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1  Java Game APIs & Engines / J2ME / Re: Transparency issues on: 2005-05-19 09:40:25
This may be relevant:
Tip for windows gui programmers (e.g. delphi) trying to do J2ME:
Windows developers can use something like an TImage component and then set the transparent colour to any value - this is normally purple for button icons etc, but this does not apply to J2ME images. In J2ME transparency (so far) only has one value: 0x000000 in RGB mode or 0x00000000 in ARGB, etc.
I though I could get away with this (i.e. set the transparent colour value to anything I wanted) when I first started learning J2ME, but obviously not.
Just a random thought which may help prevent future confusion.
2  Java Game APIs & Engines / J2ME / Re: Integrating Nokia DevToolkit / UI w/ NetBeans on: 2005-05-19 05:40:05
Thanks Shmoove. In case other people need this info things you need to download are the Nokia S60 SDK and Nokia S40 SDK. Install these, they will automatically ask you for the JDK install path and WTK install path. Once this is done, in NB 4.0 goto Tools and select the Platform Manager option. From there all you need to do is add a new platform for J2ME - i.e. literally select the dir where the SDK for the relevant series is installed. Everything else is done for you, of course you will have to change the default emulator, but once you type in something like import and dont get any errors, then you know you're up and running. The Nokia emulators are nice... but will they actually be useful?! Grin
3  Java Game APIs & Engines / J2ME / Integrating Nokia DevToolkit / UI w/ NetBeans 4.0 on: 2005-05-18 05:39:47
Hi All

I have tried to integrate the Nokia developer toolkit with nb4 but have been unsuccessful. I chose the integrate with SunOne studio option in the installer (as this is based on nb) and then chose my nb installation dir. the installer then copies some modules the to the 'modules' dir in netbeans 4 dir which i believe is not the correct place as they should be placed under ..\netbeans 4.0\nb4\modules, The class path in the file in one of the jar files (modules) then needs to be edited (and repackaged) .... Anyway I have done this but a text file where the modules are located says I need to add a couple of lines to the ide.policy file which i am unable to locate...

has anyone been successful in integrating this and could you please provide some insight?

I have been able to install Series 40 and Series 60 as platforms in the ide and added the relevant libraries but unable to use any of the NokiaUI apis. So if I wanted to integrate only the nokia UI api classes and libs, what do I need to download and how do I integrate with nb4? do i need to manually add class paths?

4  Java Game APIs & Engines / J2ME / Re: IDE for J2ME? on: 2005-05-10 08:10:41
NetBeans 4.0 kicks ass Cool

The IDE is more stable then 3.6 (i havent seen none of those nasty java.lang.arrayoutbounds erros when the intelligent code filler listbox thing pops up trying to load j2me classes...).

It compiles a hell of a lot faster.... yes its very slow to load the app, 30 seconds to a minute. but compilation speed is excellent. may seem slow to some but consider the app compiles, preverifies, obfuscates, packages, etc etc. its awesome.

Even John Carmack is using NetBeans:

(though he does complain about the ide being very slow)

runs fine on my laptop (1.8ghz p4, 512 ram) though makes the little fan spin annoyingly a lot.

5  Java Game APIs & Engines / J2ME / Image security question on: 2005-05-09 13:47:27

Assuming I can copy some1s jar to my computer (is this possible for installed applications?)... and open it then I could easily manipulate the images, including the logo, etc, repackage and brand it as my own j2me game.

Is this actually possible... or are their ways to prevent this, or do you guys all crypt your image data in a totally different format?

6  Java Game APIs & Engines / J2ME / Re: series 60 questions (frustrations) on: 2005-05-05 13:55:56
Ok thanks a lot shhmoove.... your advice is definitely motivating.

So far I have the following installed:
- JSDK 1.5.1
- NetBeans 4.0 + Mobility Pack
- J2ME Wireless Toolkit 2.2
- A lot of documentation

What else do I need to install for series 60 phones?

7  Java Game APIs & Engines / J2ME / series 60 questions (frustrations) on: 2005-05-05 12:22:09
Hi all

Okay I am very frustrated  Angry and was going to enter the subject line as "help....." but decided those kinda subject lines annoy me, so anyway... why i am i so frustrated...

i want to develop games for series 60 devices... lets ignore marketeing and selling games for now, heres a list of some the things im having difficulty understanding:
- are all series 60 devices supposed to have the same 176 x 208 screen resolution? if so how come the siemens sx1 boasts a 176 x 220?
- i know there is an sdk for series 60. does this mean that i can just use this and base all my apps on midp 1.0? does it support things like image transparency? If so wouldnt this make nokia ui api, etc pointless? or am i asking the wrong question.
- seriously, what is the point of midp 2 if i need to make my applications compatible with midp 1 and can just use nokia ui api or SMTK?? I have realised that ill have to probably end up writing my own sprite / layer mechanisms (i mean who needs a 4 byte integer for a tile value on a mobile device?!?! Shocked). Is this what everyone else does?

As you can probably tell I am very confused... yes there are a lot of resources on the web, but seriously who designed forum nokia, i mean from a usability point of view and finding information its totally crap. Theres so many documents that just overwhelm the beginner/average developer.

I really need to start learning properly, writing games that are compatible with series 60 phones, so hopefully I can do a good uni project next year. I choose to limit my platform, makes it easier - but the amount of useless information is just giving me a headache.

I want to be more focused on writing an interesting game but all these platforms, sdks tools and whatnot are making my head spin (anyone else had the same feeling?) and seem to be limiting my creativity.

Please help with thoughts / suggestions / answers to the questions.

8  Java Game APIs & Engines / J2ME / Re: Images in MIDP 1.0 on: 2005-03-31 05:31:00
Maybe you need to recompile your class file or any other class files that use it... i know it sounds silly but depending on the development environment this may have an effect Huh
9  Java Game APIs & Engines / J2ME / Re: Favorite mobile development technology on: 2005-03-11 09:02:53
lol... Roll Eyes good point... must wake up... need more coffee... i was just really more interested in hearing more about peoples opinions / experiences on the technologies, ok a poll is not the right way to go around it!

public boolean destroyPoll() {
 if (forum.isJ2ME) {
10  Java Game APIs & Engines / J2ME / Favorite mobile development technology on: 2005-03-11 08:30:04
Sorry if I'm missing important technologies here or have got the list wrong Huh
11  Java Game APIs & Engines / J2ME / Re: Animation moving from top to bottom on: 2005-03-04 13:20:33
Its quite easy but before you delve too deep I suggest you figure out what it is your trying to achieve. You will have to use a Thread or TimerTask object to move the object every couple of milliseconds or seconds, or game ticks. And then increase/decrease the x coordinate of the sprite, using either setPosition or moveBy.

I highly recommend you have search through these forums and do some research as someone will have some sample code lieing around.

12  Java Game APIs & Engines / J2ME / Re: Sprite Movement on: 2005-03-04 13:15:52
Not quite sure... but I believe flushGraphics is used when you want to flush the current graphics buffer to the device (screen) and repaint is used when you want to force the graphics context to paint everything again to the current graphics buffer (in double buffered systems), but may not necessarily paint to the screen. Sounds about right.

13  Java Game APIs & Engines / J2ME / Re: Sprite Movement on: 2005-03-04 07:39:57

Your sprite will be an instance of the Sprite object that you have created. Using LayerManager.remove will only remove the *reference* to the sprite object you have created, from the LayerManager. To actually free the sprite you will have to set it to null.
Sprite mySprite = new Sprite(parameters...);
do some code...
remove it from layer manager...
mySprite = null;

This will enable the garbage collector to free up the memory used by the sprite. Or you can do a manual system.gc(), which wont necessarily guarantee a garbage collect... but thats beside the point.

You will have to repaint the screen every time a change is made in order to make that change visible to the user...

What I mean is...

Of course you may render your screen every few milliseconds or game ticks. This really is dependant on your code. But what I mean by the above statement is you need to make your code display those changes on the screen. In this case the change is removing the sprite. Using layermanager.remove will remove the sprite from the layer manager. But you will either have to force the layer manager to repaint or have your rendering system do it for you.

Hope this helps.

14  Java Game APIs & Engines / J2ME / Re: TiledLayer - implementation question / suggest on: 2005-02-22 09:20:06
ok even i didnt understand my last statement...

so isit best to stick to midp 1 for now, considering most people dont even have midp 2 phones... i have a nokia 6600 which ive had for more than 1 year, runs midp 2 but not a lot of phones do...

what about gamecanvas that has a lot of useful stuff, such as querying key states?? no?
15  Java Game APIs & Engines / J2ME / Re: TiledLayer - implementation question / suggest on: 2005-02-22 08:59:36
so its just to stick to midp 2 now?
what about gamecanvas that has a lot of useful stuff, such as querying key states??

16  Java Game APIs & Engines / J2ME / Re: TiledLayer - implementation question / suggest on: 2005-02-22 06:54:56
also in response to davidaprice, is the performance you have gained based on an emulator only or tested on actual devices?

and how many layers do you typically have, how big and how many sprites does your game deal with?

17  Java Game APIs & Engines / J2ME / Re: TiledLayer - implementation question / suggest on: 2005-02-22 06:45:36
or even better do you know of any better packages? Or do you code your own?

18  Java Game APIs & Engines / J2ME / Re: TiledLayer - implementation question / suggest on: 2005-02-22 06:38:24
Ok, well I've been thinking about the advantages and shortfalls of the Game package... I'm new to games programming and j2me but not programming. so what your saying is that its better i write my own tile/ scene management routines?

Sprite / GameObject is one I will definitely I look into, but the inclusion of frame sequences is quite useful and makes things really easy... I suppose setClip can be used, but I have heard it causes problems...
19  Java Game APIs & Engines / J2ME / TiledLayer - implementation question / suggestion on: 2005-02-21 08:34:49
Hi All

I was just wondering would it not have been better if Sun used a byte for each of the cells in tiled layer or even better short? I mean a short only consumes 2 bytes as opposed to the 4 bytes of an int.

Assuming you have 4 layers of 64 * 64 bytes, thats 16k worth of heap memory being used... Does TiledLayer use any form of compression?

I personally don't think there is any need for int values as noone is going to be able to fit 4 billion tiles in their game anyway...

Is is just me or does anyone else agree with this? Huh
Perhaps we could write our own ByteTiledLayer or ShortTiledLayer implemenation...

20  Java Game APIs & Engines / J2ME / Re: Inconistent or missing stackmap at target? on: 2005-02-15 08:05:56
Thanks Wood. I don't think WTK has anyway of checking other dirs, or even mounting them - then again maybe im being lazy to!

I have my code seperated from my install dir for basic reasons:
If windows plays up and C needs formatting then I will loose all my work! Ok we can use command line tools, etc to all the necessary work but its unnecessary extra effort! I personally think its best to keep dev kit dirs seperate from code dirs, especially if you decide to uninstall the product.

Also having your own dirs makes locating and backing up files much easier. Just a thought!¬

p.s. I like my root dirs in capitals, its just the way I do things, some day I may go back to lower!
21  Java Game APIs & Engines / J2ME / Re: Inconistent or missing stackmap at target? on: 2005-02-11 07:44:55

According to Sun's documentation, the build process automatically preverifies the class file. I have no compilation errors, this is only thrown up during runtime.

I will have to try Wood's suggestion later as I am at work... the code is on my home pc so will post it sometime soon.

If I wanted to preverify manually, I would obviously use preverify.exe located in {$WirelessToolkit2.2 Base}\bin... only problem is I cant get it to see the file, I do something like:
preverify F:\MOBILE\PROTO1\
Am I typing in the parameter incorrectly, do I need to include "\\" for a backslash? Also what file format does preverification produce?

Thank you guys
22  Java Game APIs & Engines / J2ME / Re: J2ME Content Sites on: 2005-02-10 08:31:48 definitely deserves some attention.

23  Java Game APIs & Engines / J2ME / Inconistent or missing stackmap at target? on: 2005-02-10 07:24:52

I have written a very simple helper class for a j2me app. It only contains a few integer fields, a constructor and two methods. I also have import java.lang.Math;

It compiles fine but when I run my application I get something like:
Error verifying method BoundBox.moveBy(II)V
approximate bytecode offset 18.
Inconsistent or missing stackmap at target
ALERT: java/lang/verifyError BoundBox

I am using Sun Wireless Studio built on Netbeans. I have not come accross this issue before, the few searches I have done on the net have resulted in me thinking that there is something wrong with the preverification process.

I only get this problem when I exclude the two methods from my class. Including them throws this error. They are fairly simple and only do some integer math.

Has anyone come accross this before and what is the workaround to it? Why am I getting this issue, isit because I am using the Math class?

Thank You
24  Java Game APIs & Engines / J2ME / Java bytes -128...+127 vs. normal byte range issue on: 2005-02-08 09:08:15
Hi All

Ok, say for example we use a tile map editor such as mappy ( to create a map file for a game. The range of tiles we have can be anything from 0..255, i.e. a standard byte.

The standard byte in java has a range from -128..127. Can this cause any issues and is there anyway to deal with this?

Also I would like to know how an Image deals with RGB values for every pixel. maybe they are short or int values but that takes up too much space, (of course we can always use colour pallettes) so if we want to use a byte for each value and the max range is only 128 we will have some problems... what is the actual implementation?

unless of course we convert the negative numbers to their positive counterparts using some bit operations...

any thoughts / suggestions / solutions are most welcome. Also is this actually a problem you may have come accross in developing your games or is it really not a cause for concern?

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