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1  Discussions / General Discussions / Re: Does web development count as programming experience? on: 2014-12-21 22:37:26
@HeroesGraveDev: U'r right but it still requires some programming like skill
2  Discussions / General Discussions / Re: Does web development count as programming experience? on: 2014-12-21 22:32:07
Yes.. Programming experience is the experience you have Programming... If u program in HTML/PHP/CSS or whatever... u are programming... so yes, it counts...
3  Java Game APIs & Engines / OpenGL Development / Shaders issue on: 2014-12-21 20:40:30
Hello,

I'm trying to make a light system for my game engine but I've come across a problem which I can't get through.

I have a firecamp and when its dark the light looks cool, when its day it looks normal since there is no light..., but when it starts the transition it reaches a point where the fading gets inverted and it looks so wierd....

I can't find the error on my shader file... please help...

<a href="http://www.youtube.com/v/MBTmyEvSH6E?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/MBTmyEvSH6E?version=3&amp;hl=en_US&amp;start=</a>


Code:
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#version 330 compatibility

uniform sampler2D texture;
in vec2 texCoords;

uniform float dayLight;

uniform vec2 lightPosition[50];
uniform vec3 lightColor[50];
uniform float lightIntensity[50];
uniform float lightInUse[50];
uniform float lightType[50];
uniform float lightSize[50];
uniform float lightFacing[50];

void main() {      
   float day = dayLight * 2;
   vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
   vec4 ocolor = vec4(1.0, 1.0, 1.0, 1.0);
   vec4 tex = texture2D(texture, gl_TexCoord[0].st);
   color = tex;
     
   float alpha = 1.0;
   if (tex.x == 1.0 && tex.y == 0.0 && tex.z == 1.0) {
      alpha = 0.0;
   }
   
   vec4 result = vec4(color.xyz, alpha);
   color = result;
   ocolor = result;
   
   int num = 0;
   int changed = 0;        
   
   for (int i = 0; i < 50; i++) {
      if (lightInUse[i] == 1) {  
         vec2 pos = lightPosition[i];
         float distance = length(pos - gl_FragCoord.xy);
         if (pos.x == 0 && pos.y == 0) continue;
         vec3 col = lightColor[i];
         float ints = lightIntensity[i];
         
         float attenuation = 1.0 / distance;
         
         float falloff = 80;
         falloff -= distance / 25.0f / ints;        
             
         if (attenuation >= 0.010) {
            color *= vec4(attenuation, attenuation, attenuation, pow(attenuation, 3)) * vec4((col / distance * 15) * ints, 1.0) + 0.01;            
            color /= (distance / (ints * falloff));              
            changed = 1;
            num++;
         }
           
      }
   }
   if (changed == 1) color *= 30.0 * pow(166.0, float(num - 1)) + 1;
   else color = vec4(color * vec4(day, day, day, day));
   
   vec4 dcolor = vec4(ocolor * vec4(day, day, day, day));  
   
   if (min(dcolor, color) == color) color = dcolor;
   
   if (min(result, color) == color) gl_FragColor = color;
   else gl_FragColor = result;
}



Thank you,
João Lourenco.

PS: If there is a better way of doing this, please tell me, I'm trying to learn more about this.
4  Games Center / Featured Games / Re: State of Fortune on: 2014-09-05 13:49:16
Thresher's have this bug too as well as Flour mill's, also if I put the itens on the upper part of the machine there is no animation and on the lower part it has.

PS: Also Ive just tested and the machines can run twice the load they should with this bug...
5  Games Center / Featured Games / Re: State of Fortune on: 2014-09-05 13:14:06
Mike, I've found a nother bug...

Wow.... As I write this I'm trying to replicate the bug... and its seens soooooooo wierd...

The bug is: the same lady (saller) has multiple inventories...

I just found two inventories.... if u aim to the feet and open her invetory u get one, if u aim to the head u have another one... its this normal?

6  Game Development / Newbie & Debugging Questions / Fixing a spotlight shader in glsl on: 2014-07-30 13:02:38
Hello,

I'm having some troubles with my math that I would like a quick help on.
My goal is to have a spotlight that only has light from a customizable angle to another customizable angle, for example from 0 to 90 degrees.
Though my shader seens to be duplicating this angles, like if it is performing on both positive and negative side...

here is my shader code:
Quote
uniform float lightInt;
uniform vec2 lightLocation;
uniform vec3 lightColor;
uniform float lightType;

void main() {
   float distance = length(lightLocation - gl_FragCoord.xy);
   float attenuation = lightInt / distance;
   vec4 color = vec4(attenuation, attenuation, attenuation, pow(attenuation, 3) * 10) * vec4(lightColor * lightInt, 1);
   
   color = vec4(0, 0, 0, 0);
   float h = distance;
   float x = lightLocation.x - gl_FragCoord.x;
   
   float angle = degrees(acos(x / h));
   if (angle >= 0 && angle <= 90) {
      color = vec4(attenuation, attenuation, attenuation, pow(attenuation, 3) * 10) * vec4(lightColor * lightInt, 1);
   }
   gl_FragColor = color;
}

this is how it looks,



I guess there is something wrong on the math... don't know what though...

Thank you for your time, Joaogl.
7  Game Development / Newbie & Debugging Questions / Re: OpenGL Fragments on: 2014-07-28 19:19:28
Thank's guys, I have a question on the fragments, how can I compare two vec4?

I want to only change the result if the calculated color(its in a vec4) is darker then the existent color(its a vec4 too)
8  Game Development / Newbie & Debugging Questions / Re: OpenGL Fragments on: 2014-07-27 21:47:25
thank you for your anwser I had actually never thought of that... I'll try it
9  Game Development / Newbie & Debugging Questions / OpenGL Fragments on: 2014-07-24 14:34:26
Hello guys, I'm here searching for a quick help cause I'm not being successful...

I'm trying to make a Fragment that will apply lighting effect on 2D walls, the thing is, I made two separate algorithms for it, one applies the light effect, and one applies the day light effect.

the problem is the light effect its making everything totally black exept the lighting area...

Fragment for light effect
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#version 330 compatibility

uniform sampler2D texture;
in vec2 texCoords;

uniform float dayLight;

uniform vec2 lightPosition[50];
uniform vec3 lightColor[50];
uniform float lightIntensity[50];
uniform float lightInUse[50];

void main() {  
   vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
   vec4 tex = texture2D(texture, gl_TexCoord[0].st);
   color = tex;
   
   int num = 0;  
   for (int i = 0; i < 50; i++) {
      if (lightInUse[i] == 1) {
         vec2 pos = lightPosition[i];
         float distance = length(pos - gl_FragCoord.xy);
         if (pos.x == 0 && pos.y == 0) continue;
         num++;
         vec3 col = lightColor[i];
         float ints = lightIntensity[i];
         
         float distance = length(pos - gl_FragCoord.xy);
         float attenuation = 1.0 / distance;
         
         float falloff = 80;
         falloff -= distance / 25.0f / ints ;      
         
         color *= vec4(attenuation, attenuation, attenuation, pow(attenuation, 3)) * vec4((col / distance * 15) * ints, 1.0) + 0.01;
         
         color /= (distance / (ints * falloff));
      }
   }
   color *= 30.0 * pow(166.0, float(num - 1)) + 1;
     
   gl_FragColor = color;
}


Fragment for day light effect
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#version 330 compatibility

uniform sampler2D texture;
in vec2 texCoords;

uniform float dayLight;

void main() {  
   vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
   vec4 tex = texture2D(texture, gl_TexCoord[0].st);
   color = tex;
   
   color = vec4(color * vec4(dayLight, dayLight, dayLight, dayLight));  
   color *= 30.0 * pow(166.0, float(num - 1)) + 1;
     
   gl_FragColor = color;
}


How can I combine these two together?

 Thank you for your time.
10  Discussions / General Discussions / Mac error? on: 2014-02-11 14:01:28
Hello, I dont know where to place this topic so please if its wrong someone move it to the righ place...

I tried to run my Game Launcher on mac and for some reason it crashed... The crash error:

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10/02/14 11:21:09,412 ReportCrash[1474]: Saved crash report for CalendarAgent[1475] version 7.0 (174) to /Users/Paulo/Library/Logs/DiagnosticReports/CalendarAgent_2014-02-10-112109_MacBook-Pro-de-Paulo.crash
10/02/14 11:21:09,414 ReportCrash[1474]: Removing excessive log: file:///Users/Paulo/Library/Logs/DiagnosticReports/CalendarAgent_2014-02-10-111736_MacBook-Pro-de-Paulo.crash
10/02/14 11:21:09,415 ReportCrash[1474]: Failed to write crash history to file:///Users/Paulo/Library/Containers/com.apple.CalendarAgent/Data/Library/Application%20Support/CrashReporter/CalendarAgent_59AEB35F-8F4F-5A9D-B26E-AAA0F463F75A.plist.
10/02/14 11:21:19,891 com.apple.launchd.peruser.501[162]: (com.apple.CalendarAgent[1478]) Job appears to have crashed: Segmentation fault: 11
10/02/14 11:21:19,891 com.apple.launchd.peruser.501[162]: (com.apple.CalendarAgent) Throttling respawn: Will start in 10 seconds


And like this one I have +2000 lines that are the same... After this I turned off the mac and when I tried to turn it back on I had to restore from a backup because the OS X didn't want to start... does someone know why this is happening?
11  Games Center / Featured Games / Re: State of Fortune on: 2014-02-06 19:58:08
Also... I've done something that I havent for a long time.... I FOUND A BUG! Cheesy

On Login:


On Teleport:
12  Games Center / Featured Games / Re: State of Fortune on: 2014-02-06 19:51:15
I'm still waiting for some new stuff Cheesy
And people online too Cheesy
13  Games Center / Featured Games / Re: State of Fortune on: 2013-12-24 19:26:10
There is one thing left on the update... a texture change on the trees to make them christmas trees during  day 25 ...
14  Games Center / Featured Games / Re: State of Fortune on: 2013-12-24 18:53:31
First of all.... Thank you.. this is like a christmas present from u Cheesy.
Second its working just fine Cheesy

Keep up the good work!

Happy Holidays for everyone!
Joaogl.
15  Games Center / Featured Games / Re: State of Fortune on: 2013-12-10 17:36:18
Mike...That is.. Beautiful... Hope see that soon on my pc! Cheesy also... why there are no players recently? not even you?
16  Games Center / Featured Games / Re: State of Fortune - New video 11Sep on: 2013-09-15 14:46:14
The new version as some problems... its crashing... I'm playing and then Java crashes...
17  Games Center / Featured Games / Re: State of Fortune - New video 11Sep on: 2013-09-14 12:53:57
And I found a Money Bug...(I can make infinit money basicly) so Mike when u join... just join the server so I can report u the bug... Dont want to post here to avoid conflits
18  Games Center / Featured Games / Re: State of Fortune - New video 11Sep on: 2013-09-14 12:21:30
Yup its looking great for me Cheesy nice work!
There are some bugs but can be easily fixed (I think).
And I dont know if u want to but u could add something like in case someone buys two terrains side by side it should be able to get them together..
19  Game Development / Newbie & Debugging Questions / Problem with ProGuard and LWJGL on: 2013-09-14 11:34:30
Hi, I'm using ProGuard to obfuscte my code but when I try to Process it throws a bunch of errors saying:

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Warning: org.lwjgl.opengl.DrawableGLES: can't find referenced class org.lwjgl.opengles.PixelFormat


and at the end says:

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Note: there were 11 unkept descriptor classes in kept class members.
      You should consider explicitly keeping the mentioned classes
      (using '-keep').
      (http://proguard.sourceforge.net/manual/troubleshooting.html#descriptorclass)
Note: there were 2 unresolved dynamic references to classes or interfaces.
      You should check if you need to specify additional program jars.
      (http://proguard.sourceforge.net/manual/troubleshooting.html#dynamicalclass)
Note: there were 1 class casts of dynamically created class instances.
      You might consider explicitly keeping the mentioned classes and/or
      their implementations (using '-keep').
      (http://proguard.sourceforge.net/manual/troubleshooting.html#dynamicalclasscast)
Note: there were 11 accesses to class members by means of introspection.
      You should consider explicitly keeping the mentioned class members
      (using '-keep' or '-keepclassmembers').
      (http://proguard.sourceforge.net/manual/troubleshooting.html#dynamicalclassmember)
Warning: there were 136 unresolved references to classes or interfaces.
         You may need to add missing library jars or update their versions.
         If your code works fine without the missing classes, you can suppress
         the warnings with '-dontwarn' options.
         (http://proguard.sourceforge.net/manual/troubleshooting.html#unresolvedclass)
Please correct the above warnings first.


How can I fix this?

my ProGuard settings:

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-injars Input\Game.jar
-outjars Output\Game.jar

-libraryjars 'C:\Program Files\Java\jre7\lib\rt.jar'
-libraryjars 'F:\Programacao\MyLibrary\Games\lwjgl.jar'

-target 1.6
-forceprocessing
-allowaccessmodification
-keeppackagenames paulscode.**,com.jcraft.**


-keep,allowshrinking class paulscode.**

-keep,allowshrinking class com.jcraft.**

# Keep - Applications. Keep all application classes, along with their 'main'
# methods.
-keepclasseswithmembers public class * {
    public static void main(java.lang.String[]);
}

# Also keep - Enumerations. Keep the special static methods that are required in
# enumeration classes.
-keepclassmembers enum  * {
    public static **[] values();
    public static ** valueOf(java.lang.String);
}

# Also keep - Database drivers. Keep all implementations of java.sql.Driver.
-keep class * extends java.sql.Driver

# Also keep - Swing UI L&F. Keep all extensions of javax.swing.plaf.ComponentUI,
# along with the special 'createUI' method.
-keep class * extends javax.swing.plaf.ComponentUI {
    public static javax.swing.plaf.ComponentUI createUI(javax.swing.JComponent);
}

# Keep names - Native method names. Keep all native class/method names.
-keepclasseswithmembers,allowshrinking class * {
    native <methods>;
}

# Remove - System method calls. Remove all invocations of System
# methods without side effects whose return values are not used.
-assumenosideeffects public class java.lang.System {
    public static long currentTimeMillis();
    static java.lang.Class getCallerClass();
    public static int identityHashCode(java.lang.Object);
    public static java.lang.SecurityManager getSecurityManager();
    public static java.util.Properties getProperties();
    public static java.lang.String getProperty(java.lang.String);
    public static java.lang.String getenv(java.lang.String);
    public static java.lang.String mapLibraryName(java.lang.String);
    public static java.lang.String getProperty(java.lang.String,java.lang.String);
}

# Remove - Math method calls. Remove all invocations of Math
# methods without side effects whose return values are not used.
-assumenosideeffects public class java.lang.Math {
    public static double sin(double);
    public static double cos(double);
    public static double tan(double);
    public static double asin(double);
    public static double acos(double);
    public static double atan(double);
    public static double toRadians(double);
    public static double toDegrees(double);
    public static double exp(double);
    public static double log(double);
    public static double log10(double);
    public static double sqrt(double);
    public static double cbrt(double);
    public static double IEEEremainder(double,double);
    public static double ceil(double);
    public static double floor(double);
    public static double rint(double);
    public static double atan2(double,double);
    public static double pow(double,double);
    public static int round(float);
    public static long round(double);
    public static double random();
    public static int abs(int);
    public static long abs(long);
    public static float abs(float);
    public static double abs(double);
    public static int max(int,int);
    public static long max(long,long);
    public static float max(float,float);
    public static double max(double,double);
    public static int min(int,int);
    public static long min(long,long);
    public static float min(float,float);
    public static double min(double,double);
    public static double ulp(double);
    public static float ulp(float);
    public static double signum(double);
    public static float signum(float);
    public static double sinh(double);
    public static double cosh(double);
    public static double tanh(double);
    public static double hypot(double,double);
    public static double expm1(double);
    public static double log1p(double);
}

# Remove - String method calls. Remove all invocations of String
# methods without side effects whose return values are not used.
-assumenosideeffects public class java.lang.String {
    public static java.lang.String copyValueOf(char[]);
    public static java.lang.String copyValueOf(char[],int,int);
    public static java.lang.String valueOf(boolean);
    public static java.lang.String valueOf(char);
    public static java.lang.String valueOf(char[]);
    public static java.lang.String valueOf(char[],int,int);
    public static java.lang.String valueOf(double);
    public static java.lang.String valueOf(float);
    public static java.lang.String valueOf(int);
    public static java.lang.String valueOf(java.lang.Object);
    public static java.lang.String valueOf(long);
    public boolean contentEquals(java.lang.StringBuffer);
    public boolean endsWith(java.lang.String);
    public boolean equalsIgnoreCase(java.lang.String);
    public boolean equals(java.lang.Object);
    public boolean matches(java.lang.String);
    public boolean regionMatches(boolean,int,java.lang.String,int,int);
    public boolean regionMatches(int,java.lang.String,int,int);
    public boolean startsWith(java.lang.String);
    public boolean startsWith(java.lang.String,int);
    public byte[] getBytes();
    public byte[] getBytes(java.lang.String);
    public char charAt(int);
    public char[] toCharArray();
    public int compareToIgnoreCase(java.lang.String);
    public int compareTo(java.lang.Object);
    public int compareTo(java.lang.String);
    public int hashCode();
    public int indexOf(int);
    public int indexOf(int,int);
    public int indexOf(java.lang.String);
    public int indexOf(java.lang.String,int);
    public int lastIndexOf(int);
    public int lastIndexOf(int,int);
    public int lastIndexOf(java.lang.String);
    public int lastIndexOf(java.lang.String,int);
    public int length();
    public java.lang.CharSequence subSequence(int,int);
    public java.lang.String concat(java.lang.String);
    public java.lang.String replaceAll(java.lang.String,java.lang.String);
    public java.lang.String replace(char,char);
    public java.lang.String replaceFirst(java.lang.String,java.lang.String);
    public java.lang.String[] split(java.lang.String);
    public java.lang.String[] split(java.lang.String,int);
    public java.lang.String substring(int);
    public java.lang.String substring(int,int);
    public java.lang.String toLowerCase();
    public java.lang.String toLowerCase(java.util.Locale);
    public java.lang.String toString();
    public java.lang.String toUpperCase();
    public java.lang.String toUpperCase(java.util.Locale);
    public java.lang.String trim();
}

# Remove - StringBuffer method calls. Remove all invocations of StringBuffer
# methods without side effects whose return values are not used.
-assumenosideeffects public class java.lang.StringBuffer {
    public java.lang.String toString();
    public char charAt(int);
    public int capacity();
    public int codePointAt(int);
    public int codePointBefore(int);
    public int indexOf(java.lang.String,int);
    public int lastIndexOf(java.lang.String);
    public int lastIndexOf(java.lang.String,int);
    public int length();
    public java.lang.String substring(int);
    public java.lang.String substring(int,int);
}

# Remove - StringBuilder method calls. Remove all invocations of StringBuilder
# methods without side effects whose return values are not used.
-assumenosideeffects public class java.lang.StringBuilder {
    public java.lang.String toString();
    public char charAt(int);
    public int capacity();
    public int codePointAt(int);
    public int codePointBefore(int);
    public int indexOf(java.lang.String,int);
    public int lastIndexOf(java.lang.String);
    public int lastIndexOf(java.lang.String,int);
    public int length();
    public java.lang.String substring(int);
    public java.lang.String substring(int,int);
}



Please Help me...
20  Games Center / Featured Games / Re: State of Fortune on: 2013-09-06 22:55:43
Where's te city centers? and with that came up another idea... minimap....

When do you plan to relead the version with farming and the shop?
21  Game Development / Game Play & Game Design / How to render a map... on: 2013-08-31 15:16:19
Hello,

I'm trying to think of how to load a map in to the game using LWJGL.
My goal is to some how make a 3D scene and load it into the game thats build using LWJGL.
The game is not create yet because I'm still trying to make this thing work, now my question is how to make this work...
I'm thinking in OBJ file and mtl to hold the scene but I'm not quit sure if thats the best way...
Any suggestions?
22  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Setup natives manually on: 2013-08-10 23:28:46
System.setProperty("org.lwjgl.librarypath", GameValues.dir + "\\bin\\Natives");

This is working now, for exemple I have (GameValues.dir + "\\bin") here the lwjgl and lwjgl_util jars how can I add them in code too?
23  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Setup natives manually on: 2013-08-10 21:34:09
THANKS!!!!

is that easy? I couldn't find it any where... thanks a lot.
24  Java Game APIs & Engines / Engines, Libraries and Tools / Setup natives manually on: 2013-08-10 02:17:42
Hello,

I've a game that's using lwjgl, I used JarSplice after compile to setup the natives but when I close the game it takes like 30 sec. untill it closes...

On eclipse it doesnt...
how can I setup the natives manually(in the code?)
25  Game Development / Game Play & Game Design / Re: Drawing to image. on: 2013-07-23 13:25:35
Thank you very much it worked just fine thanks Cheesy
26  Game Development / Game Play & Game Design / Drawing to image. on: 2013-07-23 11:01:27
Hello,

My question is how can I in java create a image and then save it?
Like pixel 100 = 0xFF665522 and then save it to png?


Thanks joaogl
27  Java Game APIs & Engines / OpenGL Development / LWJGL. on: 2013-07-19 09:36:11
Hello,

I need to setup the natives for the LWJGL in the code.. How can I do that?
I'm not going to use the LWJGL but the Paulscode SoundSystem needs it so I have to setup the native stuff...
28  Java Game APIs & Engines / Java Sound & OpenAL / PaulsCode SoundSystem on: 2013-07-17 22:06:34
Hello,

I'm having a problem, I just copied the example two of PaulsCode SoundSystem tutorial and its giving me this error:

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Error in class 'CodecJOgg'
    url null in method 'initialize'
Error in class 'SourceLWJGL OpenAL'
    Audio Format null in method 'play'
Error in class 'CodecJOgg'
    url null in method 'initialize'
Error in class 'SourceLWJGL OpenAL'
    Audio Format null in method 'play'

Error in class 'LibraryLWJGLOpenAL'
Unable to open file 'sounds\explosion.wav' in method 'loadSound'
Error in class 'LibraryLWJGLOpenAL'
Sound buffer was not created for sounds\explosion.wav
Error in class 'LibraryLWJGLOpenAL'
Source 'Source_-776755289_-2094588583' not found in method 'play'


My Code:
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   public static void mytest() {
      try {
         SoundSystemConfig.addLibrary(LibraryLWJGLOpenAL.class);
         SoundSystemConfig.addLibrary(LibraryJavaSound.class);
         SoundSystemConfig.setCodec("wav", CodecWav.class);
         SoundSystemConfig.setCodec("ogg", CodecJOgg.class);
      } catch (SoundSystemException e) {
         System.err.println("error linking with the pluggins");
      }
      SoundSystem mySoundSystem = new SoundSystem();
      mySoundSystem.backgroundMusic("Cool Music", GameValues.dir + "sounds\\beats.ogg", true);
      mySoundSystem.setMasterVolume(0.5f);
      sleep(2000);
      for (int x = 0; x < 15; x++) {
         if (x % 2 == 0) mySoundSystem.quickPlay(false, GameValues.dir + "sounds\\explosion.wav", false, 20, 0, 0, SoundSystemConfig.ATTENUATION_ROLLOFF, SoundSystemConfig.getDefaultRolloff());
         else mySoundSystem.quickPlay(false, GameValues.dir + "sounds\\explosion.wav", false, -20, 0, 0, SoundSystemConfig.ATTENUATION_ROLLOFF, SoundSystemConfig.getDefaultRolloff());
         sleep(125);
      }
      sleep(10000);
      mySoundSystem.cleanup();
   }



Why is this?

I have:
lwjgl_util
lwjgl
SoundSystem
SoundSystemJPCT
SoundSystemUtils
imports...

Do I need them all? do I need more?

What I want is a 2D Sound Engine for a 2D Game...

Please help?

PS: Can it be something on the buildpath?
29  Game Development / Newbie & Debugging Questions / What is wrong??? on: 2013-04-25 21:48:47
Hello,

I have this code:
System.out.println(((((25 * 1) / 100)) + 1) * 64);

it's returning 64 but it should return 80...

Why?


Tks, Joaogl
30  Games Center / Featured Games / Re: State of Fortune on: 2013-03-26 20:34:04
Are u stupid right? If u are making a project and want to show to the community is to get the feed back... His running a full time server and his paying for it his working hard on this and u are screwing it! stop and think... would u like to have a person like u on your work?!
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