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1  Discussions / General Discussions / Re: I Switched to IDEA! on: 2013-03-11 23:40:43
I've been using IDEA for so long, I find eclipse keybindings awkward... Wink
2  Games Center / WIP games, tools & toy projects / Re: Lunar Rescue on: 2013-03-11 12:38:53
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
3  Discussions / General Discussions / Re: Weirdest Practical Programming Language on: 2013-03-10 00:21:10
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.


4  Game Development / Game Play & Game Design / Re: Pixel art? on: 2013-03-03 00:42:34
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..
5  Java Game APIs & Engines / OpenGL Development / Re: OpenAL issues on: 2005-07-12 18:05:52
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
6  Java Game APIs & Engines / OpenGL Development / OpenAL issues on: 2005-07-12 03:28:14
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.

7  Discussions / General Discussions / Re: Forum back on line on: 2005-07-12 00:12:15
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.
8  Game Development / Networking & Multiplayer / Re: Starting on: 2005-06-20 00:48:36
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/
9  Game Development / Newbie & Debugging Questions / Re: How are the images used correctly in 2D? (gif or png?) on: 2005-06-16 02:04:58
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
10  Java Game APIs & Engines / Java 2D / Re: Tiled Map Editor on: 2004-07-11 14:24:31
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!
11  Java Game APIs & Engines / Java 2D / Re: OpenGL 2D and DisplayMode changes on: 2004-06-18 11:11:38
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
12  Java Game APIs & Engines / Java 2D / OpenGL 2D and DisplayMode changes on: 2004-06-17 22:25:35
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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