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1  Java Game APIs & Engines / Java 2D / Re: Active Rendering & AWT eventqueue on: 2007-06-28 15:21:36
Let's say if I had to write a book about Java AWT I'd include this well undiscovered topic! Cool

Well let us know when this book hits the market  Wink
2  Java Game APIs & Engines / Java 2D / Re: Active Rendering & AWT eventqueue on: 2007-06-27 15:13:20
Well now that I think back of it (I started this project in 2003), I think that the reasons to use active rendering were threefold:

  • use best hardware acceleration possible
  • avoid synchronization issues as everything would be done in the active rendering thread
  • have a fluid animation

However it seems now that at least point two is not avoidable...
3  Java Game APIs & Engines / Java 2D / Re: Active Rendering & AWT eventqueue on: 2007-06-27 13:21:42
Well to have hardware-accelerated painting?  Smiley
4  Java Game APIs & Engines / Java 2D / Active Rendering & AWT eventqueue on: 2007-06-27 10:04:01
Hi,

I'm developing a game in windowed mode with active rendering and a Swing UI. I thought that when using active rendering, AWT events were also dispatched via the active rendering loop. However it seems that the events dispatched via the awt event queue are still dispatched in their own thread??? Given that Swing and AWT aren't thread-safe, how is this supposed to work???

There seems to be very few info on this threading issues on Sun's documentation or the Internet.

Any idea?

Thanks
5  Games Center / Archived Projects / Re: SwingPacman v 0.61 (WebStart) on: 2005-06-22 13:16:50
Hi Erik,

Very good suggestions indeed. I would have never tought about centering the frame, I unconsciously moved it back to the center with the mouse every time I started the game.  Smiley

Regarding the controls to be not tile-based, I always felt a slight discomfort with the controls without being able to exactly express what was wrong, now I have the answer. However this change is a little bit more complicated I fear, so I'll have to think more toroughly about it.

Thanks a lot

Christophe
6  Games Center / Archived Projects / Re: SwingPacman v 0.61 (WebStart) on: 2005-06-22 10:08:08
Hi,

No, there is no option to render the maps larger at this time. However, this is a good idea; I'll add this to my improvements lists. As for the levels, I am thinking on writing a WYSIWYG level editor, so that the design of varied levels becomes easier.

Thanks very much for your comments :-)

Christophe
7  Games Center / Archived Projects / Re: AI test for my snake game (AnacondaNet) on: 2005-06-19 23:41:27
Hi,

I really like the music :-). Did you write it yourself?

A nice addition to the gameplay would be to have a pointer that indicates the direction of the next "powerup".

Christophe
8  Games Center / Archived Projects / Re: Tech Demo/Test - "Scorched" on: 2005-06-18 23:56:22
Hi,

Also runs fine on my system: Athlon 1400 and Geforce 440 Mx with Java 5 (70 fps). And yes, when can we blow up things? :-)
9  Games Center / Archived Projects / SwingPacman v 0.61 (WebStart) on: 2005-06-18 23:41:50
Hi all,

So I've finally resolved all (I hope :-)  problems to have my SwingPacman be WebStart enabled and released a new version. You can find the jnlp here: http://java.woogley.net/hosted/SwingPacman.jnlp (Thanks to Matt Campbell, www.woogley.net for hosting the file).

You still need Java 5 tough...

Cheers

Christophe
10  Games Center / Archived Projects / Re: J-Geometry Wars - updated! on: 2005-05-21 11:46:06
Hi,

Nice game. tried it on my Athlon 1500 768MB Ram runs fine under Windows with JDK1.5

Good work

Christophe
11  Games Center / Archived Projects / Re: one switch shooter on: 2005-05-12 11:02:04
The sounds and graphics are very nice...

Not being able to control movement of your ship is frustrating.

Run on W2K3 server with Java 1.5...
12  Games Center / Archived Projects / Re: SwingPacman Beta6 on: 2005-05-07 11:02:59
Ok when I get the time I'll upload it to the JGF

Cheers

Christophe
13  Games Center / Archived Projects / Re: Undead Arena - Squareheads rises from the dead on: 2005-05-06 10:32:15
Hi,

Runs fine on my machine: AMD 1600 768Mb Ram NVidia Geforce 4 MX 440.

FPS +-100 in 640*480.

All weapon,s behave the same tough. I suppose this is normal...

Cheers Christophe
14  Games Center / Archived Projects / Re: SwingPacman Beta6 on: 2005-05-06 10:23:27
Hi all,

My provider in fact gives a personal webspace of 50Mb but there is no server-side scripting available. I also already tried to upload a .htaccess file but this is also forbidden...

That being said, under Windows with the JRE 5.0 installed, it should suffice to click on the link with the self-contained executable jar for the game to launch. Not too hard I guess :-).

I tried it yesterday and it works with IE and Firefox, not with Opera tough

Are there other advantages that Webstart gives that everyone asks for it here? (just curious)

Cheers

Christophe
15  Games Center / Archived Projects / Re: [Applet] Organically behaving thing on: 2005-05-05 20:55:30
Hi,

Works fine but looks strange, I wouldn't want to have such a thing under my bed ;-)
16  Games Center / Archived Projects / SwingPacman Beta6 on: 2005-05-05 20:43:09
Hi all,

I've released Beta6 of SwingPacman. Enhancements are:

  • New UI using CardLayout
  • Ghost flee algorithm added
  • Map scrolling fixed
  • Some new bugs for sure :-)

The home page is at http://users.skynet.be/christophe.keller, and the executable jar file is at http://users.skynet.be/christophe.keller/SwingPacman/SwingPacman.jar.

There is no Java Webstart available, sorry, I tried but my provider won't let me add Mime types :-(.

Oh yes you need Java 1.5

Cheers

Christophe Keller
17  Games Center / Archived Projects / Re: New release of MightyBubbles on: 2005-01-15 15:30:09
Hi,

I just tried your game and it is very nice. The zooming in and out when the level starts/stops was impressing to me :-)

The gameplay could be improved with the following things:
* Player should be able to shoot while jumping
* Player should be able to jump on baddie like in Super Mario series
* If baddie shoots at you, and you shoot back, both projectiles should collide, leaving the player intact.

Keep up the good work!

Christophe

PS: Is the background scrolling in background from Super Mario Yoshi's Island? Reminds me it very much :-)
18  Games Center / Archived Projects / Re: Yet another Pacman clone ;-) on: 2005-01-12 20:20:25
Hi,

In fact I discovered this week that the statistics tracker I used had been "upgraded" since I inserted it in my webpage and installed spyware. I wasn't aware of this as the spyware only installed under Internet Explorer (I use Opera).


I am really sorry if this caused problems to anybody.


As for the javascript error you got, it was caused by the code of the tracker. You shouldn't have a problem now, I have removed the statistics tracker that caused the problems from my webpage.


I plan to make the game java webstartable for the next beta, I haven't found time yet to read the java webstart docs.

As to make the game runnable under jdk1.4, I am not sure if this is feasible easily, as I am using XPath facilities which I think were not available in JDK 1.4. I'll look into this however.

As for the game character velocities, I already toyed with them a little bit in the sources of my next release, but that has revealed me another bug I'll have to fix first before changing the velocities.


Thanks very much for your feeback

Cheers

Christophe
19  Games Center / Archived Projects / Re: Yet another Pacman clone ;-) on: 2005-01-10 10:45:14
jojoh, EgonOlsen,

May I ask you what kind of soundcard you have? I couldn't reproduce the freezing problem with sound on...

Thanks

Christophe
20  Games Center / Archived Projects / Re: Yet another Pacman clone ;-) on: 2005-01-08 16:06:47
Hi,

Thanks for your feedback. I'll have a look at the freezing with sound on. Velocities should be no big deal, I can tweak them in a config file.

Cheers

Christophe
21  Games Center / Archived Projects / Re: Yet another Pacman clone ;-) on: 2005-01-07 22:14:54
Hi folks,

After several months of playing around with the code I've released an new version of SwingPacman, with the following enhancements:

* Sound!
* Tunnels
* Completly rewritten and more realistic collision detection (pixel-perfect and distance collisions)
* New ghost AI: cut-off ghost
* Ghost restart in nest after loss of a live
* New level included
* Many many bug fixes (but still some lurking ;-)

url is still http://users.skynet.be/christophe.keller

Note that you'll need Java 5...

Cheers

Christophe

22  Java Game APIs & Engines / Java Sound & OpenAL / Re: Strange sound with/without Eclipse problem on: 2004-10-13 12:18:29
Well I found the solution...

When loaded from Eclipse, the sounds were loaded as a file url whereas from the jar, the sounds were loaded as a jar url.

AudioInputStream.read() seems to load the whole file at once using a file url, but in the case of a jar url, AudioStream reads the file chunk by chunk, and in that case I only did read the first chunk.

A do ... while loop fixed it...
23  Java Game APIs & Engines / Java Sound & OpenAL / Strange sound with/without Eclipse problem on: 2004-10-12 08:26:06
Hi,

I have a strange problem in my Java game in that the sounds (PCM-SIGNED, 8000 Hz, 16 bit mono from wav files) play ok in Eclipse but not from a standalone executable jar.

In that latter case I only hear blips and burps :-(

I suspected a difference in the JRE/JDK to be the cause but now even if I use the JDF in both instances the problem still appears.

I observed the behaviour as well with a 1.4.2_04 jdk as with the new 1.5.0.

Any toughts?

Thanks...

Christophe
24  Games Center / Archived Projects / Re: Yet another Pacman clone ;-) on: 2004-07-16 21:43:38
Thanks all for your input, it is greatly appreciated :-)

Here my answers on your comments:

* luisoft: there is only one page on my website, but I can give you the direct link to the jar file: http://users.skynet.be/christophe.keller/SwingPacmanBeta3/SwingPacman.jar. Let me know if it works...

*Foobarth: I agree that the velocities of the characters could need some tweaking, but I plan to do this more toward the end of the project. You are correct about the overlapping, it can be quite annoying when you turn a corner and a ghost still kills you. For this I think I'll need to be able to define multiple collision rectangles per game object, it's on my to do...

* dranonymous: there are no sound fx and music yet, they are also on my to do. The issue of frame resizing is not yet entirely settled in my mind, I think I'll need to have a look at other clones to see which strategy gives the best results...

Thanks all...

Cheers!
25  Games Center / Archived Projects / Re: Yet another Pacman clone ;-) on: 2004-07-14 08:15:30
Thanks for you reply! :-)

No, I don't use JLabels for the tiles, in fact the map area sits in its own JPanel, and I draw on it using java2d. Each tile and sprite in fact has its own BufferedImage and I use a BufferStrategy to have as much hardware acceleration as possible.

I'll add the problem of pacman dying under a ghost to my todo.

Cheers
26  Games Center / Archived Projects / Yet another Pacman clone ;-) on: 2004-07-11 13:09:24
Hi,

I've posted a first public beta of a Pacman I've written. It features not too bad gaphics :-), normal and power pills, ghost normal wandering and afraid states, and possibility of user-defined levels.

The address is http://users.skynet.be/christophe.keller

Comments etc... welcome

Thanks.

Chris
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