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1  Games Center / WIP games, tools & toy projects / Re: TUER : Try an Unusual Experience of Revolution (MD3, fullscreen and other pb on: 2007-11-15 16:22:03

First off, nice work, its good to see a project like this making lots of progress.

The only thing I have to comment on at the moment, is that you definitely should add a loading bar to the loading screen. I thought the game had froze and i started trying to alt tab out of it.

Which brings me to a problem i experienced while trying to play. When the game was up and it said click the mouse button to play, i couldnt alt tab away from the screen. My desktop would flicker while i was pressing the keys, and then the window would be back up. But it didnt have focus so i could not click for the menu until i had alt tabbed back to the window (watching very carefully through the flickers for the java icon of the game Tongue)

But yea, other than that its sweet (Y)
2  Game Development / Game Play & Game Design / Re: What would be the best thing to use for an MMORPG? on: 2007-11-14 23:03:22
its a matter of knowing what each of those libraries you mention do, and how they work.

Some have ease of use, where others have control, but require more expertise.

I think you should just keep learning Java, and go through some tutorials for all three of those you mentioned and see which one you like better, and then use that.
3  Games Center / Archived Projects / Re: Bloodridge on: 2007-11-13 20:35:18
worked great on my system.

i also found it a bit difficult to get interested in the game, but nonetheless is was sweet.
4  Games Center / Showcase / Re: tiicoon - Multiplayer City Simulation on: 2007-11-13 20:28:14

Wow, that is a great game.

Everything worked great for me, i had no problems with the scrolling of the map, it scrolled along nice and smooth.

I was able to start a map, and then build roads and mines and things around.

To make it a multiplayer city simulation, you would need some sort of competition against other cities. Heh, without going for the old "build an army and kill the other cities" i dont really have any ideas in terms of making multiplayer have any point to it.
5  Discussions / General Discussions / Re: State of Java Gaming? on: 2007-11-13 15:34:50
From my perspective, i am of the opinion that little has change since i used to be an avid game programmer.

Ive been away web programming for several years, and since ive come back to these forums, all i really see that is new is more 3d engine projects.

Why doesnt everyone join one 3d engine project and perfect it rather than trying to reinvent the wheel all the time?

6  Game Development / Newbie & Debugging Questions / Re: math question on: 2005-03-21 20:09:33
nice okay i got that working, but now i have another problem..

im using the same method of lining up cars to lines in my game for the admin cars, so what i did was precalculate an array of angles so that as the ai car moved along and hit certain points it would take up a new angle. the track is "circle" which is made up of lines, and is drawn as a polygon, so if u can imagine that.. lol. the problem here is that if a line has an opposite slope to another line, then the angle will be the same.

so to draw
|               (x2,y2)
| (x1,y1)

the angle here is say 30 (degrees) and the car should in theory be facing at (x2,y2) and accelerate that way when it accelerates

|             (x1,y1)

here the angle works out (if x1 and y1 become x2 and y2 respectively) to the same as the above example, so im wondering how to get what that angle would be if u took into consideration that the begining angle is zero.

or maybe if i just added that angle value to what ever is was before it hit that line?

thanks alot for any comments or whatever about this.
7  Game Development / Newbie & Debugging Questions / math question on: 2005-03-19 01:37:31
ok ill first draw a diagram..

0 degrees
|                      (x2,y2)
|  (x,y)
|_______________ 90 degrees

so up there i have two known points, and i want to find the angle at which (x,y) must be rotated to be facing (x2,y2). this is for my car racing game, im trying to line up (just the human) car at to the finish line. what im doing is finding the mid point of the finish/starting line, then i give it an offset (so thats is somewhere before the starting line) then i calculate the angle to the point on the starting line where the car will be perdendicular to.

i was using something like the rule cos(theta) = y/x, but for some reason that doesnt really work to great. it works if i calculate the angle the car must travel to hit the midpoint, but if i try and move that point, then for some reason it doesnt give me the expected results.

thanks for any help Smiley

8  Game Development / Newbie & Debugging Questions / Re: making a tilemap on: 2005-03-18 12:21:53
using a tile map would work, but since your track is likely going to be curved and then the tiles will be inaccurate collision detection. one thing u can do is make track segments, which would basically be points that outline where the track is. that way u can connect points together into lines to detect for collisions if your car crosses the track boundaries, and u can connect them the other way to keep track of where the car is, and if the guy crosses the finish line going the right way.
9  Game Development / Newbie & Debugging Questions / 1.4 and 1.5 on: 2005-03-18 00:48:47
i was just wondering where i can find out about the differences between 1.4 and 1.5 when it comes to game developing. i have 1.5 and i read in another thread that it was not very backwards compatible, so i was just wondering what to look out for..

thanks Smiley
10  Games Center / Archived Projects / Re: chopper game pre-release question on: 2005-03-16 15:10:47
that is pretty cool!

i think u should make the mouse control the direction you are going and then forward arrow is acceleration forward backward arrow acceleration backward mouse button shoot, and left and right arrows strafe.  u definitly should add indicators, and if u are going to add a wrap so that there is no level boundary, then i think u should add things to the world that people can identify as a certain place so that players can have an idea of where they are in the world.
11  Game Development / Game Play & Game Design / Re: car motion on: 2005-03-16 12:49:45
ok that looks like it will work, ill try and implement it into what im working with

thanks for your help.
12  Game Development / Game Play & Game Design / Re: car motion on: 2005-03-16 12:09:07
this looks good, what does deltaTime represent? and where does it come from?
13  Game Development / Game Play & Game Design / car motion on: 2005-03-15 21:27:14

i have been fooling around with the idea of making a top down racing game (seems like a few ppl are doing that) but anyway.. ive been having some trouble with the motion of the car.

so far ive got it "driving" around the screen, no track or any boundaries it just goes. i sortof got the turning down, but then it i have a bit of a problem that i dont know how to solve yet which is slowing down when turning aswell. when i take my finger off the accelerator button, but i turn aswell, it does follow the path of the turning thing, it just goes in the last direction it was when the accelerator goes. i tried several approaches to this problem, mostly involving moving around the place where i calculated the angle it should be moving, because thats what i figured i should do, but it didnt really work, at all..

so this is the current part of my code with the accelerating and angle stuff:
if (keys[KeyEvent.VK_LEFT]) {
                  if (keys[KeyEvent.VK_RIGHT]) {
                  if (keys[KeyEvent.VK_UP]){
                        pcar[VX] += Math.sin(Math.toRadians(pcar[T])) * 1.0;
                        pcar[VY] += -Math.cos(Math.toRadians(pcar[T])) * 1.0;
                  if (keys[KeyEvent.VK_DOWN]) {
                        pcar[VX] += -Math.sin(Math.toRadians(pcar[T])) * 1.0;
                        pcar[VY] += Math.cos(Math.toRadians(pcar[T])) * 1.0;
                  pcar[VX] *= 0.9;
                  pcar[VY] *= 0.9;
                  pcar[DX] += pcar[VX];
                  pcar[DY] += pcar[VY];

dx/y is the cars position, vx/y is the velocity in that direction and T is the angle at which the car is currently rotated. this code here just has the car deccelerate in the direction it was last traveling with the accelerator pushed.

i also had the Math.sin, and Math.cos calculations in with the "friction" thing (pcar[vx] *= Math.sin(Math.toRadians(pcar[T])) * 0.9) but that didnt work.

so what im looking for is any info regarding car physics, and anything on this trigonometry stuff in general

thanks alot Smiley
14  Discussions / General Discussions / Re: J4K on: 2005-03-13 12:04:44
Look alive, people! It seems Javalobby just noticed us.

wow that is cool! you guys should all become mobile games programmers. for what u cand do with 4k, you could make some sweet games.
15  Game Development / Game Play & Game Design / Re: how to move object one by one? on: 2005-03-13 11:13:09
i made a game like this, and used pixel perfect movement, but i used tile perfect collision detecting.
16  Game Development / Game Play & Game Design / Re: Race Against a Previous Lap in 2D Driving Game on: 2005-03-13 01:23:13
if u found a way to record the persons position at whatever time, then u could just do a position time "graph" sort of thing and just show the ghost position for the time.

im not sure how u would go about doing this, if it were me i would probably start with arrays or something, but i think theres probably a better way.

good idea tho, i look forward to playing this:)
17  Game Development / Game Play & Game Design / Re: firing timer on: 2005-03-13 01:19:41
hmm cool. thats what i did for something else, i forget what.. but it was the same type of code.

thanks Cheesy
18  Game Development / Game Play & Game Design / firing timer on: 2005-03-09 19:07:15
hey everyone, what im asking is fairly basic, but anyway here goes. in some of the space shooter games i made u always had to continually press the space bar to fire, but i want to make it so that u can press and hold the space bar, and it will fire bullets at a constant rate, but not so that it shoots them out really fast.

so what im asking is how would one go about coding up some sort of timer or something to do this? i usually just make a variable that counts miliseconds and then when i get a certain amount i fire the next shot, or do the next thing. but i was thinking that there must be a better or different way to do this.

19  Game Development / Newbie & Debugging Questions / Re: How to create a simple maze ? on: 2005-03-09 18:57:27
check out the pacman game on

i made that with the guy who has that site. and the maze stuff is pretty simple. post back if u have any questions
20  Game Development / Newbie & Debugging Questions / Re: 2d racing game on: 2005-03-02 21:32:59
look up about tile maps, and some trig stuff if u want the car to have realistic movement. abu5e made a cool racing game for one of the previous 4k contests. u should be able to find a link for it, or find him for the game so u can see its. its a cool game.
21  Game Development / Newbie & Debugging Questions / Re: OutOfMemoryError on: 2005-03-02 21:27:21
doh! scuse me while I wipe the egg from my face!  Embarrassed   Grin

as I said, im a total newbie to Java, and still trying to get my head round all this stuff! so total cockups are pretty common here at the mo! hehe...

the reason i had the extends fscreen in the file was I was trying to be lazy and not having to pass over some of the 'global' variables (ie the WIDTH & HEIGHT)

I see what you was getting at with the constant calling one, then the other calling the first again etc in a never ending loop!

Will go and have a read up a bit more on the constructors etc as with having so many things to look at, its hard to work out what you NEED to look at FIRST!

thanks for the help guys! much appreciated!

if u havent already done so, make those global variables static so that u can just use them anywhere like fscreen.WIDTH, or fscreen.HEIGHT.

K.I.L.E.R, just out of curiosity, what would've happened if he was using C/Cpp?
22  Game Development / Newbie & Debugging Questions / Re: hello hello everyone on: 2005-02-23 21:36:11

oop is pretty easy.. its like, you have a class of methods, variables and all that, and then u can just initialize them as u need. its like an extended idea of structs in C.

since u arent new to programming and u know C and qbasic, you'll likely have an easy time picking of java, and oop in no time.

good luck (break a leg hehe)
23  Discussions / Miscellaneous Topics / Re: intersting read at on: 2005-02-23 21:22:54
what the hell, how can u patent an aspect of logic? thats so stupid.
24  Game Development / Newbie & Debugging Questions / Re: webstart problem on: 2005-02-22 19:20:08
>since all webstart applications have to be signed

Only if you ask for permissions.

If you don't go fullscreen, don't read/write files, don't connect to other machines (except the server it came from), don't load native code...

...then you don't need any special permissions at all (and therefore no cert).

It's pretty much the same thing with applets.

what the? really? i thought webstart allowed u to make programs that ran off the internet and had the same permissions as applications? that would be better in my opinion, because the user can control them with the appp manager, so if some loser makes some retarded "virus" with java then the user would likely not run it.

25  Game Development / Newbie & Debugging Questions / Re: hello hello everyone on: 2005-02-22 19:15:14
i dont know if u can change the text color, i think u can sortof mess with cursor position. you would think u would beable to do that..

but you know, its not really that hard to do graphical programming. you'll probably have more fun with it, and learn more about the language with the project than doing a text game.

what do u know about java so far anyway?
26  Game Development / Newbie & Debugging Questions / Re: yet another simple q, about String on: 2005-02-22 19:12:06
i dont think there is really a set one, but i think its either 256 bytes, or just the size of your ram. but i think you'll find in alot of programming, you'll never really need to have a string be some crazy large amount of memory. if you are working with that much memory, it would likely be easier to work with it in chunks, and just take chucks at a time out of a file or where ever it is that u are getting the string.

of course, u always have the question of how do word processors store all that data, but we havent really got that far in computer science lol.. apparently it was a really neat idea or something, and almost an accident to how they did that.
27  Discussions / Miscellaneous Topics / Re: I feel guilty... on: 2005-02-21 21:27:53
i use static classes if i only need one instance of a certain class, which are usually controllers for things, like the controller for enemies is static, but the enemies them selves are not.
28  Discussions / Miscellaneous Topics / Re: Do you listen to music when you code?  Which on: 2005-02-21 21:08:55
Just a note, i used to be on here alot, then went to other interests, then came back because i just got back into java and stuff, so i would like to say hi to everyone who knows me, and hi to those who dont Smiley

and i do indeed listen to music,

bands like

led zeppelin
black sabbath/ozzy
van halen
joe satriani
steve vai

and other stuff that is like that.
29  Discussions / Miscellaneous Topics / Re: Getting resources from a .jar file on: 2004-03-15 12:14:54
First.. dont use ImageIcon. use

and .. since getClass().getResource() returns a URL, then what u do is open an inputstream from that and read the bytes.

30  Discussions / Miscellaneous Topics / Re: Hey CAS!!! (and anyone else) on: 2004-03-15 12:04:38
hmm well its interesting to see what u guys think of it..

ill show ceranith this thread when he comes on msn later Cheesy
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