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Discussions / General Discussions / Re: Video Game Art ... By Programmers
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on: 2010-11-30 03:02:59
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i've made a few games big and small- best way is to get the concept going, just shuv in anything u can get your hands on (google image is a good source)- get the base idea and game running. have fun with it. you could even us photoshop or inkscape to crop images and use alphas. key thing is you have fun doing the bit you like, dont get worried about the art until you feel your game itself really needs it to move forward. i do a bit of design- but even i always start ruff, very ruff, cubes flying around ruff. once i get the idea i'd look into stylizing and then go into production test assets (not final), ruff it all up and try them out. ey thing is, is not to think to much, just keep inching the idea you have for your game. once your happy post here and ask if anyone can give you a hand with content graphics, sound, video etc; u never know who's reading 
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Discussions / General Discussions / Re: Free and Premium JVMs coming soon
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on: 2010-11-27 21:00:55
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JavaFX is not free. Some features in the roadmap of JavaFX 2.0 might be very interesting for games, for example the low latency sound system. I agree with you, JRockit VM was not free of charge therefore why not charging a new premium VM that would reuse its features? However, I fear that some important features are going to be available only in the premium version even though they are NOT related on JRockit VM.
real sound engines are complex indeed.
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9
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Java Game APIs & Engines / JavaFX / Re: How do you play a f**king sound?
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on: 2010-02-04 22:54:49
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This is how I do it: 1 2 3
| var audiostream = AudioStream { url: "file:///sounds/realshady.mp3"; } |
now this can be a file path or a "{__DIR__}" for local path etc. supports all sounds formats from what i can see: "aif, wav, mp3, acc, ... http, rtsp" etc 1 2 3 4 5
| var soundchannel = AudioChannel { sound: bind lazy audiostream autoplay: true; paused: false; } |
next you make a channel and connect the sound to it. this is cool for making audio mixers and channel groups, also connecting up audio filters (spectrum fft, lowpass filter, vst, coreaudio plugins, ...etc). As you can also see i'm using the autoplay to get things rolling soon as its loaded (i know i'm slack- you can do a soundchannel.play()). and because we're all gamer types: 1
| soundchannel.location = Vec3 {x, y, z}; |
guess that would be cool, no?
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13
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Java Game APIs & Engines / JavaFX / Re: Is JavaFX dead as well?
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on: 2009-12-08 00:05:45
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Prism is the name of the next update to JavaFX 1.x it does hardware acceleration to its draw (bit like the opengl pipeline in Java), sorry to say I'm not sure of all its capabilities, but it is looking very nice I'm told.
D5 (known also as "The Real Slim Shady") is a real fully hardware accelerated 3d 2d, audio, video animation, physics, shader, etc etc engine. It has no direct connection to Java3D, Java2D, Swing, Senario3D, AWT, Prism or Reprise. D5 its written in the JavaFX for modern content related creation. Fun to use also, the animation stuff is second to known if you ask me, gotta love radial forces and all that goodness.
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14
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Java Game APIs & Engines / JavaFX / Re: Is JavaFX dead as well?
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on: 2009-12-07 18:14:50
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The stuff on my blog is not Prism or JavaFX 1.3, its D5 and indeed D5 lets you do your own sharders (glsl, cgfx) and meshes along with a host of other expected (physics, model loading, advanced animation, low-latency audio ect). Along with 2D integration within a 3D space, full multi-coordinate 2D layout (2D draw, text, video etc). But again this is 'not' to be confused with any efforts like Prism. I do recall Chris Oliver (inventor of JavaFX) showed some of the starting points to D5 on his blog: http://blogs.sun.com/chrisoliver/ back in July. Its come a log way, he's one amazing engineer. @Spasi; In D5 you can make lens shaders (not just surface shaders) *wink* (whats Swing?)
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Java Game APIs & Engines / JavaFX / Re: JavaFX Graphics Stack
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on: 2009-06-18 09:01:40
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come on i'm sure we have much more ranting to be doing!
<rant> no a/v input for the media stuff in javafx!? sound playback is still not low-latency! still alert dialogs, whats going on! </rant>
come on, if you don't shout it wont be a cool thread.
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Java Game APIs & Engines / JavaFX / Re: How to convert KeyCode to text.
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on: 2009-06-13 09:07:32
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this is how we did it in darkchat (maybe a better way). first do a onKeyPressed on your node: 1 2 3
| onKeyPressed: function(e:KeyEvent):Void { handleKeyInput(e.code.toString().trim()); } |
then do a onKeyTyped on the same node: 1 2 3
| onKeyTyped: function(e:KeyEvent):Void { handleKeyInput(e.char.toString().trim()); } |
then call a function to work out if it was a code or a char: 1 2 3 4 5 6 7 8 9 10 11 12
| function handleKeyInput( keyInput ) { if ( keyInput.length() == 1 ) { .... } else { .... if ( keyInput == "VK_BACK_SPACE") { .... } } } |
bit hackie imo, but what can you do?
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Java Game APIs & Engines / JavaFX / Re: DarkCHAT at JavaONE2009
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on: 2009-06-12 07:10:10
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we are going to bring DarkCHAT back online to the public world! save me explaining what it does  . seems i have to code up some frontend registration mumble (bound to work!) ahaha... nutter at the keyboard... tap tap tap, ding, glass-what-fish? hu... ok... rockit...
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Java Game APIs & Engines / JavaFX / DarkCHAT at JavaONE2009
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on: 2009-06-10 09:58:19
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Well we showed DarkCHAT at JavaOne lastweek- its 100% JavaFX front end fully scripted in JavaFX 1.2, Keith built us the backend and client magic using the amazing Darkstar and Chris Oliver did some other magic so the two bits worked perfectly together within the client.
Then it was over to myself and Mo to get the code written up in JavaFX itself. Took some doing for us designer types, but we got sorted with some last min help from our super engineer Ken who redid some of our maths Wink
Loads of stuff we'd like to have done on top of the finished design, but number one rule of having to design then code something is to "stick to the design" or it gets effected by code workarounds. We then gave it to all attendees at JavaONE2009 - fully working Darkstar application. rocked!
If anyone wants bits of the magic, just ask here and I'm sure we can help.
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Java Game APIs & Engines / JavaFX / Re: Need some help in creating the basics of a JavaFX game
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on: 2009-04-12 19:00:24
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try using g.transforms = [translate(....)] I have improved it a little bit by spliting the timeline like so: 1 2 3 4 5 6 7 8 9 10 11
| var windowMove = Timeline { repeatCount: Timeline.INDEFINITE keyFrames: KeyFrame { time: 10ms action: function() { canSkip:true; g.translateX = -robot.translateX + centerPosX; g.translateY = -robot.translateY + centerPosY; } } } |
But still uses a heap of cpu. Don't see it running on anything that's not a new computer atm. Increasing the time does lower the cpu but it just makes it look horrible. Its also just using temp graphics which are just rectangles. I haven't got my SVG art from my artist yet.
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Java Game APIs & Engines / JavaFX / Re: JavaFX coding challenge ($$$)
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on: 2009-03-25 13:33:51
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you all have a good chance of winning! yes that's correct i'm not aloud to enter *bbooo*... netbeans is great come on where talking $25 bigunz... if anyone needs code related mumbles then ping here on the forum and i'll go kick people  a cool one is to put the height and width into the scene and not the stage (this makes your layout work without little hacks to do with title bars): 1 2 3 4 5 6 7 8 9 10 11
| var myscene : Scene = Scene { width: 600 height: 300 content: ... }
var mystage : Stage = Stage { scene: myscene } |
oh hint: the more visual it is the better in my book, so games or just nutty stuff is top draw stuff. good luck! lets do it... has to be a jgo member that wins surely?
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Java Game APIs & Engines / JavaFX / Re: What does this all mean for us?
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on: 2009-03-06 09:31:54
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You'll have to wait until an OEM ships JavaFX with a handset (that will probably have floating point). The 'is JavaFX better for making games', that's up to you/us and indeed the game. It's a lot simpler to draw, animate and add interaction with JavaFX no question about that. The Performance is better in most cases because SUN engineers are handling all the Java2D magic. But if your working in the world of accelerated graphics then you'll have to wait before that area hits the high-streets of the JavaFX fanfare. First thing to try is make a circle and deploy it 
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Games Center / Contests / Re: The Bubblemark from Hell
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on: 2009-01-23 14:42:46
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the interesting bit is the shape (vector style), images should be trivial, being there not at the moment in javafx land isn't ideal. its being looked into from many angles.
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Java Game APIs & Engines / JavaFX / Re: JavaFX Graphics Stack
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on: 2009-01-21 00:00:23
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far as i can tell
anything under 12fps is not usable at all. anything under 20fps that animates looks poor. anything under 40fps will still look poor on a monitor because of screen refresh. anything around 50-60fps is good (60 is fine). anything over is very nice.
simple really. oh and applications tend not 500*300 square- really.
on my mac (brand new one); all of them are under 12fps apart from pulpcore that is rendering the shapes into an image so its moot anyway (plus the window and ress is smaller). flash wins because the application deployed without hassle, and run.
my mac is the screen of my live O.O
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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