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1  Java Game APIs & Engines / J2ME / Re: Tamaguchi ( Digital Pet) on: 2007-01-26 10:24:00
And i want my pet to Alarm me everyday to say,
Gud am, gud pm, and gud night every nth time...

Is it also possible to make an alarm even if the game isn't
With MIDP 2.0 phones, yes. Using the Push Registry.

I also wanted my pet to learn talking through my daily
messages i received in my phone...
I'm not sure what you mean there.

Also, i wanted my pet to learn singing through the mp3's
saved in my phone...

Is it possible to access my phone memory and be use it
on my game?
If the phone supports JSR 75, yes.

Is it also possible to draw on the desktop of your cellphone?

Will my project be so ambitious for a beginner?Huh?
Yes. You know what they say: start with tic tac toe, move up to pong, etc.

2  Java Game APIs & Engines / J2ME / Re: (m3g) weekend racer demo beta test on: 2006-06-25 06:52:40
I tried it on an N90. I got to the first menu, chose a car, and then the app  closed.

3  Java Game APIs & Engines / J2ME / Re: moving sprite and firing!! on: 2005-10-30 10:18:43
I've answered here.

4  Java Game APIs & Engines / J2ME / Re: Sluggish response to key polling on: 2005-10-24 17:09:23
Well, now that I've asked all those questions I'll take a shot at guessing what lead you to write that code. You started out with a good ol' traditional game loop like this one:
while (running) {
  get input
  do logic
  redraw screen

You noticed the sluggish response and started trying out all sorts of stuff and ended up with what you have now, right?

All that was actually missing is a small delay at the end of every iteration (needed so the phone has time to handle user input) and your problem would disappear:
while (running) {
  get input
  do logic
  redraw screen
  try {
    sleep(some amount of time);
  catch (Exception e) {}

If I'm way off in my guessing then pay no attention, but I thought it might be useful.

5  Java Game APIs & Engines / J2ME / Re: Sluggish response to key polling on: 2005-10-24 17:02:02
Why are you starting new threads in every iteration of the game loop?
And why do you have a separate thread just to call setDirection() instead of just doing that in the game loop?
And you could probably use a sleep() at the end of the game loop to give the system thread some time to handle events.

6  Java Game APIs & Engines / J2ME / Re: Different way to make saves from ObjectOutputStream? (version unreadability) on: 2005-08-15 08:27:48
Looks like you arrived at the wrong forum, seeing as there are no ObjectOutputStreams in MIDP and no support for LWJGL.

7  Java Game APIs & Engines / J2ME / Re: Nokia API on Ericcson? on: 2005-08-06 08:42:25
The SE phones have the Nokia UI, but their emulators for some reason don't.

8  Game Development / Newbie & Debugging Questions / Re: Shooting game source code on: 2005-08-04 11:17:14
Space Invaders 101

9  Java Game APIs & Engines / J2ME / Re: Shaving on: 2005-08-03 07:52:03
Mind you, I remember running into a couple of phones that didn't like the 7zip-compressed jars and agressive obfuscation. A pair of Samsungs and an LG, but I can't recall the specific models. If you use these methods and your game misteriously doesn't work on a few phones, try without the added compression.

And while we're on the topic:
A tool that automates a lot of the image compression.
A thread with some nice information on saving jar space, especially through image manipulations.


10  Java Game APIs & Engines / J2ME / Re: timebased movement problem on: 2005-08-02 10:25:24
My guess:
On the emulator most of the frames are so quick that the ball moves 0 pixels. Since you are not accumulating these small changes, all these frames actually do nothing to the ball, and only on the ocasional frame where the delta is big enough the ball actually moves.
On the phone, the time delta is big enough so that the ball actually moves on every frame, hence you get a lot faster movement.

A solution would be to make the ball's speed and position variables floating point as well, and only clamp them to an integer when you draw them on screen. This way, even on the frames where the movement is less than one, the actual position of the ball will be affected - you just won't see the difference on screen. But on the next frame, when you add another fraction, there will be a difference. This will probably make the phone and the emulator behave more consistently.

Here's an example of what I mean:
Frame 1 - ball is at 1.0. Movement is 0.25.
Frame 2 - ball is at 1.25. Movement is 0.3.
Frame 3 - ball is at 1.55. Movement is 0.35.
Frame 4 - ball is at 1.90. Movement is 0.2.
Frame 5 - ball is at 2.1 - Only now you actually see the "effect" of all the previous frames.
The way you are currently doing things, the movement would have been 0 in all these frames, so the ball would've stayed at 1.0.

You could also round instead of clamp to an integer and then the movement would be seen on Frame 3.

11  Java Game APIs & Engines / J2ME / Re: timebased movement problem on: 2005-08-02 07:25:07
How are you calculating elapsedTime?

12  Java Game APIs & Engines / J2ME / Re: Change Resolution Screen on: 2005-07-28 07:58:37

13  Java Game APIs & Engines / J2ME / Re: Change Resolution Screen on: 2005-07-27 08:05:51
The two options to get a full screens Canvas are:
1) Use a GameCanvas and the setFullScreenMode() method. (MIDP 2.0 only)
2) Use a proprietary class like Nokia's FullCanvas if there is one available for the platform.

On some phones you can never get complete fullscreen though, like Motorola's that always display the battery and signal indicators on the top of the screen.

14  Discussions / Miscellaneous Topics / Re: can some one translate ESTA BIEN for me on: 2005-07-22 14:35:37
It can also be used for  "OK".

15  Java Game APIs & Engines / J2ME / Re: Is my startingpoint ok? on: 2005-07-20 12:48:39
you dont have to sleep but the loop just runs as fast as possible? I was thinking maybe I should make the game run independent of the rendering like you can do in j2se games and lwjgl.If possible. So that will make the game objects move xx pixles pr second instead of move xx pixles pr tick. (comments appreciated) Smiley
It's possible. You should still sleep a few milliseconds on every tick because many phones have cooperative multitasking, so no sleep at all can cause problems. But you can use System.currentTimeMillis() to do time based movement.

16  Java Game APIs & Engines / J2ME / Re: Is my startingpoint ok? on: 2005-07-20 08:12:24
I have decided to make a midp2 only game, but what your saying is that if the game is made with suns wtk then it will run on all phones supporting midp2? So the special developing kits for each phone is just if you want special features or a little bit extra performance?
Unless you're making a Hello World app, it probably won't. But using the proprietary SDKs doesn't mean it will work on the actual phones either. Unfortunately the only way to know for sure that it works on a phone is to test it on the device itself. The specialized SDKs are good when you want to use proprietary APIs, or check that the app looks good on the target phones, because they will have emulators with the right screen size, key configuration (apart from the ITU-9 keys, all other keycodes don't have standard values), supported media types, etc. If you are lucky you might get emulators that emulate the bugs and not-properly-defined-by-the-specs behaviour of the phones but you can't count on that.

I thought I had to use each vendors developer kit to compile the game for their phones even though they support midp2.. ? (because of small differences in the phones) But this is my first game so i dont know alot..thats why i was thinking about making it work in suns wtk first.
If you aren't using any proprietary APIs then it doesn't matter if you compile with the WTK or with the proprietary SDK. The bytecode generated is the same (or at least it should be).

j2mepolish looks great,except you have to buy a license to sell the games.. I dont even have a company im just a student starting out, I cant pay 300euro to sell a game.
AFAIK, you only need a license if you use Robert's classes, like the J2MEPolish GUI. If you just use it as a build environment you don't need to pay for a license.

17  Java Game APIs & Engines / J2ME / Re: netBeans or eclipse for j2me development? on: 2005-06-28 12:41:49
I don't think any one of those has significant advantages over the other. If you are already familiar with Eclipse I suggest you stick with it, just get the EclipseME plugin for mobile development.

18  Java Game APIs & Engines / J2ME / Re: j2me bluetooth games need help on: 2005-06-28 07:36:53
anyone else can provide me some clue,..?
Not exactly a clue, but some links:

19  Game Development / Newbie & Debugging Questions / Re: New Phone - maybe try some J2ME again on: 2005-06-23 08:26:27
I'd recommend getting the Sony Ericsson version of the Wireless Toolkit for that phone. It's almost the same as the regular Wireless Toolkit, except with skins for the SE phones, and on-device debugging!

Netbeans along with it's mobility pack integrates fine with the Sony Toolkit.

20  Game Development / Newbie & Debugging Questions / Re: I want only 1 collision on: 2005-05-29 07:58:17
This might help.

21  Java Game APIs & Engines / J2ME / Re: Java3D game developer newbee!!! on: 2005-05-26 05:42:50
I haven't done much M3G stuff myself, but here are some useful links:
Sony Ericsson's developer portal (you are right, they are giving 3D a push and have a lot of documents on the topic).
Ben Hui's site.
This site has some tools and articles.

22  Java Game APIs & Engines / J2ME / Re: Integrating Nokia DevToolkit / UI w/ NetBeans on: 2005-05-18 14:46:07
If you install the Nokia SDK integrated into the WTK (ie, in wtklib/devices) then all you have to do in NetBeans is change the platform.bootclasspath and platform.device of the file (in nbproject).

23  Java Game APIs & Engines / J2ME / Re: Transparency issues on: 2005-05-17 06:29:10
createImage(width,height) creates an opaque image, and anything you draw on it will be on an opaque white background. You are drawing a red rectangle on it (ff0000 is red).

24  Java Game APIs & Engines / J2ME / Re: How to sense the input from key no. 1,3,7 & on: 2005-05-16 11:59:28
Using the GAME_x_PRESSED constants to capture 1,3, 7, and 9 is a bad idea. Because there is no rule that says those keys will be bound to the GAME_x keys. It's not possible to capture these keys with getKeyStates(), but making your own implementation is very simple.

25  Game Development / Newbie & Debugging Questions / Re: Floating point error on: 2005-05-10 12:41:32
Or make your own RationalNumber class (unless you need irrational numbers, then you're screwed Smiley).

26  Game Development / Newbie & Debugging Questions / Re: Floating point error on: 2005-05-10 08:11:52
It comes from the fact that numbers are stored in binary in a finite sequence of bytes. If you could only remember numbers in decimal notation with a predetermined amount of digits, you would see the same problem when you try to do things with amounts like 1/3:

// using 4 digits:
1/3 = 0.333 (not bad)
1/3 + 1/3 = 0.666 (still OK)
1/3 + 1/3 + 1/3 = 0.999 (looks fine for now)
1/3 + 1/3 + 1/3 + 1/3 = 1.332 (hey, wait a minute! shouldn't it be 1.333?)

27  Java Game APIs & Engines / J2ME / Re: Image security question on: 2005-05-10 05:48:10
The best reason to mangle with your graphics is in order to find ways to save jar space.

28  Java Game APIs & Engines / J2ME / Re: series 60 questions (frustrations) on: 2005-05-05 13:13:24

- are all series 60 devices supposed to have the same 176 x 208 screen resolution? if so how come the siemens sx1 boasts a 176 x 220?

Nokia Series 60 phones are 176x208. Other manufacturers have made Series 60 phones, and Series 600 "compatible" phones that don't follow the specs to the line. I don't know about the SX1, but for example on the K700 if you use MIDP 2.0's GameCanvas you get 176x220 pixels, and if you use Nokia's FullCanvas you get 176x208 pixels.

- i know there is an sdk for series 60. does this mean that i can just use this and base all my apps on midp 1.0? does it support things like image transparency? If so wouldnt this make nokia ui api, etc pointless? or am i asking the wrong question.

Yes you can base your apps on MIDP 1.0. But it's functionality is limited so that's why there are proprietary APIs.
Transparency support? Depends on what you mean. You can load an image with transparency and it will display fine, but if you try to create a mutable image it will have an opaque background. The Nokia API has a method to create transparent mutable images but it is broken on Series 60. In fact, the Java implementation on Series 60 phones is quite crappy. There are tons of bugs and behaviour that doesn't conform to the spec, and many people are unpleasantly surprised to find out that all that wonderful functionality the phones have is usually unaccessible to Java.

- seriously, what is the point of midp 2 if i need to make my applications compatible with midp 1 and can just use nokia ui api or SMTK?? I have realised that ill have to probably end up writing my own sprite / layer mechanisms (i mean who needs a 4 byte integer for a tile value on a mobile device?!?! Shocked). Is this what everyone else does?

The point is that in a few years MIDP 1.0 with all those horrible proprietary APIs will be a thing of the past. Hopefully by then you will be able to assume almost every phone will be at least MIDP 2.0/MMAPI 1.0 compatible (by then you will be asking "what's the point of MIDP 3?" Grin ). For now, in a commercial release there is usually no other option but to support all the different flavours out there (this means a lot more than just Series 60).

As you can probably tell I am very confused... yes there are a lot of resources on the web, but seriously who designed forum nokia, i mean from a usability point of view and finding information its totally crap. Theres so many documents that just overwhelm the beginner/average developer.
I really need to start learning properly, writing games that are compatible with series 60 phones, so hopefully I can do a good uni project next year. I choose to limit my platform, makes it easier - but the amount of useless information is just giving me a headache.

Those are rich man's troubles. You have too much documentation. Defenitely better than not enough. You don't have to read every single article. You can safely ignore the success stories and most of the usabillity articles (those will become more relevant later) and just look into a few of the technical articles. Download the SDK read a couple of the "Getting started making games" articles and get cracking.

29  Java Game APIs & Engines / J2ME / Re: IDE for J2ME? on: 2005-05-03 15:40:25
I have it. It's great (and so is Eclipse) but it's hard to work with the sound of my computer constantly whimpering  Grin

30  Java Game APIs & Engines / J2ME / Re: IDE for J2ME? on: 2005-05-03 07:52:14
The Mobility Suite doesn't count as a plug-in?

Nevermind. Netbeans+Mobility Suite and Eclipse+EclipseME are pretty much the same feature-wise. Eclipse might be a bit less of a resource hog and it's what he's used to so I think that's a clincher.

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