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Games Center / Showcase / Re: Arcane Tactics: applet loader
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on: 2011-12-10 15:09:39
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Looks great and worked fine for me (Windows 7 32-bit, Firefox 8.0.1)! The glowing progress bar is cool and so is the title screen. And tweening menu dialogs are also cool! A nice tool to wrap up my game jars with all required LWJGL stuff to deploy as an "applet to go" would indeed be a great thing to have! I think all the deployment trouble we have with Java (Webstart JNLP files, Applet signing/packing, Applications without .exe on Windows and included JRE) is one of the biggest reasons Java isn't used as much for game development as it could  So whatever tool can help here (for example like Kappa's fat jar tool JarSplice or LWJGL's AppletLoader) is one step forward!
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Games Center / LWJGL16k - 2011 / Re: SharpShooter16k
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on: 2011-11-28 21:04:48
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Fun game! I finished the first two levels but was more than half dead. It became much more fun when the troopers ran away and turned around in between to shoot at me  Webstart under Windows 7 worked like a charm!
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Games Center / 4K Game Competition - 2012 / Re: Snake on a Plane
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on: 2011-11-23 12:25:20
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Great idea! Don't forget Android and IPhone versions later on  Maybe add some mechanism to receive user created levels that can be added to the game later (after human filtering happened to avoid "disturbing" level design)...
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11
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Game Development / Game Mechanics / Re: OO Games - General theory
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on: 2011-11-22 07:23:40
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To the OP: You mention you want to use Slick. Slick already supports GameStates, where each GameState can be in fact a separate screen. So you have one GameState subclass for the title screen, one for the game itself, one for options and so on. Look up the GameState test case inside Slick. It's all there.
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Game Development / Newbie & Debugging Questions / Re: Deploying madness w/ applets
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on: 2011-11-21 14:14:41
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I agree with pitbuller. Signing your own jars is not required. The LWJGL jars are signed and that's sufficient. It must be a different problem. My "StarCleaner" game runs as an applet and I didn't sign a single jar file. All resources (images, sheets, etc.) are inside my starcleaner.jar and it is a Slick game. And I also followed Kappa's tutorial on ninjacave to create Slick2D applets.
How did you access the resources? Thanks for the replies guys. I will try to use the forward slash, and we will see where that goes. StarCleaner relies on some ResourceManager we built as part of MarteEngine. But inside it uses the standard Slick constructors like new Image("relativeResourcepath"). No magic at all except what's happening inside Slick. All resources are part of the jar of course. If that's the case for you, something like this should work: 1
| Image background = new Image("res/background.png"); |
Feel free to browse our MarteEngine source code, the StarCleaner source code is also part of Marte (test/it/marteEngine/game/StarCleaner). Hope that helps a bit and cheers, Tommy
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Game Development / Newbie & Debugging Questions / Re: Deploying madness w/ applets
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on: 2011-11-21 10:18:31
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I agree with pitbuller. Signing your own jars is not required. The LWJGL jars are signed and that's sufficient. It must be a different problem. My "StarCleaner" game runs as an applet and I didn't sign a single jar file. All resources (images, sheets, etc.) are inside my starcleaner.jar and it is a Slick game. And I also followed Kappa's tutorial on ninjacave to create Slick2D applets.
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14
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Games Center / LWJGL16k - 2011 / Re: Ogg Vorbis is a red herring
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on: 2011-11-20 14:59:31
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In other news, just to show you how completely rubbish I am at all this, so far I've got a black screen up in about 6800 bytes. Admittedly it's a very nice black screen which resizes, remembers its position between runs, can be toggled between fullscreen and windowed, paused, fades volume out when inactive and back in again, is perfectly rate locked at 60Hz, and automatically adjusts its aspect ratio correctly for any size of display. But, er, you get the idea. Hm...
Sounds like a perfect powerful black screen to me  Would you mind to release the source? I mean - that sounds like it's basically one of the best startup codes you could get for any LWJGL game, right? A commented version would be a jewel in the LWJGL wiki for example 
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16
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Game Development / Newbie & Debugging Questions / Re: 2d lighting without openGL
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on: 2011-11-16 09:28:21
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Have a look at my StarCleaner game (signature). It's all done with Slick and MarteEngine (again: see signature) and not too much of OpenGL. Complete source code is available as part of MarteEngine in the test directory tree. Feel free to rip what you like  Cheers, Tommy
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17
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Discussions / General Discussions / Re: Getting to other Platforms (iOS/HTML5 etc) - TouchAPi
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on: 2011-11-04 14:23:48
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I have a question regarding different screen/device resolutions. What is the best approach to deal with them for TouchAPi? I assume you have some scaling mechanism builtin. But is it smarter to code and create graphics for a higher resolution (say IPad) and scale down on Android or old IPhone OR is it better to create the game for a low resolution and let TouchAPi scale up?
Can an app using TouchAPi have different resolutions on different devices (like 1024 x 768 on desktop app and something like 480 x 320 on Android or IPhone 3)?
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Game Development / Newbie & Debugging Questions / Re: Solving Stuttering With Fixed Timesteps, Once and For All
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on: 2011-11-01 16:20:33
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Saucer, your Slick2D example doesn't make much sense for the idea of Slick IMHO. Way too complicated. Slick basically works by calling update() and render() in a loop. The time spent between the previous and the current update call is passed in milliseconds as delta. That's it. Update your positions by multiplying with a factor and the delta and you're done. You can finetune Slick by switching on vsync, setting a target frame rate, delta smoothing, minimal and maximal update time and so on. But basically I would start simple. Give the games in my signature a try: they are all done with Slick, the source code to all those games is available on my website or part of MarteEngine. See if they stutter that much that you consider them unplayable or annoying (stuttering wise, not gameplay  ). SpiderTrap is completely based on calculations using the delta value. Back to the past and StarCleaner use a target frame rate of 60. Don't overcomplify things - try to get some games done  Cheers, Tommy
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Discussions / General Discussions / Re: Getting to other Platforms (iOS/HTML5 etc) - TouchAPi
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on: 2011-11-01 15:22:38
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Where does the server stuff reside? Or at least the communication with the server? All via HTTP? Things like login, saving games/highscores and such? I guess basically all the Google App Engine stuff  And what about the payment interface PurchaseListener()? Is that implemented for Android and iOS only? Using their APIs? How does this work for the applet? This IS interesting stuff, my brain's running in circles and I'm still at work 
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Discussions / General Discussions / Re: Getting to other Platforms (iOS/HTML5 etc) - TouchAPi
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on: 2011-11-01 11:24:14
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Java is the win for development  Agreed! Still my favorite dev environment. So I'd be happy to sell the integration scripts and framework on, but more as an example of how to do everything rather than some generic ongoing tool chain.
I would be fine with that. In addition you really need to consider whether this sort of things works for you. Limitations for certain platforms limit your types of games you can build successfully. That said, any one of the platforms is quite cool - being to code in Java and deploy for flash is pretty great from a making money point of view straight away  I'm aware of the limitations of some platforms. But creating and monetizing flash games with Java is pretty tempting  And having one code base for several platforms (I know that Java promises that for a long time now but we all know it's not quite true for some of the platforms you already seem to support with TouchAPI) is even more tempting! I'll be building some other same games as I go along (once I've got the next legends update out) so time will tell I guess.
Does that mean we have to wait longer? Starting this thread about TouchAPI is just to make us envy you? How cruel! 
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Discussions / General Discussions / Re: Go on, ask me anything.
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on: 2011-03-17 08:01:14
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One more question because it's nagging me for years now: The sound that plays when the player ship appears in Alien Flux always reminds me of the beginning of the extended version of The Cure's "A walk". Is that just me or was the sound borrowed/inspired by it? Given your avatar I'd bet you have some good ol' The Cure records in your shelves  Oh and btw: I would love to buy Alien Flux and Super Dudester nowadays cause I loved both games when I played the demos years ago (but couldn't afford them)...
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Discussions / General Discussions / Re: Go on, ask me anything.
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on: 2011-03-16 11:57:20
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- How does your "main game loop" work? - Do you use delta timing or fixed time step (frame based)? - Do you have different mechanisms for game logic updates and render loop? - Do you use multithreading? If so, why? If not, why not? - Do your games use a fixed resolution? - How do you deal with different desktop screen resolutions, especially wide screen support or tiny screens on netbooks? Thanks for this great thread, enjoying every post  Tommy
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Games Center / Showcase / Re: SpiderTrap
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on: 2007-07-16 14:08:12
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Maybe the ability to be able to just point to a particular position and have the player move towards that. That way you could better control multiple players with ease!!!
That would, similar to Cas' suggestions, clearly move the game from "hardcore" or "difficult" to casual. And it would imply to add pathfinding, mouse handling, maybe even map scrolling via mouse (to point to positions that are currently not visible on the screen). I think for a freeware version I keep it the way it is now. But who knows, maybe I can't resist and add it in a few weeks  But I will surely add the options stuff to save settings and skip the tutorial levels. And I think I will also save last level, score and energy so that you can resume a game if you 'ESC'aped out of it. Thanks again for playing, Tommy
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Games Center / Showcase / Re: SpiderTrap
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on: 2007-07-16 06:52:00
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Thanks for the feedback! Seems like I will create another version with some improved option handling (saving/loading settings and skipping tutorial levels)...I'll need such a OptionHandler class anyway - for the next game  To nva225: Do you just want to skip tutorial levels or did you think of saving the game (current level, score, energy) and restart from last started level? Cheers, Tommy
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Games Center / Showcase / SpiderTrap 1.1 is released!
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on: 2007-07-15 19:38:11
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Due to the feedback I received I created a version 1.1 of SpiderTrap  What did I change? - I added 4 tutorial levels with explaining messages what to do, - now it is configurable for each laboratory if spiders can drop eggs and if active spiders can wake up stunned spiders, - the time until a spider drops an egg is increased (random between 30-40 seconds), - some levels were simplified, - a special Webstart file for certain MacOS configurations was added, - adding the icon on your desktop was fixed. You might need to refresh your webstart cache to get the newest version ("javaws -uninstall SpiderTrap" or "javaws -uninstall"). WebstartWebstart for Macs if above one does not workSpiderTrap Development blogHave fun, Tommy
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