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1  Games Center / WIP games, tools & toy projects / Re: Cool Ranch - Lonely farming sim on: 2014-04-18 11:18:40
Yeh the art style is great and one of the best ive seen! It runs amazingly smoothj which makes the game look alot nicer, the walk animation though...hmmm, delicious!  Grin Grin
2  Game Development / Performance Tuning / Re: Game is fast in eclipse yet slow on desktop on: 2014-03-24 22:17:50
Ugh, that Java experience counter is useless...

To be honest, I did encounter a similar problem with my 4k games. It can be related to the timer used. If you don't use the nanosecond timer, the accuracy of the frame rate widely varies from computer to computer. What is more interesting is my games suffered a major slowdown after not running in Eclipse.

If it is the library access, and the fact that Eclipse can access a Java build that your PC c
an't. That is possible. But, I can say for a fact that you aren't imaging it. I've pretty much given my only solution I've come up with. For me, I've just gotten used to the fact that the Java implementations vary and code defensively in Eclipse from there.

Hopefully, that gives a bit more insight on the issue. At least I know it isn't just me who realizes it.  Grin

Thankyou for actually helping unlike a lot of people who posted on here. Im currently using the util timer whats the best method for getting stable dos no matter what the system is, fast or slow?
3  Game Development / Performance Tuning / Re: Game is fast in eclipse yet slow on desktop on: 2014-03-24 07:13:42
Google? Common sense?

Anyway, let's stop bashing the OP (after I just did Tongue )

Common sense, are you an idiot? The chance that wen u go up to someone in the street and ask them how to run a java application through command line the chance of them getting it right is very very slim
4  Game Development / Performance Tuning / Re: Game is fast in eclipse yet slow on desktop on: 2014-03-23 23:21:01
I would but im on my iPhone...
5  Discussions / General Discussions / Re: Just re-discovered an old website I made for a game on: 2014-03-23 23:16:11
I need to know how to build a website, best + cheapest way?
6  Game Development / Performance Tuning / Re: Game is fast in eclipse yet slow on desktop on: 2014-03-23 22:51:02
Do i just put that command into windows command prompt
7  Game Development / Performance Tuning / Re: Game is fast in eclipse yet slow on desktop on: 2014-03-23 22:27:33
Make sure everything that is accessible in Eclipse is also accessible everywhere else.

From what i know they are, there are just two graphics that dont work yet there in the same location as everything else where there are other graphics that work, one other question when you compile a project which of the three settings do you select, i cant remember what they are i think its like, package required libraries, package all library's and something else
8  Game Development / Performance Tuning / Re: Game is fast in eclipse yet slow on desktop on: 2014-03-23 22:09:05
Could be that the issues are related: can't find resources because of incorrect project setup --> constant errors/stacktraces --> lag

How do you set up a project correctly and how come errors and stack traces dont show up in eclipse, or how do you know what the errors are related to
9  Game Development / Performance Tuning / Game is fast in eclipse yet slow on desktop on: 2014-03-23 21:55:33
Ive been working on a little project recently and i compile the code very rarely as i just run it in eclipse to test if a feature is working. When i run the program in eclipse it runs fine however when i run it on the desktop the frame rate lag spikes every second or so. It's amazingly odd. On the subject of this i also though i would mention that when i run program's in eclipse all graphics work correctly however when on the desktop some graphics dont appear. It annoys the hell out of me Cheesy
10  Games Center / Showcase / Re: Concept on: 2014-03-17 16:19:21
Just as a side note, you said the terrain is deconstructible, which means (not a word) non - constructable terrain, IE you can't modify it.

Pretty sure that when you deconstruct something you take it apart, hense deconstructing a table would be taking the table apart
By definition:
reduce (something)
11  Games Center / WIP games, tools & toy projects / Re: Legend of the Secret - Text/GUI based RPG - My first game project on: 2014-03-12 17:43:42
Its a neat little game Cheesy I'd love to see some combat implemented, if this is already in the game please correct me. Thye current gameplay and interfaces are nice and tidy. One thing I did realise is there is a button at the bottom of the screen that is too small so it just says "R..." Nice little game though
12  Games Center / WIP games, tools & toy projects / Re: PMD - Destiny Arena on: 2014-03-12 17:35:52
In my time on this forum (over a year) I've seen a couple of these types of games. They never run into legal issues (probably because what Trollwarrior said), so it isn't worth arguing with the OP about it Tongue

Yes agreed. Ive been here some time now and seen several games of this genre and they seem to get quite populart and never seem to run into legal issues, well non that they mention anyway  Cheesy I thinks its worth you try sell it anyway mate, if you run into legal issues thats when you have to remove it. Anyway of the topic of law...

The game looks great and the RPG graphics are tremendous Cheesy Im curious to see how far this game goes into development but I hope it all works out ofr ya! Cheesy
13  Game Development / Newbie & Debugging Questions / Re: Using VisualVM on: 2014-03-02 02:49:23
It working now, so i dont know what was wrong with it earlier
14  Game Development / Newbie & Debugging Questions / Re: Using VisualVM on: 2014-03-02 00:47:39
1. Run Project.
2. Run JVisualVM.
3. HuhHuh
4. PROFIT

My projects in eclipse so it doesnt pick it up. On there website there was a addon type-thing that wouldlet eclipse projects work, but I didnt know what to do with the addon once it was installed
15  Game Development / Newbie & Debugging Questions / Re: Using VisualVM on: 2014-03-01 23:34:15
Uh, can't you just profile the task running in eclipse externally? That's how I do it, no problems.

what do u mean?
16  Game Development / Newbie & Debugging Questions / Using VisualVM on: 2014-03-01 15:52:07
Ive been looking for a good profiler for java and eclipse for the past few days now and after what ive read im under the impression that VisualVM is the best profiler however trying to get this to work with eclipse is hard. I installed VisualVM fine all i need now is to know how to install the eclipse addon package that they provide.
17  Game Development / Newbie & Debugging Questions / Re: Array within an array on: 2014-02-28 14:53:39

Thanks this worked a treat. Smiley
18  Game Development / Newbie & Debugging Questions / Re: Array within an array on: 2014-02-28 13:22:45
In addition to what stride said, with the double enhanced for loop, if i'm not mistaken. You are comparing every vegetation with itself + all others? Wont that mean every vegatation intersects with itself, meaning your deleting all vegetation in the game  Shocked. Try doing a normal double for loops up to arrays size, but in the inner for loop have an if statement to ensure your not comparing the same vegation.
eg if(!c.equals(i) && c.getImageBounds.inter    etc...  Then need to remove it.

You were right, it does delete all vegetation. So what were you explaining im having trouble understanding your method
19  Game Development / Newbie & Debugging Questions / Array within an array on: 2014-02-28 12:41:54
Ok so im writting this game and I so far the world is randomly generated, this means that vegetation(trees, plants etc.)spawn all over the place. To prevent overlapping I created a method that would delete one "vegetation" if its touching another as seen in the source code below:

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for (Vegetation c: Object_Control.Vegetationarray) {
         for (Vegetation i: Object_Control.Vegetationarray) {
            if (c.getImageBounds().intersects(i.getImageBounds())) {
               Object_Control.removeVegetation(c);
            }
         }
      }


The "getImageBounds()" method returns a rectangle that is the same size as the image.

The error I seem to be getting is:

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Exception in thread "AWT-EventQueue-0" java.util.ConcurrentModificationException


I am happy to supply any more source code related to the issue if needed
20  Games Center / WIP games, tools & toy projects / Re: CarCry (3D Kinda-Racing Game) on: 2014-02-24 21:53:13
I love the graphics and rather amusing car models, good job my friend Smiley
21  Games Center / Showcase / Re: [Android] Hard Riddle on: 2014-02-24 21:49:10
Looks very cool Smiley Just how many levels are there and will the game be free? I would recommended you make it free as this is the best source for recognition and then just add additional levels for money
22  Game Development / Newbie & Debugging Questions / Re: library games 2d on: 2014-02-24 21:36:08
You do know how intense 3D is correct? Never start with 3D. That's just silly.

Agreed. 3D is hard however if your looking for a lot of interpretation with a game and a rough journey 3D would be the correct route. Just remember java 2d is very effective and dont be afraid just to start there
23  Discussions / General Discussions / Re: Hello JGO! on: 2014-02-24 20:43:37
I disagree with that, no offense. Java2D is nice, but its not made for game development at all whereas most everyone ends up using some form of OpenGL with Java. Why not just learn it out of the gate?

I think your forgetting that java2D is very advanced for what it is, even though OpenGL, LWJGL ect all offer a lot more java2D on its own is very complex and allows for some great games to be created when u know how...
24  Discussions / General Discussions / Re: new Youtube? on: 2014-02-24 20:37:53
I think we can all agree google has done a terrible job of maintaining youtube. The community constantly tells them what they're doing wrong but they just dont listen, this google+ crap annoys me most along with the constant request for me to change my username, which they should have guessed that i dont want to change it when ive clicked cancel over a thousand times...either way google should be ashemed really. Boogie on youtube has a good video on this topic
25  Games Center / Showcase / Re: K.E.V - Finnished on: 2014-02-23 21:24:23
I just cant believe this took you two years, no offence intended but i honestly think i could program a game exactly the same in less than a week with all those future ideas implemented.

Looks cool though mate, good job Smiley
26  Discussions / Business and Project Discussions / Re: (PAID) testers wanted on: 2014-02-18 21:42:23
LookS great my friend if you still need testers i will happily play it for free
27  Game Development / Game Play & Game Design / Re: How does one make such perfect 8x8 font? on: 2014-02-15 11:27:51
I think you idolize Notch too much. He's awesome and all, but he's not the only one that can draw nice fonts. He probably drew it a long time ago and just re-uses it. You just need to be a little artistic, that's all.

Agreed I see notch's name mentioned to much, there are better programmers and better artists so I dont get why everyone idolizes him so much...
28  Game Development / Newbie & Debugging Questions / Re: Only Clicking Once on: 2014-02-08 16:25:47
Them magic numbers...

Also no shit every time your mouseReleased method is called it will go straight to state 8.

You set menuState to 5 and then check if it's 5 then set it to 8 so it will always be 8.

To fix:

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public void mouseReleased(MouseEvent e) {
      if ( e.getButton() == MouseEvent.BUTTON1) {
         if (menuState==1) {menuState = 5;}
         else if (menuState==2) {menuState = 5;}
         else if (menuState==3) {menuState = 5;}
         else if (menuState==4) {menuState = 5;}
         else if (menuState==5) {menuState = 8;}
      }
   }


Hahaha yeah man that fixed it, wow im retarded :/ I have been programming for so long I cant see the stupid stuff like that yet I can fix some very complex code problems :/
29  Game Development / Newbie & Debugging Questions / Only Clicking Once on: 2014-02-08 16:08:19
I have created a menu that could be naviagted with the keys perfecty. However, when I try to implement a mouse supported menu it doesnt seem to work as the click lasts two long no matter how quick you think you did it and so the menu navigates too far away. The code shown below contains the problem, clicking new game in state 1 will go strate to state 8?!

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public void mouseReleased(MouseEvent e) {
      if ( e.getButton() == MouseEvent.BUTTON1) {
         if (menuState==1) {menuState = 5;}
         if (menuState==2) {menuState = 5;}
         if (menuState==3) {menuState = 5;}
         if (menuState==4) {menuState = 5;}
         if (menuState==5) {menuState = 8;}
      }
   }
   public void updateMouseForMenu() {
      if (menuState == 1 || menuState == 2 || menuState == 3 || menuState == 4) {
         if (instantMsx > 90 && instantMsx < 200) {
            if (instantMsy > 300 && instantMsy < 330) {
               menuState = 1;
            }
         }
         if (instantMsx > 90 && instantMsx < 200) {
            if (instantMsy > 330 && instantMsy < 360) {
               menuState = 2;
            }
         }
         if (instantMsx > 90 && instantMsx < 200) {
            if (instantMsy > 360 && instantMsy < 390) {
               menuState = 3;
            }
         }
         if (instantMsx > 90 && instantMsx < 200) {
            if (instantMsy > 390 && instantMsy < 420) {
               menuState = 4;
            }
         }
      }
     
     
      if (menuState == 5 || menuState == 6 || menuState == 7) {
         if (instantMsx > 90 && instantMsx < 200) {
            if (instantMsy > 300 && instantMsy < 330) {
               menuState = 5;
            }
         }
         if (instantMsx > 90 && instantMsx < 200) {
            if (instantMsy > 330 && instantMsy < 360) {
               menuState = 6;
            }
         }
         if (instantMsx > 90 && instantMsx < 200) {
            if (instantMsy > 360 && instantMsy < 390) {
               menuState = 7;
            }
         }
      }
   }

30  Java Game APIs & Engines / Java 2D / Re: 2D RPG graphics. Walking behind and in front of objects on: 2014-02-05 21:27:18
I ended up using my own wersion where i just drew the image correspondent to the players position but thankyou for all the advice
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