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1  Games Center / WIP games, tools & toy projects / Re: Caromble! on Steam Early Access on: 2016-02-02 14:01:02
The day has finally arrived! Caromble! Chapter 2 has been released into Early Access. Four new Story levels, two new Skill levels and above all, Focus, the first of 6 Arkatrons: Caromble!'s super special power-ups. Check out this brand new trailer where we introduce Focus:

Besides adding awesome new content, we have done much more in this major update: We fixed some bugs, juiced up the graphics, improved performance, tweaked keyboard input and added gamepad support.
Furthermore, some of our players have mentioned that the difficulty in the chapter 1 levels was too high. So we have tweaked this and specifically for the last level to make it a somewhat more forgiving experience.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

If you like what you see, please check out our Steam page:

Thanks for listening!

With Caromble!-love and lots of explosions,

Crimson Owl Studios
2  Java Game APIs & Engines / JInput / Re: JInput and Steam overlay on: 2015-04-21 08:50:36
Just wanted to say, we fixed the bug  Grin. Or worked around it actually..

I'll post it here, maybe it helps someone else.

The problem is with the Raw input plugin for windows. Luckily, you can disable it:

AccessController.doPrivileged(new PrivilegedAction<Object>() {
        public Object run() {
            String os = System.getProperty("", "").trim();
            if (os.startsWith("Windows")) {  

                // disable default plugin lookup
                System.setProperty("jinput.useDefaultPlugin", "false");

                // set to same as windows 7 (tested for windows 8 and 8.1)
                System.setProperty("", "");

            return null;
3  Java Game APIs & Engines / JInput / JInput and Steam overlay on: 2015-04-03 09:01:59
Hi all!

We are integrating steam support into Caromble! and we are running into a bit of trouble that we can't find a way around ourselves.

The problem is that after the Steam Overlay has been active, we are no longer getting any input into our game.

We are using JInput for the input handling.

Our current work-around involves restarting JInput every time we don't get input for a few seconds. The downside of this approach is that this makes the windows plugin a bit unstable (i.e. it starts missing some input). We could theoretically patch the windows client for our situation, but I fear that would only lead to more similar fixes for the other platforms we support. And also it feels like a bit of a nasty hack.

So here's my question. Does anyone have experience with the Steam Overlay and getting the focus back to the game? Any clue what else we could try??


4  Discussions / General Discussions / Re: Best lwjgl game graphically? on: 2014-03-11 09:51:46
Is it bad style to mention your own game here? Cause I like the way Caromble! looks too.

But in the end it's all a matter of taste I guess.
5  Discussions / General Discussions / Re: Blogpost about NVIDIA Optimus and a .exe launcher on: 2014-03-02 16:08:16
Yeah, that's mostly why I posted. Maybe it will save the next guy some trouble...
6  Discussions / General Discussions / Re: Blogpost about NVIDIA Optimus and a .exe launcher on: 2014-02-28 09:18:00
For this trick to work you need to export the variable in such a manner that the driver can find it by looking at the compiled .exe. It probably uses something like __declspec(dllimport) to find it.

It looked at the documentation of batch to exe, but I couldn't find a way to do this. Did I miss something?
7  Discussions / General Discussions / Re: Blogpost about NVIDIA Optimus and a .exe launcher on: 2014-02-25 19:15:21
But that way I couldn't have set the global variable NvOptimusEnablement that I needed to get the Optimus driver to select the high performance GPU for my game, instead of the integrated GPU.

8  Discussions / General Discussions / Blogpost about NVIDIA Optimus and a .exe launcher on: 2014-02-25 13:03:13

Recently I have spent quite some time trying to get the NVIDIA Optimus driver to select the high-performance card by default for my Java game.

I turns out that (as far as I know) the only way to do that is to launch your java game from C++.

Since it took me some time to figure it out, I wrote a bit about how I did it.

Hopefully it will save someone some time!

BTW, this thread helped quite a bit.

9  Discussions / General Discussions / Re: Blogpost about the garbage collector and GPU resources on: 2013-11-13 18:08:14
I did see that post you mentioned, but I forgot all about it. A pity, for it would have saved me some time :-)

Minor difference is that I ran into problems with GPU memory instead of native buffers, but the cause is exactly the same. I was wondering if I should post on the Ardor forum to alert people about the problem, but now I see that you have already done so.
10  Discussions / General Discussions / Re: Blogpost about the garbage collector and GPU resources on: 2013-11-13 15:21:17
Thanks :-).

Using this mechanism for keeping track of which objects aren't destroyed is a clever trick, maybe I'll add it to our engine.
11  Discussions / General Discussions / Blogpost about the garbage collector and GPU resources on: 2013-11-12 12:51:04
Hi all,

I just wrote a small blogpost about using the garbage collector for objects that have allocated GPU resources.

You can read it here:

I hope you find it interesting, and I'm curious to hear about other strategies that I could employ.

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