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1  Games Center / Featured Games / Re: Wurm Online on: 2003-07-16 16:36:14
Nothing but errors for me:

java.lang.UnsatisfiedLinkError: no timer in java.library.path
     at java.lang.ClassLoader.loadLibrary(Unknown Source)
     at java.lang.Runtime.loadLibrary0(Unknown Source)
     at java.lang.System.loadLibrary(Unknown Source)
     at com.dnsalias.java.timer.windows.WindowsTimer.loadLibrary(WindowsTimer.java:30)
     at com.dnsalias.java.timer.windows.WindowsTimer.available(WindowsTimer.java:18)
     at com.dnsalias.java.timer.AdvancedTimer.init(AdvancedTimer.java:33)
     at com.dnsalias.java.timer.AdvancedTimer.<init>(AdvancedTimer.java:25)
     at com.wurmonline.client.WurmClient.run(WurmClient.java:177)
     at com.wurmonline.client.WurmClient$4.run(WurmClient.java:256)
14 fps
20 fps
18 fps
20 fps
18 fps
18 fps
java.net.SocketException: Address family not supported by protocol family: no further information
     at sun.nio.ch.DatagramChannelImpl.disconnect0(Native Method)
     at sun.nio.ch.DatagramChannelImpl.disconnect(Unknown Source)
     at org.rubberbrain.util.udp.UdpClient.disconnect(UdpClient.java:57)
     at org.rubberbrain.rhyme.RhymeClient.disconnect(RhymeClient.java:184)
     at com.wurmonline.client.gui.WorldView.disconnect(WorldView.java:842)
     at com.wurmonline.client.gui.WorldView.clientTick(WorldView.java:781)
     at com.wurmonline.client.WurmClient.clientTick(WurmClient.java:221)
     at com.wurmonline.client.WurmClient.run(WurmClient.java:208)
     at com.wurmonline.client.WurmClient$4.run(WurmClient.java:256)

...

the message window also constantly reports GLERRORs. When I try to force quit, my computer crashes.

Windows XP Pro
Java 1.4.2
P4 2GHz
512M RAM
Intel 82845G/GL Graphics (built into Dell motherboard)
2  Discussions / Miscellaneous Topics / Re: Let's Have Some Fun on: 2003-05-23 15:44:30
Quote
Sun vows to be the first software company to reach Jupiter with a manned expidition.


Too late, looks like Microsoft beat them to it  Cheesy

Microsoft plans Jupiter landing
http://news.com.com/2100-1012_3-1009078.html
3  Games Center / Archived Projects / Re: More feedback on Gravity Trap on: 2003-05-21 12:42:08
Jbanes,

I am doing a sleep(1) each frame before I process the keys. Here is my key checking code, let me know if you see anything weird:

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      private void setKeyFlags( KeyEvent e, boolean flagValue ){
            switch ( e.getKeyCode() ){
                  case KeyEvent.VK_ESCAPE:
                        running = false;
                        break;
                  case KeyEvent.VK_UP:
                        upKey = flagValue;
                        break;
                  case KeyEvent.VK_DOWN:
                        downKey = flagValue;
                        break;
                  case KeyEvent.VK_LEFT:
                        leftKey = flagValue;
                        break;
                  case KeyEvent.VK_RIGHT:
                        rightKey = flagValue;
                        break;
                  case KeyEvent.VK_SPACE:
                        fireKey = flagValue;
                        break;
                  case KeyEvent.VK_CONTROL:
                        fireKey = flagValue;
                        break;
                  case KeyEvent.VK_ENTER:
                        if ( gameOver ){
                              gameOver = false;
                              level = 1;
                              startLevel();
                        }
                        break;
                  case KeyEvent.VK_S:
                        if ( flagValue ){
                              soundMgr.toggleMute();
                              // toggle sound on/off when s key is pressed
                       }
                        break;
                  default:
                        break;
            }
      }

      public void keyPressed(KeyEvent e){
            setKeyFlags(e,true);
      }

      public void keyReleased(KeyEvent e){
            setKeyFlags(e,false);
      }

                // called during my render loop
     private void checkKeys(){
            sleep(1); // give the event thread a chance to run
           if ( fireKey ){
                  spaceship.fire();
            }
            if ( rightKey ){
                  spaceship.turnClockwise();
            }
            if ( leftKey ){
                  spaceship.turnCounterClockwise();
            }
            if ( upKey ){
                  spaceship.thrust();
            }
            if ( downKey ){
                  if ( turnedAround == false ){
                        spaceship.turnAround();
                  }
                  turnedAround = true;
            } else {
                  turnedAround = false;
            }
      }
4  Games Center / Archived Projects / Re: More feedback on Gravity Trap on: 2003-05-21 03:59:52
Egon,

Ok, think I got it. Gravity was pulling objects every frame, so when I slowed down the objects, they spent more time in gravity fields. I am now scaling the force of gravity to compensate. Let me know if it works.

5  Games Center / Archived Projects / Re: More feedback on Gravity Trap on: 2003-05-20 21:38:14
blahblahblahh:

Just need to clarify, are you experiencing keyboard lag on Linux or Windoze?
6  Games Center / Archived Projects / Re: More feedback on Gravity Trap on: 2003-05-20 19:05:05
Arrrg! I'll try to think about what else could be causing this. Do you still die after 3 shots? Also, if you accelerate, then turn 180 with the down arrow and fire, do the bullets get away?
7  Games Center / Archived Projects / Re: More feedback on Gravity Trap on: 2003-05-20 03:41:50
Egon,

Thanks for the details. The ship should have been able to survive 8 full strength shots, so that tells me that they are ganging up. I updated the code so that the firing rate is now based on the framerate as well. Let me know if this helps.
Quote
I'm sorry that i'm causing so much trouble just because i insist on leaving vsync disabled. But i think that i'm not the only one, so making it work on platforms without vertical synchronization could be worth it.

Don't be sorry. I am a big fan of testing extreme cases...it has saved my butt more than once at work. Also, the quality of the game has improved in general I think. The guy with the 100fps machine will now get the same speed game as me with 60fps.
8  Games Center / Archived Projects / Re: More feedback on Gravity Trap on: 2003-05-19 19:51:39
Quote
After pressing fire, the bullets immediatly group together to a large white blob that eats me up...

Serves you right  Wink

I'm thinking that the problem is not the speed of the bullet, but rather the delay between shots, which I think is still frame based...so basically your shots are appearing on top of each other, which triggers the collision merge behaviour, thus building a large ball of antimatter in front of your ship.

Can you tell me what happens when you hit the space bar quickly and let go? Does the bullet get away from your ship? If you can fire single shots sucessfully, then I think I can fix this pretty easily.
9  Games Center / Archived Projects / Re: Project poster preview on: 2003-05-19 18:42:59
Now that you have removed the poster, would you mind posting the text of the project here so that those who didn't get a chance to see it know what this thread is about?
10  Games Center / Archived Projects / Re: More feedback on Gravity Trap on: 2003-05-17 03:37:01
Oh, and I also modified the game so your the ships torpedoes cause more damage to your shields than before, to discourage indescriminate firing.
11  Games Center / Archived Projects / Re: More feedback on Gravity Trap on: 2003-05-17 03:35:39
Ok Egon, I added the same framerate scaling factor to the ship's rotation, so you should be able to run your GPU at full throttle and still find Gravity Trap playable. Let me know if you find any more problems.
12  Games Center / Archived Projects / Re: More feedback on Gravity Trap on: 2003-05-16 01:53:33
Ok folks, I think I got the throttle working properly now. Egon, is the game still unplayable on your UberPC?
13  Games Center / Archived Projects / Re: More feedback on Gravity Trap on: 2003-05-15 17:04:35
markush:
Quote
i just pressd fire and turn right (or left) all the time. got me to level 7

Yeah, my 1 year old leaned on the space bar and got to level 3. I'll have to limit the number of shots on-screen at any time, or make them cause more damage to the ship when you hit yourself with a rebound shot to discourage indescriminate firing.

Egon:
Quote
Ok, i get 400-450 fps on my machine and it IS unplayable that way...

Showoff  Smiley

swpalmer:
Quote
Does nothing but put up a black screen on Mac OS X with a Java 1.4.1 beta

I only have MacOS 10.1.5 on my G4, so I am unable to use Java 1.4.1 on there yet (requires 10.2.x). Thanks for letting me know that it is broken. By the way, isn't there a release version of 1.4.1 out on the Mac now instead of the beta? Could someone try it out and let me know if it works on the final release?
14  Games Center / Archived Projects / Re: More feedback on Gravity Trap on: 2003-05-15 11:47:10
Wow, we have finally reached the day where people are saying Java is too fast!

Right now I am just moving the objects by a fixed amount each frame, so obviously those with higher frame rates get a faster game. What I think I need to do is store an ideal move distance based on a fixed frame rate, then adjust that depending on the actual frame rate as follows:

actual distance = ideal distance * ( ideal frame rate / actual frame rate )

Does this look wrong to anybody? I think this will give everyone the same speed, but those with higher frame rates will get smoother animation.

Anyway, I put up a new version that shows the frame rate. Egon, if you and others get a chance could you let me know what rates you are getting, what your hardware is, and if you find that speed slow/ok/fast/way-too-fast.

Note: the game no longer starts right away. Just hit enter after launching it to start.
15  Games Center / Archived Projects / Re: More feedback on Gravity Trap on: 2003-05-14 18:40:59
By the way, J2SE 1.4+ required, it is a full screen BufferStrategy-based  game.
16  Games Center / Archived Projects / More feedback on Gravity Trap on: 2003-05-14 18:36:09
Ok, so I finally got some free time to work on some long standing bugs in my first game, Gravity Trap. I hope to enter it in the java-gaming.org game programming contest, if it ever gets off the ground (Space Ghost promised an announcement at JavaOne, so we can only hope).  I was wondering if anybody has time to play it and give some feedback...the game is small (about 20k) so bandwidth shouldn't be a problem.

Anyway, here is the Java Web Start link:

http://www.xmeta.com/games/GravityTrap.jnlp

or download the jar file directly:

http://www.xmeta.com/games/GravityTrap.jar

Controls:

Left and right arrow keys turn the ship.
Up arrow thrusts forward.
Down arrow flips the ship 180 degress.
Space or Ctrl fires.
's' key toggles sound off and on, just in case you play at the office :-).

Known bugs:

On my aging laptop with an ATI Rage Mobility graphics card, I need to manually go to the display control panel and set the display to 256 colors, even though I am doing so programatically as well, otherwise the game runs really slow. No problems on the other machines I have tested it on.
17  Discussions / Miscellaneous Topics / Re: CD-R trouble on: 2003-05-01 02:13:50
I'll second the Plextor vote. It kicks *ss.
18  Discussions / Miscellaneous Topics / Re: First post! on: 2003-04-29 20:30:24
Don't forget The Adventures of Buckaroo Banzai Across the 8th Dimension!
19  Discussions / General Discussions / Re: Contest ? on: 2003-04-18 15:29:15
Is the contest idea still alive? No word from Chris for almost 6 weeks...
20  Discussions / General Discussions / Re: Free graphics on: 2003-04-07 19:08:18
Let's expand this to sound files too.
21  Discussions / General Discussions / Re: Teaching Java to Kids in School on: 2003-04-03 15:34:05
http://www.bluej.org/
22  Discussions / Miscellaneous Topics / Re: Favourite name for vectors? on: 2003-04-02 15:34:18
Don't have a favorite name for vectors, but I usually call my buffers "buffy".
23  Games Center / Archived Projects / Re: Alien Flux Alpha Test 3 on: 2003-03-22 01:07:05
Worked great on my nForce Athlon mb with integrated graphics and audio, though I died too quick. That's what I get for playing with my 1 year old asleep on my shoulder  Smiley.
24  Java Game APIs & Engines / Java 2D / Re: Lamenting the Garbage Collector on: 2003-03-21 14:53:13
Also, try using incremental gc.
25  Discussions / General Discussions / Re: Contest ? on: 2003-03-21 14:51:35
>BTW, what were rules again?
The rules are everyone can enter, but only Cas can win :-).
26  Game Development / Game Mechanics / Nice physics site (HyperPhysics) on: 2003-02-28 20:12:22
All physics topics presented in HyperCard like format. Very cool...

http://hyperphysics.phy-astr.gsu.edu/hbase/hframe.html
27  Game Development / Performance Tuning / Re: Newton-Rhapson sqrt to lwgl math package?? on: 2003-02-28 19:05:35
Quote
The new computers (I think it was included with MMX) have pipeline slot for straight repeated arithmetic calculations(exponent, sqrt, pi, and whatnot), but it doesn't make sense the jump is involved with 600mhz pentium to 1.4ghz, since technically they both be MMX. Does anyone know whether the new media processors have sqrt slot built into the cycle?


Perhaps there is something in SSE2, which is included in the P4 but not the P3?

http://www.tommesani.com/InstructionSetCPU.html
28  Discussions / General Discussions / Re: Contest ? on: 2003-02-26 02:42:15
How about a free VIP pass to next years GDC as the grand prize! Just a thought...
29  Discussions / General Discussions / Re: Contest ? on: 2003-02-14 18:32:52
I'll second that. Having a small app category makes it possible for those with limited time budgets to compete. My vote is for a 64k limit for the small games.
30  Games Center / Archived Projects / Re: GravityTrap ... first game on: 2003-02-04 11:52:15
Ok, in a last ditch effort to get some feedback on the updated version, I went ahead and made it Java Web Startable.

http://www.xmeta.com/games/GravityTrap.jnlp
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