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1  Games Center / Showcase / Re: Lode Runner remake on: 2011-07-19 10:54:27
there are a few bugs, like i would fall through a block when its still there.
You mean a trap? That's a feature, not a bug Smiley Sometimes (very rare) it's possible a guard falls through a hole you dug... (probably a timing issue)
2  Games Center / Showcase / Re: Lode Runner remake on: 2011-07-09 08:17:17
Thanks Smiley

I'm running into problems now Sad I'm trying to add championship levels, but my guards are just too clever. They won't do the stupid things they did in the original. Maybe I'll add some way to 'dumb' 'm down during play. I'm thinking of a bomb, which would shake the screen and make all guards fall down if they're on a bar (that's the main problem, in the original they try to match your vertical position without thinking, so they just go stand in a hole, with no way out...). An other option would be to have a light switch, they may fall in if they can't see Smiley
3  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-23 12:56:36
Wat does this mean?:
Quote
Lose the CTRL-M's in the shellscript (doesn't work under Linux)
It means linux users get:
bash: ./xswing.sh: /bin/sh^M: bad interpreter: No such file or directory

Save your unix files with unix line-endings (Just a '\n'. Windows uses '\r\n' ). Usually an editor option.

Quote
I have no chance to make the file executable under windows. Maybe I have to pack my app in a linux vm.
Maybe look at Cygwin, or try a dual boot.

BTW, I added a .EXE version with a nice icon. I included the 32bit JRE, I wonder if 64bit users need a 64bit JRE?
4  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-23 10:12:05
Nice game...
Thanks Smiley
Quote
For windows user it would be also nice to have an exe file. You can create one easily out of your jar with Launch4j.
Good idea, I'll have a look at this. Update: Works ok, but what is the added value? Maybe if I include the JRE's, but then I still need 2 versions? (32/64 bit).

Some remarks on your game (I didn't actually get to play it yet):
I usually am on a 1024x600 resolution, I like my netbook Smiley Windowed is way too big, can't see the lower half. Fullscreen doesn't work, still gives me the huge window that I can't resize Sad

Lose the CTRL-M's in the shellscript (doesn't work under Linux). Make it executable (chmod +x).
Oh, and please put your files in a directory! I just unzipped, what a mess...

On the positive side, it looks good, I'd like to try it Smiley
5  Games Center / Archived Projects / Re: Doodle Jump for PC on: 2011-06-21 08:46:55
It works for me whereas I use only Linux. I'll test again at home.
What jvm (jdk) are you using?
6  Games Center / Archived Projects / Re: Doodle Jump for PC on: 2011-06-21 08:29:20
Looks like your system doesn't support Little-ending wav files :/
Pretty vanilla Ubuntu. Maybe something to consider.
7  Games Center / Showcase / Re: Time for Words on: 2011-06-20 14:34:45
Fun! But very hard when playing on 1024x600 Smiley I have to keep scrolling to type, and see the letters. Or try to remember the letters, but that's really hard.
8  Games Center / Archived Projects / Re: Doodle Jump for PC on: 2011-06-20 11:08:35
Just tried it on gamejolt (thx for rating my game Smiley ). Guess I need to run windows?

javax.sound.sampled.LineUnavailableException: line with format PCM_SIGNED 44100.0 Hz, 16 bit, stereo, 4 bytes/frame, little-endian not supported.
   at com.sun.media.sound.DirectAudioDevice$DirectDL.implOpen(DirectAudioDevice.java:494)
   at com.sun.media.sound.DirectAudioDevice$DirectClip.implOpen(DirectAudioDevice.java:1280)
   at com.sun.media.sound.AbstractDataLine.open(AbstractDataLine.java:107)
   at com.sun.media.sound.DirectAudioDevice$DirectClip.open(DirectAudioDevice.java:1061)
   at com.sun.media.sound.DirectAudioDevice$DirectClip.open(DirectAudioDevice.java:1151)
   at gameutils.Sound.add(Sound.java:42)
   at gameutils.Sound$Loader.run(Sound.java:207)
   at java.lang.Thread.run(Thread.java:662)
Exception in thread "Thread-10" java.lang.NullPointerException
   at gameutils.Sound.play(Sound.java:99)
   at jdoodlejump.bars.Bar.playSound(Bar.java:86)
   at jdoodlejump.Doodle.update(Doodle.java:193)
   at gameutils.GameWorld.updateComponents(GameWorld.java:89)
   at jdoodlejump.JDoodleJump.updateMenus(JDoodleJump.java:431)
   at gameutils.Game.update(Game.java:340)
   at gameutils.Game.run(Game.java:273)
   at java.lang.Thread.run(Thread.java:662)
9  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-15 13:16:04
Yes, maintain the scale and use black borders if you can't actually increase the UI size.

Cas Smiley
Some strange behaviour on my dad's laptop. Windows Vista, pretty decent NVidia.
Fullscreen and windowed it positions on the lower left, leaving the rest of the screen/window black...  It doesn't seem to do anything with my 640 by 480 request. It just uses the current resolution, and creates a window/screen that size?

Another question, I'm using MODs for music, but they only stream? Seems to cause hickups. Play is much smoother if I turn the music off. Maybe I should preload the whole stream (if possible)?
10  Games Center / Archived Projects / Re: Checkers board game - any feedback? on: 2011-06-10 12:27:29
Could you beat it on level 7? It should only take a second or so to think but it should play much more powerfully.
Draw. I guess it doesn't make mistakes in the end. We were repeating moves Smiley
11  Games Center / Showcase / Re: Opposite lock racing, The game on: 2011-06-10 11:39:58
Looks promising Smiley

I guess I need a faster system than the one I'm playing it on now (HP Mini 2133, ancient graphics chip). It's too slow Sad (before I closed my java console there was something about underruns). Another problem on this netbook is the resolution (1024 x 600). Won't fit vertically.
12  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-10 11:16:11
Current wisdom is to use the user's current desktop resolution Smiley

Cas Smiley
You mean a window as big as possible while still maintaining the scale? Or lose the aspect ratio?
13  Games Center / Archived Projects / Re: Checkers board game - any feedback? on: 2011-06-09 15:38:43
I played the standard level (5?). Way too easy, even without understanding the rules. Maybe you should start with 6. And I'm used to international draughts rules, that is multiple jumps, and capture backwards. Would make it more interesting. I like the easy interface though, works fine.
14  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-09 08:46:46
Although there were no problems, I think full-screen for testing these small games are a bit scary. I'd much rather go with windowed so if anything screws up, I have control of stuff. Smiley
It tries 640 by 480 at 60 Hz, everyone should have that. If not it will start windowed.
15  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-09 08:44:30
Can't get pass lv2 though Cheesy btw nice game!
Level 2 Smiley Those are learning levels. The first difficult one should be level 6.
16  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-08 11:27:31
Applet version worked here.. with sounds!
Win7 64-bit.
Cool. I'm just trying to get webstart to work. Lode Runner Retro Webstart
Seems to work for Windows (32). Not sure about Linux though, could someone test? For some reason I can't get it to work, but don't get an error... (it seems to download native_windows.jar?)
Update: Wine had associated itself with webstart Smiley Aarrrggghhh
17  Game Development / Newbie & Debugging Questions / Re: Obtaining a usable Url.getFile() from a Resource? on: 2011-06-06 15:03:35
Reason for question: there is a function in JCraft's JOrbis that allows one to obtain a frame count but I can only make it work for VorbisFile objects created with a filename string. When I make a VorbisFile object with an InputStream, it decides the file is not "seekable". (I would have to dig deeper into the JOrbis code to find out why this is.) If I could get that framecount another way, that would make the above question moot, but still kind of interesting to me. The whole Jar/File/Resource complex has always been a toughie.
I guess a BufferedInputStream should be "seekable"? Maybe try this:
1  
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InputStream is = Game.class.getClassLoader().getResourceAsStream("sounds/" + sound);
BufferedInputStream bis = new BufferedInputStream(is);
18  Games Center / Archived Projects / Re: Opposite lock racing on: 2011-06-06 12:20:09
Great job, but the name? Why not something like Drifter (or some derivative).

And I vote for camels.
19  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-06 11:30:45
Never thought of testing that... Went to fullscreen OK, but black screen again in the way back, but this time I could at least alt-tab away from it. This could naturally have something to do with it:

1  
2  
java.io.FileNotFoundException: LodeRunner.cfg (Access is denied)
   at java.io.FileOutputStream.open(Native Method)

Hmm, doesn't trouble my system. Is there a way to test if the prog is running as an Applet or Application?

Quote
Hmm, I have that with a wrongly calibrated joystick sometimes, otherwise this is new to me...
Could be. Tried to control it with wheel, but no luck
It asks for calibration now, if it sees it will go haywire Smiley If you still have a 'stuck' key, you probably need to disconnect any controller (except the keyboard and mouse of course).
20  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-06 11:05:39
Tested win32 version but it said cannot manifest main-class and so on.
More info please Smiley
OS, exact error, Java version. Did you use the batch file or java -jar?

And could you try the applet?
Thanks!
21  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-06 11:03:21
Applet version worked fine, though there were no sounds. How do you go to full screen in the applet?
Press 'F'. Unless you mean in the code, then it's the same as in the application version, I just do 'Display.setFullscreen(fullscreen);' (which happens to toggle between true and false). Switching back should work now too. Only problem is I lose the mouse focus, haven't figured out how to get it back. The user will have to click the playing window first... (unless he/she is using a joystick, that doesn't seem to need focus.
I guess I need to mention F1 somewhere, I don't want it to show permanently on the Titlescreen though.

Any idea about the sounds? A new version is available, maybe try that? Loading time is now down to 7 or 8 seconds, and it shows the Titlescreen after 2 Smiley
22  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-04 11:11:53
Yep it did, but alt-tab didn't even work to get out of the game when it black-screened. Had to ctrl-alt-del -> task-manager to get out of it, so it might not be the way for general population to switch Smiley
The applet version starts windowed (within the browser that is). What happens if you go fullscreen (guess that works) and then back again?

Quote
Tested the applet version as well. It sort of worked, but the up key was "stuck", so that made a challenging game even more challenging Wink Quite interesting to find ways to solve it... Tested on both FF and chrome, Win7
Hmm, I have that with a wrongly calibrated joystick sometimes, otherwise this is new to me...
Just found out I had I wrong link in the opening post, guess you knew where to find it?
Could you test the latest version, see if the loading time has improved for you? (you can browse java-expert.nl/games/ to see modification times, to see if you're testing a newer version : )
23  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-04 08:33:43
Quote
1  
java.lang.ClassCastException: Game cannot be cast to java.applet.Applet

As kappa said, your Game class needs to extend Applet.

I got my applet working, pretty smooth when fullscreen. But the initialization takes close to a minute,
 after the LWJGL progressbar has finished that is. When I run the applet in Eclipse there is no waiting, like when running as an application.

The problem seems to be:

1  
InputStream is = Sprite.class.getClassLoader().getResourceAsStream("tiles/" + ref);


It does this for every tile in the background, which is 16 x 28...
Tiles are only 20 by 22 and about 1KB per tile (PNG). Why is this so slow?

Update: I now just generate them from 1 big getResourceAsStream, saves 45 seconds! I would still like to know why getResourceAsStream is so slow though. I'll have to rewrite getting the other sprites and levels within 1 read too, that should save another 10 seconds or so. Bit of a hassle since it is not really an option for the application version, where you can make your own levels, so I have to keep the old code too...
24  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-03 11:19:53
The Win64 version ran fine on my machine. I had forgotten how much fun and how hard loadrunner is. Great remake.
Thanks Smiley

Quote
Attempting to switch out of fullscreen didn't work and I was just stuck with a black screen.
It should at least have written to the cfg file, so the next startup would start windowed?
25  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-03 11:16:41
You 64bit zip plays fine. What a fun game! What are they keys? I could only find the arrows, space, and Q for quit.
What more keys would you like? See the README, or F1 for Help.
There's a new version, with better AI and joystick handling. Try my favorite levels, 6 and 14 (select through left/right on the title screen).

Quote
However I get this in the console when I run your applet:
1  
java.lang.ClassCastException: Game cannot be cast to java.applet.Applet

As kappa said, your Game class needs to extend Applet.
I'll fix this later, thanks.
26  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-01 15:55:25
Now I get a whole lot of stacktrace, the only thing I can make out is:

    at Game.<clinit>(Game.java:70)

which is     private static long timerTicksPerSecond = Sys.getTimerResolution();

The above uploaded applet still shows the old error, so I guess its not updated yet, can you please paste more of the java console output of the error or update the above uploaded applet.
Uploaded the new one. Thanks for helping.
27  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-01 15:36:50
The problem however seems to be with your main Game class's initialising method, just make sure its in the form

1  
2  
3  
public Game() {
....
}

Well that helped a bit Smiley

Now I get a whole lot of stacktrace, the only thing I can make out is:

    at Game.<clinit>(Game.java:70)

which is     private static long timerTicksPerSecond = Sys.getTimerResolution();
28  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-01 13:49:25
why not using the fantasitc AppletLoader ? it works really well .
Does it then only run in a browser? Does it reload the natives each time?
What about sound? Does that play in a browser?
It's called an Applet for a reason.
And of course sound is played Tongue
I'm trying to make it work, but all I end up with is a blank screen.

Lode Runner Retro applet

Is there any way to debug what is happening?
29  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-01 11:41:08
the reason why it fails for princec above is because you've split the 32bit and 64bit natives, LWJGL tries to load the 32bit natives first, if that fails it then loads the 64bit natives. Since it doesn't find the 32bit natives at all on windows64 it assumes they are missing and fails.
Ah, that makes sense Smiley I'll fix my downloads. Maybe LWJGL should try for the 64bit natives at least  Huh
30  Games Center / Showcase / Re: Lode Runner remake on: 2011-06-01 11:17:50
Hm get the same problem with both 32/64 bit zips. My machine may not be as sane as it should be though.
Hmm, something can't find the LodeRunner 'main' maybe?

I used a copy of the spaceinvaders tutorial by Kevin Glass ( public static void main(String argv[])  ).
I've now changed it to 'public static void main(String[] args)'.

Could you try it again?
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