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1  Java Game APIs & Engines / J2ME / Re: N-Gage, series 60 emulator on: 2005-04-28 17:49:43
I downloaded "S60v106_Install.exe"
However, after installed the emulator, it seems to be the same of the version 2. (i.e "nS60_jme_sdk_v2_6f2.zip")
It is the blue color emulator and with the same screen size.
Therefore, I'm not sure that whether my emulator is correct or not.
Thank you for your reply
2  Java Game APIs & Engines / J2ME / Re: N-Gage, series 60 emulator on: 2005-04-26 12:04:59
Thank you  Cheesy
3  Java Game APIs & Engines / J2ME / N-Gage, series 60 emulator on: 2005-04-26 10:40:22
I just downloaded the S60 SDK and I want to use it for my N-Gage emulator.
However, the screen size seems to be larger than N-Gage. Is it the correct simulator for N-gage?
Thanks
4  Java Game APIs & Engines / J2ME / Re: Image file size on: 2005-03-18 11:05:07
Thanks a lot~ Cheesy
5  Java Game APIs & Engines / J2ME / Re: Image file size on: 2005-03-18 10:03:38
Thanks for your reply~ Smiley
I use photoshop to draw it and save it for 8 color png, may be my sprite is large, it is about 57 x 64 for each sprite, but when I try to reduce the size, the image doesn't look very well. Sad
Also, Could you tell me what is "png crush (command line compression app)"?
Thank you very much~ Smiley
6  Java Game APIs & Engines / J2ME / Re: Strange Sprite Animation on: 2005-03-17 16:10:08
I see. Thanks for your explaination~ Cheesy
7  Java Game APIs & Engines / J2ME / Image file size on: 2005-03-17 16:08:02
Does it is very large for using 1.57 (average) kb for each sprite/image for displaying on the screen (may contain 3 or 4 sprite on the screen at one time)?
Thanks for your reply~
8  Java Game APIs & Engines / J2ME / Re: MIDP buttons problems (i.e KEY_NUM0) on: 2005-03-14 10:06:23
Thanks for your reply, and your explaination is very detailed. Thank you very much!! Cheesy
9  Java Game APIs & Engines / J2ME / MIDP buttons problems (i.e KEY_NUM0) on: 2005-03-13 17:46:03
Excuse me, my program apply GameCanvas,
and then apply this:
public void keyPressed (int keyCode) {
int gameCode = getGameAction(keyCode);
switch(gameCode) {
case Game_A:
.......
.......
case KEY_NUM0:
....
.....
}}


All buttons can work but except KEY_NUM0,
if :
KEY_NUM1 -> GAME_A
KEY_NUM2 -> UP
KEY_NUM3 -> GAME_B
KEY_NUM4 -> LEFT
KEY_NUM5 -> FIRE
KEY_NUM6 -> RIGHT
KEY_NUM7 -> GAME_C
KEY_NUM8 -> DOWN
KEY_NUM9 -> GAME_D
KEY_NUM0-> Huh??
Thank you very much !
10  Java Game APIs & Engines / J2ME / Re: Strange Sprite Animation on: 2005-03-11 16:11:47
Thanks for your reply, Mr Wood!
And my second question is does it necessary to add "doDraw3(g)" in the while loop?
since I already apply "y=y+10" and "repaint()" but when I remove the code of "doDraw3(g)", the "repaint" does not work anything for "y=y+10" for me (i.e the screen remains unchanged).
Thanks for your reply~
11  Java Game APIs & Engines / J2ME / Strange Sprite Animation on: 2005-03-10 13:33:38
I use a random integer to determine which image will be
fallen (i.e: just like Tetris), so in the run method I apply:
public void run()
{
long st=0;
long et =0;
while(conti) {
st = System.currentTimeMillis();
y = y + 10;
repaint();
doDraw3(g);
randInt = Math.abs(rand.nextInt()%2);
System.out.println("name ID = "+nameID);
et = System.currentTimeMillis();
if ((et-st)<rate)
{
try { Thread.sleep(rate-(et-st));} catch (Exception exp) {}
}
}
}

For the paint method i.e doDraw3(g):
public void doDraw3(Graphics g) {
g.setColor(0x00000000);
g.fillRect(0, 0, 300, 300);


try {img00 = Image.createImage("/00.png");
      img01 = Image.createImage("/01.png");
}catch(Exception e) {}
if(randInt==0) {
nameID = "0";
s0=createNumber("/00.png");
               }
else if(randInt==1) {
nameID = "1";
s1=createNumber("/01.png");
}      
}
where s0 and s1 are sprites.
The result is the image is fallen from the top to the bottom, but the image is changing for every MillisSecond during the falling process.
I want to fix them. Do I have something is go wrong? Huh  Thanks for your reply!
12  Java Game APIs & Engines / J2ME / Card Game Problem Again, plz help on: 2004-12-06 13:10:21
The file: http://hk.geocities.com/javamobilegame/Game.zip

I want to make the deal card function, and I want to make the function that, after I pressed the "Clear" button, the card will remove from layermanager, just like we release a card during playing the card game.
However, it change the card after release the card. Angry

Can anybody help me to debug this or tell me how to solve this problem? thanks a lot~  Smiley
13  Java Game APIs & Engines / J2ME / Re: Mobile card game design problem on: 2004-11-09 16:29:48
Smiley I see, Thanks a lot~~ Cheesy
14  Java Game APIs & Engines / J2ME / Re: Mobile card game design problem on: 2004-11-06 13:54:27
I see  Cheesy
:DThanks for your suggestions~~ Cheesy
15  Java Game APIs & Engines / J2ME / Re: Mobile card game design problem on: 2004-11-06 12:08:05
Cheesy I see, thanks a lot~
And Does it an AWT's elements?
Also can I set different properties for each clips?
Thanks for your reply~
16  Java Game APIs & Engines / J2ME / Re: Mobile card game design problem on: 2004-11-06 06:18:05
:DThanks for all suggestions.
Can you tell me where can I find the tutorial about clipping? Cheesy
Thanks a lot~ Cheesy
17  Java Game APIs & Engines / J2ME / Mobile card game design problem on: 2004-11-05 04:26:53
If I want to design a card game, and I want to use Sprite to represent each card (p.s: one PNG contains 52 cards), also I want to draw 13 cards from 52 cards and place on the desk accordingly, Do anybody can tell me what should I do?
I try make a For Loop statement, but it cannot place 13
cards on the desk, it only place "1" card on the desk.

the statements are:

LayerManager lm = new LayerManager();
private Sprite[] c2 = new Sprite[51];

for (int i=0; i<13; i++) {
c2 = createCard("/LONGMinicardfull2.png");
lm.append(c2);
Random rand = new Random();
n = Math.abs(rand.nextInt()%52);
coordX = coordX+5;
Graphics g = getGraphics();
render(g);
}




Thanks for you help!
18  Java Game APIs & Engines / J2ME / Re: Sprite Array, please Help! on: 2004-11-05 02:58:03
I see, thanks  Cheesy
19  Java Game APIs & Engines / J2ME / Sprite Array, please Help! on: 2004-11-04 14:25:38
Dear everybody,
my code generates NullPointerException after I change the sprite into array, the code is shown below:

private Sprite[] c2;



public GameScreen() {
for (int i=0; i<51; i++) {
Random rand = new Random();
n = Math.abs(rand.nextInt()%52);
coordX = coordX+1;

Graphics g = getGraphics();
render(g);

c2 = createCard("/LONGMinicardfull.png");
lm.append(c2);

}
}


The code were built without any error, but it has some exception after I run the program

Thank you very much


20  Java Game APIs & Engines / J2ME / Re: J2ME Ranom on: 2004-11-04 11:20:50
Cheesy I see, thanks you very much  Cheesy
21  Java Game APIs & Engines / J2ME / J2ME Ranom on: 2004-11-03 13:41:17
How can I set an Integer which comes from the Random number, but the Random range is draw from 1-100?? Huh

Thanks a lot~ Smiley
22  Java Game APIs & Engines / J2ME / Re: How can I call a specific "Sprite" f on: 2004-11-03 01:56:18
I see , Thank you very much!! Smiley
23  Java Game APIs & Engines / J2ME / How can I call a specific "Sprite" from on: 2004-11-03 00:46:03
Hello, everybody.
I successfully seperated the png into 10 sprites, the size are all 32 x 32.
My question is Can I call a specific frame or sprite but not use "nextFrame() or preFrame()" to call it?

Thanks for your help!!
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