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1  Discussions / Miscellaneous Topics / Re: Sorry to those who suffered from me ;) on: 2014-02-08 13:52:58
BTW, google translate is really horrible.

It's good enough for Amazon Smiley They use it to translate Shakespear, Sir Arthur Conan Doyle and a couple other 'classic' writers. They even charge for it - even if the translations are really inferior..

On topic:

F - Because it's a good chance that the person that wrote the question doesn't have English as his/her native language.
2  Discussions / General Discussions / Re: Anyone ever done creating a new binary file format for your own special uses? on: 2014-01-27 17:32:29
Not in Java, but I've, if not invented, so atleast made use of unconventional file formats for storing application data. In C I wrote a custom *.pak file format using ZLIB and TomCrypt and I also played with RLE encoding of game data, but in the end it was more of a little fun project, didn't end up using it. I did use RLE on *.obj files in a C project, but that was just to keep file sizes down - this was done when people actually used 3.5" 1.44 Mb discs Smiley

I also coded an IFFL packer/reader in 6502 assembler, but that's like a long, long time ago Smiley
3  Discussions / Miscellaneous Topics / Re: A stupid bug I wrote... on: 2014-01-27 16:42:45
IntelliJ warns about it, saved me a couple of times. Don't know about the rest of you, but even when writing text I tend to end lines with semicolons... Smiley
4  Discussions / Miscellaneous Topics / Re: I present to you: the BS-LC ratio! on: 2014-01-27 10:14:52
I'll move from BS to LC as soon as I've figured out how to make my lightning look better in less then 891 bytes!


212 bytes Java2D fake light effect! Am I 1337 now?  Grin
5  Discussions / Miscellaneous Topics / Re: I present to you: the BS-LC ratio! on: 2014-01-24 08:26:24
I'll move from BS to LC as soon as I've figured out how to make my lightning look better in less then 891 bytes!
6  Discussions / Business and Project Management Discussions / Re: Want to join a team on: 2014-01-16 06:52:03
If you're looking for a reason why to use Eclipse over Netbeans, I have one. Notch used Eclipse to make Minecraft. Says all..

And he couldn't have done it in Netbeans or Intellij Idea?
7  Java Game APIs & Engines / OpenGL Development / Re: Do you need to dipose of stuff when exiting application? on: 2014-01-14 12:09:26
Resources allocated by native code are not always visible to the JRE, and if you don't dispose/release them back to the system you will cause memory leaks. If the Garbage Collector isn't aware of objects, it's not able to process them. Never rely on the OS to take care of your leaks, it's just bad practice.
8  Games Center / WIP games, tools & toy projects / Re: Game Watch nostalgia on: 2014-01-13 18:51:59
Thanks!

The 4k contest did cross my mind, but.. I'll see if I can make it.

Given the source a complete overhaul, added new graphics and now it's closer to a pixel-perfect copy of the original Game A - no 'chuters stuck up trees yet. The big thing now is trying to remember how it really was to play Smiley

Made it with expansion in mind - each 'game' should be easy to switch in, and the controls can also be rearranged, for example Donkey Kong Jr had directional movement on the right and some action on the left. Added a little fun-effect too, everyone knows what happends if you poke on an LCD screen - had to simulate that Smiley

Plays nice on HTC Sense and Sony Ericson ST27i (Xperia GO I think) - but then again, not the heaviest graphics. Think I'll have a working Jar/APK up in a week or two for some testing. Still need to add an UI so you can turn off that ticking-sound if you find it nerv wracking - easier with a button then a bool switch in the code for end users I guess.
9  Game Development / Newbie & Debugging Questions / Re: How does one "Stick" to it? on: 2014-01-12 18:22:19
Pen and paper are seriously underestimated tools! Can't really see how Einstein would have worked out his theory without them....
10  Game Development / Newbie & Debugging Questions / Re: How does one "Stick" to it? on: 2014-01-12 17:52:58
I'm stuck at the end too Sad
11  Game Development / Newbie & Debugging Questions / Re: How does one "Stick" to it? on: 2014-01-12 17:46:42
You made a spashscreen AND a ui? Seriously? WOW!!!

9/10 of all my 'projects' doesn't get that far! But you'll notice the one day that you finally start on something truly worth it. I know. I did.

Been working on my little secret game for over a year now, and I have to really control myself not to go full apes on it all the time I'm infront of my keyboard. I've done as you, multiple times. Sometimes I've walked away from nearly finished games, just in need of that final touch..

I stopped beliving that an unfinished project was a failure years ago. Every little effort you put into game programming/designing makes you a little bit better then before, it's just finding that energy to put in to finally bring yourself over that edge - after that it's just the same, it just becomes easier to abandon projects Smiley

I belive that all JGO nuts has to go through a few stages:

The Newb
Everything goes into the same class file. Weird method names, short variable names and you don't hesitate to call 'new' on any object inside your main loop. Duplicate code is no worries, you've got cut & paste! Favourite IDE tool - Compile

The Object Oriented Oracle
Everything is as object. Inheritance makes your world. The base class derived into gazillions of subclasses is atleast 8kb in size. Can't belive that he/she ever cut and pasted code. Favourite IDE tool - New Java class file

The Abstractionist
Tries to abstract all functionality out of every class. Reuse and generic design is your lead star. Ends up with an abstract implementation of a game, that really would be a killer - it's just a pity you can create an instance of anything. Favourite IDE tool - Refactoring

The Zen Master of Java
After going through the above stages you've seen the light - you start to actually make your abstractions work, and find the golden way between inheritance and abstraction. Simple code is for Newbs only. A toString() method makes use of about half the standard library. Your compiled classfiles are together larger then the 3rd party jars you use, and if you can make a generic out of it, you probably will. Favourite IDE tool - UML builder

The Perfectionist
Less lines, same functionality. You strip everything down to the bare bones and try to identify the common divisors between your objects. You start to grip things like interfaces, static inner classes and design patterns. Nothing is left out for the fantasy - every little line of code is carefully studied. Favourite IDE tool - Profiling tool

The Jarhead
You realise that perfection makes fast games, but fun and fast isn't really interchangeable. That method you optimized down to 4 lines of obfuscated Java really doesn't make or brake the game. You start to write small classes that do their job, no fuzz and no bs - abstractions are used when neccessary, inheritance is used with caution and interfaces are designed in an generic way. You write beautiful code, and well functioning classes. You also start to write wiki-posts. Favourite IDE tool - Code analyzer

4K God
You win a 4K contest. Ludum Dare dedicates their front page to you name, you've got more medals then the bandwidth of the JGO server can handle. You're like the Chuck Norris of the Java world. Favourite IDE tool - IDE? Who need it?


Wink
12  Games Center / WIP games, tools & toy projects / Game Watch nostalgia on: 2014-01-12 01:52:58
Ever owned one of those hand-held little machines of awesomeness?

Anyway, my son fond a couple of old ones that I thought I had thrown away a decade ago. Sadly none of them really worked, the only one we managed to start was "Parachute", but the LCD screen wasn't really 100% functionable, so I created all the stunning graphics and all the advanced logics needed for a complete rewrite of this 80;ies classic Smiley



[UPDATE 2014-01-15]

Looking better...

It's not 100% done, still needs the addition of a palm tree on each side that parachuters can get caught on, a few sharks swimming around that target guys that end up in the water and (usually) eats them before you can rescue them, but it's in progress - after all, I spent atleast two hours making this - about the average lifetime of any of my projects Smiley

It's written using libGdx, and the only plan I have is to make it available for my son to play on his phone. As soon as I've straightened a few corners I'll present you with a jar!

[Update 2014-01-12]

Modified the (again, stunning!) graphics. Here's "The Boat 2.0":



* 3 animation frames!
* All vector graphics (exported to .png for ease of use)
* Very subtle eye movement based on position!

All new paratroopers, a better backdrop and an updated heli is waiting in the production pipeline!
13  Games Center / Featured Games / Re: Daedalus on: 2014-01-11 23:47:41
Kudos to you for sticking with this massive project for such a long time Smiley

I've played it a few times, and even if it's not really my type of game I'm impressed. Voted for you on Greenlight, hope you make it there! (That means I'll buy it, I buy anything on Steam that I can track back to JGO Smiley )
14  Discussions / Miscellaneous Topics / Re: What will be the next hype after zombies? on: 2014-01-07 15:16:41
GIGANTIC FLUFFY BUNNIES FROM OUTER SPACE!!

Or Killer tomatoes, Carnivourous carrots..
It all depends on what the blockbuster companies decides to hype Smiley
15  Discussions / Miscellaneous Topics / Re: Throw me with programming ideas! on: 2014-01-04 16:42:17
A Donkey Kong clone, but instead of jumping the barrels the player controlled character has a giant belly which he flops up and down to crush the barrels??

Already made some of the graphics, but as I got tons of other ideas I can lend you this one Wink

Here's your animated hero pixeled in 16x16 size (walking and bellyflop attack):
Click to Play

Click to Play

Not done anything else, but it should be easy to sketch up some levels and crushables (barrels, cute little creatures, beer-powerups..), and the hero himself could use some polishing Smiley

Link to the spritesheet

(Released under the WTFPL license)
16  Discussions / General Discussions / Re: I Switched to IDEA! on: 2013-03-11 22:40:43
I've been using IDEA for so long, I find eclipse keybindings awkward... Wink
17  Games Center / WIP games, tools & toy projects / Re: Lunar Rescue on: 2013-03-11 11:38:53
I hate to say this, but:

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javax.sound.sampled.LineUnavailableException: line with format PCM_SIGNED 11025.0 Hz, 16 bit, mono, 2 bytes/frame, little-endian not supported.
at com.sun.media.sound.DirectAudioDevice$DirectDL.implOpen(DirectAudioDecvice.java:513)
at com.sun.media.sound.DirectAudioDevice$DirectClip.implOpen(DricetAudioDevice.java:1300)
at com.sun.media.sound.AbstractDataLine.open(AbstractDataLine.java:124)
at com.sun.media.sound.DirectAudioDevice$DirectClip.open(DirectAudioDevice.java:1081)
at com.sun.media.sound.DirectAudioDevice$DirectClip.open(DirectAudioDevice.java:1171)
at com.stimware.gravity.SoundPlayer.loadClip(SoundPlayer.java:101)
at com.stimware.gravity.SoundPlayer.loadSounds(SoundPlayer.java:50)
at com.stimware.gravity.SoundPlayer.<init>(SoundPlayer.java:33)
at com.stimware.gravity.SoundPlayer.init(SoundPlayer.java:37)
at com.stimware.gravity.GravityApplet.init(GravityApplet.java:36)
at com.sun.deploy.uitoolkit.impl.awt.AWTAppletAdapter.init(Unknown Source)
at sun.plugin2.applet.Plugin2Manager$ApplesExecutionRunnable.run(Unknown Source)
at java.lang.Thread.run(Thread.java:722)


Linux
Firefox
java version "1.7.0_15"
OpenJDK Runtime Environment (IcedTea7 2.3.7) (7u15-2.3.7-0ubuntu1~12.04.1)
OpenJDK Server VM (build 23.7-b01, mixed mode)

Sad
18  Discussions / General Discussions / Re: Weirdest Practical Programming Language on: 2013-03-09 23:21:10
Of the ones I've had to deal with I would say Vim script.... Or Emacs lisp.. Smiley

Of the ones I've heard about Malbolge is number one.
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 ('&%:9]!~}|z2Vxwv-,POqponl$Hjig%eB@@>}=<M:9wv6WsU2T|nm-,jcL(I&%$#"
 `CB]V?Tx<uVtT`Rpo3NlF.Jh++FdbCBA@?]!~|4XzyTT43Qsqq(Lnmkj"Fhg${z@>

Should print out "Hello World!".

Quoted from wikipedia:
Quote
Malbolge was so difficult to understand when it arrived that it took two years for the first Malbolge program to appear. The first Malbolge program was not written by a human being, it was generated by a beam search algorithm designed by Andrew Cooke and implemented in Lisp.


19  Game Development / Game Play & Game Design / Re: Pixel art? on: 2013-03-02 23:42:34
http://www.midnightfragfest.com/sprite-editor/

I use it for all my sprite-editing. Supports onion layers, and is dead easy to use.. Not sure on the license, as nothing is told or included in the downloaded archive. You're also able to add sounds and static images to your "project" and it exports a zipped XML-file containing image data, the duration of each frame of the animation and other goodies..
20  Java Game APIs & Engines / OpenGL Development / Re: OpenAL issues on: 2005-07-12 16:05:52
Hmm.. I took the lazy route when I installed LWJGL and just stuffed it into my JRE's lib/ext/ folder. After a complete reinstall of JDK6 I added the lwjgl jars as "external jars" inside eclipse.. Now it works.. A fine example of what a few hours of sleep is worth Cheesy

So, now it not just good looking*, it sounds well too..

*beauty is in the eye of the beholder, isn't it so?? My "coder graphics" are stunning
21  Java Game APIs & Engines / OpenGL Development / OpenAL issues on: 2005-07-12 01:28:14
I'm having a hard time getting my soundengine to work.
I've recently decided to use LWJGL instead of JOAL+JOGL+JInput in my project but now I can't get even the most simple OpenAL implementation to work. I've had some experience dabbling with this library in C and with JOAL, but this is the first go with LWJGL. This is what happends when I try to run the "Lesson1" code found at lwjgl.org:

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java.io.IOException: Stream closed
        at java.io.BufferedInputStream.getInIfOpen(Unknown Source)
        at java.io.BufferedInputStream.fill(Unknown Source)
        at java.io.BufferedInputStream.read(Unknown Source)
        at java.io.DataInputStream.readInt(Unknown Source)
        at com.sun.media.sound.WaveFileReader.getFMT(Unknown Source)
        at com.sun.media.sound.WaveFileReader.getAudioInputStream(Unknown Source)
        at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
        at org.lwjgl.util.WaveData.create(WaveData.java:93)
        at Lesson1.loadALData(Lesson1.java:105)
        at Lesson1.execute(Lesson1.java:162)
        at Lesson1.main(Lesson1.java:204)
Exception in thread "main" java.lang.NullPointerException
        at Lesson1.loadALData(Lesson1.java:106)
        at Lesson1.execute(Lesson1.java:162)
        at Lesson1.main(Lesson1.java:204)


Running my own code inside Eclipse gives this output.

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java.lang.NullPointerException
   at org.lwjgl.util.WaveData.create(WaveData.java:93)
   at Main.main(Main.java:71)


I've tried to read in the file as a byte array and pass that to WaveData.create but that just gives me a bunch of other exceptions. What could be wrong?? Could it possibly be something inside my own code??? I find that unlikely since even the "official" examples fails.

Besides this problem, I think it's great to work with LWJGL and I really like the idea of only leaning against one set of javabindings/API/lib/Whatever, wich makes it a hell of a lot easier to distribute the game when, and if, it ever gets done.

22  Discussions / General Discussions / Re: Forum back on line on: 2005-07-11 22:12:15
Not a clue. I started a thread at GameDev.net about this, and one of those that replied said that they had to reboot the server.
23  Game Development / Networking & Multiplayer / Re: Starting on: 2005-06-19 22:48:36
HAH. Just had to post this:




Start small!! Write something like a Pong-game that supports networking - allowing two players to log in to a game server and play a game. When that is finished, go for a very,very small RPG-stylish game with a world that consist of 2-4 rooms and allow some players, two to start with, to walk around in that world and interact with eachother. After that, a MMORPG game is just around the courner  Wink Spiffy graphics and high framerates would be your least concern for now. Get that networking client-server apps running first. After that it's "just" adding more to the world and some sort of database connection, because a big world automatically gives you a whole heap of objects/items to keep track of.

And, if you ask me, graphics isn't important at all.. I've seen my share of battles and monsters at http://www.stickmud.jyu.fi/
24  Game Development / Newbie & Debugging Questions / Re: How are the images used correctly in 2D? (gif or png?) on: 2005-06-16 00:04:58
I've had this problem too, and as far as I know this is a known bug. But there is a way around it.

Instead of setting the DisplayMode manually, you should use the GraphicsDevice.getDisplayModes (returns an array of all available displaymodes that your hardware supports) and then pick a suitable one from that list. Simple as that  Cool

This is a link to my post about OpenGL and Fullscreen exclusive mode
http://192.18.37.44/forums/index.php?topic=4953.msg45074#msg45074
25  Java Game APIs & Engines / Java 2D / Re: Tiled Map Editor on: 2004-07-11 12:24:31
First of all - great done.. I've just started writing my own editor for my little isometric 2D adventure game when I stumbled onto this.. Many thanks..

Now to the critcism:

The isometric tile system is pretty useless atm.. But.. If you want to I've altered the source to overcome this problem..only a fast hack, but it was only done for my own usage right now, evene if it should be fairly easy to implement in a more proper way.. I changed the tile cutting mecahnism to cut proper isometric tiles and render them using a bitmask so you get rid of the overlapping regions.. I also, mostly due to me beeing lazy, changed the image loading routines so that it now uses javax.imageio.. All my tilemaps where in bmp format  Smiley I also had to change the tile palette window, because when you're dealing with isometric tiles, it looked like a pretty advanced puzzle - it now draws every "odd" line in offset to the other line, so the tiles line up properly..

The only con so far is that I haven't been able to change the editor so it accepts isometric tiles with a 4:3 format, wich is what I use.. It works great for 1:2 tiles, but I'm at it right now.. Keep it up!
26  Java Game APIs & Engines / Java 2D / Re: OpenGL 2D and DisplayMode changes on: 2004-06-18 09:11:38
Quote
The workaround is to do the work yourself: instead of specifying a particular display mode, you'll have to pick one from the list of display modes returned by GraphicsDevice.getDisplayModes()..


Will test that.. Only a minor change to my code so I can live with it..incase it works..  Wink

Not at home right now so I can't test, but I'll try it later.. I'm off on a 4 week vacation, starting today, so I guess I'll find time for it later Grin
Thanks for the replies

God Speed
27  Java Game APIs & Engines / Java 2D / OpenGL 2D and DisplayMode changes on: 2004-06-17 20:25:35
I've just downloaded 1,5 beta 2. One of many reasons that made me wait for long hours by my 56k connection to get this was the ability to use the ogl accelerated 2D rendering pipeline, but.. If I run my app in windowed mode it's ok, and if I want to change the resolution to 800x600x32 or whatever, it throws a java.lang.IllegalArgumentException: Invalid display mode at sun.awt.Win32GraphicsDevice.setDisplayMode........etc

I'm running XP pro with a NVidia Geforce FX something with the latest drivers supplied at www.nvidia.com

Do i need to mention that if I don't use the "Dsun.java2d.opengl=true" command line option it runs fine.The same happends with "Balls.jar", so my code can't be blamed (atleast not this time) or is opengl acceleration not supported with FSEM??

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