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Discussions / Suggestions / Latest Features on right
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on: 2012-09-27 18:59:48
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Riven, I noticed that the Feature Project image on the right has hover text, but the sections below that (Latest Featrues and Work in Progress) don't have hover text for the images. Could we have that? Thanks, 
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6
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Game Development / Newbie & Debugging Questions / Re: Shop Menu
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on: 2012-09-27 18:29:01
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I did something similar to Ultroman's. Since you use sprites in your game, why not treat the text as sprite as well. That way you can leverage what you did with sprites, such as the drawing method and mouse events. Start with a class for your text. Set the Font and text, and then use FontMetric to get the pixel size, and paint it the way you paint sprites, via paint(Graphics g). When I draw out my game map, I have it paint the text last, that way it's always on top.
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7
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Game Development / Newbie & Debugging Questions / Re: Am I doing this collision check right?
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on: 2012-09-19 20:21:12
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For the most part, yes. You need to be careful about creating new objects. If you are creating a new Rectangle in you update loop for every Entity, this will slow down the game. One way to solve this is to have that class (with the collide method) have to Rectangle object already created, and update the coordinates of the rectangle. I'm not sure what you are doing with the line: (entities.get(i).type.equals(tipo) || tipo == null), but you may want to check that first. Regards, 
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8
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Game Development / Newbie & Debugging Questions / Re: Collision Detection with some Rectangles
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on: 2012-09-18 19:33:02
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Like this: Rectangle[] rectangles = new Rectangles[1]; I would recommend creating an ArrayList instead. Like this: ArrayList<Rectangle> rectangles = new ArrayList<Rectangle>(), that way you don't have to know the number of Rectangles at the beginning. You just keep adding Rectangles you need for collision detection to the list. Then you can iterator through the list. 1 2 3 4 5
| Iterator<Rectengle> iter = rectangles.iterator(); while (iter.hasNext()) { Rectangle rectangle = iter.next(); } |
Regards, 
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12
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Game Development / Newbie & Debugging Questions / Re: java grid collsions detection
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on: 2012-09-02 16:49:46
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Are you wanting to make the Grid lines? This piece of code will draw grid lines for you. 1 2 3 4 5 6 7 8 9
| g2d.setColor(Color.BLACK); g2d.setStroke(new BasicStroke(1.0f, BasicStroke.CAP_BUTT, BasicStroke.JOIN_MITER, 1.0f, new float[]{3.0f, 3.0f}, 0.0f)); for (int x = 0; x< totalWidth; x+= gridWidth) { g2d.drawLine(x, 0,x, totalHeight); } for (int y = 0; y< totalHeight; y+= gridHeight) { g2d.drawLine(0,y,totalWidth,y); } |
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13
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Game Development / Newbie & Debugging Questions / Re: java grid collsions detection
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on: 2012-08-31 18:12:34
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When you say grid collision, is each entity contained only inside a grid cells? If you store all your entities in an array [ ][ ], then you can check neighboring cells, with a range of entity's x-1 to entity's x+1 and entity's y-1 to entity's y+1. Or just check the cell the entity is moving into. For storing you can use Entity[ x ][ y ] (or Entity[ x ][ y ][ z ] ).
Aazimon
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14
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Java Game APIs & Engines / Java 2D / Re: Creating a basic key buffer
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on: 2012-07-02 18:39:48
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Porlus, I'm not fully understanding what you are trying to do. Are you want to set up a system that stores which keys are pressed and which ones are not, then the remaining program will access that system to determine if a particular key is pressed or not? If so, you will want to have your program "hook into" the key system, so that it can poll a key's state. For example, a sprite class would have a reference to the key system (or just the keys it's interested in), then it will query the reference for the key's current state. Similar to the ActionListeners in Swing. Let me know if that's what you're looking for. Aazimon 
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15
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Discussions / General Discussions / Re: Hello JGO!!
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on: 2012-06-29 18:19:26
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Welcome to JGO jDragon! As for the APIs: I say, learn the way that is comfortable for you. Don't get bogged down in all the API when you are still trying to figure out Java. 
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19
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Games Center / Showcase / Re: Android - Magneto Retreat
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on: 2012-06-29 16:36:19
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It looks pretty fun. I don't have an android to play it on  Do you just have effect the needles movement to smash them, or accelerate them? Also, you have grammar errors in your description (on the app page).
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22
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Discussions / Suggestions / Order in Feature games and showcase
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on: 2012-06-01 18:08:15
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Is it just me, or is the order in the Featured games and showcase, not by most recent post first. Every time I go in there, I have reorder the post just to find the most recent ones. Is there a setting I'm missing? Aazimon 
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Games Center / Showcase / Re: Apocalypse Run
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on: 2012-06-01 18:04:59
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I was trying to play your game, but the character moved so fast, I couldn't navigate very well. He seems to move several tiles with one press of the arrow key. So far it seems pretty cool. I like the style of it. Aazimon 
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Game Development / Newbie & Debugging Questions / Re: Analyzing sound data
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on: 2012-05-30 21:48:17
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You may want to add a maximum amplitude, to cut out sounds that are too loud. Another thing would be to look at the sound's wave pattern. (You should be able to view that through any decent sound editor), and then try to match it with the sound coming in from the mic. You will need to have a variance, in which close enough is good enough. This is just a theory. I hope it helps. 
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28
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Discussions / General Discussions / Re: Getting myself to program..
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on: 2012-05-16 23:57:38
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Are you having trouble just want to program, or having trouble coming up with ideas to program? I would think if you have a list of thinks you want to program, then it's just a matter of making a habit of programming a little each day. Don't focus on amount of coding. If you are having trouble coming up with ideas to program, then start with writing out ideas and develop some basics on paper. It's harder to write a program when you don't know what's its going to do. It sounds like you have an idea. Write it up and flush it out before you start coding. Develop a plan. Don't code in the abyss, it sucks the motivation out you.
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29
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Game Development / Game Play & Game Design / Re: Making 2D games creepy?
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on: 2012-04-15 18:35:05
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A simple technique you can try, is to make the walls to over shadow the player. They talked about that with Diablo II. The taller walls, elements that cover above the player will add tenseness to the game world. This will heighten other elements in the world. Use line of sight, not letting the player see around corners, maybe even not letting them see what is behind them. The unknown adds scariness. Another technique to use, is the player's own imagination. Give the player enough information, but leaving out certain parts that they must fill in with their own imagination. Players can thing of some pretty scary stuff given the right information. They just need a little prodding. (Think of that on your own  ). Aazimon
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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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