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1  Discussions / Community & Volunteer Projects / Re: 2D in LWJGL on: 2003-05-13 21:36:50
i would agree with mill. first, fill lwjgl out and once you're all out of neat little features to add (ha!), build lwjgl2d on top of it.

this will allow for the 2d api to be a seperate download (one far less than 5mb!). additionally, the api will use OpenGL (better speed, features, compatibility).

As for SDL...
2  Game Development / Networking & Multiplayer / Re: Launching a Browser Window, Platform Independe on: 2003-05-04 20:47:48
wait a second...

what does Java Web Start do when handling links? They do have clickable http://... labels!

Anyhow, try http://browserlauncher.sourceforge.net written by Eric Albert. It supports many more platforms than Unix/Win and works on my system so far.
3  Games Center / Archived Projects / Re: Frozen Bubble on: 2003-04-18 16:20:50
(more praise) well done. i'm surprised how smoothly it runs, considering it's an applet. congratulations.
4  Games Center / Archived Projects / Re: Now you can be a pac-man king of the hill too on: 2003-04-16 20:41:51
works fine for me.
as far as hosting, you could try portland
5  Discussions / General Discussions / Re: Teaching Java to Kids in School on: 2003-04-10 14:26:56
Visual Basic is used for various reasons, especially for people who have little computer experience. Firstly, it's easy to have alot of functionality with little coding (I can make a coloured window that opens/closes and says "Hello" without any coding!). Secondly, it's very visual - 80% of the work is just dragging objects onto a form and laying them out nicely - so that students don't really have to learn too much code, ever!

That being said, I hate Visual Basic. I used it, personally, for years and then again in secondary school (high school? age 15-16). It's a lousy language for making anything that is not widget/window based or that requires any level of abstraction.

I would think that, for secondary school level students, Java would be better in the long-run (but not in the short). It teaches more than just how to use a specific IDE, but also OO concepts, general coding concepts etc. Students will think more of program design and structure (and less on importing animated GIFs for their buttons). Oh yeah, it's free and multiplatform as well.(Which IDE would you use? You should try something simple, like 'Ready To Program' - which I hate, but it's great for starting out)

It is, however, not a very exciting or easy thing to learn. People motivated to learn will, but those with little computer experience (those who may or may not understand the bold and underline commands in Word) will be frustrated. Visual Basic allows them to be able to see what they make, and run it without much work. Any introduction to Java will be weeks of Console-only applications, which are much less interesting and much more difficult to create and use.

I suppose that what you teach will vary alot on whom you are teaching. I definitely would not try to teach Java to anyone under the age of 12-14, but that's just me.
6  Discussions / General Discussions / Re: Articles You'd Like To See on: 2003-04-10 14:05:43
It seems articles can be broken down into three major categories: Theory and Design (self-describing), Application (Java specific design, some pseudo-code), Specifics and Tech (API/IDE specific, actual code examples).

Here is a brief summary, as well as my suggestions for each:
  • Theory and Design
    • OOP Theory, Polymorphism, Terminology (such as Refactoring) (perhaps just links to other good sites/tutorials)
    • Game (general) design (again, links to gamedev or something)
    • Game code design (states, gameloops, entity/world structure, creating/organising world events)

  • Application
    • Game stucture in Java (what kind of code to use for what)
    • Networking, File saving, Security
    • Java language syntax/formating guidelines

  • Specfics/Tech
    • Using LWJGL, Using Java2D, APIs (OpenGL, OpenAL)
    • IDE Tutorials, IDE Comparisons
    • Using Collections, Using Regular expressions
    • Code examples, How to... (...make JARs, distribute with WebStart, serialize Objects for QuickSaving games)

It's a pretty ambitious list, and I don't know if anyone would be willing to write (and proof-read; later update) it all. It may be useful just to write a brief article and supplement it with a bunch of useful links (especially with Theory and Design, most of which is already covered elsewhere).

That's my 2 cents.
7  Java Game APIs & Engines / Tools Discussion / Re: GUI Builders and Swing on: 2003-04-07 14:28:59
leknor - That's all I really want from a GUI builder anyway: some quick layout code so I don't have to keep test-running every time I add a JPanel.

herkules - So does the NetBeans GUI builder use some sort of xml file to define UIs (like so many other GUI builders)? Does it make the resulting code different/unmanagable?

thaaks - Thanks. I'm actually debating whether or not to stick with Eclipse or switch to NetBeans. Should I decide on Eclipse, I'll give that plugin a try.
8  Java Game APIs & Engines / Tools Discussion / GUI Builders and Swing on: 2003-04-07 03:07:24
I've been searching online for good Swing GUI builders (that, uh, are free) and haven't been able to find any.

Yeah, I know that Swing isn't fast or ideal for most games... but what about strategy games, or game tools like editors or scripters?

Does anyone know of any which are available free of charge and without limitations (ie: trial-periods)? Are there any which are integrated with Eclipse (along the lines of the SWT Workbench)?

I'd just prefer something quicker than typing out JPanel code by hand.
9  Games Center / Archived Projects / Re: An Educational Java Client/Server Game on: 2003-04-04 01:40:18
your concept is a good one, and the implementation seems to work well.

the key thing would be making it as simple, visually/audially interesting and easy as possible. selling products to educators (who may, but most likely do not, have computer knowledge) and children is tough if it isn't appealling and easy. I would suggest actually working on the look and polish of the interface and website, over actual code work, if you plan to market this.
10  Games Center / Archived Projects / Re: Alien Flux Alpha Test 5 on: 2003-03-30 15:17:46
p3 733, win me, radeon 64ddr
works fine for me, no crashes.

there are occassions when an enemy/bubble will spawn right on my ship (killing me), even when its unmoving. (just a little complaint)

sorry, that's beta 4...

beta 5 doesn't work. freezes on a white screen.
11  Games Center / Archived Projects / Re: Alpha test Boom (Breakout Clone) on: 2003-03-26 02:51:30
the ball moves a little slowly, and, no matter what the movement of the paddle is or where it hits the paddle, the ball just rebounds off simply.

also, only the + on the number-pad will advance levels.

no errors, after about 10 mins playing. nice work (that 'game over' power up is what did me in!)
12  Games Center / Archived Projects / Re: Alien Flux Alpha Test 3 on: 2003-03-25 14:25:28
Quote
Whoops, that's my own stupid fault. (You be usin' old drivers but I should've checked before I called drawRangeElements)

so all i need is newer drivers then? uh, okay.
it works now, but locks up on exit (my computer still works alright, but the application goes [Not Responding]

great game.
thanks
13  Discussions / General Discussions / Re: avatar images.... on: 2003-03-24 16:03:53
i can't help but notice that you've changed your avatar image since your last post on this thread...
14  Games Center / Archived Projects / Re: Alien Flux Alpha Test 3 on: 2003-03-24 12:55:56
i get the menu (from both .exe and webstart), but when i click on new game...

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      at org.lwjgl.opengl.CoreGL.drawRangeElements(Native Method)
      at com.shavenpuppy.jglib.renderer.Renderer$StateList.render(Renderer.java:155)
      at com.shavenpuppy.jglib.renderer.Renderer.draw(Renderer.java:373)
      at com.shavenpuppy.jglib.renderer.Renderer.render(Renderer.java:256)
      at xap.features.BackgroundFeature.render(BackgroundFeature.java:407)
      at xap.BattleZone.render(BattleZone.java:78)
      at xap.GamePanel.renderBackground(GamePanel.java:409)
      at xap.gui.Component.render(Component.java:1269)
      at xap.gui.Component.renderChildren(Component.java:1328)
      at xap.gui.Component.render(Component.java:1277)
      at xap.gui.Interface.render(Interface.java:555)
      at xap.Game.main(Game.java:260)
      at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
      at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
      at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
      at java.lang.reflect.Method.invoke(Method.java:324)
      at com.sun.javaws.Launcher.executeApplication(Unknown Source)
      at com.sun.javaws.Launcher.executeMainClass(Unknown Source)
      at com.sun.javaws.Launcher.continueLaunch(Unknown Source)
      at com.sun.javaws.Launcher.handleApplicationDesc(Unknown Source)
      at com.sun.javaws.Launcher.handleLaunchFile(Unknown Source)
      at com.sun.javaws.Launcher.run(Unknown Source)
      at java.lang.Thread.run(Thread.java:536)

15  Discussions / General Discussions / Re: avatar images.... on: 2003-03-24 12:30:10
alright, those are fair points...
yet on other boards (I think conceptart.org) they have avatar image limits that are imposed by some implicit profile check (to ensure image is of certain dimension and filesize), and not resized explicitly using html code.

it's just a suggestion, so that people don't have to re-make images specifically for this board or have their images get shrunk/enlarged

and personally, 80x80 is a bit large. 64x64 is such a nice number...
16  Discussions / General Discussions / Re: avatar images.... on: 2003-03-23 20:08:55
okay, so it does resize the images.

therefore, may i suggest that it not resize them? surely, it's a forum feature that can be swtiched on and off. it'll save space (posts won't be so 'big' vertically), and the avatars won't look jagged
17  Games Center / Archived Projects / Re: Would like some feedback again on: 2003-03-23 03:43:10
erikd, that's a pretty sweet game. sure, it blue-screened my p3 733 the first try (the wonders of webstart...), but worked great the second try.

not too sure about the music though. people walking by might think i was watching some cheap porno.

good stuff
18  Java Game APIs & Engines / Java 2D / Re: Why Java? on: 2003-03-23 02:51:06
Evaluating Java for Game Development
goes through alot of what's been mentioned and then some, including benchmarking different types of games under different VMs as well as C++ implementations and what not.

dry reading perhaps, but relevant.
19  Discussions / General Discussions / avatar images.... on: 2003-03-23 02:30:54
i'm just a noob, but...
my avatar image is distorted, and I've noticed others' are as well. it's as if the board uses some strange img tag that stretches the image to an unnecessary size.

in the sake of posterity, here's what mine should look like (good ol' 64x64):
Click to Play
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