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1  Games Center / 4K Game Competition - 2008 / Re: Applet code... on: 2007-12-19 15:21:05
it remove reference on thread, and exiting the run method kill thread , so no reference and thread not running (run method ended) anymore implied that it is freed.

Threads are freed after they terminate. You don't need to worry about having a circular reference. The JVM will automatically detect that both the dead thread and the Applet are ready for garbage collection.
2  Games Center / 4K Game Competition - 2008 / Re: Sprite compression Tool on: 2007-12-19 15:03:21
The BMP as been created using the 4 bit RLE option
The PNG has been passed though pngcrush using the brute and reduce options
The GIF has no extra options
The Ordered Index Differences version used the -auto and -noTrans options

Image Sprite used:

FORMAT       BYTES      1060      1074      1111      625

Using SuperPackME:

1     594

I used InfoZip with the -9 option, so you can probably get better compression using 7Zip or KZip. (For comparison, I got 681 bytes for OID using InfoZip.)

Not to steal your thunder. This looks like a pretty cool tool! Do you know if the decompresser compiles any smaller than SuperPackME? That was where I was always losing some of my space. I did optimize the decompresser over the officially released version, but I always felt that it should be possible to get just a smidge more out of it. Smiley
3  Games Center / 4K Game Competition - 2007 / Re: 4k Penguins on: 2007-03-22 15:20:29
SuperPackME uses a unique format to store image data... It will produce  a file that you'll need to include in your jar.
Actually, it will produce a file for inlining into the Class file. Look at the Readme.html file. It explains how to use the BinaryToHex and ClassInliner tools to insert the data into your file.

The file contains the necessary code for decoding the inlined data. You can either strip the necessary functions out of that, or rename it and use it as the basis for your code.

As I said before, I used sort of a customized version where I produced a big array of bytes and included that in my source code itself rather than using an external file. Considering I was only using it for two images, the external file didn't seem worth it...
This should have been unnecessary. SuperPackME already has all the tools to do this.

Just something to keep in mind for the next contest. Smiley
4  Games Center / 4K Game Competition - 2007 / Re: Judging on: 2006-09-26 22:03:22
curveballs aren't being thrown by me, they are just happening. who's to blame? who cares. the "infamous" Xero-Zero judge clicked the link, it crashed his system, he gave it a 0. sucks, but that goes back to using fullscreen is a gamble.. not just across OSs, but across hardware.


Whatever. Apparently it's eaiser to say, "we'll spread the blame around, then ignore that issues occurred" rather than looking at ways of improving the contest like we've done in previous years. Perhaps I'm an old dinosaur around here. Sorry I showed up.
5  Games Center / 4K Game Competition - 2007 / Re: Judging on: 2006-09-26 21:35:06
but what you're saying is that I should've let you alter the JNLP *after* the March 1 due date, which isn't fair. this is why you should test, and get your friends to test, and their friends to test. surely somebody has a 1.5 JRE (especially if it was posted on JGO??)
His code was tested and found to be compatible with the 1.4 standard for last year's contest. Merely completing the download of the 1.4 JVM (which was all automatic) would have allowed the judge to complete his job. Even on a dial-up, that shouldn't have taken more than a half-hour to an hour.

I don't understand why validation of the scores is such a big deal. Huh

When I handled them back in 2004, I sent the sheets back to the judges a few times to make sure that their scoring was correct, and that there were no anomolies. Changes were made, and each judge signed off on his scores (sometimes overriding concerns I had) before they went public.

judging is taking a large step in another direction this year, with two new systems in place. if you haven't read about it, they are: 1) chosen judges board and 2) people's choice award
Sounds cool. Smiley

even with the chosen judges board we cannot guarantee a "compatibility minimum" per se
I don't think anyone is asking for one. Merely guidance on what to expect during testing and judging. Remember, everyone is doing this for fun. Throwing them unexpected curve balls is no picnic.
6  Games Center / 4K Game Competition - 2007 / Re: The J4K Legacy on: 2006-09-26 21:07:28
When did you first enter?
First year. Abuse kicked my butt. Wink

Are you going to have a go this year?
Always do.

BTW, you guys can help record the legacy of the contest:

7  Games Center / 4K Game Competition - 2007 / Re: Judging on: 2006-09-26 19:41:03
for the record, the judge in question was running Windows XP SP2.

That's good to know. So to be clear, a Linux-compatible version wouldn't have helped at the time? Wink

please note that the rules are presented clearly, but the adaptations learned from the year do not appear until the next year. since I have been running the contest, there has not ever been a Windows-only rule, and I don't even remember one. (and don't bother referencing one, because I believe you)

I've actually been harping on this for a few years now, so how about we see about getting this codified? Do we require all games to run on all three platforms, or can they optionally only run on specific platforms? The former would mean that game developers would have an added burden of testing all systems, and having to work around platform-specific bugs.

The latter would make the lives of developers easier, but it would force the judges to test on one of the systems the developer claims to support. (For example, Xero would have only been testable on Windows and Mac.) There are tradeoffs either way, but the important thing is that we're clear on what is accepted and what isn't. Smiley

regardless, fullscreen is a gamble, even on windows.

Writing *code* is a gamble. Technical issues can and will occur. That doesn't mean that judges shouldn't make a best-effort to solve the issue. While I was a bit upset that Blah was unable to judge several items in year 3, he did make an effort. Here are a few of his comments:

JM4K - Full screen game that doesn't work even on windows, crashes out
Pang 4K - broken - supplied instructions fail to work in windows or mac

He included several other comments related to code that wasn't Mac or Linux friendly, but mostly just dinged them a bonus point. As you may remember, Blah's difficulties were what lead to the creation of the executable rule that forbade code that required batch files or command line sequences. This rule was very effective in preventing the same issue from occuring last year.

Now again, we face a similar issue. How do we want to adapt to the problem this year? My take is that the judge should be required to perform *basic* troubleshooting before his score is accepted on the matter. If we don't want to do that, then other options include:

  • Allowing judges to abstain.
  • Use Truncated Mean Scoring

the situation with Xero is regrettable

It is regrettable, but it also isn't the point. You know that I would argue this whether it was my game or not. (Actually, I might argue a lot less if it was just mine. Wink) I participate in solving these issues every year.

The point is that a problem developed last year in more than one entry. Several suggestions were offered to solve the issue, some without making significant changes to the existing system. Let's do like we do every year: discuss the matter and make a decision about how it should be solved. Our current system is getting really close to excellent. If we can continue to shake out the bugs, hopefully we can get it near to perfect. Smiley

but wouldn't ever be completely avoidable (unless you all want to donate a handful of computers of the exact same hardware specs to me for each of the judges). this is one of the gotchas of using a judges' board that is both voluntary and long distant.

The distance involved is well understood. My own suggestion is not to make the machines uniform, but to:

1. Make a decision on the allowable platforms for judging.
2. Make a clear decision on what that means for the contestants.
3. Have the contest manager (in this case, you Woogley Wink) certify that a judge made a best effort to get a game to run before accepting their score. (Remember, once the scores are published, it's too late for a judge to say, "Oh look, I got it to run!")

1 & 2 were not an issue in last year's contest. However, I think they should probably be resolved now, as Java Gaming is now approaching 100% feature compatibility across platforms. Thus we're more likely to experience issues going forward.

3 is the key point as it relates to last year. My suggestion is a simple one that places no extraordinary burden on the judges, contest manager, or developers. If a judge certifies that he's made a best effort, then by all means ding the contestant for it. I just don't think it's a good idea to be accepting scores that are incomplete due to no fault of the developer. Smiley

(also, I have been around since contest #1. try not to remember my "rock/paper/scissors" game and other creations.. >_>)
I trying to remember. Wasn't there a year or two you didn't submit an entry? Or is that my faulty memory?  Huh Smiley
8  Games Center / 4K Game Competition - 2007 / Re: Judging on: 2006-09-26 18:17:03
Need to get a nice clear target platform specification this year. Personal opinion here would be that it's better to require support for all platforms in the now Java glory days where it's actually possible Smiley
Depends. Is Linux fullscreen support officially operating now? Grin

Actually, this still does create some issues. Like I said, there's plenty of developers who don't have access to a Mac or Linux machine. While Blah did do some judging on a Mac in Year 3 (something which I admonished him for), he also tested on Windows when it wouldn't work on his Mac. I also remember the Planet Lander game not working on the Mac, and the poor developer struggling blindly to make it work when he didn't have access to a machine.

Sooo... it's a tricky subject that probably needs a bit of discussion.

PS. I love the fact you can refer back to "year 2" (and year 1 presumably). 4K it's just a contest, it's a legacy man! Smiley

Fascinating, isn't it? I wonder, has anyone besides me been in every contest since it began? There has to be someone. Huh
9  Games Center / 4K Game Competition - 2007 / Re: Judging on: 2006-09-26 17:40:07
Hey JB Smiley
Howdy! Smiley

I didn't realise the games only had to be playable on Windows - interesting - I feel some nice new hacks coming on Smiley
Historically, judging was required to happen on Windows machines as they were the common denominator. (I think it was year 2 we discussed this? I'll see if I can look it up.) Macs were excluded because not many people had them (not to mention 1.4 wasn't available at the time), and Linux had too many oddities to make for a suitable judging platform.

For example, Abuses 4K Shooter in year 2 was only designed to run on Windows. (Feel free to pop in here Anon666/Abuse. Wink) Because of this decision, Fullscreen was deemed "okay", and many games went on to use it. (Although you do take a HUGE hit for going fullscreen.) I don't mind if this changes, but the rules should be codified on this up front. Smiley
10  Games Center / 4K Game Competition - 2007 / Re: Judging on: 2006-09-26 17:24:08
as much of a jbanes fan that I am.. you can also blame him! why? obviously not enough testing.. it is well known that java fullscreen on linux is a gamble..

Now WAAAAAIIIT a minute here. Are you telling me that the judge was running Linux?!? Huh

Because that needs to be disclosed up front. It changes the entire dynamic of the contest, making several features unavailable. It also forces the participants to test across platforms they may not have available. The latter issue is why the contest has historically required the judges to run Windows, as it's the common denominator system that we can expect all contestants to be able to test on. Because of this, fullscreen has also traditionally been allowed by contestants, not just myself.

I have continued (and will continue) to stick with fullscreen mode for reasons I've gone into in the past, and well documented in my game's manual. If the rules are going to change not to allow this, then they need to be stated before the contest starts, not after several people got lower scores because they didn't count on having to test on a machine they don't have.

heh, even on windows! providing a backup "windowed" version could have maybe saved him the bad surprise.

1. There's no guarantee that the judge would not have had a crash. (Unless he was running Linux.) While fullscreen tends to crash more often, Java occasionally crashes any time the BufferStrategy pipeline is initialized.

2. From the comments, it doesn't sound like the judge ran the game more than once. Why would he have tried the Windowed version if he automatically assumed that the program was broken?

I don't mind taking my lumps (and I said so last year), but a judge's evaluation of being unable to run a program should not be accepted until he's tried some simple diagnostics, like rebooting. In fact, simply trying a second time is usually enough to clear whatever problem occurred. Only after the judge is certain that he can't run it AND that it's the fault of the coder should his score be accepted. While I appreciate that you wished you could have changed the score, Woogley (something that really wasn't feasible), sending it back to him to have him try it again would have far more of a difference.

Similarly, it would have been prudent to reject the JSquares score until it was determined why the judge needed extra components. If the game was outside of the supported versions of Java and components (it wasn't), then it should have been disqualified.  If it was a supported version that was accidently triggering Java to take action, then it should have been worked out. Especially since none of the other judges reported issues in either instance. As it so happens, all the judge needed to do was wait for the 1.4 version of Java to download. He could have easily come back to the game later, and waited for the download to complete in the background.

Basically, 100% of the issues with last year's judging could have been prevented by rejecting the judge's submission until the issues were resolved to a satisfactory end rather than accepting the technical issues at face value. Remember, these are game consoles where everything works right the first time. Even commercial games regularly run into technical issues on computers.

*takes deep breath*

Hi everyone! Ready for another fun and exciting contest? Hope I haven't missed too much while I've been away.  Grin
11  Game Development / Newbie & Debugging Questions / Re: trivial question, type[] name vs type name[] on: 2006-04-26 01:35:55
Ah, silly me, I thought this was Quicktime the player, not some kind of API for it. Embarrassed

The API is bundled with the player. So it's sort of both. Smiley
12  Game Development / Newbie & Debugging Questions / Re: trivial question, type[] name vs type name[] on: 2006-04-25 18:31:57
Why in the name of all things unholy does Quicktime mess with the classpath? Shocked

Quicktime for Java, of course.

...instead of filename and line number I get unknown source, I think it's related to quicktime screwing my computer. Any suggestions about this?

That's your compiler settings, not QT. You need to leave the debugging info ON if you want line numbers. Otherwise they'll get stripped out. If the program isn't yours, the author probably did this to reduce the size of his code.

Stop worrying about Quicktime. It didn't do anything major to your computer. All it did was add a classpath entry so that you could use QTJava. Now that the classpath entry is gone, its influence has dissapated. The remainder is all about educating yourself. In fact, you'd do well to learn all about what the ClassPath is, and how it works.
13  Game Development / Newbie & Debugging Questions / Re: trivial question, type[] name vs type name[] on: 2006-04-25 17:27:34
I installed QuickTime just day before... I'm gonna uninstall and delete it so hard that best data recovery experts won't find it ever again.

That won't fix your problem. Just leave iTunes installed, right click on "My Computer", go to "Properties", select "Advanced", click on "Environment Variables", and delete "CLASSPATH" from both boxes. That will fix your problem. This is especially good to keep in mind because Quicktime is FAAAAAAR from the only program that will screw with your Java classpath.
14  Game Development / Newbie & Debugging Questions / Re: trivial question, type[] name vs type name[] on: 2006-04-25 16:15:10
Edit: ok sorry all, I tried it on other computer and works Sad ... something is wrong with my JRE or something Sad


java -cp . Menu

If you've installed something like Quicktime, it's probably screwing up your classpath. For a more permanent solution, you can track down the Environment Variables in the System Settings. Make sure you DELETE all instances of CLASSPATH from the env vars. Do a simple reboot and you should find that you won't need to use the "-cp" syntax.
15  Discussions / General Discussions / Re: Titan Attacks Wins!!! on: 2006-04-25 03:48:14
thought I read somewhere that there was issues with them using an elvis-like character or something like that

I thought that was just Cas's paranoia? As I remember, that's why he changed the game's name from Super Elvis to Super Dudster.
16  Discussions / General Discussions / Re: Titan Attacks Wins!!! on: 2006-04-25 03:34:10
Yay for us! (And don't forget Chaz, and Shinji!, and Elias & Matzon & friends at LWJGL etc)

Indeed. You all deserve a big round of applause for a job well done!  Cheesy

Hopefully we won't get slashdotted, I expect that'll have exactly the opposite effect intended :/

Considering that it isn't a front-page story, I expect you'll get a little Slashdotting. i.e. Enough to drum up business, but not enough to kill your servers. It also helps that they don't directly link to your site. (Though given the fact that the story isn't on the front page, that may be a bad thing.)

Congratulations!  Cool

On another topic, whatever happened to Super Dudster?
17  Discussions / General Discussions / Titan Attacks Wins!!! on: 2006-04-24 18:04:25
GameTunnel has released their April 2006 Indie Games Lineup. Among the shockers? Titan Attacks comes in first place with an 8.3!  Shocked

Way to go Cas! Oh, and expect a bit of Slashdotting in 3... 2... 1...
18  Games Center / 4K Game Competition - 2006 / Re: A Proposal For A New Rating System on: 2006-03-26 05:16:43
1. Have you evaluated the results of the 2005 contest? Then you should know that this has been tried before?

2. How do you plan to avoid repeating the poor results from that contest?

3. If your idea differs appreciably from the 2005 contest, please describe how.
19  Games Center / 4K Game Competition - 2006 / Re: And the winner is ... on: 2006-03-16 13:23:29
<j2se version="1.4"/> should be <j2se version="1.4+"/>
as if you have1.5 installed, it will install 1.4. grr.

The target JVM for this contest was 1.4. I certainly would hope that the judge was using a 1.4 JVM for testing. Otherwise we would have some definite problems with the judging on our hands.
20  Games Center / 4K Game Competition - 2006 / Re: How I judged: on: 2006-03-13 23:18:08
I felt like a complete jerk rating some games so low, but in my opinion there were a handful of games that were just head and shoulders above the rest; miners4k for gameplay and ares for gfx.  Those were the gold standard.

As long as you voted according to what you believed should be true, I don't see any reason to beat yourself up over it. Being a judge is a hard job, especially when you're sensitive to the fact that all the author's hopes and dreams are contained in those 4096 bytes of data. While it may look a little funny to have 80's in the places where others put 90's, there's nothing that would have really changed by using a higher scoring scale. You would have still scored everything with the same relative distances. Thus the results are good, and I for one am happy with them.

If there's anything I would have liked to have seen, it's a set of "Best in Class" awards. That way, even the best puzzle variations can stand out a head above the rest. Smiley
21  Games Center / 4K Game Competition - 2006 / Re: And the winner is ... on: 2006-03-13 20:59:47
In creating the game we came up with three new techniques of byte saving that none of the other games use.  For that alone we are proud of what we submitted. 

I just wish more people would have recognized the technical achievements for what they were. 

I have to say, if there's one take-away lesson I've gotten from the 4K competition over the years, it's this: It's not about the technology.

The technology is merely a means to an end. If it helps you make a better game, then it's worth investing in. However, if your game becomes nothing more than the technology, it will fail.

The reason why I find this to be such an important lesson, is that it also holds true in the commercial game market. There are tons of games that use technologically impressive engines. Yet, unless they back it up with a complete game that jumps out and grabs you for hours at a time, they will fail to make inroads into the market. Just look at some of the all-time classic games for an example of this. Street Fighter can't hold a candle to Soul Caliber's technology, but which game do you think players remember more fondly? If you place Kameo: Elements of Power and Super Mario Bros. in front of someone, how many will chose to play Super Mario Bros.?

When it comes down to it, it's just so amazingly important to realize how little the technology actually matters to how people perceive a game. It may be frustrating to us technologists, but it's just the nature of the beast. Not all is lost, though. Feel free to discuss your improvements that made SpyHunter4K possible. I think you'll find that accolades from your fellow programmers are some of the highest honors you can get for your technological solutions. Smiley

EDIT: BTW, aren't there a few games missing from the final lineup? I could have sworn that there was a 3D Poker Game in the competition.
22  Games Center / 4K Game Competition - 2006 / Re: And the winner is ... on: 2006-03-13 19:44:28
Cheesy Noooh. I ended up at #36 with Jyruss4k, which is kinda nice for something i decided 'just to have a go at' Smiley

Are you kidding me? That game rocks! You did some really great work there, even if it was a smidge jerky on a few people's machines. I hope we see you enter again next year! Smiley
23  Games Center / 4K Game Competition - 2006 / Re: And the winner is ... on: 2006-03-13 17:51:29
I had lotsa fun (both playing and participating :-)

Hi ctrl-alt-dev! Welcome! I'm glad to hear that you enjoyed the competition! Were you the author of Daleks4K?
24  Games Center / 4K Game Competition - 2006 / Re: And the winner is ... on: 2006-03-13 15:45:54
Median is taking the score in the middle and not the average.

Ah, my bad. Thanks for the correction. Smiley

For some reason, I suck very very bad at all games, though.
Including miners4k.. Back when the timelimits in miners were a lot harder, people were emailing me screenshots of the bonus level.. I have no idea how they got there, heh.

Indeed. I've noticed that hard-core gamers almost always surprise the programmers on how well they can do at a game. This was something I actually counted on in Xero. Just looking at the high scores in Xero is enough to show how amazing the players can be. I was expecting high scores to be around 75,000 or so. But the scoreboard shows scores well over 100,000 points!  Shocked
25  Games Center / 4K Game Competition - 2006 / Re: And the winner is ... on: 2006-03-13 15:29:05
When an artistic part is involved (I think this is the case here), you may have a love/hate meaning to the vote... It may be fairer to remove the extremes (I don't think it would have changed anything for Miners4k Wink ) in the final count.

No, there's no need to change the scoring. I'm very happy with the results of the judging this year, especially in comparison to last year. While I really hate losing on a technicality, it's simply par for the course in any competition. In this case I took a risk (full screen) that I felt was worth taking in order to make a better game. I ended up getting burned by it. Using sports games as a comparison, referees often swing the tide of the game by showing bias in making penalty calls. Such is life, and that's just one of the hurdles that competitors must overcome to win. Smiley

Granted, I would have loved to see how Miners4K and Xero squared off in the end. Sadly, the world may never know. Them's the breaks.

A much better solution for next year is to give the judges guidance on how to handle situations like the game not running. For example, the JSquares entry never should have been rated without the judge having the opportunity to run it. The game should have been put aside until the judge was done with other games, then discussed with the moderator (Woogley in this case) to see if anything can be done to resolve the issue. What happened may have been completely secondary to the game (extra components?), and it was unfair to the competitor not to take a second look.

What about using the median instead of just removing the highest/lowest scores? It's simpler and easier to explain.

From what I can tell, the median score already is the final score. The votes from each judge are tallied to a total, then averaged based on the number of judges. So the scoring is overall pretty fair. Extremes happen, and they show how much opinions differ.

BTW, Markus. Congratulations on winning!!! I really enjoyed the competition this year (including our friendly arguments Wink) , and Miners4K was more than a worthy competitor. Excellent job! I'm really looking forward to next year. Smiley
26  Games Center / 4K Game Competition - 2006 / Re: And the winner is ... on: 2006-03-13 05:54:20
Bad Sector's bad score surprised me a bit. It was one of my personal top5.

I dunno. The gameplay was neat, but the first-person controls on an overhead game kept frustrating me. That, and every level felt the same.

I'm looking at Fish4K right now, and I'm surprised that more judges didn't get hooked by this one. I played it for hours trying to get to be the top fish in the pond. Of course, I muted the computer, so that may have something to do with it. Wink

On fuzetsu, I really expected it to be one of the top 3, along with Miners4k. The concept is a little weird, but it was easy enough to explain to people. Once you realize how it works, it becomes incredibly addictive. In the end, I think it really comes back to how amazingly varied the judges opinions are. As these results show, it's very hard to make a game that everyone likes! Smiley

Edit: From JSquares, "shelton (+50): didn't play, took too long for the extra components to install."

Does anyone know what he might be talking about? As far as I can tell, the game doesn't do anything that might require special components.
27  Games Center / 4K Game Competition - 2006 / Re: And the winner is ... on: 2006-03-13 05:33:37
that vote was a bit unfair, it took alot for me not to edit that to like a  +50. gotta keep the contest honest, though.

Ah, well. It happens. Smiley

I'm wondering if we shouldn't develop some sort of procedure for this situation in the future? This happened a couple of times last year, and several games didn't get high scores because of it. JM4k in particular, got nailed because the judges had trouble running it.

I mean, I can personally admit Warpstar4K is not a better game

Don't sell yourself short though. It's a pretty fun game once you get used to the controls. And the graphics are spectacular. Wink

Edit: Hey Woogley, is there any way to see the results ordered by a given judge's rankings? Looking through the results, I find the wildly different opinions to be facinating. For example, borkert gave Bungie Bill a 97(!) while nonnus29 gave it a 70. It's really surprising sometimes what people like. I'd love to see each judge's thoughts on which were the coolest and the worst. Smiley

Speaking of which, let's give a round of applause to our judges! 55 games must have been a lot of hard work! Way to go guys!
28  Games Center / 4K Game Competition - 2006 / Re: And the winner is ... on: 2006-03-13 05:14:51
shelton (+1): game crashed my computer

Ok, now that just sucks. Sad

*sigh* Note to self. Total immersion games don't go over well with judges.

I have to say that I'm rather surprised at the judges' interest in Roll4K. It's definitely a nice game, but I hadn't thought it would do as well as it did. Did that left-field anyone else? Smiley

Edit: Doing the average without Shelton's, I would have had a 95%. So I guess the game did generally go over well with judges. I hope that shelton tried running it more than once. Windows machines can crash for a lot of reasons. Sad
29  Game Development / Newbie & Debugging Questions / Re: Reading HTML on: 2006-03-13 03:54:32
Now, do you typically create stand-alone java applications? Is this a common practice?


Applets are dead. Long live the applet.

* jbanes keeps beating an applet while muttering something about the fact that it just... won't... DIE
30  Game Development / Newbie & Debugging Questions / Re: Reading HTML on: 2006-03-13 02:03:40
1. There was a period in the command I gave you that pointed to the current directory. You have to watch out for those. Smiley

2. In the screenshot you posted, do you see the part that says "CLASSPATH="? Delete it. It's going to cause you a lot of pain and anguish otherwise. Dealing with the classpath manually is almost always better.

3. Don't add ".java" or  ".class" to the end of the command. It's precisely what follows:

java -cp . URLConnections1

Paste that into a command line window (in the correct directory!) and I guarantee it will work. (BTW, wasn't the name URLConnection1 and not URLConnections1?)

P.S.  I'm hoping to make this and possibly other stuff a stand alone application - Can you guys/ Do you guys recommend developing java applications and making them standalone via another application or would you recommend just using Windows, in which case that would open up another ball of wax?

Standalone Java applications are a great option. I always recommend them over Applets. But you can do your entire program in Java. There's no need to have a Windows front end. If you're worried about the look and feel, just set Swing to the OS Specific Look and Feel.
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Java Gaming Resources
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Java Gaming Resources
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2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

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2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
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2017-03-02 08:44:05 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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