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1  Discussions / General Discussions / Re: Where to post management related topics ? on: 2004-09-06 00:13:11
I suggest you could take a look here:

It's not only Java related, but it's a forum that deals with management, publishing and ohter sorts of game related things...
2  Discussions / General Discussions / Re: Pyrogon on: 2004-09-02 02:06:54
Cas would make an incredible spokesperson!!  Grin

Now, seriously, the Indiegamer forum ( is a great place to check out to get information on indie business, both for newbies and experienced developers.
3  Games Center / Archived Projects / Re: Survivor - first alpha! on: 2004-06-07 17:29:24
blah*3: do you mean the survivor level editor??
4  Games Center / Archived Projects / Re: Survivor - first alpha! on: 2004-06-07 15:57:33

If we taught monsters to encircle you any more effectively, then you would have a snowball's chance in hell of completing the harder (not even the hardest) rooms.

On a second though, leave the AI as it is!! I am already having a hard time now. Grin
5  Games Center / Archived Projects / Re: Survivor - first alpha! on: 2004-06-07 14:23:13
Sigh...this is getting pretty fun!! And I MUST stop playing it!!

Anyway, I am having a hard time figuring it out which type of player is more useful. Being fast is extremely important, but shooting fast is as much when there is a BIG crowd following you.

I was thinking, every "sort" of monster has the same AI for chasing the player? It appears so, since they all seem to chase after me, even with blocking wall and, sometimes, they do some kind of "dodge". It might be fun, and harder, to have different kinds of behavior from the enemies. There might be some who go straight at you, others who tries to encricle, and so one. Of course, it might be a bit difficult to program this.

Oh, there are very minor bugs now and then. There are rare times when an enemy get out of the "playing field".
6  Games Center / Archived Projects / Re: Survivor - first alpha! on: 2004-06-06 18:35:02
ARGH!! I've played it moments after being posted, and it was quite easy, but getting interesting!! Now it is all madness!!!

All in all, I think it's a pretty fun game, and the controls are really interesting. However, I think it would be best to map the "x" key to "s", as it would be easier to shoot down.

Another point is that it's possible to slow enemies down by "forcing" them to get stuck in corners.

The worst nightmare for the player is not when there are a crowd coming from one direction, but from coming from ALL directions!!! It is run and hit then...
7  Discussions / General Discussions / Re: Open sourcing Java and its effect in games on: 2004-06-04 22:53:51 2 cents in this Open Source ideia is that it could go either way, bad or good.

I agree with ZParticle that the Open Source movement might generate the so called "half-assed implementation". However, if, through open sourcing, it become possible to customize, or create, Java VMs game optimized (both in speed and size), I would say "go for it!!".

The VM size is, I believe, one of the major setbacks for the success of Java games, specially for web games, small games and freelance games.
8  Discussions / General Discussions / Re: Open sourcing Java and its effect in games on: 2004-06-04 15:17:43
Oh well...I guess I might have jumped the gun, then....

Anyway, I am interested as how games would be affected if such thing becomes a possibility.
9  Discussions / General Discussions / Open sourcing Java and its effect in games on: 2004-06-04 13:11:00
There is an article at ZDNet (,2000061733,39149502,00.htm) about Sun announcing that it will open source Java.

I wonder, how this will affect the java game development, if at all?? Will we be able to ship smaller VMs??
10  Game Development / Game Play & Game Design / Re: Mini Adventure on: 2004-06-04 12:44:19
Kev, are you using the current J2DA 0.2 for this project, or is it a special version?
11  Games Center / Archived Projects / Re: Hallucinogenesis alpha test on: 2004-06-02 14:28:57
I am completely dizzy!! I am not joking...
12  Game Development / Game Play & Game Design / Re: MVC pattern on: 2004-03-02 20:33:58
Out of my apparent cluebieness, would you mind giving me a short example of your MVC modeling in the game??

I am actually aware of the MVC patern, which I find it very interesting and am trying to follow it to my best. However I am still curious of how others envision its use in a game.

Thanks, and forgive my newbiness...  Tongue
13  Discussions / General Discussions / Re: Any examples of fast running isometric games? on: 2004-03-02 11:57:41
I think they are still in closed beta, which only chineses can apply.

For obvious reasons, I am sure  Wink
14  Game Development / Game Play & Game Design / Re: Sprite Resources on: 2004-02-29 00:56:15
Holy Cow!!! Thanks a lot, this is incredibily helpfull!!!  Cheesy
15  Discussions / General Discussions / Re: Faster, smaller, simpler: yours for $99 on: 2004-02-26 14:58:32
Quick dumb question: does Jet  works directly with the bytecodes, the .class files, or with the source code?
16  Discussions / General Discussions / Re: Faster, smaller, simpler: yours for $99 on: 2004-02-26 14:01:42

My vote has been changed from yes to no. If it doesn't support the entire JDK, I'm not interested, even if it's free. I'm happy with Java as is, so give me native everything, or don't bother me.

Pardon me if I am wrong, but doesn't Jet already support the whole JDK??

From what I perceived, this...errrr...compiler is to be used directly with LWJGL and only suporting, I hope, a few Java key libraries, such as util.

This really sounds interesting for small developers (such as myself)
17  Discussions / Miscellaneous Topics / Re: We Are Not Alone... on: 2004-02-12 06:51:38
The JRE I, ahem, embed in AF at the moment is only 3MB :S

Out of my complete ignorance on the subject I ask: is this legal??
18  Game Development / Newbie & Debugging Questions / Re: Technology for a 2D plataform game on: 2004-02-11 15:08:31
Well....I am almost set on using LWJGL....however I have another clubie question: is there any tutorial on LWJGL (or OpenGL, for that matter) for 2D games??
19  Game Development / Newbie & Debugging Questions / Technology for a 2D plataform game on: 2004-02-11 13:52:46
Hey all, as a veteran clubie I have another question, as alaways.

Well, I am currently developing a 2D plataform game in Java (of course!!!) and I am a bit dazzled by all surrounding game technologies...there is pure Java2D, LWJGL, JOGL and probably a few more I didn't noticed.

So, I've started thinkering with Java2D and thought it was the best and all. However, I didn't went far enough to start falling into certain performance problems because of it.

So, as an advice, what technology should I use for my type of game, which is not necessarily as simple as it may sound???
20  Discussions / Miscellaneous Topics / Re: We Are Not Alone... on: 2004-02-11 09:18:54
Amazingly enough, here in Brazil the broadband scenario really cought up!!

A few years ago there was a boom in the broadband industry, and now we have all kinds of technology and companies competing, from cable to ADSL.  Of course, it is still a bit expensive....

On the JRE size, I couldn't agree more. Even with broadband, I don't like the idea of having users download dozens of MB where a couple would probablu sufice.

This was my two cents (or dois centavos, if you are local Smiley)
21  Discussions / General Discussions / Re: A Java pirate game on: 2004-02-09 11:38:31
Yup....I believe (and correct me if I am wrong, please) that it's one of the first Java game in the verge of hitting "mainstream". least online mainstream...
22  Discussions / General Discussions / Re: A Java pirate game on: 2004-02-09 07:38:47
Well....what can I say?? What about: "duh"!!!  Embarrassed

That will remind me of using the search feature more often...
23  Discussions / General Discussions / A Java pirate game on: 2004-02-08 20:01:26
Ahoy mateys,

I was wondering if any of you scurvy dogs out there has ever played, heard, seen (etc) this game:

It is quite a nifty pirates game, actually it is a MMORPG where you do your piratey chores through puzzles. Oh, did I mention it's in Java??

Check it out...
24  Games Center / Archived Projects / Re: A little hack on: 2004-02-08 19:38:38
*cough* found serious bug... hold down left mouse button whilst playing Wink (Hence you find me mysteriously at the top of the hiscores list! Hehe)

Cheater!!! Angry

You know, cheaters never win!!! Wait....hmmm...they DO win...and rather quickly....  Embarrassed
25  Games Center / Archived Projects / Re: A little hack on: 2004-02-08 11:54:12 I hate you for doing such an addictive game!!!

26  Java Game APIs & Engines / Java 2D / Re: Still having trouble with 90-degree turns... on: 2004-02-01 09:27:17

I am really sorry, since I guess I was the one who confused you with the mirroring thing.

I thought, back in the other thread, that you wanted to simply rotate left/right and up/down. Now I realise that what you want is a tad different, and more difficult.

Sorry for the misunderstanding...
27  Java Game APIs & Engines / Java 2D / Re: Mirroring an image on: 2004-01-20 07:17:42
MBishop, I made a little test with the flipping from drawImage and it can also flip up/down. This is not necessarily a rotation, since rotations can be quite expensive, and in any degree.. Anyway, it appears you don't need separate images for different flips.

But, your questions about palette-swaping is really interesting, and I would also like to know the answer....
28  Game Development / Newbie & Debugging Questions / Re: BufferStrategy Doublebuffer on: 2004-01-18 22:58:29
"2D is just 3D with one eye closed"

Ha, this one was great!!! Smiley

Continuing on my endless series of question, why would I have to use LWJGL or JOGL?? They have faster mechanisms, or something??

And, by the way, should I generally use this libraries when even developing for Windows, and 2D??
29  Java Game APIs & Engines / Java 2D / Re: Mirroring an image on: 2004-01-18 13:27:36
HA!! The collision is one tip that I already know!! Grin Well, at least I should know something, right?  Smiley

Thanks a lot!! Now I am a happy coder!! Smiley
30  Java Game APIs & Engines / Java 2D / Re: Mirroring an image on: 2004-01-18 13:05:01 in drawImage I just need to specify an "inverted" rectangle and it will be flipped??? Duh for me!!! Embarrassed

And I can do this with managed, accelerated, images?? Double duh  Embarrassed
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