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1  Discussions / General Discussions / Re: PUPPY GAMES announces INVASION OF THE JELLIES on: 2003-10-26 20:39:15
If its only $5, and around the same quality as Alien Flux...you can expect ill purchase it.
2  Games Center / Archived Projects / Screens of my zelda-ish close game... on: 2003-10-26 19:28:07
How do you think it looks?
Has a level editor, and a game mode...







Any info or suggestions on how things should look is appreciated...

right now you can explore multiple screens of the world, the levels are loaded in from numbered .zone files that the level editor can read/write.
Currently the user can specify messages for signs also.

Thanks Smiley
3  Java Game APIs & Engines / Java 2D / Re: Looking for help/suggestions on a game... on: 2003-10-21 20:21:35
odd since it worked perfectly, even when i stuck 3 ints together (1 250 250)

it read all 3 separately...I'm pretty sure tokenizer uses space as a default separator.

charAt wont work if theres more than 1 place to the integer btw, and it returns a char, not an int.
4  Java Game APIs & Engines / Java 2D / Re: Looking for help/suggestions on a game... on: 2003-10-21 19:46:42
Ah thank you Smiley I was not aware of such classes, i guess my book is a bit outdated Smiley

Do you think this is an appropriate way of getting it to work?

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String buffer = bufferedRead.readLine();
StringTokenizer st = new StringTokenizer(buffer);
eventData[q][i].destinationZone = Integer.parseInt(st.nextToken());          
            


oh yes, and one minor question...when I am done with the buffered and input stream readers, should i .close() both of them? Or do I just need to close one? Don't want this file stuck open or something Tongue
5  Java Game APIs & Engines / Java 2D / Looking for help/suggestions on a game... on: 2003-10-21 02:19:20
(This isn't entirely GFX related, but I can't seem to find a forum this would fit into...)

Its an overhead 2D game, tile based. It takes place in individual screens, like the older Zeldas did.
Right now, I have it so it reads levels in from files, allowing me to implement a level editor and maybe in the future allow players to add their own levels. (The game knows how to load them and when based on the file number). This works all fine and well until i get to ingame "events".

Currently, the level files look like this:

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Beta Zone
nnnnnnnnnnnnnnnnnnnnnnnnn
dgggggggggdgggggggggggggd
ggggggggggdgggggggggggggg
ggggggggggdgggggggggggggg
ggggggggggdgggggggggggggg
ggggggggggggggggggggggggg
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ggggggggggggggggggggggggg
ggggggggggggggggggggggggg
ggggggggggggggggggggggggg
ggggggggggggggggggggggggg
ggggggggggggggggggggggggg
ggggggggggggggggggggggggg
ggggggggggggggggggggggggg
ggggggggggggggggggggggggg
ggggggggggggggggggggggggg
ggggggggggggggggggggggggg
dgggggggggggggggggggggggd
NULL LINE. EVENTS NEXT
nnnnnnnnnnnnnnnnnnnnnnnnn
xxxxxxxxxxtxxxxxxxxxxxxxx
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(It doesnt format perfectly here, but I'm sure you'll get the drift)

I read it in using basic dataInputStream stuff, and it works very nicely. It gets and draws the level, and reads that there is a "teleport" event tile at t in the 2nd grid. (The 2nd grid kind of "overlays" the first grid so to speak, as an event layer. That is how it appears in the editor too). Now the 1 at the end is supposed to show the destination zone for the teleport event. However, when I try to read the 1 in using .readInt(), it gives me an end of file exception, and gets some insane number instead of 1. I'm using notepad, so i dont THINK there are any hidden formatting things screwing up the .readInt()....if anyone knows why this is happening, it would be greatly appreciated.

Also, I'm looking for any tips/advice you have on implementing the events system...thanks for your time Smiley

Feel free to move this post if there is a forum section more suited for it...

6  Java Game APIs & Engines / Java 3D / Re: Cinema4D free on: 2003-10-14 01:45:31
Sounds nice, thanks for the info
7  Games Center / Archived Projects / Re: Platformer base... on: 2003-10-13 21:59:33
The source on the page is pretty outdated.

The goomba thing is a known issue, i have it fixed but i have to upload it when I get a chance. The levels on the new source are just an array of strings, and the Level.class reads them in and interprets them into 2 arrays, a collision array and an array of the class "Element".
8  Java Game APIs & Engines / Java 2D / Re: Looking for assistance with my platformer appl on: 2003-10-06 01:56:55
Thanks. Smiley

I've begun neatening things up and stuff, however I'm still stumped as to why my game goes so poorly on low end systems. I checked, and I don't create any new objects during the game loop, and I don't modify any strings... Sad
9  Java Game APIs & Engines / Java 2D / Re: Looking for assistance with my platformer appl on: 2003-10-05 18:00:10
http://www.paraduck.net/misterbob/monitor.html
10  Games Center / Archived Projects / Re: Platformer base... on: 2003-10-04 21:46:18
I've noticed it runs kind of slow on some machines...do you guys know of anything that would cause this? I've tried disabling music, but that isn't what does it...

Source is here: http://www.paraduck.net/misterbob/src.rar if anyone is interested. I'm not that great yet, and some stuff probably isn't done correctly or the best way...I'll learn eventually, but right now I want to solve these performance issues
11  Java Game APIs & Engines / Java 2D / Looking for assistance with my platformer applet.. on: 2003-10-04 21:35:58
Its doing pretty decently, aside from a few collision errors...however, it eats a LOT of memory, and goes pretty slow on computers that are not top-end.

I was wondering if anyone could give me a hand with this...its open source, and you can DL it here: http://www.paraduck.net/misterbob/src.rar

I'm not the greatest programmer, so I'm sure some of it is crappy/hard to read/done wrong...I'm looking for any help you can give, especially optimization. I've tried using a profiler, but I can't figure out what exactly is causing the huge slowdown. Any constructive criticism is appreciated, but if you are just going to mock me/degrade my ability as a programmer, do me a favor and don't download the source, thanks Smiley
12  Java Game APIs & Engines / Java 2D / Re: 2D Performance Issues... on: 2003-09-28 20:26:39
Thanks guys, this helps a lot. Should be able to find those problem spots now
13  Java Game APIs & Engines / Java 2D / 2D Performance Issues... on: 2003-09-27 23:47:32
My game runs well on my comp, which is very high end. However, on many computers it is VERY sluggish, almost to the point of making it unplayable. I've noticed that when it is run in the Applet Testbed, these issues are much less, but within the browser window, they become a serious problem.

The game can be found here...http://www.paraduck.net/misterbob/platformer/classes/

I'm wondering if there are any tools i can use for java to test what sections of my code are causing this major slowdown?
14  Java Game APIs & Engines / Java Sound & OpenAL / Sound "Lag" on: 2003-09-27 18:23:39
If I attempt to play 2 of the same sound around the same time (For example, if mario jumps through a large group of coins in a game), it causes some serious lag.

If you need an example of this, check out my platformer in the games section...

Is there any way to fix this? Or is it beyound the capabilities of JavaSound?
15  Games Center / Archived Projects / Re: Platformer base... on: 2003-09-26 21:09:44
I added some more features, such as coins and improved hit detection algorithms...also at the end of level 1, you can try the start of level 2 Tongue Tell me whatcha think...
16  Games Center / Archived Projects / Re: Happy Fun Ball Applet Platform Game on: 2003-09-26 02:30:07
This game is really sweet. Nice job. Its both funny and fun Cheesy
17  Games Center / Archived Projects / Re: Platformer base... on: 2003-09-26 01:56:21
Thanks Smiley

I told it to stop the music on close, sorry bout that Tongue
18  Games Center / Archived Projects / Re: Platformer base... on: 2003-09-25 20:52:08
Yep that stack trace is caused by the end of the level. Currently mario is simply on a black background, as I haven't made him transparent yet.

I did some uploads to the game. The jumping seems much better, and the collision is fixed up a bit. I added basic goomba AI, so they walk around, but dont do much else. I'm having a rough time testing if they were jumped on...using Rectangles, and saying if the player collides with the rectangle, and is above the goomba's head y coord, he hit it. It doesnt always seem to work though, anyone know why?

Thanks for the comments guys. Glad to hear it works on OSX, thanks for testing it Smiley


EDIT: Added sounds, and lives/score display. Some sound/music are in too. You can now die and kill the goombas. I THINK i got the collision down, tell me how it feels. Also, you can run using alt. This is still a bit glitchy.

Smiley
19  Games Center / Archived Projects / Re: Platformer base... on: 2003-09-24 20:08:16
Thanks for the replies...I've been fixing it up a bit. Collision and jumping are working much better, and that bug where it isnt drawing all the way to the right was fixed. I haven't uploaded the fixed one yet, as I would like to add more stuff before that.

Also, when you fall the game goes back to the start Tongue
20  Games Center / Archived Projects / Platformer base... on: 2003-09-23 02:48:26
Working on a platformer, just got scrolling, jumping, and collision detection going.

You can find the Applet here...http://www.paraduck.net/misterbob/platformer/classes/

Not too much gameplay yet, but I wouldn't mind if people would see if it worked on their systems.

Known Issues:
If you time spacebar right, it is possible to inc jump height or 2x jump.
Sometimes the character can slide into a block slightly (This I can fix pretty quick using modulus).
You can scroll the screen past the level boundary, and if you go out there you can get an array out of bounds...


Thanks in advance for your input!
21  Java Game APIs & Engines / Java 2D / Using GAGE Vs. Not using GAGE on: 2003-08-28 02:17:34
Now I know GAGE makes most game programming in Java a lot easier/faster, at least in most cases. I'm coming here to ask you guys what would be best to do in my situation.

I'm working on a 2D RPG for Java (non-applet). Currently it is simply an ATB (Active Time Battle) System. (Similar to the one in FF3/6). It will include a 2D tile based world map and a map editor at one point I hope....

Here are two screenshots of the battle system. (I know the sprite images used are from FF, but for now I don't have the time/skills to draw new ones, and it is not like the game is going commercial anyways  Tongue)







This was done without GAGE...however it was quite difficult and time-consuming. Would it be worth it to re-design a game of this type in GAGE? And is GAGE easy enough to learn that it will be worth my time?

Your input is greatly appreciated Smiley
22  Java Game APIs & Engines / Java 2D / Re: Some help with an RPG im working on :) on: 2003-05-30 02:25:18
Thanks, i added a key event listener and it fixed it nicely.

However i think I am going to port this to a full screen java game, as i really need save capabilities...passwords would be very annoying  Tongue

Also as a full screen game i can just load the levels from the level editor as files...
23  Discussions / General Discussions / Re: Reviewing, hosting games on: 2003-05-27 00:40:32
That Schlug attack looks like it has the potential to be something pretty cool.

I like how the plane flight works too, except that you can stop in mid air  Tongue
24  Discussions / Miscellaneous Topics / Re: "Point-And-Click" programming on: 2003-05-27 00:36:43
I agree with the above posters...I've always loathed the fact that VB users actually call themselves programmers...I mean come on...VB is like a bike with training wheels, but some people never seem to remove those training wheels  :-/
25  Game Development / Shared Code / Re: Simple Full screen/Windowed Framework on: 2003-05-26 22:42:11
Tag in case i decide to do some non-applet games Smiley
26  Java Game APIs & Engines / Java 2D / Some help with an RPG im working on :) on: 2003-05-26 22:22:47
I have a lot of questions and am in need of a lot of help, so I thank anyone who helps in advance for their kind efforts Smiley

The game itself is here: http://www.paraduck.net/misterbob/gameBeta/

Theres walking around, a representation of the menu, and a random battle system. Note that no monster appears yet in the battles as I have no graphics at the moment Tongue

The level editor (very early version) is here:
http://www.paraduck.net/misterbob/java/

Ok, now for the questions Smiley

Youll notice if you hold a directional key in the game, the character sometimes jumps around. Is there any way to stop/control this? I'm using the built in keyDown(Event e, int key) method if anyone needs to know that  Tongue

Secondly...is there a better way to use Timers than thread.sleeps? In the battle system youll sometimes notice the text displays LONG before it should.

Next, is there any better way to store levels than the way I'm doing it? (Go to the level editor, and click the button that generates the code output).

Also, how do i force images to load at the start of the applet? This can become an issue on some occasions...

Lastly, any suggestions or improvements recommended?

Thanks a ton Smiley

Oh, I almost forgot...Is there any way to save data without having a "signed" applet  Lips Sealed
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