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1  Java Game APIs & Engines / Java Sound & OpenAL / Re: nordOsc Synthesizer on: 2012-04-25 10:45:10
The download is finally there.
Be warned: the GUI is more like a TUI (Text User Interface Wink ) and very ugly! But doing a good GUI is very hard and so that will only happen if there is enough interest (or somebody else to help me with that).

http://www.noizefever.de/?page_id=418
2  Java Game APIs & Engines / Java Sound & OpenAL / Re: nordOsc Synthesizer on: 2012-03-27 21:24:44
I'm sorry but I don't want to publish the source code. At least not yet.

But I can post the parts that are interesting for you. I don't use midi at all. Or the synth provided by java. The mixer starts a thread, that handles the sequencer events and then collects the audiodata for mixing in a buffer. Then this buffer is pushed to an audio line. This makes the sequencer playing rock solid. For live controls (like your fm synth) it's another story. They will be always delayed for the buffer length or more because they not part of the same thread. No timing warranty!

I can post the mixer thread code if you want.
3  Java Game APIs & Engines / Java Sound & OpenAL / Re: nordOsc Synthesizer on: 2012-03-26 11:34:22
I'm so dumb! Cheesy

I think I have fixed it. Could you please approve that?
4  Java Game APIs & Engines / Java Sound & OpenAL / Re: nordOsc Synthesizer on: 2012-03-26 09:41:07
from the applet I open it like this: (and it seems that it makes no matter which method I use if it's not local on my computer)

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if(song==null || song.isEmpty()) song = "http://www.noizefever.de/games/Demosong.nos";
try {
   //sequencer.loadSong(new DataInputStream(getClass().getResourceAsStream(song)));
  sequencer.loadSong(new DataInputStream(new URL(song).openConnection().getInputStream()));
} catch (IOException e) {
   e.printStackTrace();
}


then it takes a long way through some classes down to the sample data loader, which is basically that:

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data = new byte[reader.readInt()];
if(reader.read(getData(), 0, getData().length) < getData().length){
   System.out.println("Error loading sampledata!");
}


as a quick fix I could use the version of the demosong without samples... yes... i'll do that. now Smiley
5  Java Game APIs & Engines / Java Sound & OpenAL / Re: nordOsc Synthesizer on: 2012-03-24 08:48:20
this error is.... interesting. I had the same when I packaged the song into the jar and tried to load it with getResourceAsStream(). Now it loads from URL and this works for me. But as you showed, not for everyone. It seems that this is a problem with DataInputReader.read(byte[],offset,len). This is the only location in the code where I use this read method (loading the sample data). In my getResourceFromStream() tests it worked without sample data. I'm puzzled Smiley Will try to work around this.

@ShannonSmith:
yes, the nord lead was the name inspiration Wink for myself I never had one so it was not the model for the synth architecture. the synth is able to handle sample data, and yes, for ingame I would recommend to use them preferred. but I try to improve the speed of the synthesized waveforms.
btw: your synths are looking and sounding really nice!
6  Java Game APIs & Engines / Java Sound & OpenAL / Re: nordOsc Synthesizer on: 2012-03-23 19:51:45
I will release it for free if it's that what you mean. And if there is interest I will of course improve it.
7  Java Game APIs & Engines / Java Sound & OpenAL / nordOsc Synthesizer on: 2012-03-23 13:51:33
hi!

I have a small synthesizer in development. It aims at making small music for e.g. games. The demosong has around 39kb at the moment. nordOsc itself has 60kb. But I'm trying to make it even smaller Wink
At the moment I'm working on a classic tracker styled editor.
Is there any interest for such a thing?

more info and a quick & dirty demosong: http://www.noizefever.de/?page_id=418
8  Games Center / Archived Projects / Re: Never Snuggle With Zombies on: 2012-03-22 19:50:31
oh, I didn't know that getResourceAsStream loads from the directory too. I thought that will load only from jar. I'll try that! thanx!
9  Games Center / Archived Projects / Re: Never Snuggle With Zombies on: 2012-03-21 13:09:41
thank you!

I have managed to sign my applet and now there is only one security request. but without a request it would be better of course Wink I have the ImageIO.read in suspicion. but I use it not with the file parameter. I use it with InputStream. that should ok I think? any thoughts from the applet masters?
10  Games Center / Archived Projects / Re: Never Snuggle With Zombies on: 2012-03-20 09:29:41
Help please!

Since I made an update the applet requests authorization. I have no clue why! I only made little changes aside from moving from netbeans to eclipse. But it couldn't be the change of the ide, could it!?
11  Games Center / Archived Projects / Re: Never Snuggle With Zombies on: 2011-12-01 16:40:10
Hi

Please port it to JOGL 2.0 and maybe add a Java Web Start link. If you need some help to write a JNLP file, let me know.

why JNLP when applet and download is available!?
and why JOGL 2.0? are there any problems with this version?
12  Games Center / Archived Projects / Re: Never Snuggle With Zombies on: 2011-12-01 16:38:08
Your web site crashes my Firefox every time.

thats the first time I heard that. can you please give me your firefox and java version?
13  Games Center / Archived Projects / Re: Never Snuggle With Zombies on: 2011-12-01 14:23:53
btw: any chance getting featured?  Grin
14  Games Center / Archived Projects / Re: Never Snuggle With Zombies on: 2011-11-15 11:56:02
I declare this game as finished Smiley
I've not implemented all ideas, but I had to come to an end. If you like it, please be so kind and vote at the bottom of the game page. And feel free to spread the word Wink

Thank you for testing and playing!

regards, noise
15  Games Center / Showcase / Re: 2D Zombie Shooter on: 2011-10-29 07:39:47
Have you tried double-clicking the jar file? It runs it for me. Tongue

there is no jar file! however, after your post I have renamed the ZIP file to the jar file and now it works. you should rename your download file! Tongue
16  Games Center / Showcase / Re: 2D Zombie Shooter on: 2011-10-18 13:12:43
looks interesting, but how about a jar file as download? i have to admit that i don't know how to start your game. and i have no time or nerve to find it out. or provide a batch file to run your game.
17  Games Center / Showcase / Re: Save the Princess on: 2011-06-05 09:21:44

Pussy!!!!! Real men don't need check points Tongue
[/quote]

i saw that coming Smiley
18  Games Center / Archived Projects / Re: Never Snuggle With Zombies on: 2011-06-05 09:18:59
This is the problem you mention of no permission to save. Kevglass's stracktrace is probably something different.

okay, damn. i'll check!

I would prefer pistol at start or maybe little earlier. I almoust quited before I get my first gun.

i'll think about that. even if the weapon thing is intentionally rarely you might be right at this point. to show that you able to fight back and not only play as a victim Smiley

Why should I collect money? Answer: there's a shop, but I have to go looking for it - I only found it after writing the first draft of this comment. It would be nice to be taken there automatically after viewing my score.

The guns seem to shoot to my side. While that's realistic, it's unexpected and makes it easy to miss the first few shots.

The score counter at the end is sloooow. I favour using an S-shaped curve and adjusting so that totalling each individual item doesn't take more than a fixed, very short, time. 5 seconds on the first thing in the list is too much.

Achievements has 3 'e's.

When I don't have a gun it would be nice to be able to punch the idiot who won't get out of my way. I'm fine with it taking three or even five punches to knock him down.

that's all very good points. noted Smiley (however the gun covers your whole vertical size but hits of course only once if i made no mistake). i especially like the punch idea. i fear that it could make the game too easy, but i'll try out.

I feel it is a bit wrong to be allowed to shoot scared people (girls from the sound of it).

i feel that not Wink you will be punished for that by losing score. i think that's enough.
(btw: the girls are only shouting louder Wink )

thank you all for your comments!
19  Games Center / Archived Projects / Re: Never Snuggle With Zombies on: 2011-06-03 15:23:33
thank you for your nice feedback!
the error is probably the attempt to save which is not allowed for an applet. i look into this and suppress this message. or do you know a way to save for an applet?

- Sound didn't work here on linux
- Slow/Large download
- Controls don't leave you feeling in control - feel like you lose because it doesn't respond.

Kev

PS. The zombies don't look like zombies, but thats cool Smiley

i will take a look into the sound for linux, at the moment i have no clue why that shouldn't work (because an earlier version did). or is that only in browser?
the download size will shrink for the final browser version (at least in my plans Wink )
controls: must be a linux thing too. is it more like reacting too slow or like disappearing key hits?

about the zombies.... yes... uh... i'm not good at graphics Wink i'll try to improve that
20  Games Center / Showcase / Re: Save the Princess on: 2011-06-03 14:30:33
i really don't get it why it has (always?) to get into such a whining about the applet/download thing! i assume downloading is a sacrilege and brings you straight to hell? Tongue

to give a little bit feedback on the game actually:
i like the graphics, the music and the sound too! nicely done! the game mechanics are promising to the point i got, what was sadly not far. what really bugged me is the complete lack of checkpoints. yes, i may be a pussy, but i really have no patience to play every time from start. especially not if the player moves so slowly!

couldn't you add some checkpoints? or is the full game then too easy? Wink
21  Games Center / Archived Projects / Never Snuggle With Zombies on: 2011-06-03 13:55:25
Hi!

I'm working on a new game and i'd love to get a bit feedback. it is inspired by "pushies". you have to run against hordes of fleeing humans and the zombies that following them. because they want out of the city and you want to go in to... uh... do something, like rescue your cat. or grandma. or girlfriend. whatever Smiley

the game is not finished yet, and if you have ideas... i'll consider them Wink



play or download it here: http://www.noizefever.de/?page_id=271

regards & thank you for testing, noisefever
22  Discussions / Miscellaneous Topics / Re: Why can't I run Java anywhere yet? on: 2010-02-17 18:46:39
interesting! a friend of mine wants to use Unity. i will warn him Smiley

If you want Android, learn Java and the Android library.

btw: is the android lib very different? is it likely that i have much to rewrite to port my games? i hadn't the time to look closer yet
23  Discussions / Miscellaneous Topics / Re: Why can't I run Java anywhere yet? on: 2010-02-17 11:52:54
someday you have to break up if you want to make games for consoles or iphone... Smiley
24  Discussions / Miscellaneous Topics / Re: Why can't I run Java anywhere yet? on: 2010-02-17 10:50:11
why not use Unity or something like that?

http://unity3d.com/
25  Games Center / Archived Projects / Re: Fidget (Jump'n'Run) on: 2010-02-13 09:38:01
I use a function like this to read a file into a BufferedReader, it supports the 2 methods you posted (readInt is just read).
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public static BufferedReader readFile(String folderName, String fileName) throws IOException {
   return new BufferedReader(new InputStreamReader(Thread.currentThread().getContextClassLoader().getResourceAsStream(folderName+fileName)));
}


thanks, but i need readLong, readShort, readDouble, readFloat, readBoolean and so on too. any ideas? i found no suitable reader with all the types i need except DataInputStream. but the readline method is deprecated. any workaround?
26  Games Center / Archived Projects / Re: Fidget (Jump'n'Run) on: 2010-02-11 20:51:16
If you want to do webstart, consider Kev's great walkthrough:
http://www.cokeandcode.com/webstarthowto

It helped me a lot!


thanks! i'll take a look
27  Games Center / Archived Projects / Re: Fidget (Jump'n'Run) on: 2010-02-11 20:27:42
There really is very little work involved - if it runs in a frame it'll run in an applet with minimal adaptation.

unfortunately, if i'm not wrong, this is not so easy:

- i have to rewrite the engine from file to getRessource (including the randomAccessReader which is the only reader that includes readLine AND readInt for example)
- i have to handle the savegame different (currently i have no idea how to manage to save online!?)

i am wrong with that? i appreciate any help of course!
28  Games Center / Archived Projects / Re: Fidget (Jump'n'Run) on: 2010-02-11 19:53:43
*sigh* okay okay, i see i've lost Smiley

i cant provide an applet yet and in the near future. but i understand i'll have to do that. that will take some time. i'll take a look into webstart too of course. maybe thats easier.

but honestly: a 25mb applet? personally i'd rather download a game ONCE instead of loading it every time i want to play. that are 15 levels with a estimated playing time of 6 to 10 hours! would you really want to play that in a browser?
29  Games Center / Archived Projects / Re: Fidget (Jump'n'Run) on: 2010-02-11 18:37:28
Java Webstart, please! Wink

 Grin

too lazy to download and install? Smiley
30  Games Center / Archived Projects / Re: Fidget (Jump'n'Run) on: 2010-02-11 18:19:02
Applet, please! Smiley

sorry, applet is not planned. this game is just too long and big for an applet (in my opinion).  and... the engine doesn't support applet anyway so far Wink
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