mazedog.jar"/>
                <jar href="assets.jar"/>
                <jar href="libs/gdx-backend-lwjgl-natives.jar"/>
                <jar href="libs/gdx-backend-lwjgl.jar"/>
                <jar href="libs/gdx-natives.jar"/>
                <jar href="libs/gdx.jar"/>
        </resources>
        <application-desc main-class="aStarMaze.main.DesktopLauncher" />
</jnlp>


Here are the contents of the .htaccess file on the web server:
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AddType application/x-java-jnlp-file .jnlp


5  Java Game APIs & Engines / OpenGL Development / Re: lwjgl convert to libgdx? on: 2011-04-21 18:56:22
@Nate:
The book has, indeed, solved my problems Smiley

Actually your SpriteBatch wiki page was also helpful.
6  Java Game APIs & Engines / OpenGL Development / Re: lwjgl convert to libgdx? on: 2011-04-16 13:23:52
Excellent, I will definitely check out the new pages!

Also, I bought the book Smiley

7  Java Game APIs & Engines / OpenGL Development / Re: lwjgl convert to libgdx? on: 2011-04-14 14:31:54
Thanks for the great responses, everyone.

Nate: I did not think your reply was at all defensive Smiley
In terms of what is giving me trouble, it's just hard for me to figure out the basics.  I watched all the tutorial videos, and poked around in the demo projects, but this hasn't gotten me much past learning how to create an eclipse project.

It just seems completely different from how I wrote my straight Java 2D games that I can't wrap my head around it.  I am hoping to find some in-depth tutorials, or a book, etc., but have not found something like that yet for libgdx because it is so new.

Would it make sense to try learning open openGL first, and then try libgdx again?  I also see there is a soon-to-be-released book by Mario Zechner, which doesn't cover libgdx but might still be an option to start with... or would it?

I feel like I am learning to code all over again  Undecided

8  Java Game APIs & Engines / OpenGL Development / Re: lwjgl convert to libgdx? on: 2011-04-12 21:24:06
Well that certainly sounds promising -- maybe I need to spend the evening cramming Slick2D into my limited brain!

...assuming I can get my taxes done first.
9  Java Game APIs & Engines / OpenGL Development / Re: lwjgl convert to libgdx? on: 2011-04-12 20:35:04
Thanks for the reply  Smiley

While yes, I am wanting to port to android at some point, I'm looking for a good starting place first.  It seems to me that an understanding of only Java 2D is insufficient to comprehend libgdx right away.

However, from your reply it sounds like I need to stick with only libgdx, then.   Hmmm...

Maybe what I need are some tutorials on openGL first? 

10  Java Game APIs & Engines / OpenGL Development / Re: lwjgl convert to libgdx? on: 2011-04-12 20:29:15
And I see that there is Slick2D out there, which (I think) is built on lwjgl?  Or am I wrong about that...

So if I implemented a game project using slick and/or lwjgl, how well would that port to libgdx?

Sorry for my ignorance, it's a terrible thing, ignorance...
11  Java Game APIs & Engines / OpenGL Development / lwjgl convert to libgdx? on: 2011-04-12 20:15:35
So, I've been noobing around trying to learn to use libgdx from tutorials and demos.  I have written quite a few games with straight Java 2D, but I'm finding that diving into libgdx is drowning me a bit.

Part of the reason is that there is not a lot of learning material that seems appropriate for where I'm at (to go from Java 2D to libgdx).  Here's what I'm wondering: if I take a different approach and try to learn to use lwjgl instead, which I'm assuming has more beginner-friendly material, will I later be able to convert this to a complete libgdx implementation later?

Thanks in advance for any help.

12  Java Game APIs & Engines / OpenGL Development / JOGL vs. LWJGL on: 2011-04-09 20:04:16
I've been going through some of the available materials from the libgdx website.  I notice that the tutorial videos mention the driver/helper class instantiating either a new JoglApplication or a lwjgl app.  The person recording the video does not discuss the implications to this choice (and chooses jogl).

Does anyone know what kinds of things the choice at this point is going to mean?  Or should I even care at all / won't be noticeable?

13  Java Game APIs & Engines / OpenGL Development / Re: libgdx, opengl, where to start? on: 2011-03-16 17:52:59
Awesome, thanks.  This is very helpful Smiley
14  Java Game APIs & Engines / OpenGL Development / Re: libgdx, opengl, where to start? on: 2011-03-14 20:52:03
Not new to java, just openGL. 
Sounds like I should just dive into libgdx -- I'll try the video!
15  Java Game APIs & Engines / OpenGL Development / Re: libgdx, opengl, where to start? on: 2011-03-14 18:57:50
I should clarify: I'm still looking to do 2D programming with this.   Smiley
16  Java Game APIs & Engines / OpenGL Development / libgdx, opengl, where to start? on: 2011-03-14 18:38:36
I have been writing games for awhile with plain old Java 2D and want to bite the bullet and upgrade my technology.  I was thinking it would be nice to learn one of these openGL technologies, and I noticed also that libgdx allows (from their website) "code once, runs on PC or Android with few modifications."  That sounds really attractive to me.

So, being a complete noob to openGL and/or libgdx, where should I start?  Will it be best to simply dive straight into libgdx, or is there something foundational I should try to learn first?

Thanks very much

17  Java Game APIs & Engines / Android / Re: Newbie questions on: 2011-03-01 19:06:49
Have heard of it, yeah, but was hoping (perhaps vainly) that I could do an easy port of my 2d work.  I'm starting to sense that is a "no," hehe.

Still interested in a tutorial for Android gaming as well, if anybody knows of a good one.
18  Java Game APIs & Engines / Android / Newbie questions on: 2011-02-28 19:42:17
If I have a game written using Java 2d, is it possible to port to Android?
Also, is there a general "write games on Android with Java 2d" tutorial anyone might recommend?

I also looked online for a good "game coding on Android" and found only one, which was in pre-order status only. 

19  Discussions / General Discussions / Re: Excelsior jet standard vs. pro editions on: 2011-02-17 18:54:02
Thanks very much for your response.  A follow-up, if I may:

I'm confused now about exactly what is produced from Excelsior Jet.  I had thought that a Java application would be compiled down to native code, and that that native code (exe) consisted of only the bytes needed to run the exe on a given OS.  Is that accurate?

Is it the case that the exe produced also contains a JVM?  Or is it just that the JVM is present in the Jet tool, and is used when creating the native exe?

Sorry for my simplistic questions -- I am a confessed newbie. Smiley


20  Discussions / General Discussions / Excelsior jet standard vs. pro editions on: 2011-02-16 15:11:17
I noted on some older threads on the forum here that there was a key difference in function between the standard and pro versions of Jet.  That is, only pro produced an exe independent of needing a jvm.  Is that still the case?  I note on the excelsior website that the feature matrix shows all three versions (ent, pro, std) have AOT compiling, described as follows:

Highly optimizing compiler that runs on a developer system. It translates Java bytecode instructions into optimized x86 (IA-32) code and converts your Java application's classes and jars into conventional Windows EXE and DLL files or Linux executables and shared objects.

Wondering if perhaps now standard is a viable option, whereas before it sounded like only pro was.


21  Games Center / Featured Games / Re: Cell Invaders - TowerDefense Applet on: 2010-05-26 15:15:33
Sweet!
22  Games Center / Featured Games / Re: Cell Invaders - TowerDefense Applet on: 2010-05-25 21:17:59
Am able to get past level 5 now.  However, in level 6 the AA gun has disappeared from the available tower list Wink
23  Games Center / Featured Games / Re: Cell Invaders - TowerDefense Applet on: 2010-05-22 19:42:20
Couple of notes:

1)  There is an exploit for leveling up your hero you might want to fix.  If, after you level your hero once you go to "pause" and "restart level," the level up is retained and you can repeat this until you reach higher and higher hero levels.

2)  Since the last change, the ends of some of the levels have become exceedingly difficult (to me anyway).  For instance level 5 I used to be able to get past, but now cannot after quite a bit of trying.

Smiley

24  Games Center / Featured Games / Re: Cell Invaders - TowerDefense Applet on: 2010-04-30 19:53:16
Is it just me or is level 1 harder now?  Cheesy

25  Games Center / Featured Games / Re: Cell Invaders - TowerDefense Applet on: 2010-04-30 18:05:04
Looks fixed!  Smiley
26  Games Center / Featured Games / Re: Cell Invaders - TowerDefense Applet on: 2010-04-30 16:58:22
Looks like a new version since I last saw it -- I am noticing a pathfinding / bounds-checking problem on level 1 I didn't see before.

The attackers seem to be able to move through towers freely.  I made a straight horizontal line of towers out from the source, left to right.  About midway down the line the attackers simply walk across / through the towers down toward the source.
27  Games Center / Featured Games / Re: Cell Invaders - TowerDefense Applet on: 2010-04-30 14:52:09
Excellent game, must have more!

28  Game Development / Newbie & Debugging Questions / Re: java.util.ConcurrentModificationException on: 2010-04-15 17:28:03
Perhaps I am missing the point...but...

It looks to me like it is not a threading issue at all.
It looks to me like he is removing an element from the data structure he is using in his for loop definition.  That will cause concurrent mod exceptions for sure.

Change your loop to build a stack of actors to remove when you go through your loop.
Then, afterward, remove the stack from your first data structure.

29  Game Development / Newbie & Debugging Questions / Re: Trouble dragging a custom window on: 2010-03-04 21:56:19
Got this working, thanks all.
30  Game Development / Newbie & Debugging Questions / Re: Trouble dragging a custom window on: 2010-03-04 15:49:16
Thanks for the response.  Not sure if I can move to 1.6, perhaps so, though.

Is it "getXOnScreen()"  that is coming from 1.6?

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