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1  Discussions / General Discussions / Convertion rate for the Xbox Live Arcade on: 2006-07-21 23:42:10
Hmmm that sounds like a nice convertion rate, a Java enabled service like that would be nice Cool

Quote
Greg Canessa, a group manager for Xbox Live Arcade, said the downloadable games service has been surprisingly successful for the company.

About 5 million free trial games have been downloaded by Xbox 360 owners, he said, and 21.7 percent of those have been "converted," meaning a person decided to pay for the permanent version.

Whole article: http://www.foxnews.com/story/0,2933,205031,00.html

Has anybody used it? How do they handle the billing? I would guess if you only have to give away your credit card account one time it would lure more players to spontaneously buy games.
2  Java Game APIs & Engines / Tools Discussion / Re: Anyone using Blender now? on: 2006-02-27 18:54:03
I haven't used it my self, but I know some non coders (and they are not that technical) that is using it so I would guess it's much more easy to use these days.
3  Discussions / Miscellaneous Topics / Re: Greedy music producers to shut down tab sites on: 2005-12-21 11:27:50
Can you really separate the lyrics from the music and still claim copyright? I think it's the combination that makes the art. Anyway here in sweden text has to live up to a certain standard, called "Verkshöjd" (can't think of a good translation), for it to be copyright protected. Don't know who decides if something is good enough, but I would guess it's decided in a court of law if somebody questions a copyright claim. Thinking of how stupid, trite and banal the lyrics of most songs are I wouldn't aprove many lyrics if I were to decide Wink
4  Games Center / Showcase / Re: Meteor Threat - 3D Applet Game (java 1.1 compatible) on: 2005-08-29 15:48:50
Good looking game indeed. Ran fine in both winXP SP2 and Mandriva Linux 2006 beta3, on a athlon2.0ghz, gforce4 and jre1.5.0_04. The FPS counter fluctuated between 40-55 but the graphics was smoth all the time.

Erikds suggestions seems like god additions to make the game more intresting, It didn't seem like the difficulty increased that much either, maybe you could do some kind of a attack wave system, with larger and larger attack waves.

Good work!
5  Games Center / 16K LWJGL Competition - 2005 / Re: Volunteer to be a judge here on: 2005-06-23 17:44:04
Since I don't have time to enter the competition I'd love to judge it. I can test the games on windows and linux.

2.0 Ghz AMD
Gforce4
512 MB RAM
Win XP SP2

1.4 Ghz AMD
Gforce2
512 MB RAM
Mandriva 2005 LE
6  Games Center / Archived Projects / Re: JCraft Pre-Alpha_v0.1 has been released.! on: 2005-04-05 17:40:15
It didn't start for me... could here the harddrive work for a minute or so, then it stopped. The screen was black all the time. Waited for a couple off minutes nothing more happened.

There were no exceptions or error messages in the log and the end of the log stated.

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All resources could sucessfully be loaded ...
1024
Final memory: 86
Final memory: 168


winXP, geforce4 with a month old drivers or so and jre1.5
7  Discussions / Miscellaneous Topics / Re: Blizzard.com April Fool's Joke? on: 2005-04-04 16:54:04
Well, they have posted news about it Cheesy

Quote
April 2, 2005
April Fools!
We hope you enjoyed our April Fools' events. If you missed them, check out yesterday's jokes:

   * Pandaren Xpress
   * World of Warcraft forums (posters became Murlocs and heard Murloc sounds)
   * World of Warcraft meets Warcraft III

The Blizzard Joke Team will see you again next year.
8  Games Center / Archived Projects / Re: Tribal Trouble (finally) released! on: 2005-04-02 06:01:09
Good work, that's a nice looking game. I'd have to concur on troggans nit pick on the abrubt scrolling stop though.
9  Discussions / Miscellaneous Topics / Re: Carmack is trying Java, again on: 2005-03-29 04:16:14
Quote
4.77 MHz is luxury.  I remember the Amiga computers ran at 3.58MHz and for a 2D gaming platform it ruled in it's time Smiley


Only, the Motorola MC68000 in the Amiga 500 ran at 7.14 Mhz  Cool

As for Carmacks article I think the controls and small screen size is a bigger contributor to mobile phone games sucking then the performance. The only games I've played on mobile phones that works is simple puzzle games and they don't require that advanced graphics.

Further, my experience is that the only time people are playing games on their mobile phones is when they are away from home and waiting for something. So only games with a rather short playing time should work.

But I must add, I done alot of commuting with public transportations the last 7 years (an environment that should make alot of people bored and start playing games.) and I haven't seen that many mobile games players and this is in Sweden that has a high adoption of mobile phones. My experience is that listening to music, sending SMS and reading books are way bigger time killers Smiley
10  Games Center / Archived Projects / Re: Tower Puzzle3_ on: 2005-03-28 15:49:55
Ok tested it, under java1.5 absolutly nothing happened. Tested it on 1.4.2_03 and there I got this

Quote

open /dev/[sound/]dsp: No such file or directory
org.lwjgl.LWJGLException: Could not open ALC device
       at org.lwjgl.openal.AL.create(Unknown Source)
       at Twist.init(Twist.java:147)
       at Twist.<init>(Twist.java:86)
       at Twist.main(Twist.java:927)
Xlib:  extension "GLX" missing on display ":0.0".
Xlib:  extension "GLX" missing on display ":0.0".
Xlib:  extension "GLX" missing on display ":0.0".
Xlib:  extension "GLX" missing on display ":0.0".
Xlib:  extension "GLX" missing on display ":0.0".


So I downloaded the lwjgl  0.95 and ran the test app and got this

Quote
[Found 46 display modes
Moving to 100, 100
Xlib:  extension "GLX" missing on display ":0.0".
Xlib:  extension "GLX" missing on display ":0.0".
Xlib:  extension "GLX" missing on display ":0.0".
Xlib:  extension "GLX" missing on display ":0.0".
Xlib:  extension "GLX" missing on display ":0.0".
org.lwjgl.LWJGLException: Could not init GLX
       at org.lwjgl.opengl.LinuxDisplay.nCreateContext(Native Method)
       at org.lwjgl.opengl.LinuxDisplay.createContext(LinuxDisplay.java:176)
       at org.lwjgl.opengl.Display.create(Display.java:530)
       at org.lwjgl.opengl.Display.create(Display.java:507)
       at org.lwjgl.test.WindowCreationTest.main(WindowCreationTest.java:66)
Unable to create window!, exiting...


Seems like this problem is in the lwjgl lib and not your game.
11  Games Center / Archived Projects / Re: Tower Puzzle on: 2005-03-28 14:57:45
nope no visuals, the Java console pops up with an exception for a split second and then greys out. Unfortunaly my brain aren't fast enough to read the exception Smiley
12  Games Center / Archived Projects / Re: Tower Puzzle on: 2005-03-28 14:45:28
Quote
Ah ha, OpenAL fails.. groovy.


Heh groovy indeed, now it even hangs the java console  Tongue

I don't have a soundcard in that machine, don't know if it could be related to that.
13  Games Center / Archived Projects / Re: Tower Puzzle on: 2005-03-28 14:06:47
Ran fine on Windows. Didn't start on my Linux box, gf3 with less than half a year old drivers and Java 1.5.

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org.lwjgl.LWJGLException: Could not open ALC device
      at org.lwjgl.openal.AL.create(Unknown Source)
      at Twist.a(Unknown Source)
      at Twist.<init>(Unknown Source)
      at Twist.main(Unknown Source)
      at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
      at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
      at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
      at java.lang.reflect.Method.invoke(Method.java:585)
      at com.sun.javaws.Launcher.executeApplication(Launcher.java:1098)
      at com.sun.javaws.Launcher.executeMainClass(Launcher.java:1045)
      at com.sun.javaws.Launcher.continueLaunch(Launcher.java:896)
      at com.sun.javaws.Launcher.handleApplicationDesc(Launcher.java:468)
      at com.sun.javaws.Launcher.handleLaunchFile(Launcher.java:218)
      at com.sun.javaws.Launcher.run(Launcher.java:165)
      at java.lang.Thread.run(Thread.java:595)
14  Java Game APIs & Engines / Java 2D / Re: Sprite Sheet on: 2005-03-21 04:42:29
Use this drawImage method.

http://java.sun.com/j2se/1.5.0/docs/api/java/awt/Graphics.html#drawImage(java.awt.Image,%20int,%20int,%20int,%20int,%20int,%20int,%20int,%20int,%20java.awt.image.ImageObserver)

It allows you to specify a subpart of an image to be drawn on a specified place on another image.

On a side note, it's common to load and chop up the tilesets in small images when the game, level or something similar is initialized and then just paint the choped pics.
15  Discussions / General Discussions / Re: Javalobby hosting tutorial series on LWJGL on: 2005-03-06 04:57:17
Nice indeed, I've also been thinking on trying out lwjgl. But I've been pushing it forward because I wanted to wait until the 1.0 release, since there has been some major redesigns of the API along the line. Does this tutorial mean that the API is finalized design-wise?
16  Games Center / 4K Game Competition - 2005 / Re: Submitting 4k Games on: 2005-02-27 05:07:30
I'd like to add my game The Deadly Labyrinth.

http://www.enormousgames.com/subsites/labyrinth4k/
17  Games Center / Archived Projects / Re: FoodBomber on: 2005-02-26 07:33:14
I've tried it now. The reason for the little feedback is probably because you've made it for 5.0, alot of people here hasn't installed that version.

Anyway the game felt a bit too easy, played through the first 4 levels before I quited.

The game world feels pretty static, add some animated objects like for example little people cheering round the houses when you've droped food and clouds that drifts in the sky.

Otherwise I had no performance problems or bugs and the GUI felt polished.
18  Java Game APIs & Engines / Java 2D / Re: Java2D OpenGL Acceleration on: 2005-02-22 14:39:59
My impresion is that you on windows should use the directX based hardware acceleration instead of the openGL one.
19  Games Center / Archived Projects / Re: JRPG IDE on: 2005-02-15 12:13:49
I get the NullPointer also, and I've changed JAVAHOME in ide.bat.

20  Games Center / 4K Game Competition - 2005 / Re: labyrinth4k on: 2005-01-21 21:14:46
oNyx: OK, still too dark colors then.

princec: thanks

Malohkan: Hehe since level 10 is the last level I made it really hard Grin
21  Games Center / 4K Game Competition - 2005 / Re: labyrinth4k on: 2005-01-21 10:55:18
oNyx: you don't happen to be running osX? I friend on osX got the same problem, don't know if it has something to do with the Robot class not being fully implemented in the osX vm, I have some vauge memory of that. There are also green squares that makes the dot jump around, you didn't stand on one of them? Cool

There are 10 levels so you were pretty close jojoh Smiley as for your "Ctrl-lock"-request I'll look into that, there's not many free bytes right now, but I haven't tried to bring down the size of the code yet that mutch either.
22  Games Center / 4K Game Competition - 2005 / Re: labyrinth4k on: 2005-01-21 09:34:45
Yeah, I tested it on my Linuxbox now, and it was pretty dark there too... New version up with a bit brighter colors.  Smiley
23  Games Center / 4K Game Competition - 2005 / labyrinth4k on: 2005-01-21 08:54:50
Hello everybody, it have been great fun to try all 4k competition entries. I've been waiting for material from a customer today so I took the opportunity to hack together a 4k game my-self. I find it pretty lame compared to some of the entries, but here it is anyway.

Webstart:
http://www.enormousgames.com/subsites/labyrinth4k/labyrinth4k.jnlp

Jar:
http://www.enormousgames.com/subsites/labyrinth4k/labyrinth4k.jar
java -cp labyrinth4k.jar L

Instructions:
Move the white square to the pink. The walls is dangerous. Press Ctrl to move the white square slower.

I use the Robot class to keep the mouse pointer centered on the game window. Therefore the Jar webstart uses is signed and bigger then 4k, the other Jar is 4092 bytes though. Does anybody know of another way to keep the mouse focused on the game window?  Huh
24  Discussions / Miscellaneous Topics / Re: Do you listen to music when you code?  Wh on: 2005-01-19 17:43:04
Most of the time I don't listen to music while coding, the reason for this is not that I get distracted though, but rather being concentrated and "forgeting" to play music. Cool

When I do "remember" to play music it usually is non-vocal guitar based (Godspeed You Black Emperor, Mogwai, Sigur Rós & Hovercraft) or synth and EBM which only features repetetive samples as vocals (Feindflug, Flesh Field & Fleishklump). The reason for this is that I find most lyrics stupid/crappy or pretentious.

I'm not fanatic about lyrics though. I also listen to alot of music featuring vocals (probably more than 50% of the time Roll Eyes), since there's alot of great music which has lyrics but I tend to ignore the meaning of them, viewing the vocals as an instrument only.

As for genres I'm not bound by them, but rather listen to songs I like regardles of genre. The genres that seems to contain most songs I like is Lo-fi, Synth Pop, Electro, EBM, Hip-Hop, Punk-Rock and Metal.
25  Game Development / Networking & Multiplayer / Re: Java Web Start JNLP Tutorial on: 2005-01-19 04:55:18
There's some info and helpfull links in the Wiki: http://wiki.java.net/bin/view/Games/WebStart
26  Discussions / Miscellaneous Topics / Re: New here... on: 2005-01-11 12:06:34
Yes welcome. You must be the first in a while, with 1 post, that isn't a spam bot or maybe you are a nextgen spam bot tricking us, building up some confidence with some initial normal posts Tongue
27  Game Development / Newbie & Debugging Questions / Re: scrolling tiled map on: 2004-12-20 04:49:07
I really don't have any experience of using a JPanel and JScrollPane for games so I can't give you hints on that. But JFreeRails does it succesfully and the source is available, so you could take a look on that source and find out how it is done there.
28  Discussions / Miscellaneous Topics / Re: Toys from your childhood..... on: 2004-12-19 08:35:30
Legos, hordes of little plastic soldiers,  pen and paper. And off-course the forest, used to spend alot of time there building tree houses, exploring and waging war against kids from other parts of the village Smiley.
29  Game Development / Newbie & Debugging Questions / Re: scrolling tiled map on: 2004-12-19 06:38:19
That depends on what kind of game you'll make. If it's a strategy game with not that much animations and scrollings going on for example, then I see no problems in using Swing. See JFreeRails for an example of this:

http://freerails.sourceforge.net/
http://freerails.sourceforge.net/jfreerails.jnlp

But if you are planning to make a fast paced action game with lots of scrolling and animations going on you'd be better of using BufferStrategy to draw the tiles onto the screen.

A simple sollution would be to create an int matrix which symbolizes the tiled map, an array of BufferedImages that the matrix int links to and a x and y int that tells which matrix position currently should be painted to the upper left corner of the game window.
30  Discussions / General Discussions / Re: Klik n Java? on: 2004-12-17 05:07:50
There are a wide varity of Logo based, a programming language designed for kids, applications which are more or less controlled through a graphical userinterfaces. Don't have any good links though since it's years since I touched the subject in a college course, shouldn't be to hard to google for it though.
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