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Discussions / General Discussions / Re: Super Mario Programming Contest
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on: 2006-07-16 02:13:27
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I'm also running Linux here(Ubuntu 6.06) with Java 1.5.0_06. When I try to run the applet, the following exceptions come up: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
| javax.sound.sampled.LineUnavailableException: Audio Device Unavailable at com.sun.media.sound.HeadspaceMixer.nResume(Native Method) at com.sun.media.sound.HeadspaceMixer.implOpen(HeadspaceMixer.java:346) at com.sun.media.sound.AbstractMixer.open(AbstractMixer.java:286) at com.sun.media.sound.AbstractMixer.open(AbstractMixer.java:323) at com.sun.media.sound.AbstractDataLine.open(AbstractDataLine.java:103) at class.k.<init>(Unknown Source) at class.s.<init>(Unknown Source) at com.mojang.mario.AppletLauncher.init(Unknown Source) at sun.applet.AppletPanel.run(AppletPanel.java:378) at java.lang.Thread.run(Thread.java:595) javax.sound.midi.MidiUnavailableException: Audio Device Unavailable at com.sun.media.sound.MixerSynth.implOpen(MixerSynth.java:154) at com.sun.media.sound.AbstractMidiDevice.doOpen(AbstractMidiDevice.java:144) at com.sun.media.sound.AbstractMidiDevice.openInternal(AbstractMidiDevice.java:134) at com.sun.media.sound.AbstractMidiDevice.getReceiverReferenceCounting(AbstractMidiDevice.java:339) at javax.sound.midi.MidiSystem.getReceiver(MidiSystem.java:243) at javax.sound.midi.MidiSystem.getSequencer(MidiSystem.java:442) at javax.sound.midi.MidiSystem.getSequencer(MidiSystem.java:348) at class.t.a(Unknown Source) at class.s.run(Unknown Source) at java.lang.Thread.run(Thread.java:595) |
The background, and title come up, and the fps is at 0, nothing else happens I also tried running it with JDK 1.6.0-rc-b90. In that case, almost the same exceptions are also thrown. However, the game runs (80 or so fps) and the sprites move, but no keyboard input is registered. The 1.6 exceptions are as follows: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
| javax.sound.sampled.LineUnavailableException: Audio Device Unavailable at com.sun.media.sound.HeadspaceMixer.nResume(Native Method) at com.sun.media.sound.HeadspaceMixer.implOpen(HeadspaceMixer.java:346) at com.sun.media.sound.AbstractMixer.open(AbstractMixer.java:286) at com.sun.media.sound.AbstractMixer.open(AbstractMixer.java:323) at com.sun.media.sound.AbstractDataLine.open(AbstractDataLine.java:103) at com.sun.media.sound.MixerSourceLine.open(MixerSourceLine.java:39) at class.k.<init>(Unknown Source) at class.s.<init>(Unknown Source) at com.mojang.mario.AppletLauncher.init(Unknown Source) at sun.applet.AppletPanel.run(AppletPanel.java:417) at java.lang.Thread.run(Thread.java:619) javax.sound.midi.MidiUnavailableException: Audio Device Unavailable at com.sun.media.sound.MixerSynth.implOpen(MixerSynth.java:165) at com.sun.media.sound.AbstractMidiDevice.doOpen(AbstractMidiDevice.java:144) at com.sun.media.sound.AbstractMidiDevice.openInternal(AbstractMidiDevice.java:134) at com.sun.media.sound.AbstractMidiDevice.getReceiverReferenceCounting(AbstractMidiDevice.java:339) at javax.sound.midi.MidiSystem.getReceiver(MidiSystem.java:243) at javax.sound.midi.MidiSystem.getSequencer(MidiSystem.java:442) at javax.sound.midi.MidiSystem.getSequencer(MidiSystem.java:348) at class.t.a(Unknown Source) at class.s.run(Unknown Source) at java.lang.Thread.run(Thread.java:619) |
Hmm. I just checked the J4K game I wrote a while back (which incidently has sound), and it no longer works on this machine either. I don't have time to install the latest versions of the JDKs at the moment, but I'll post back as soon as I have time to try again.
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2
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Games Center / 4K Game Competition - 2006 / Re: 4kTetrisAttack
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on: 2006-02-25 01:59:20
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Not a bad game. I have to agree with some of JBanes comments though, it goes pretty slow, and the graphics could be prettier. I also noticed that groups of blocks will sometimes match when they are created, automatically clearing them. Finally, the fullscreen mode does not work on Linux, probably because your using 32bpp for the colour depth when you try to change display modes.
[size=9pt]P.S. jbanes check your private messages.[/size]
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4
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Games Center / 4K Game Competition - 2006 / Re: Sail 4K
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on: 2006-02-21 23:22:41
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Thanks for the reports. I will try and change my color depth and see if I can reproduce the problem. I just ask for a compatible BufferedImage so I am not sure why I would get back one that fails. It looks like it might be when I try to get the raster and asign it to an int array. Does anyone have a code snipet of the platform independent way of getting at the writable raster of a compatible BufferedImage. I am useing the following. 1 2
| BufferedImage image = g.getDeviceConfiguration().createCompatibleImage(width,height, Transparency.OPAQUE); int[] skyImagePixelData = ((DataBufferInt)image.getRaster().getDataBuffer()).getData(); |
I think I see the problem. Your casting the result of "image.getRaster().getDataBuffer()" to a DataBufferInt. All of our errors are class cast exceptions, involving some kind of DataBuffer , which I'm betting originate at that line of code. That cast will have to change to a plain DataBuffer for it to work without exceptions for us. Of course, I have no idea if that'll work with your code.
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Games Center / 4K Game Competition - 2006 / Re: Sail 4K
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on: 2006-02-21 22:46:12
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It's crashing on my machine as well: 1 2 3 4 5 6 7 8 9 10 11 12
| java.lang.ClassCastException: sun.awt.image.DataBufferNative cannot be cast to java.awt.image.DataBufferInt at W.<init>(Unknown Source) at W.main(Unknown Source) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:589) at com.sun.javaws.Launcher.executeApplication(Launcher.java:1176) at com.sun.javaws.Launcher.executeMainClass(Launcher.java:1122) at com.sun.javaws.Launcher.doLaunchApp(Launcher.java:970) at com.sun.javaws.Launcher.run(Launcher.java:104) at java.lang.Thread.run(Thread.java:626) |
I'm running Ubuntu Linux with Java 1.6 b69. Just a guess, but it looks like it may be some sort of problem with the bit depth on mine, g666's and f.l.x.'s computers. Linux only has a bit depth of 24 at most and g666 lists his as 16.
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Games Center / 4K Game Competition - 2006 / Re: Radar III
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on: 2006-02-04 01:51:53
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I like this one a lot better! Wave 5 got me though  Very well done. Only Wave 5? I can usually get to Wave 10 or so  . I made a few improvements to the game now. Firstly, I noticed that damage from explosions wasn't tied to the timing properly, so if you had a high fps, you were getting more damage than you should have been. Also, I added JoGa to my development pipeline, and got enough bytes to add a bit more eyecandy to the game  . Same link as before, enjoy.
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9
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Games Center / 4K Game Competition - 2006 / Re: Spline4k
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on: 2006-02-03 15:12:50
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What spec machine have you got? It runs bearably when my laptop's running on battery at 800MHz. Other people have played it on Linux without problems, so I don't *think* it's a linux issue.
Was it slow whenever beachballs were on screen? Or only when they were exploding?
Intel Pentium 4 2.4GHz 512MB of RAM Radeon 9200(no OpenGL acceleration but that hasn't stopped the other games) The whole game was slow. The start screen came up fine, and after hitting enter, I wait a few seconds, then the game starts and it takes a couple seconds for each frame to change.
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Games Center / 4K Game Competition - 2006 / Re: Spline4k
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on: 2006-02-03 03:17:15
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I tried running the game on my Linux machine, and it didn't go too well. The beachballs jumped around instead of a smooth animation and the controls responded very slowly to the point where the game is unplayable. The same thing happened on both JDK1.5 and 1.6.
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Games Center / 4K Game Competition - 2006 / Re: Xero - The Last Hope for Mankind
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on: 2006-02-02 19:27:36
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I tried running the JAR version on a Linux machine running Mustang(1.6.0-rc-b69). It throws the following exception as soon as it's loaded and I'm left with a blank grey frame covering the screen: Hmmm... do you know if 640x480x32 is listed as a valid mode in your X Config file? I have the proper resolution listed, but the bit depth is 24. As far as I can tell by looking at the documentation, the only valid bit depths for Xorg are 1, 4, 8, 15, 16, and 24. The man file for Xorg lists the valid bit depths under the "-depth" option.
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Games Center / 4K Game Competition - 2006 / Re: Xero - The Last Hope for Mankind
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on: 2006-02-02 16:13:05
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I tried running the JAR version on a Linux machine running Mustang(1.6.0-rc-b69). It throws the following exception as soon as it's loaded and I'm left with a blank grey frame covering the screen: Exception in thread "main" java.lang.IllegalArgumentException: Invalid display mode at sun.awt.X11GraphicsDevice.setDisplayMode(X11GraphicsDevice.java:348) at Xero.main(Unknown Source)
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Games Center / 4K Game Competition - 2006 / Re: 4karnoid (Fork-A-Noid)
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on: 2006-02-02 03:47:09
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Nice game.
Just two things I noticed. Whenever I get to my 0th life, it just puts me back at three lives and zeros the score. If I get a game over, I'd usually expect to be thrown back to the first level. And it needs sound, playing a breakout game without a pinging every time the ball hits something feels really odd.
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16
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Games Center / 4K Game Competition - 2006 / Re: Radar III
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on: 2006-02-01 22:41:53
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The Bad:
I think many of us were hoping for you to nail the psuedo-realism angle. Instead, you've eliminated the radar spin element altogether and replaced it with a different sort of gameplay. It's now more of a pure video game rather than a cool video game with a pseudo-realistic aspect.
I'll admit, I never originally intended to try to make this game a radar simulation. In the original(small sized window) version of the game, having a proper radar worked out well. After increasing the screen size however, it didn't look as great. Since at the far edge of the radar the line moved so much between each frame, it looked as if it was jumping instead of smoothly fading. I slowed down the revolution speed to try to fix that problem, but that caused it to take so long to finish a revolution that targeting the more difficult enemies too difficult. I and a couple friends played around with a number of different implementations of the radar(sweeping, two sweeping at once, the previous two at various speeds, and the current system), and found that how it's implemented now is the method that works best by far.
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Games Center / 4K Game Competition - 2006 / Radar III
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on: 2006-02-01 20:24:47
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Hello folks, I've been working on a new and improved version of my Radar 4K game, Radar III(version 2 didn't cut it). Play NowNew Features include:*a shield *multiple missile firing(they still detonate by proximity) *enemies now come in waves *a new enemy type *properly implemented explosions Game Overview:*Click the mouse to launch a new missile *The shield will recharge over time, both direct hits against the base and nearby explosions cause damage *Explosions will detonate nearby missiles(both yours and enemies) *If the shield are destroyed, it's game over
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Games Center / 4K Game Competition - 2006 / Re: Radar 4K
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on: 2005-12-07 13:02:40
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oh by the way, it uses system.nanoTime() -> 1.5 only. That might exclude it from the contest...
Lilian
Eek! Forgot that was new in 1.5. New version is up with that fixed along with what of JBanes ideas I could do in a half hour.
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Games Center / 4K Game Competition - 2006 / Re: Radar 4K
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on: 2005-12-07 02:15:03
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Ok, due to popular demand, a proper radar simulation is implemented! The difficulty has also been tweaked a bit. Interesting concept
it would be nice if there was a ky to trigger missiles, an another one to make them explode.
That way we could fire multi-missiles and explode them in FIFO.
That plus the true radar effect (only showing ennemies when the rotating bar "hits" them, and you'd have a really immersive 4k game.
my 2c
Lilian
An interesting idea, if I can ever find enough bytes to do it in I'll give it a try.
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Games Center / 4K Game Competition - 2006 / Re: Radar 4K
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on: 2005-12-06 13:08:22
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Sound doesn't seem to work right on Windows XP, JDK1.5. I hear a "blip" when it starts, but no sound after that. You may want to make sure that you're not underflowing the sound buffer. Alternatively, you can check if the stream is already started and start it if it isn't. Just make sure you don't overfill the buffer and block the process.
Ok, I tried changing a few things from your suggestions. A new version is up(and the difficulty is tweaked a bit too). BTW, I love the concept.  It would be even cooler if you made a sequel that worked like a real radar screen. i.e. The line keeps swirling around, and temporarily lights up each target as it runs over it. You could then control the direction of the fire independently from the radar, sometimes having to fire blindly. What do you say?  Again, great work! Thanks. I would have liked to have done that the first time around, but I'm short of bytes at the moment. If I can't get sound to work, I should be able to get that in. Otherwise, I'll have to try and optimize it sometime.
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Games Center / 4K Game Competition - 2006 / Radar 4K
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on: 2005-12-06 04:05:46
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Proper radar is implemented!Hello folks, I'm mostly a lurker around here, but I was bored over the weekend so I put together a game for the contest: WebStart: http://www.myjavaserver.com/~reardonj/radar.jnlpExecutable Jar: http://www.myjavaserver.com/~reardonj/radarSmall.jarNo webpage up for it yet, so the controls are: *right/left and up/down keys rotate counterclockwise/clockwise *the Space Bar fires and detonates the missile *the "C" key will "Clear" Known Bugs and Limitations: *The program will sometimes display a blank window and not respond * Sound support is done using byte arrays and a SourceDataLine. It works on the Linux box I made this on, but neither of the Windows machines friends tested it on produced sound(feedback would be appreciated on this)And a few notes: Friendly fire is enabled, detonating the missile right beside the base WILL kill you. The special enemies appear only after a certain amount of kills. No, clearing does not score you points. I think that's all, enjoy!
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Game Development / Artificial Intelligence / Re: the AI contest is here
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on: 2004-11-15 21:01:10
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I tried the demo applet and all I got was this error 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51
| Ship angle: 0.0
Number of gates: 4
Opponent 0 acceleration: 0.0
Opponent 1 acceleration: 0.0
Ship angle: 0.0
Number of gates: 4
Opponent 0 acceleration: 0.0
Opponent 1 acceleration: 0.0
Ship angle: 0.0
Number of gates: 4
Opponent 0 acceleration: 0.0
Opponent 1 acceleration: 0.0
java.lang.Error: Do not use aicontest.Demo.add() use aicontest.Demo.getContentPane().add() instead
at javax.swing.JApplet.createRootPaneException(Unknown Source)
at javax.swing.JApplet.addImpl(Unknown Source)
at java.awt.Container.add(Unknown Source)
at aicontest.Demo.createGUI(Demo.java:91)
at aicontest.Demo.access$000(Demo.java:10)
at aicontest.Demo$1.run(Demo.java:34)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source) |
I'm running java 1.4.2_05 on WinXP Pro SP2. Andy. I think this happened because before java 1.5 you couldn't call the add() method on a JFrame or subclass of it. Also, MisterX, in the Track class do you think you could add methods to get the coordinates or the First Beacon, Second Beacon and Gate Center as Points?
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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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