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1  Java Game APIs & Engines / J2ME / Re: The K700i - does not recognise .jad & .jar on: 2004-07-05 22:35:32
Here's somthing you can check. Web server mime types setup correctly.

.jad      " text/vnd.sun.j2me.app-descriptor"
.jar      "application/java-archive"

Other than that don't know anything about the phone!

2  Game Development / Newbie & Debugging Questions / Re: Not-so-simple font-resizing questino... on: 2004-01-19 18:32:24
Quote
The problem is that my fonts *sometimes* come out at least a full point to small.  To test this, I added

fontSize = fontSize + 1F ;


The reason the fontsize is coming out a full point smaller, is if you are out by 10 pixels and you increase the point size by 1F you are then increasing the space used by the string line by number of characters*point change which could be greater than your screen size-3 pix. So your code is just finding the best fit font for the screen.

All The Best

Paul
3  Game Development / Newbie & Debugging Questions / Re: Not-so-simple font-resizing questino... on: 2004-01-19 01:35:47
Without looking at your code you cannot assume each character has the same font width, proportional pitch fonts to fixed pitched fonts. Here a link that explains the difference...
http://www.webopedia.com/TERM/F/fixed_pitch.html

OK had a look at your code....

What you are trying to do is only possible with a fixed pitched font if your getWidth()%maxwidth.length()=0

or with a proportional font if you are lucky...... Smiley

You will always be out by a number of pixels unless you change the spacing on a few words/characters to make up the difference....

The only way to get it accurate without doing the spacing thing...is to draw your text into an image the same size as the text width/height and scale the image to the screen.
Hope that helps

All the Best

Paul
4  Games Center / Archived Projects / Re: S-Type! on: 2003-11-27 05:46:06
Starts ok, displays the screen then just hangs changing colour from pink through to blue gradually., but only in the pink area on the screen shot.

system :  win me, java 1.4.2,gforce 3, drive asus v8200 v44.03

Screen shot:

The log has one red error:
http://demo1.e-nablesolutions.com/log.html

Nice looking log, with drilldown.
5  Games Center / Archived Projects / Re: RPG Point/Click demo on: 2003-11-25 17:09:23
Quote
SpuTTer Posted on: Nov 24th, 2003, 10:43pm What technologies are you using to create this?


Just java2d  full screen with a double buffer, NIO and java sound. All the tools used to build the game are also in java.

Quote
nonnus29 Posted on: Nov 24th, 2003, 10:43pm
flickering cursor, and pathfinding.  Are you using A* or depth first, breadth first etc?  Or something else?

Oh yeah, how did you do the gui?  Did you use javas drag n drop or did you roll your own?   Did you overide button or extend component?

The flickering cursor is cause by your graphics drivers(I think :-/) as i have the same problem on an older machine here. I just use the java setcursor standard calls. I might change it to a sprite and hide the cursor.

The pathfinding is A* that uses point collision as the collision is drawn on the map by using straight lines at any angle and circles.

All the components you see are roll your own.

All The Best,

Paul
6  Games Center / Archived Projects / RPG Point/Click demo on: 2003-11-24 22:34:32
Just though i would post a demo of what i'm working on, its an rpg engine with editors etc.
Has a map,character, skill, dialogue,items,object editors. With a NIO backend server, and client.

In the demo you can just walk round(by using the mouse and clicking), pickup items, talk to one npc, explore a cave to the nw. Its just a glorified chat engine right now(and not a good one at that Wink).

The demo is at http://demo1.e-nablesolutions.com/gamea.zip

To run the demo just unzip and double click on the .bat file for the required screen size and select guest from the menu. (Sorry only has a windows bat file...). Download size is 3.85 megs

There are some bugs in this demo, clicking in an enclosed area causes the pathfinding to search the entire map.... plus a few more...

If the client does not connect it means the server is down as the server is not on all the time.


All The Best,

Paul

7  Games Center / Archived Projects / Re: Alien Flux Alpha Test 3 on: 2003-03-24 05:39:57
Cool game  Smiley in game sound effects remind me of defender, runs fine on my win me amd1.4 gf3 64m system but... ther's always a but... Wink
32 bit mode crashes when you exit and locks up my PC with a black screen, have to ctrl-alt-del.
8  Games Center / Archived Projects / Re: CounterSheep - The product of 48 hours of insa on: 2002-11-13 07:49:33
I've also got the same error as virum and nonnus29.

Grfx Card Geforce 3 64m
Driver ASUS V8200 v12.60
win me
AMD 1.4
256m memory
Java version 1.4.1_01
9  Java Game APIs & Engines / Java 2D / Re: Tile-based games and Quadtrees on: 2002-11-08 22:33:34
Just as a comparison, i'm running java1.4.1

All images are accelerated.

Tile size is 48*48 pixels.
Screen size 800*600*16.
Number of objects placed on top of tiles 250 all image sizes.

On my AMD1.4 (gforce 64 meg)i get an fps of around 300.
On my p2 266  8meg matrox (old machine) i get an fps of around 58.

I'm using the if method plus an object sort and there is no slowdown.

Accelerated images are definitely the way to go.


All The Best
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