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1  Games Center / WIP games, tools & toy projects / Re: Pixel Bowl on: 2014-06-04 01:09:24
Sorry. Yes, it should be on the not so ready area of games.
2  Games Center / WIP games, tools & toy projects / Pixel Bowl on: 2014-06-04 00:56:45


<a href="http://www.youtube.com/v/7D889nw4XCc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/7D889nw4XCc?version=3&amp;hl=en_US&amp;start=</a>

A fantasy football manager game. Bash your opponents, pass and move the ball and make touchdowns.

Very early version. Let's you play with premade teams. Still missing the manager mode and many features.

If you want to try the alpha version, you can download it from here:
http://pixelbowl.blogspot.fi/p/blog-page.html

Should work at least on windows, not sure about mac and linux.
3  Games Center / Showcase / Re: AgentKeeper a DungeonKeeper alike Game written in Java (and now even OpenSource) on: 2013-08-20 04:18:55
Wow. This looks like a real nice game.

Many times I have thought about doing something like this. Like Dungeon Master but you are the "bad" guy in it.
4  Game Development / Game Play & Game Design / (Sports) Manager Games on: 2010-03-20 10:18:11
Hello all,

I´m currently making a football manager game. I started to make the simulation of the game engine so it's gonna be like - real time, where you see every action that happens on the field - like the ea sports games, but you cant control any players, just watch em go.

Well. I found out its gonna be a bit hard / complicated to make the gameplay look good.

So,
I thought I use some alternate style to simulate the matches.

Problem is, I dont play much manager games. I liked the old "Manager". It was a soccer manager game with really simple simulation showing only the highlights of the game.

Have you made or played a manager game? What kind of way you chose to make the simulation? Was it any fun to play?

Any thoughts?
5  Game Development / Newbie & Debugging Questions / Re: Graphics flickering on: 2010-01-06 15:10:55
Im starting to find the problem Cheesy

The doublebuffering is working ok, im quite sure, and allways was working.

I tried to draw every players name under them and it worked ok Cheesy no flickering.

There must be some bug in the codes between the ball and the player carrying it, that causes it not to draw the text every cycle.

Well, thanks for your help anyways Cheesy

status = feeling dumb;
6  Game Development / Newbie & Debugging Questions / Re: Graphics flickering on: 2010-01-06 13:01:31
I tried to use your constructor code. 

I had to move the buferstategy codes to last, because they caused the game to crash. It said something like "component must have a valid peer".

Now the game behaves like it did before.

I draw black text and background that dont move. Those look great. The players on the field are ok. I think they flicker a bit. Not much. But the white text under the ball carrying player that indicates his name flickers like mad.

      if ( ball.state == 1 || ball.state == 2 )
            {            
               g.setColor(Color.white);
               g.drawString(messageballcarrier,(int)ball.x -20,(int)ball.y + 20);
            }

I started to think that maybe I am doing doublebuffermode ok, but the ball.x double to int coordinate conversion could make some flickering kind of effect?


My current constructor code:
   
   public ThegameFrame() {
         
      JFrame frame = new JFrame("Death Match Manager");
        frame.setIgnoreRepaint( true );
      frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

      Canvas canvas = new Canvas();
      canvas.setBounds(0, 0, 1024, 768);
        canvas.setIgnoreRepaint(true);
//      canvas.createBufferStrategy(2);
//      canvas.addMouseListener(new MouseControl());
           
        canvas.addMouseListener(this);     
        canvas.addKeyListener(new KeyInputHandler());
               
//      strategy = canvas.getBufferStrategy();
               
      JPanel panel = (JPanel) frame.getContentPane();
      panel.setPreferredSize(new Dimension(1024, 768));
      panel.setLayout(null);
      panel.add(canvas);
      
      
               
      frame.pack();
      frame.setResizable(false);
      frame.setVisible(true);
      panel.setVisible(true);
      canvas.setVisible(true);
      canvas.requestFocus();

// nämä piti siirtää setvisiblen alle      
      canvas.createBufferStrategy(2);
      strategy = canvas.getBufferStrategy();
      
      
      
      
        //OMAAA
        gamestate = 1;   // 1 = Setup phase, 2 = Game on,
//        score1 = 0;
 //       score2 = 0;
        matchon = true;
        
        for ( int i = 0; i < 8; i++)
            message = " ";
      
      
      // add a key input system (defined below) to our canvas
      // so we can respond to key pressed
      
      
      // request the focus so key events come to us
//      requestFocus();
      
      
      Random generator = new Random();
      
      // ALUSTETAAN DEBUGGAUS JOUKKUEET
      
      Player player = new Player(this,"ogrelay.png",370,350,1);
      player.makeOgre();
      player.name = "Ogre dude";
      entities.add(player);
      
      for ( int i = 0; i < 9; i++)
      {
         player = new Player(this,"lay.png",generator.nextInt(300),generator.nextInt(768),1);
          player.makeHuman();
         entities.add(player);
         player.name = "Lineman dude";
         if ( i == 6)
         {
            player.name = "Wing dude";
            player.position = 3;   //WING
         }
         if ( i == 5)
         {
            player.name = "Thrower dude";
            player.position = 2;   //THrower
         }
      }
      player.name = "Wing dude 2";
      player.position = 3;   //WING
      
      for ( int i = 0; i < 10; i++)
      {
         player = new Player(this,"xlay.png",(generator.nextInt(300)+700),generator.nextInt(768),2);
          player.makeHuman();
         entities.add(player);
         player.name = "Lineman dude";
         if ( i == 6)
         {
            player.name = "Wing dude";
            player.position = 3;   //WING
         }
         if ( i == 5)
         {
            player.name = "Thrower dude";
            player.position = 2;   //THrower
         }
      }
      player.name = "Wing dude 2";
      player.position = 3;   //WING

//         container.setIgnoreRepaint(true);
//      panel.setIgnoreRepaint(true);

      
      }
7  Game Development / Newbie & Debugging Questions / Re: Graphics flickering on: 2010-01-06 00:47:21
Theres some of the code. Its based on coke and coke Space invaders tutorial. I couldnt post it all. Theres a 10000 character limit...

public class ThegameFrame extends Canvas implements MouseListener {
   
   
   /** The stragey that allows us to use accelerate page flipping */
   private BufferStrategy strategy;

public ThegameFrame() {
        
        JFrame container = new JFrame("Death Match");
      
      // get hold the content of the frame and set up the resolution of the game
      JPanel panel = (JPanel) container.getContentPane();
      panel.setPreferredSize(new Dimension(1024,768));
      panel.setLayout(null);
      
      // setup our canvas size and put it into the content of the frame
      setBounds(0,0,1024,768);
      panel.add(this);
      
        addMouseListener(this);

// finally make the window visible
      container.pack();
      container.setResizable(false);
      container.setVisible(true);
      
      setIgnoreRepaint(true);
      container.setIgnoreRepaint(true);
      panel.setIgnoreRepaint(true);
      
      
      //Setting up Double Buffering
      createBufferStrategy(2);
      BufferStrategy strategy = getBufferStrategy();
      
      // add a listener to respond to the user closing the window. If they
      // do we'd like to exit the game
      container.addWindowListener(new WindowAdapter() {
         public void windowClosing(WindowEvent e) {
            System.exit(0);
               }
      });


public void gameLoop()
      {
      long lastLoopTime = System.currentTimeMillis();
//      long animtimer = System.currentTimeMillis();
//      long delta = System.currentTimeMillis();
      
      Random generator = new Random();

while (matchon)
      {
               
         
         // work out how long its been since the last update, this
         // will be used to calculate how far the entities should
         // move this loop
         long delta = System.currentTimeMillis() - lastLoopTime;
         lastLoopTime = System.currentTimeMillis();
         
         
         if (strategy == null)   {
            createBufferStrategy(2);
            strategy = getBufferStrategy();
         }

         // Get hold of a graphics context for the accelerated
         // surface and blank it out

         Graphics g = null;
         g = strategy.getDrawGraphics();
   
         g.setColor(Color.white);
   //      g.fillRect(0,0,1024,768);
         g.fillRect(0,0,1024,200);
         g.fillRect(0,570,1024,198);
         

                           LOTS OF DRAWING AND COUNTING HERE


g.dispose();
         
         
//         drawScreen();
         if (!strategy.contentsLost())   {
            strategy.show();
            Toolkit.getDefaultToolkit().sync();
         }

         // finally pause for a bit. Note: this should run us at about
         // 100 fps but on windows this might vary each loop due to
         // a bad implementation of timer
         try { Thread.sleep(10); } catch (Exception e) {}
      }
   }
8  Game Development / Newbie & Debugging Questions / Re: Graphics flickering on: 2010-01-05 23:54:28
Huh,

I searched for lots of tutorials about this and they only made it worse.

I finally found this one which is almost the same as my original code.

http://www.idevgames.com/forum/showthread.php?t=5301 near the bottom is an example code and it makes the text flicker like it did before, but the game runs fine.

I tried other ways also, where i used Buffered offscreen image and it caused the game to slow down very dramatically. And it didnt even look like doublebuffered. The text was flickering but very slowly.
9  Game Development / Newbie & Debugging Questions / Re: Making the character attack ONCE on: 2010-01-05 02:13:03
I would make a punchtimer ( 1 second? ) that activates when you punch. When active no punching allowed and draw the punch anim/frame. After 1 second go back to normal state.
10  Game Development / Newbie & Debugging Questions / Graphics flickering on: 2010-01-05 02:05:37
Hello,

Im quite new to java programmming, but i made a dos tetris game about 10 years ago with c++ so i know some programming.

Im currently making my first javagame. It needs 2d graphics so im using graphics 2d. I understand it makes a doublebuffer but my graphics are still flickering.

I get no flickering on the graphics that are not moving. But moving my players on the field makes them flicker a bit. And if I try to use g.drawString(player.name,player.x,player.y); to show the players name under the player while he is moving, the text flickers like mad.

My game runs in windowed mode.

So, any ideas why my doublebuffered game graphics are flickering?
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