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1  Games Center / Archived Projects / Re: Rimscape on: 2004-10-02 08:32:51
I tried it out, noticed some improvment in windowed mode. I've got a P4 1.6ghz JVM 1.4.3 and some type of Intel video card.

Fullscreen - 12 fps at intro and menu, barely playable. 40-56 with no one around. 18-~20 with a group around.

Windowed - 22-48 at intro and menu, which was descent beacuse the intro at that time had alot of stuff going on. 26-30 in crowd fighting someone.

As usual, windowed mode on my system runs much better, but I only noticed a small improvement in speed during actual game play in windowed mode.

Hope this helps, good luck at getting it to run smoothly everywhere.
                   
2  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-29 09:08:52
After much effort I've flattened out alot of bugs and changed alot of stuff and I have completed V 0.2.

Some notable changes are the UI, crafting, and a second floor. Anyone who's interested, the game can be found at http://mbrenaman.com/AgeOfTheDead.jar.

Also, I have some questions for anyone who does play it.

1. Item pick up is purely automatic. You walk on it, you pick it up. Should I make it to where you must either press right-click or number pad's center (5) to pick up items.

2. Arrow projection. Right now, arrows travel in a straight line to thier target, hitting anyone else in its path. Should I make it where arrows fly over any other npcs except the target?

3. Do I need to add Wooden Arrows. If you've played the Ranger, you'll notice you can make your own arrows and bows. Right now you need bones to make arrow heads for Bone Arrows. Should I add Wooden Arrows as an alternative for someone who has no Bones?

Well, hopefully I'll get some input. Thanks everyone in advance.  Cheesy
3  Games Center / Archived Projects / Re: Isometric Map Editor on: 2004-09-23 15:00:05
60-100 fps, if I move a window around over top or move the window around ~30-40

EDIT: line grid was on
4  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-23 14:49:46
Thank mudman (and everyone else). V0.2 almost done with a brand new floor to rump through and many changes. I'll keep you updated.
5  Games Center / Archived Projects / Re: Rimscape on: 2004-09-23 14:47:42
Yes, the messages came from shooting other ships.

Yes, I was trying fullscreen mode.  Tongue Windowed mode gives 40-50 for menu and ~40 for game play.
6  Games Center / Archived Projects / Re: Rimscape on: 2004-09-23 09:24:19
Well, I'm sorry, I've been meaning to try it out but I've been very busy with my own work   Smiley

The tutorial is very very good. I now understand everything to start up a new game and get far. The only problem I had was that the messages at the top of playing screen would sometimes move up and off the screen to fast for me to get my instructions (Usually when near other ships that were talking).

Also, the main menu runs really slow on my setup. If the lower left hand number is fps, mine was 8-12.

I have P4 1.6ghz running WinXp and JVM 1.4.2_05

But actual playing screen is like ~36-38
7  Game Development / Newbie & Debugging Questions / Re: Savegames - how to? on: 2004-09-22 14:16:13
@Malohkan

If you want to keep versions of a serialized class compatible then override

1  
private static final long serialVersionUID = 1234567L


With your own version number and take care of the new vars, or any other changes in your class yourself.

I was just suggesting it beacuse it sounded like he wanted to save more then a 2D map. But I do like the idea of saving it in a gif  Grin
8  Game Development / Newbie & Debugging Questions / Re: Savegames - how to? on: 2004-09-22 08:45:11
This seems kinda strange to me but no one metioned Serialization? Is it that bad?  Huh I use it.
9  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-17 08:52:32
Yea Wisdom increases with Crafting. Intelligence goes up with mana use and both can be raised by reading.

Btw: 1/2 done getting Alchemy/Crafting in and I'm adding the stuff for the second floor. Also had to make some changes like locked doors and quest/unique rooms can't start connected to each other. I'll probably post a new version in a ~couple of days.

Thanks once more for your help  Grin
10  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-16 17:21:48
O thats no problem, I'll just increase their burn length by %250, see if that does the trick.

The burnt torches are going to fall under the inclusive group of items you need for alchemy. Alchemy is going to be a term used for combing tools + supplies into new items. So a burnt torch + (Cotton Pants or Cotton Shirt or Rag (not in game yet)) + Potion of Oil(not in game yet) = new Simple Torch. Some of these skills will be easy for any class to learn with a WIS >=2, so even the Merc can "craft" stuff.
11  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-16 06:47:46
Hmmm, I set the Simple Torch's radius to 6, thought that was plenty  for your first ligthsource???

Don't tell me you have not been using the torches, if you are and the light radius is small then something is seriously wrong with my web host, computer, eyes, and/or brain.
12  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-15 15:54:16
Well, when you say you wish the view was larger do you mean the whole game area or just the illuminated tiles beacuse as you go through the game there will be other light sources that provide much more light.

Glad I got that whole cpu time consumption thing going right thanks for running it  Smiley

I'll also make the default size of the text background larger, 7 lines of text larger, so it will be there for the player to notice and help define aestically that thats the message area.

EDIT: ok did that and I added auto function command last night to the right mouse button which will open close doors get items look talk and do specific a attack based on your class.

http://mbrenaman.com/AgeOfTheDead.jar
13  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-15 11:10:53
You can take a look at each tile in gif files. No graphics were ripped, there are no matching tiles.
14  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-14 15:59:32
Yea, the article I was reading about Serialization for games had something like. I was going to check out later on but since you have a method I'll get it from you  Smiley thank you.

Also, XML for the script text files, I looked into it and it would be kinda nice to use but early on when I was making the game I thought it would be over kill but with so much script stuff already and more script coming I think it might be the best thing to do. I'm going to take some time to look into.
15  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-14 14:58:21
Sorry Malohkan but in these early versions whenever I change a data member in the main Dungeon class or any of its members members and so on, saved games will be incompatable. There are way around this but I haven't implemented this early on.

I changed the stairs and doors on the mini-map and stairs up/down tiles do look different but they are also temp tiles (like the female Mercanary (take a look)) so hopefully the final versions will be easier to distinguish.

I could not recreate this bug you found with the Ranger and the missing rats, tried a bunch of stuff and everything worked fine  Sad so that's not good. When you say miss you do mean the actual "Miss" tile appears over the rat?

As for the second bug I'm totally lost, the code for the minimap and map of stuff you've seen very small and straight-forward and I can't find anything wrong with it after double-examination. I have no clue how a red square could appear with an non-merchant npc not present. I'll keep looking though.

Any updates I could make have been uploaded.
16  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-14 11:15:12
Well, I busted my hump yesterday finding the perfect solution for redrawing, implemented, tested, then added everything else that was suggested like Male's start +1 Str and Females +1 Dex ect...

If you have time try it out http://mbrenaman.com/AgeOfTheDead.jar.

I would like to know what you think of the transparent rectangles under the messages and minimap.

Also @dranonymous, I'm 22 and not being 14 anymore and having such a newb problem bothered me but I suppose when 44 or 66 and I'm writing a space shooter for my new halographic computer display, I'll have newb problems  Cheesy
17  Games Center / Archived Projects / Re: Here goes - I present an alpha of Daughterware on: 2004-09-14 08:41:25
Pretty cool, definently not my age group  Wink. If antialiasing doesn't slow it down to much it would probably make it look even better.

Everything ran fine and the only problem I had with the design was that there was no button to go from a game section back to the main menu. So to try it all I had to restart the game several times.

For saving, maybe the player could save thier progress/scrore on every game at once from the main menu.

And as Malohkan pointed out one of the top right window buttons causes the window on my system to just dissapear until I right click and hit restore on its icon on the task bar.

Other then that it worked fine, keep at it and maybe you'll be able to make that money you were talking about   Smiley.
18  Games Center / Archived Projects / Re: Here goes - I present an alpha of Daughterware on: 2004-09-13 20:43:38
I was going to try it out but sadly I use a dial-up connection and 12megs would take several hours just to try it out. Sorry...
19  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-13 19:19:39
Ok, I see now d. That'll be simple to try out (the translucent rectangle).

To prevent to much change to the app class itself I will make the update method from the GameCore hang until a redraw is needed. That should do, seems like the path of least resistence. I just want to keep it so later I can have animated damage effects, like the reb blood blobs splattering and fire damage exploding and stuff.

I'll get to work. Thanks for clearing up that stuff yall, I feel like such a newb  :-/ (btw this is not my first programming language or first game so I feel... well, kinda dumb)
20  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-13 17:41:23
So active rendering actually using a loop to update->draw repeadily, how else can it be done? What are the alternatives to it?

As for adding a delay I can add that. But I would like to know  the alternatives to my gameLoop. Maybe some source code or something  Huh
21  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-13 14:27:10
Ok, I'm feed up trying to make this work (that is the fact that the 2d blit eats up so much).

Here's the latest profile with the new Window that doesnt use that active rendering

Flat profile of 73.25 secs (4163 total ticks): AWT-EventQueue-0

 Interpreted + native   Method
12.8%     0  +   403    sun.java2d.loops.Blit.Blit
 0.3%     0  +     8    sun.awt.windows.Win32BlitLoops.Blit
 0.1%     0  +     4    sun.awt.font.GlyphList.setupStringData
 0.1%     0  +     2    sun.awt.font.NativeFontWrapper.getFontMetrics
 0.1%     0  +     2    sun.awt.windows.WInputMethod.getNativeLocale
 0.0%     0  +     1    sun.awt.windows.WComponentPeer.nativeHandleEvent
 0.0%     0  +     1    sun.awt.font.NativeFontWrapper.getCharMetrics
 0.0%     1  +     0    sun.awt.windows.Win32OffScreenSurfaceData.initSurface
 0.0%     0  +     1    javax.swing.JComponent.processKeyEvent
 0.0%     1  +     0    java.awt.Container$MouseEventTargetFilter.accept
 0.0%     1  +     0    sun.java2d.SunGraphics2D.<init>
 0.0%     1  +     0    javax.swing.JComponent.paintDoubleBuffered
13.5%     4  +   422    Total interpreted

    Compiled + native   Method
 0.0%     1  +     0    vtable chunks
 0.0%     0  +     1    javax.swing.RepaintManager.currentManager
 0.0%     1  +     0    sun.awt.font.FontDesignMetrics.stringWidth
 0.0%     1  +     0    DungeonManager.draw
 0.1%     3  +     1    Total compiled

        Stub + native   Method
79.0%     0  +  2497    sun.java2d.loops.Blit.Blit
 0.2%     0  +     6    sun.awt.windows.Win32DDRenderer.doFillRectDD
 0.2%     0  +     5    sun.awt.windows.Win32BlitLoops.Blit
 0.1%     0  +     2    sun.java2d.loops.DrawGlyphList.DrawGlyphList
 0.0%     0  +     1    sun.awt.font.GlyphList.setupStringData
79.5%     0  +  2511    Total stub


Still a problem so I'm going to take a chance add post the code to the GameCore which the main game extends. Its really sloppy beacuse I was working on it but here, PLZ, tell me what the hell I'm doing wrong.

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public abstract class GameCore extends JFrame{

  ////////////////////////
 //       Variables      //
 ////////////////////////

  public static final float FONT_SIZE = 14.0f;
  public static final int GAME_WIDTH = 800;
  public static final int GAME_HEIGHT = 544;

  private boolean isRunning;

  protected GameCanvas gameCanvas;

  private JFileChooser fileChooser = new JFileChooser();

  ////////////////////////
 //        Methods      //
 ////////////////////////

  //Signals the game loop that it's time to quit
 public void stop() {
    isRunning = false;
  }

  //Calls init() and gameLoop()
 public void run() {
    try{
      init();
      gameLoop();
    }
    finally{
      //screen.restoreScreen();
     lazilyExit();
    }
  }


 
  //Exits the VM from a daemon thread. The daemon thread waits
 //2 seconds then calls System.exit(0). Since the VM should
 //exit when only daemon threads are running, this makes sure
 //System.exit(0) is only called if neccesary. It's neccesary
 //if the Java Sound system is running.
 public void lazilyExit() {
    Thread thread = new Thread() {
      public void run() {
        // first, wait for the VM exit on its own.
       try {
          Thread.sleep(2000);
        }
        catch (InterruptedException ex) { }
          // system is still running, so force an exit
         System.exit(0);
        }
      };
    thread.setDaemon(true);
    thread.start();
  }

  //Sets full screen mode and initiates and objects.
 public void init() {

    //create a frame to contain our game
   setTitle("Age of the Dead - by Mathew Brenaman");

    //Set main game frame
   setBackground(Color.black);
    setForeground(Color.white);
    setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    setIconImage(loadImage("Icon.gif"));

    gameCanvas = new GameCanvas();

    gameCanvas.setBackground(Color.black);
    gameCanvas.setForeground(Color.white);
    gameCanvas.setPreferredSize( new Dimension(GAME_WIDTH,GAME_HEIGHT));
    gameCanvas.setDoubleBuffered(true);
    gameCanvas.setFocusable(true);

    //Set font
   try{
      gameCanvas.setFont(Font.createFont(Font.TRUETYPE_FONT,getClass().getResourceAsStream("Calisto.TTF") ).deriveFont(FONT_SIZE)  );
    }catch(Exception e){
      System.out.print("\nError in loading Calisto.ttf, unable to start game...\n");
      return;
    }

    //Set the preffered size of the content pane and add the canvas to it            
   Container c = getContentPane();
    c.setLayout(new FlowLayout());
    c.add(gameCanvas);

    gameCanvas.requestFocus();    // the JPanel now has focus, so receives key events

    pack();
    setVisible(true);
    gameCanvas.setVisible(true);
    show();
               

    setExtendedState(Frame.MAXIMIZED_BOTH);


    isRunning = true;

  }


  //Load image using ImageIO
 public BufferedImage loadImage(String fileName) {
    try{
      return ImageIO.read( getClass().getResourceAsStream(fileName) );
    }
    catch(IOException e){}
    return null;
  }

  //Method uses and displays a JFileChooser dialog box for saving/loading,
 //and returns the file choosen, do not provide a dot for the extensions
 public File showFileChooser(String dialogTitle,String approveButtonText,
                              String approveButtonToolTip, char approveButtonMnemonic,ExtensionFilter extensionFilter,boolean saveFile){

    fileChooser.setDialogTitle(dialogTitle);
    fileChooser.setApproveButtonText(approveButtonText);
    fileChooser.setApproveButtonToolTipText(approveButtonToolTip);    
    fileChooser.setApproveButtonMnemonic(approveButtonMnemonic);
    fileChooser.addChoosableFileFilter(extensionFilter);
    fileChooser.setFileFilter(extensionFilter);
    fileChooser.rescanCurrentDirectory();
   
    int result;
    if(saveFile){
      result = fileChooser.showSaveDialog(GameCore.this);
      File fileResult = (result == fileChooser.APPROVE_OPTION) ? fileChooser.getSelectedFile() : null;
      if(fileResult!=null){
        if(!fileResult.getName().toLowerCase().endsWith(extensionFilter.getExtension()))
          fileResult = new File(fileResult.getAbsolutePath() +"."+extensionFilter.getExtension());
      }
      return fileResult;
    }    
    else{
      result = fileChooser.showOpenDialog(GameCore.this);
      return (result == fileChooser.APPROVE_OPTION) ? fileChooser.getSelectedFile() : null;
    }

  }

  //Runs through the game loop until stop() is called.
 public void gameLoop() {

    long startTime = System.currentTimeMillis();
    long currTime = startTime;
    TimeSmoothie timeSmoothie = new TimeSmoothie();

    while(isRunning){
      long elapsedTime =
        System.currentTimeMillis() - currTime;
      currTime += elapsedTime;            
       
      //update
     update(timeSmoothie.getTime(elapsedTime));

      gameCanvas.repaint();

      // Sync the display on some systems.
     // (on Linux, this fixes event queue problems)
     Toolkit.getDefaultToolkit().sync();

    }
  }

  //Updates the state of the game/animation based on the
 //amount of elapsed time that has passed.
 public void update(long elapsedTime) {
      // do nothing
 }

  //Draws to the screen. Subclasses must override this
 //method.
 public abstract void draw(Graphics g);



  public void paint(Graphics g) {
    g.setColor(Color.BLACK);    
    g.fillRect(0,0,getWidth(),getHeight());    
    gameCanvas.repaint();
  }


  public class GameCanvas extends JPanel {

    protected void paintComponent(Graphics g) {
      draw(g);
    }
 
  }

}//End of GameCore class
22  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-13 10:28:28
Thats great Malohkan, I'd be happy to use gamelizard for future versions. I'll try and contact you in the future, hopefully gamelizard has a link to an email address I could use, if not my profile has my email address. And also, I'll need to find the info I need to sign the jar and do whatever I need to do to the manifest to break the game up into 3 jars. Also still trying to figure out what to do with those excess dungeon sounds. Gonna try to NOT use active rendering, see how that works...  Smiley

Thanks again everyone, this forum rules  Grin
23  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-12 18:57:27
@dranonymous ok let me address all of your very nice critques. I can weaken the rats, there're supposed to be like "giant rats" sorry. Sound and music are coming soon. I have the code and stuff just haven't added. But I have started on the MIDI soundtrack. I will gladly fix the ranger and sex thing also thank you for pointing that out.

About cpu usage, if its standing still, it shouldnt be doing much... hmmm I'll profile it and get to the bottom of it.

I'm not sure what water mark like look is.... do you mean a translucent box behind every bit of text or just the messages at the top.

Use the number pad to move diagonally sorry but its listed in the 'h' help screen (sorry again)

For sounds (not real ones but ones in the dungeon) I could easily make it not display any continuous messages. So like if you hear "Something walking by" you'll only get one message for it until you hear it from another source or you move away. Combat, doors opening, all those sounds happen but I made it to were you can't hear what you can see. Either that you would walkaround hearing the sound of your own footsteps. I don't know, seemed ok not to tell a player he/she hears a door opening when he/she opened it.

@blahblahblahh as mentioned before, my web host doesnt support JNLP so I can't make it webstart. But if you want to host a future version then that would be cool. And yes, I think its strange that DnD stuff was supposidly based on Tolkien's books which have no specialized character at all (trying to remember stuff I havent read those books in ages).

EDIT: I reprofiled my game and my own compiled code is only 6% of the problem. Here's a snippet that I wanted yall to look at....


       Stub + native   Method
64.6%     5  + 12391    sun.java2d.loops.Blit.Blit
2.0%     0  +   380    sun.awt.windows.WToolkit.sync
1.9%     2  +   356    sun.awt.font.GlyphList.setupStringData
1.2%    38  +   187    sun.awt.windows.Win32DDRenderer.doFillRectDD
1.0%     0  +   198    sun.java2d.loops.DrawGlyphList.DrawGlyphList
0.6%     0  +   122    sun.awt.windows.Win32BlitLoops.Blit
0.2%     0  +    31    java.io.RandomAccessFile.setLength
0.1%     1  +    16    java.lang.StrictMath.floor
0.1%     2  +    11    sun.awt.font.GlyphList.discardData
0.1%     2  +     8    sun.awt.image.BufImgSurfaceData.getSurfaceData
0.0%     0  +     8    java.lang.StrictMath.pow
0.0%     0  +     6    sun.awt.shell.Win32ShellFolder2.getAttributes0
71.7%    50  + 13714    Total stub


As you can see sun.java2d.loops.Blit.Blit is the bottleneck. So is there like any common mistakes or something that one can make when 2d drawing? I'm using BufferedImages.... umm (details uhh) I'm using active rendering in a JFrame. I really don't know what other info might help short of posting source code.
24  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-12 15:11:24
Sorry to double post, but go ahead and ignore the last post, all I had to do was turn of IgnoreRepaint for the JFrame and override its paint method and make it draw a black rec. behind the game canvas.

So everything has been fixed. The weight thing with meat and bones was actually a nasty bug, thank you for seeing it.

Anyways, here's a the link again to the jar http://mbrenaman.com/AgeOfTheDead.jar

Hopefully everything works now  Roll Eyes
25  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-12 08:18:27
I've fixed all the problems sited, but to get the area outside of the game's Canvas to redraw, I force a redraw() on the window in my rendering loop, which obviously kills the frame rate.

Any better way to get the main JFrame that contains the game' Canvas to draw and update the area outside of the Canvas (in the JFrame)? Or should I just make the maximized size of the game the same size as the game canvas?
26  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-11 20:47:00
Well thank you both for clearing up that window question, I'll get that taken care of and the window mazimizes at the start on purpose (on my 800x600 display that's the only way I can see the edges of the game buffer), and thank you very much Malohkan for your input  Grin. If you interested in future updates watch this forum. Anyways, let me address the problems you both stated...

First, the light is simply just at a low radius level for torches, and kevglass, sorry about not warning you about the torches. The game is designed to draw tiles as far as the dimension of the game buffer 25*18, on a 800*544 canvas, so I'll increase the light radius' for light sources.

Sencond, sorry about that weight of bones thing, purely an accident. And for alchemy, I havent programmed it in yet (well atleast the actual recipe making stuff). But thats what those bs items are for.

Third, 68 Vitality, I hope you mean hp/life and not the stat "Vitality", which can be seen by pressing or "Stats". If hp, good it worked right, if not then I must ask how long you played  Shocked.

Fourth, about buy/sell/trade/repair. I made it to were characters in their dialog could to take you to buy/sell/trade/repair menu, like Marcus at the begining, ask him to trade, he sells food and stuff  (You said you had trouble getting food) and he also does the sell/trade/repair. And as you progress through the game you'll meet other character's that trade, until you reach the "Necropolis", which is going to be a complete undead town in the dungeon. Do you think that sounds suitable (didn't seem to bad to me) or should I let the player return to a town map?

Looks like I'll be busy later  Smiley thanks again y'all.
27  Games Center / Archived Projects / Re: Age of the Dead V0.1 on: 2004-09-11 18:56:18
Exactly how do you attempt to put in full-screen mode? I'm not sure what you're talking about  Huh
28  Games Center / Archived Projects / Age of the Dead V0.1 on: 2004-09-11 17:53:37
Well, I've been working on this dungeon crawler "Age of the Dead" now for two months, and I need some people to test it. I have no friends or relatives that would touch a tile-based turn-based rpg type game with a ten-foot pole so no one has played it.

My web host doesn't support JNLP so I can only provide a direct link to the executable jar file...

http://mbrenaman.com/AgeOfTheDead.jar

The closest thing I have to instructions right now is the help screen, press [h] in game.

Try it out, tell me what you think. Maybe it won't be that bad...  :-/

EDIT: this is an early version with only 3 classes and a script not extending past the first floor. Also I've only just finished balancing everything for one class (Mercenary) so, expect anything with the other two.
29  Game Development / Newbie & Debugging Questions / Re: 2 mins to create a JFileChooser on: 2004-09-11 05:09:56
Quote

The MS designer that thought a computer could examine large files in a flash should be shoot.


Amen  Grin
30  Game Development / Newbie & Debugging Questions / Re: 2 mins to create a JFileChooser on: 2004-09-09 09:33:37
I got it resolved  Grin!

For WinXP users with this problem check out http://forum.java.sun.com/thread.jsp?forum=57&thread=437304&start=30&range=15&hilite=false&q=>

I just turned off WinXP's default file association with zips and bam, works like a charm.

To turn it off if you have the problem,

regsvr32 /u %windir%\system32\zipfldr.dll


To turn it back on if you need it, (I'm getting winzip, screw XP!)

regsvr32 %windir%\system32\zipfldr.dll
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