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1  Discussions / General Discussions / Re: Tiltilation Released on: 2006-08-30 03:28:56
Oi.  You there.  Glass.   You rotten, rotten sod.   Do you have even the vaguest idea of how many hours much needed and very relaxing sleep I've completely failed to enjoyed because of your bloody game?  Do you? Well?  And do you even care that "Round the bend" left me a twitching, harrowed wreck of a man, incapable of even the simplest tasks (like switching apps back to paid work)?  Might you not have considered while designing this level the very damage that you were preparing to cause to the nervous systems of your innocent victims?  Well?  WELL?

2  Game Development / Game Play & Game Design / Re: xsd or no xsd on: 2005-10-19 03:25:50
I thought you were up to J2EE game servers, in which case you don't need to worry about size?

But if it's for a downloadable thing, then perhaps you could just use the XSD when writing the XML.  Or have the XML validated against the XSD as part of your build process.  Then you get the benfits of the XSD without having to deploy big, fat xercesImpl.jar.
3  Game Development / Newbie & Debugging Questions / Re: A little off topic: Jumping JLabel on: 2005-10-08 00:06:09

Post some brief sample code that reproduces the problem?
4  Games Center / 4K Game Competition - 2005 / Star Dodger 4K on: 2005-01-18 18:58:54
*Cross-posted on the JDC Forums*

Here's Star Dodger 4K, an old favourite of mine:

http://games.cokeandcode.com/4k/stardodger/stardodger.jnlp
http://games.cokeandcode.com/4k/stardodger/stardodger.jar
Main-Class: D

Thanks to Kev for hosting and webstarting...
5  Game Development / Newbie & Debugging Questions / Re: BufferStrategy.getDrawGraphics()  blocks AWTE on: 2004-12-14 18:17:04
Same on both - have them side by side here, so I test everything on each.

Just in case, and because I'm in some doubt as to what GAGE is actually up to on OS X, I modifed your SystemTimer class to just use System.currentTimeMillis() - again, no change.

There must still be a change of mine in there causing this, but I'm failing to see it.


John
6  Game Development / Newbie & Debugging Questions / Re: BufferStrategy.getDrawGraphics()  blocks AWTE on: 2004-12-12 18:58:14
PC, 1.4.2_04
Mac, 1.4.2_05

Btw, apologies if this should be in the Java2D forum...

Cheers,

John
7  Game Development / Newbie & Debugging Questions / BufferStrategy.getDrawGraphics()  blocks AWTE on: 2004-12-10 02:35:05
I was playing with kevglass's space invaders code and managed to break it and can't quite figure out how.  

Here's the method in question:



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      private void gameLoop() {
            while (gameRunning) {
                  // Get hold of a graphics context for the accelerated
                 // surface and blank it out
                 g = strategy.getDrawGraphics();

                 
                  // give the application a chance to do its thing
                 if (listener != null) {
                        listener.frameRendering();
                  }

                  // finally, we've completed drawing so clear up the graphics
                 // and flip the buffer over
                 g.dispose();
                  strategy.show();
            }
      }      


And this line:
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 g = strategy.getDrawGraphics(); 


seems to block all AWTEvents from being dispatched.  A little debugging shows that all listeners are still properly attached and that nothing is changed on the Component that I'm subclassing (including event masks and the like).  It just doesn't seem to be dispatching the events.

Commenting out each line in turn led me to blame this line.

The code called by
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listener.frameRendering();

has no effect - it works if I use JOGL instead  and the effect is still present if I comment out that line altogether.

So, perhaps a busy CPU?   Adding Thread.sleep()s doesn't change anything either.  

Any hints, clues or tips much appreciated.  

8  Game Development / Shared Code / Re: java Sockets on: 2004-12-03 01:46:55
Beautiful.
9  Discussions / Miscellaneous Topics / Re: CS degrees in high demand=unemployed programer on: 2004-11-15 19:56:12
And if you're very, very flexible then there's always the circus and street theatre...

10  Discussions / Miscellaneous Topics / Re: Death of my Laptop on: 2004-11-10 21:45:42
Powerbook.

Join us...
11  Java Game APIs & Engines / JOGL Development / Re: Installation problem (newcomer) on: 2004-08-18 04:33:49
Upgraded to OSX 10.3.5 and JDK1.4.2_05 and JOGL (and SpaceInvaders) works fine.  

Anyway to guard against this kind of thing when using JWS?  Spose you have to specify the JDK version?

Cheers,

JohnG

P.S.
After my own foolishness I'm clearly not the one to answer the above post, but maybe drop the native part of JOGL into the JAVA_HOME/jre/lib/ext directory (or equivalent), then include the jogl.jar into your JBuilder project?  
12  Java Game APIs & Engines / JOGL Development / Re: Installation problem (newcomer) on: 2004-08-17 20:43:16
OSX 10.3.2

Could be macos jogl was compiled in 1.4.2 ?  

Currently, I have jdk 1.4.1_01.   Will attempt to hijack connection and d/l 1.4.2.
13  Java Game APIs & Engines / JOGL Development / Re: Installation problem (newcomer) on: 2004-08-17 05:50:09
Ah, was about to post something similar, but different platform: OS X on iBook...

Have dropped the file libjogl.jnilib into the /Library/Java/Extensions directory.  (equivalent of /jre/bin or lib/ext, I think).

My stuff fails.

Tried Kev's JWS spaceinvaders, that throws the same error, namely:

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dyld: /System/Library/Frameworks/JavaVM.framework/Versions/1.4.1/Home/bin/java can't open library: /System/Library/Frameworks/JavaVM.framework/Versions/1.4.2/Libraries/libjawt.dylib  (No such file or directory, errno = 2)


The JWS stuff failing confuses me.  I was just going to use the -Djava.librblahblah but would prefer to see JWS working too.


thanks for your time,

JohnG
14  Discussions / Miscellaneous Topics / Re: Spyware, Adware on: 2004-07-22 05:02:32
http://www.lavasoftusa.com/software/adaware/
15  Discussions / Jobs and Resumes / Re: Jeremy Booth, Java/C++/Tea boy on: 2004-07-11 21:34:12
That CV format looks familiar Jez, where'dya get that?

johng Wink

16  Game Development / Newbie & Debugging Questions / Re: Java Gaming Dev Platform on: 2004-06-22 22:48:48
Thanks guys
17  Game Development / Newbie & Debugging Questions / Java Gaming Dev Platform on: 2004-06-21 20:56:48
Hi all,

Considering buying new laptop.  Being a style-over-content kinda guy I'm drawn to the (low-end) Apple iBook.  

Any known (and limiting) issues regarding Java (particularly game) dev on these?

Thanks for your time,

John G
18  Game Development / Game Play & Game Design / Re: Big Multiplayer Online Games on: 2004-06-01 03:35:11
Bots could be graded.  Thousands of cheap dumb pawns, hundreds of automatic (mission) story-line generating actors, and a handful of key, scripted actors to give context and structure to large scale story lines written by admin types.  

Game size limited not just performance based, but on available nof writers.  Keep ratio of writers / players constant?

Complex, fluid and involving storylines are possible - keeping players interested, like following soaps or good books.  A creative as opposed to technical problem that, tho, but BMOG offers more potential as a platform that could support it.

Possibly.  
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