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1  Discussions / General Discussions / Re: Java launchers on: 2013-01-07 19:43:01
Thanks, I'll check them out. I think the JavaFX solution looks quite interesting.
2  Discussions / General Discussions / Java launchers on: 2013-01-07 10:18:16
I know of Launch4J which can create a native Java launcher for a program. Then there' Install4J/exe4J. Apparently InstallAnywhere (cross-platform version of InstallShield) can create installers and launchers for Java. There's also Excelsior JET for compiling directly to native.

Does anyone have any recommendations as to which solutions are good? I know Launch4J is free, so it's probably the easiest solution.
3  Games Center / Tiny Game 2010 / Re: And we're done! on: 2010-10-23 21:29:43
I would just like to say that this competition had some of the most awesome games ever.
I come back to play Zombie Defense and Cyber Amazon every once in a while.
Mini Quests also got extremely polished. The flame effects were great. I've played through the quest a couple of times. And although it is technically awesome, and a lot of fun. I think the replay value of Zombie Defense and Cyber Amazon is higher.

I'm hoping to join in the fray next year. Cheesy
4  Games Center / Tiny Game 2010 / Re: One month to go! on: 2010-08-19 16:58:47
You should probably just make a journal thread like all the other participants did.
Maybe Shannon will set up a submit thread in the end?
5  Games Center / Tiny Game 2010 / Re: [Journal] Cyber Amazon on: 2010-07-28 12:56:31
I like the levels you added.
Strange how I was caught in that pit at the end. Wink
Looking forward to seeing the final level(s) and boss(es).

The only problem I can see is that if you die, at least somewhere close to a boss, it gets extremely hard to beat the bosses. While with the best upgrades available at the time it's very easy. Perhaps you should only downgrade the weapon one level when you die, and rather give the bosses a little bit more HP, at least the second boss died extremely quickly. I found the first boss harder than the second one, but then I only had the second best weapon.
6  Java Game APIs & Engines / JInput / Re: What controller to use? on: 2010-07-20 23:14:24
http://www.amazon.com/Manhattan-Usb-Game-Port-Adapter/dp/B0009PXKZ8

Here's an example of one.
One guy says it didn't work with his Sidewinder Force Feedback Pro, another guy with different joysticks says it works perfectly. *shrug*
Guess it might not be compatible with force feedback joysticks.
(Compatible with Thrustmaster FCS, CH Flightstick Pro, 2-4 Axes/4-Function and 2 Axes/8-Function controller.) - Which explains why it doesn't work with the Sidewinder FF Pro (4 axes, 9 or 10 buttons, one of which was called a shift button which was used to change the function of other buttons, and a POV).

http://www.buzzillions.com/reviews/radio-shack-usb-game-port-adapter-pc-reviews
Radio shack apparently has one.

http://sewelldirect.com/USB-to-Gameport-Adapter-for-Joysticks-Controllers-and-Gamepads.asp
And some other one.
7  Java Game APIs & Engines / JInput / Re: ControllerListener status? on: 2010-07-10 19:27:58
Well,
I found out a couple of things, trying to put together a small program listening to HID devices:
1. HID devices don't report whether they were connected or disconnected, only a DBT_DEVNODES_CHANGED, meaning you don't really know much except that something was either connected or disconnected. So checking DBT_DEVICEARRIVAL and DBT_DEVICEREMOVECOMPLETE is completely unnecessary.
2. There are two different HID device class guids that both seem to work, the one I used above, and a second one: 0x745a17a074d311d0b6fe00a0c90f57da

Using DirectInput's exceptions to detect removal should be easy enough, but you'd still have to re-enumerate devices upon every such call to the WndProc callback with the WM_DEVICECHANGE message if you want to be able to tell the user that a device has been added. *shrug*
Re-enumerating would also tell you that a device has been removed, but perhaps this could be ignored as an exception might come first?
If an XInput driver is added (someone posted one that would work with jInput I believe), creating ControllerListener events for XInput devices would be relatively easy, as they actually have events like that, but then you might end up with two events for devices being added if you do the low level check with WM_DEVICECHANGE.

Any thoughts?
8  Java Game APIs & Engines / JInput / Re: What controller to use? on: 2010-07-10 15:15:30
The Xbox controller can be kind of weird to use with jInput, but it does work.
You should change to use events instead of polling, though, as most of the axes are bugged.
Also, if you want the triggers to work with DirectInput, you'd have to uninstall the Microsoft drivers and use XBCD instead (this screwed up the axes a bit more for me (now they stay at -1 until they are changed individually, while all axes would change to zero when anything was pressed before)). *shrug*

Just about any Logitech gamepad or Cyborg should work fine, I've also tried no-name gamepads that I bought for a few dollars, and they worked fine too.
9  Games Center / Tiny Game 2010 / Re: [Journal] TinyBlocks on: 2010-07-08 15:17:34
The obvious way to do a disconnect would be for the client to send a disconnect message when stop() is called.
Other than that, I don't think there's much you could do except add a timeout on the server.
If there are clients whose last timestamp is older than for instance 5 seconds, they will be considered disconnected.
It should be easy enough to run a MySQL query where you ask if an int has a value below a certain value
(you can use timestamp or something, but you could simply use a number and calculate the timestamp in PHP).
You could have different flags for different states a client is in: linkdead (perhaps the link could be re-established), disconnected, idle.
Of course upon a real disconnect, you might want to delete the client row from the clients table.

Not sure what you mean by heartbeat control, do you mean avoiding speed hacks?
Well, the client could timestamp all communication with the server, if it is updating too fast the timestamp has most likely jumped too far ahead.

Keeping track of rooms and where in a room a player is can probably be handled using a simple numbering scheme.
By rooms here, do you mean rooms in a four-player map, or a lobby system to start a game?
10  Games Center / Tiny Game 2010 / Re: [Journal] TinyStarfighter on: 2010-07-07 10:44:07
The physics of the movement is pretty nicely done.

I'm guessing there's some kind of mathematical miscalculation as to what stars are shown, but they seem to be drawn in the right place when they do get shown. *shrug* (The problem referred to by M.E.)
In the worst case scenario it seems the ship has to pass the star tile before it gets drawn, or when flying in the opposite direction it disappears when the ship flies past it. And it only seems to happen when flying far to the top left (both the top tiles and the left tiles disappear early), but I haven't tested it extensively.

When I've done space shooters, I just use some simple particles with positions relative to the viewport (local/relative, not global/absolute positions), it really simplifies the wrapping.
11  Games Center / Tiny Game 2010 / Re: [Journal] TinyRoll on: 2010-07-07 10:10:16
Works really great, I love the ball's rolling animation.
Would love to see some more levels though.
The only thing that's almost impossible to see in the non-scaled version is the controls, but I already knew what they were (white on grey doesn't have enough contrast).

By the way, I got a NullPointerException, but nothing crashed or hanged, very strange:
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Exception in thread "Thread-10" java.lang.NullPointerException
   at sun.java2d.SunGraphics2D.validateColor(Unknown Source)
   at sun.java2d.SunGraphics2D.<init>(Unknown Source)
   at sun.awt.image.SunVolatileImage.createGraphics(Unknown Source)
   at java.awt.image.VolatileImage.getGraphics(Unknown Source)
   at java.awt.Component$BltBufferStrategy.getDrawGraphics(Unknown Source)
   at org.newdawn.tinyroll.AppletGameContainer.loop(AppletGameContainer.java:102)
   at org.newdawn.tinyroll.AppletGameContainer$1.run(AppletGameContainer.java:51)
12  Games Center / Tiny Game 2010 / Re: [Journal] Tiny Isometric Thing on: 2010-07-06 22:59:30
Reminds me of Solstice for nes.

This reminds me so much of Solstice, which is a game I loved to hate. Or maybe I hated to love it, not so sure about that one.
Solstice also had me confused control-wise, and the control scheme is pretty much identical. Often I walk back out the way I came in after I've read the room. But the control scheme is probably right, it's how most isometric games work.

Have you tried having tiles in a single colour instead of adding the borders? Not so sure the borders are working too well at this resolution, perhaps a checker pattern on the floor would work better.
13  Games Center / Tiny Game 2010 / Re: [TinyJournal] Zombie Defense/Defence ! on: 2010-07-06 22:47:56
Awesome game, it plays really well in such a small space.
It gets really hard around wave 7 or so with the green fatties and the black blobs/jellybeasts.
Great effect on the game over screen too.

Btw. you spelled the name of the game wrong when you added it to GameJolt: Zombie Denfese or Defence.
14  Games Center / Tiny Game 2010 / Re: [Journal] Cyber Amazon on: 2010-07-06 22:40:33
Pretty awesome game.
Here's a minor bug for you:
When you enter a door at the end of a level, the player sprite pops back up if you press left/right after it goes through the door.
15  Java Game APIs & Engines / JInput / ControllerListener status? on: 2010-07-06 14:36:10
Hey,
what's going on with the ControllerListener interface.
I see it's still an open issue on the issue tracker, and as far as I can see DirectInput doesn't generate events upon connecting and disconnecting devices.
(There are exceptions that will be thrown if a controller is disconnected, but that's about it).
But it seems like it's pretty easy to register that a window is listening to USB HID devices being connected/disconnected in Windows.
There's a pretty ugly HID GUID constant that has to go in there, but…

I haven't had the time to look into the jInput native code, nor do I have much C++ or Windows programming experience, but I did find code for setting up a window as listening to USB devices being connected/disconnected:
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DEV_BROADCAST_DEVICEINTERFACE NotificationFilter;
HDEVNOTIFY hDeviceNotify = NULL;

ZeroMemory(&NotificationFilter, sizeof(NotificationFilter));

NotificationFilter.dbcc_size = sizeof(DEV_BROADCADT_DEVICEINTERFACE);
NotificationFilter.dbcc_devicetype = DBT_DEVTYP_DEVICEINTERFACE;
NotificationFilter.dbcc_classguid = { 0x4d1e55b2, 0xf16f, 0x11Cf, { 0x88, 0xcb, 0x00, 0x11, 0x11, 0x00, 0x00, 0x30 } };

hDeviceNotify = RegisterDeviceNotification(hWnd, &NotificationFilter
DEVICE_NOTIFY_WINDOW_HANDLE);
if (hDeviceNotify == NULL)
{
    // Handle the error...
}


This is a modified version of the code I found, as it used loops to register all kinds of USB devices, I just removed the loop and moved the guid directly into the notification filter instead of using an array of guids to pick from.
And the callback in the window:
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LRESULT CALLBACK WindowProcedure(HWND hWnd, UINT uiMsg, WPARAM wParam, LPARAM lParam)
{
    switch (uiMsg)
    {
        case WM_DEVICECHANGE:
        {
            PDEV_BROADCAST_HDR pHdr = (PDEV_BROADCAST_HDR) lParam;
            switch (wParam)
            {
                case DBT_DEVICEARRIVAL:
                    // Handle a device being connected
                   break;
                case DBT_DEVICEREMOVECOMPLETE:
                    // Handle a device being removed
                   break;
            }
        }
        break;
        default:
            return DefWindowProc(hWnd, uiMsg, wParam, lParam);
            break;
    }
    return 0;
}


Of course, if it turns out the device is not a game device (I'm guessing this would have to be checked by enumerating devices in DirectInput and checking if there are any new devices on the list), DefWindowProc should probably be called.
I have a feeling this might be slow, though. *shrug*
The callback is probably called pretty quickly, and upon disconnection it should at least be easy to check the device specific GUID against a stored list of game device GUIDs, to quickly call the ControllerListener's controllerRemoved method, but detecting connections seems like the hard part.
For that matter, disconnects could probably be detected quite easily using DirectInput's InputLost- or UnpluggedExceptions.

Of course, I haven't tried these things.
Maybe I should make a small test application and see how fast/slow this would be at detecting me connecting/disconnecting a gamepad.
16  Java Game APIs & Engines / JInput / Re: Jinput with Xbox Controller (Trigger Question) on: 2009-07-25 11:57:46
You might want to look into XBCD+:
http://redcl0ud.1.forumer.com/index.php?showtopic=1816&st=0

It's a XInput -> DirectX wrapper.
It allows you to set up the mapping whatever way you want (Triggers as separate axes, triggers as buttons, or whatever else you feel like).
17  Java Game APIs & Engines / JInput / Axis values always -1 prior to input on: 2009-07-25 11:32:57
Hi,
I use LWJGL, but I can't find any sign of this being related to LWJGL.
I have an Xbox 360 Controller (at some point I'll try this with an ancient Sidewinder FF Pro that's over at my mom's place), and prior to other input on the controller all axes return -1.

Is this a problem with the DirectInput driver?
It seems it actually got worse after I changed to XBCD+, which is a DirectX wrapper for XInput devices giving access to all features of Xbox controllers in DirectX.
Now an axis returns -1 until the axis value changes once.
I guess this is an indication of there being a problem with DirectX drivers.

But in the Windows control panel, DirectX games and the XBCD configuration tool, I've never seen anything like this though.

If there is some default value that is used prior to events in DirectX, couldn't the default value be either 0 (expect centered when not in use) or NaN (indicate it's not yet in use).
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