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1  Java Game APIs & Engines / Java 2D / Re: Simultaneous Keyboard Button Input on: 2011-11-20 10:35:43
Thanks everyone for replying  Grin I finally think to have managed to find a solution. Rather than using the letter keys from the keyboard (A,B,C,D,E,F..and SPACE) when simultaneous key presses are required use keys such as ctrl or alt in combination with any other two keys. These mentionned keys are wired differently from the rest of the keys (to keep explanations simple) and seem to be more reliable when multiple keys need to be detected if pressed simultaneously. At least, this works with my keyboard anyway. All three keys (alt,ctrl and any two directional arrows) register when pressed together. Thanks again  Pointing Cool
2  Java Game APIs & Engines / Java 2D / Re: Simultaneous Keyboard Button Input on: 2011-11-19 22:15:56
Hi, Sorry to ask again. Could not correctly detecting multiple keyboard input be a hardware problem rather than a software problem? I implemented my input handling as indicated in the above pseudocode and it works fine but not all the time. What I did was to output the id of the key pressed to standard output in the onButtonPressed() method. What happens is that when two buttons are pressed at the same time their id number is outputted but when a third button is added to the combination - its number will not always output. So if the onButtonPressed() method is supposed to catch all instances when a button is pressed, can it be assumed that not all keyboards register all the keys that are pressed concurrently? - thanks again.
3  Java Game APIs & Engines / Java 2D / Re: Simultaneous Keyboard Button Input on: 2011-11-19 17:46:45
=) Wonderful!! A thousand thanks.  Grin
4  Java Game APIs & Engines / Java 2D / Simultaneous Keyboard Button Input on: 2011-11-19 17:33:04
I am using slick2d to implement an asteroids-like game. In the update method I am listening to the up,right and left buttons, and if pressed I am moving the spaceship around. I am also listening to the space button, which when pressed causes bullets to appear. Problem is when any two keys are pressed together for example the up button & the space button everything works fine: the spaceship moves forward and bullets starts firing; BUT the moment when more than two buttons are pressed simultaneously, the last button to be pressed is ignored. Example if the up button, the left button and the space button are pressed: the spaceship moves in vertically and to the left but does not fire any bullets. Is this a common problem when implementing games and do any techniques exist so as to address simultaneous keyboard/gamepad input. Thank you very much. DB.
5  Games Center / Featured Games / Re: Gemserk - Vampire Runner on: 2011-11-19 17:23:47
Pretty Nice Smiley
6  Java Game APIs & Engines / Engines, Libraries and Tools / Slick Input.isKeyDown on: 2011-02-03 16:35:24
Hi again Smiley I ve been trying to get an image to continuously move while the KEY_UP button is pressed. I have done this using Input.isKeyDown, and this is functioning brilliantly. However any other keyboard input is not taken care of while using input.isKeyDown :/

Input.isKeyDown is used in the update method,

update(...)
{
  if(Input.isKeyDown(..))
  {move the image}
}

the other inputs are handled by applying the keylistener interface.

Thus while Input.isKeyDown returns true the other inputs are completely ignored :/ can you suggest ways I can overcome this problem or explain why is it happening? thankyou very much.
7  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Applet Denied Access Reading xml file from own Jar File on: 2011-02-02 00:01:45
Thanks for your help Smiley, actually using ParticleIO.loadEmitter(string path to jar-ed resource folder) solved the problem.
8  Java Game APIs & Engines / Engines, Libraries and Tools / Applet Denied Access Reading xml file from own Jar File on: 2011-02-01 23:38:14
I found that applets cannot use the Java.IO.File class not even to read from their own assigned jar file - using the lwjgl applet loader and specifying the <param name="al_jar" value="resources.jar">  resources.jar containing the xml file. What method can I use to avoid the use of the file class?

I am concluding that the file class is giving problems from the console output:
access denied (java.io.FilePermission Resources\particleEffects\gloveCollision.xml read)
java.security.AccessControlException: access denied (java.io.FilePermission Resources\particleEffects\gloveCollision.xml read)

Thank you again and again Tongue
9  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Purpose of Slick Test Classes on: 2011-02-01 01:04:45
Are xml files treated like other game resources? -everything is fine except a particle system which works well when run as a stand alone application but doesn't run at all -as if it didn't exist - when run as an applet in the browser. The only thing I can imagine is happening is that the xml file containing the configurations of the particle system cannot be read from the jar file for some reason, yet all the other resources are loaded just fine. Thanks and sry for asking a lot.

--solved as well Smiley just forgot to add the files referred to from the xml file in the same directory Smiley -- thanks again
10  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Purpose of Slick Test Classes on: 2011-02-01 00:46:06
Thanks again Smiley Everything is working fine. Applet loaded and working well
11  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Purpose of Slick Test Classes on: 2011-01-31 23:54:55
just now I find that jar command not recongnized on me command prompt :/ doh but can still put folders in jar using the full path to the bin jdk folder
12  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Purpose of Slick Test Classes on: 2011-01-31 23:09:50
Awesome Smiley all errors have disappeared. Yet I think I have one final obstacle. I have done the following changes:

I took the jar file of my game from the dist project folder.
I loaded this jar file from tag <"al_jars">
In the <"game"> I 'm specifying my main class.

What happens however is that there is an initial black screen which then disappears.

I think the folder in which the game resources(pics and stuff) reside is not included in the jar file. Where should I paste this file so that it is readable from the applet?

Many thanks
13  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Purpose of Slick Test Classes on: 2011-01-31 22:38:58
silly me :/ thanks a lot though Smiley - If I can add another question Grin I'm trying to upload my work and have set an applet tag containing all the necessary tags following the tutorial at ninjacave http://ninjacave.com/appletloader1. Yet I am given an error "An error occured while loading the applet ... This occured while 'switching applet'". What I am suspecting is that the applet loader is not finding the package that contains the main class of the game.

I have built my game in netbeans and copied the following folder: "build\classes" from the netbeans project folder and pasted it into the folder containing all the other jars the applet loader is using. Then I'm writing this in the the html file displaying the applet:
<applet ...>
<param name="al_main" value="classes.framework.CentralControl">
</applet>

Is this the correct way of doing things?
14  Java Game APIs & Engines / Engines, Libraries and Tools / Purpose of Slick Test Classes on: 2011-01-31 20:52:42
Hi guys:) How does one exactly use the test classes in the Slick2D API. What I am referring to is class ParticleTest. I have tried instantiating a new object: new ParticleTest(), everything builds but nothing happens. Nyways, I still managed to set up a particle system but would really like to know how to use the test classes for future use. Thank you millions.
15  Discussions / Suggestions / Re: Logo on: 2010-12-28 09:34:09
looks awesome  Grin -though the eyes were not that bad
16  Discussions / Suggestions / Re: Logo on: 2010-12-26 10:58:55
Can't understand what it says.

morning  Wink hmm if you're referring to the red part, it says Java Gaming; As you have pointed out it could be a tiny little bit difficult at first to recognize. Yet if I changed it in an attempt to depict clearer letters the logo looses its style - I mean its supposed to look as one whole graphic as opposed to a graphic with typed text near it. Cool Nyways, your logo looks good:) simple and clear with colors that match the style of the forum.
17  Discussions / Suggestions / Re: Logo on: 2010-12-25 22:15:58
Hokay so this is how my christmas day ends Smiley hope pic's not too bad. Any suggestions please comment.  Smiley


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18  Discussions / Suggestions / Re: Logo on: 2010-12-25 15:23:05
Have you tried clicking on it? - will do me best to make it self-explanatory  Wink
19  Discussions / Suggestions / Re: Logo on: 2010-12-25 14:01:18
Here's what I' ve came up with so far. Roll Eyes The standard Java Logo has been extended to depict a planet surrounded by the Java cup - with steam floating upwards. The world in the logo represents the JGO community - whose main goal is to create games using primarily Java - thus by its very own nature lives "enclosed" within the Java technology realm. The traditional steam coming out of the cup from the traditional logo has been extended so that it can represent the output from the JGO community - Java Games.

Though the pic I posted is a bitmap, its all been made in inkscape so its an exported vector image. Before coloring I thought it would be appropriate to allow for criticism. persecutioncomplex Thank you.  Cool



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20  Discussions / General Discussions / Re: HUGE CHANGES FOR JGO - PLEASE READ! on: 2010-12-25 11:00:59
What a Christmas surprise  Grin !! Despite not being a very active member and -even though it looks like I m a little bit late - well, couldn't but reply with a big thank you and well done for the change-over effected over this forum  Smiley
21  Games Center / Featured Games / Re: Final Kapster on: 2010-03-04 16:19:57
Cool. many Thanks Demonpants Smiley
22  Games Center / Featured Games / Re: Final Kapster on: 2010-03-04 01:03:42
Hi evryone Cool

T' was said earlier that the 3d effects of this game are not mimicked but are real 3D through openGL. Could you give a general idea how one can add and manipulate 3D graphics on top of a traditional 2D game framework?

Thanks
23  Java Game APIs & Engines / jMonkeyEngine / Re: developying a network 3d game on: 2010-02-28 10:38:34
It's nice hearing you planning and dreaming about games Smiley . And it's good too, it will make you persevere till the moment you'll deploy your actual game. But given you need to learn everything from scratch, maybe you should start by reading some tutorials and asking questions around here Wink Basically if you're thinking about 3D in java, make sure to have a good understanding of scenegraphs and what currently is available/working. Then start experimenting with one(by following tutorials or online books). Whatever libraries, and technologies you might encounter and try to learn, as a beginner your choice should heavily rely on available documentation and learning support. You might also consider starting off with a simple 2d game. A 2d game will help you understand at first hand the very basic principles of writing any game.


24  Discussions / General Discussions / Re: Applet and Webstart: The simple and proper tutorial. on: 2010-02-28 09:20:10
Goooood Morning Grin  (or whatever time it is when ur reading this)

Please correct me and have mercy upon my ignorance but is it ok for a person(like me) to assume security buttons and compatibility are webstart's lack of improvement when reading a post like the one above?

Mentioning compatibility, when i upload an applet correctly I don't have to worry about compatibility with different OSes right?

As for the fiddling with security to make browsers support webstart ... I can't recall any of that when setting up my pc's Sad. As far as i remember just a simple download and install of the jre from sun's website. Maybe any specific cases or browsers? I need to Know! Tongue haha
Anyways, this is not some sort of apology towards webstart. I m a novice and  inexperienced in the matter so what I do here is literally learn from you. 

Thanks again enjoy your Sunday! Smiley
25  Discussions / General Discussions / Re: Applet and Webstart: The simple and proper tutorial. on: 2010-02-26 14:57:07
I just love you Kapta  Kiss Tongue
26  Discussions / General Discussions / Re: Applet and Webstart: The simple and proper tutorial. on: 2010-02-26 14:00:42
Thanks a million for your replies Grin

@markmistry

Thanks for sharing your "template" with me. I appreciate very much will definitely use it.  Cool

@kapta

The tutorial at coke and code is great. Simple and straight forward.  Wink

@both and everyone else:

A few other questions:

The tutorial at coke and code says the server must support MIME
Are there any other things that the server must have in order to support webstart? and
Could you please suggest a free web hosting service that offers such servers?

If a server supports webstart can I assume that I can also upload applets on it (that will work)?

To get resources from the server into my program when using webstart  I have to use Thread.currentThread().getContextClassLoader().getResource("resource");

Do I also have to this if I m using an applet and want to load stuff in it from the server?

Infinite thanks for helping!  Smiley
27  Discussions / General Discussions / Applet and Webstart: The simple and proper tutorial. on: 2010-02-22 17:53:19
Hi everyone Grin, once again I come to you beloved java-enlightened Tongue and humbly implore your knowledge and advise Roll Eyes

Well, I've been practicing (and experimenting) for the last few months, building tiny fragments of - and complete minuscule games; always, of course using Java Kiss
Now comes a time when, I think should be practicing about deploying my (if it can be called so) "work". So I would really appreciate if you (any kind soul) could write a tutorial or direct me to some RECENT or at least still relevant tutorial/collections of tutorials about how to:

- write the necessary code so that games can be delivered with webstart.
- configure server settings, so that webstart technology can work.
- obtain other important things such as the public and private keys that are apparently needed for webstart to work.

Talking about deployment, and if its not too much Roll Eyes - a similar tutorial, or reference to a good tutorial about gaming APPLETS and the related server stuff (files to upload, special libraries to include etc) would be the cherry on the cake in a reply for this topic Smiley
 
The reason for posting this:

- though a lot of information lies on the net some is toooo technical; some is not complete or assumes the user already knows certain things
  about webstart. Cry
- Of all people, you people in here have deployed your stuff through webstart loads and loads of times so it should be pretty trivial for you to
  explain. Cool
- If you reply with a link to some external tutorial I can rest my mind that it is relevant to current times and it contains correct information - that
  hopefully is simple, detailed and will work. Wink

Please note the emphasis here is not which between applet or webstart is better or most reliable - I have listened to, read and got annoyed by
that theoretical stuff. A guide to get things work in both ways (applet and webstart) is the cry of the crowd  persecutioncomplex

Thank you very very much. Grin
28  Discussions / Miscellaneous Topics / Re: MERRY CHRISTMAS on: 2009-12-25 17:17:38
Merry Christmas =) Hope everyone has enjoyed this day Wink I think its the right time to thank everyone for making this wonderful community Cheesy
29  Discussions / Miscellaneous Topics / Re: Any GoogleWave invites left? on: 2009-12-04 21:25:00
I've sent you an invite h3ckboy Smiley it may take some time to arrive. bdw anyone can add me by msc.gnr@gmail.com
30  Discussions / Miscellaneous Topics / Re: Any GoogleWave invites left? on: 2009-12-03 19:48:08
@DemonPants  sure thing mate Smiley (if Kapta hasn't already sent you one.)
@h3ckboy yeah it'd be nice to meet there and share stuff ^^ though nothing beats this forum Smiley

Msg me with your email addresses and I ll send you invitations Roll Eyes its worth a try and can prove productive if you have to collaborate with lots  of people.  I'm not sure but you may have to sign up for a gmail account.
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