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1  Discussions / General Discussions / Re: Crysis and sales... on: 2008-01-22 21:01:54
Sure there have been some innovations to proven genres, but when was the last time a successful *new* genre surfaced?
Was it when MMORPGs came around?

Music games are probably the newest genre. They firmly became a solid genre in Japan in the mid nineties, and now in America they are becoming solid here too.
2  Discussions / General Discussions / Re: Crysis and sales... on: 2008-01-22 02:31:24
All of the others have the same basic formula - point, shoot, kill. That's what I'm getting at.

Why does it matter? Every shmup has the same basic formula: shoot, dodge. Platformer? Jump, kill, collect. Rpg? level up, sit through boring movies. Fighters? kill opponent. Sport? simulate sport. Racing? race a vehicle... on and on and on...

Every single genre can be reduced to a bare set of essentials (we do use the word "genre" for a reason). All that matters is if the games are engaging, quality and fun to play. And in that regard, the first person genre delivers in spades.
3  Discussions / General Discussions / Re: Crysis and sales... on: 2008-01-21 16:39:59
Crysis don't have the history behind it like Halo does and haven't had a chance to generate that kind of following.  I imagine when Halo first came out and was new, it didn't get the kind of sales that Crysis is getting now. 

Halo sold extremely well as soon as it was released. It was *the* game at the time. MS and Bungie did an excellent job hyping it.

Crysis's real problem is it's a PC game. PC games are rapidly becoming niche. It's no wonder most developers now write their games with ports to 360/PS3 in mind. Or just go straight to the consoles and skip the PC step altogether.
4  Discussions / General Discussions / Re: Pretty cool keyboard on: 2008-01-20 19:53:47
You couldn't pay me to type on that thing. No tactical feedback = horrible typing experience.

But their maximus, which they debuted years ago, is still really neat. It's the one that's a normal keyboard with each key having its own little lcd screen.
5  Game Development / Newbie & Debugging Questions / Re: Best Java OpenGL Binding? on: 2008-01-03 20:51:03
I've never used JOGL, so I'm quite biased.

But I really like LWJGL, it doesn't get in the way at all, just nice clean access to OpenGL. I also find code samples from other languages (ie C) translate to Java/LWJGL very easily.
6  Discussions / Miscellaneous Topics / Re: Monitor dilemma on: 2008-01-03 19:56:03
Remember, touch yourself and you'll go blind  Grin

(oh come on, someone had to say it!)
7  Discussions / Miscellaneous Topics / Re: Messing with c++ on: 2008-01-02 17:54:48
The documentation is a little awkward if you're not expecting it, but VS still supports regular C++ as long as you choose the right project type.

Well, yeah. But .NET would potentially confuse someone new to C++, especially if he started googling around and/or asking on the MSDN forums.

And ATL and MFC are still regular C++, not managed.

Yeah. But I wouldn't wish ATL or MFC on a veteran C++ developer, let alone a newbie Smiley

My point is MS pushed and bent C++ so much to try and reach their goals it almost doesn't feel like the same language anymore. Pure ISO C++ with some simple libraries to help any platform specific issues is a much nicer experience. C++ is a really nice language in its own right, and it's refreshing and nice to be able to harness some of the power if offers. But IMO, that only really applies if you can experience C++ in the way it was intended, and I strongly argue MS ruins that quite a bit.
8  Discussions / Miscellaneous Topics / Re: Messing with c++ on: 2008-01-02 02:58:00
Be careful going the Visual C++ route. Microsoft is great at bastardizing C++. Managed C++ (and whatever they are calling it now) is not standard C++ at all. If you go the MS route and start to look for C++ help, you'll be floating in a sea of Managed C++, ATL, MFC, etc etc. It really gets polluted.

IMO you're better off going with something like g++ and a good text editor, or investigating how well eclipse supports C++ these days.

And also be careful, C and C++ are not the same thing. C++ is a superset of C, but the two languages should be approached very differently.
9  Game Development / Newbie & Debugging Questions / Re: Junit? on: 2006-10-22 16:59:29
You do not actually need JUnit for testing, you could just write some code into the main(...) method to test functionality.

Yes but use of JUnit is highly recommended. It's the integration into build systems and IDEs and overall standardization that JUnit gives you that makes it so useful.

I've used unit testing (NUnit in a .NET environment) to great success at my job. The amount of debugging required for the project was reduced significantly. The flexibility of the code was greatly increased as the impact of changes was easily captured in the unit test results. And other developers used the test code itself as an introduction to how the real code worked. There's no doubt that TDD is good stuff.
10  Discussions / Miscellaneous Topics / Re: Generics Questions / BUG ? on: 2006-10-17 11:31:48

Damn, German is required for Java generics? No wonder they are so confusing Smiley
11  Discussions / General Discussions / Re: Practibility of doing a 3D based OS? on: 2006-10-11 18:39:40
Yes, that's true. Imagine being able to press 1 button, and you have 10x more screen area... although all the windows are small, it surely moves you away from the *static* resolution in 2D.

Well, of course this can be acheived in 2D, but better if you make use of 3D accel.

OS X does this already with Expose, and Vista has an equivalent functionality. It's great for sorting and managing a lot of windows, but it's terrible for "increasing real estate", the "increase" in real estate comes at a cost of resolution. Those tiny windows with the contents at 20% their full size are not easy to work with at all.

Besides, the 2D equivalent to increasing real estate (virtual desktops, or desktops that are of a larger size than the screen resolution and thus "scroll", both very common in Unix environments) are no different from these 3D equivalents. They both push out more real estate from the monitor at some cost.
12  Game Development / Newbie & Debugging Questions / Re: ? in Java on: 2006-10-10 18:57:11
Thanks! I undestand ? in Java...

HOwever I would like to ask.. is there any other special characters like ? used in java and what are they used for and how they are used?



You mean punctuation characters? Sure, there are plenty. Almost all of them you are well aware of (I sure hope you know what the semi colon is used for, for example)

Maybe one you're not thinking of is in Java 5, the new "foreach" loop which uses a colon

for(Foo foo : myFoos) {

it would have been nicer if that loop could have been

foreach(Foo foo in myFoos) {

as it is in C#, but introducing new keywords to a language is risky, and so Sun decided to not go that route. If nothing else, old programs that had "foreach" and "in" as variable names would have failed to compile.
13  Game Development / Newbie & Debugging Questions / Re: ? in Java on: 2006-10-10 18:54:22
I like the ? stuff, it allows you to write complex stuff in very few lines:

Here are a few crazy lines I've done, lol;


I'll give you a million bucks if you can sort that out Wink

Oh God. Please let me never work on a project with you, and please let no one who writes code like this ever get near me Smiley
14  Games Center / Archived Projects / Re: Xtreme Space War - Online multiplayer space shooter! on: 2006-10-07 00:16:17
I was the only one on the server, but it looks and plays great on my measly Mac Mini. Very good stuff!!
15  Discussions / General Discussions / Re: Mario Contest: public vote! on: 2006-10-06 20:12:46
I voted for Shrooms.

My main reason why is Shrooms seems to stand on its own the most. As in, it doesn't have this odd/awkward "I'm recycling things from other games to create something", the recycling of graphics and themes feels natural. If I just came across Shrooms one day on the web I wouldn't have thought twice about its origins. Hard to explain.

16  Game Development / Newbie & Debugging Questions / Re: ? in Java on: 2006-09-28 21:14:38
you need to change it to this:

public class Fun1{
   private int number1;
   public void run(){
      number1 = 10;
            number1 == 100 ? number1-- : number1++;
         }catch(InterruptedException e){}
   public static void main(String []args){
      new Fun1().run();

a colon separates the "if" and "else" portions of the ternary statement.

And I highly doubt the ternary statement compiles to anything different than what an equivalent if/else statement would.
17  Game Development / Game Play & Game Design / Re: A new game library: Aries! on: 2006-09-27 23:49:24
Just a minor comment,

I generally dislike when libraries prefix everything with the name of the library. That was necessary in the C days, but Java has support for namespaces. I think code involving Timers, Pictures and Animations is cleaner and easier to work with than FooLibraryTimer, FooLibraryPicture, etc.
18  Game Development / Newbie & Debugging Questions / Re: Making reconfigurable / rearrangeable GUIs on: 2006-09-19 16:05:40
a well integrated eclipse plugin that plays well with others is far more desirable than a stand alone application.
19  Game Development / Newbie & Debugging Questions / Re: Immutable BufferedImage on: 2006-09-17 21:33:05
What do you mean?

It's been years since I've used Java2D, but last I remembered, BufferedImage is no different from any other Java class. It gets passed around by reference, not copy. Even if a BufferedImage did end up being copied, I'd imagine most of the time just the BufferedImage class gets copied and the underlying raster data is then refered to by more than one object.

Can you give some examples?
20  Games Center / Archived Projects / Re: Feedback request for ; A maze with obstacles on: 2006-09-16 21:27:21
And again, I'm not trying to be mean, just telling it honestly.

I wouldn't pay for the game in its current state no matter what the price. The graphics are a huge turn off. I know they are just graphics, but presentation is really important.

If you found an artist who completely redid the graphics, animation and interface, and gave the game sound, then that would fix a good 90% of the game's issues. The game itself seems well thought out and pretty cool. It's a shame the graphics make me not want to experience it.

I did click the normal button thing, it led to the progress bar updating endlessly. It never went back to the game.
21  Games Center / Archived Projects / Re: Feedback request for ; A maze with obstacles on: 2006-09-16 18:48:58
I hate to be mean, but here is some honest feedback...

It's not nearly professional enough to pay for. You've gotta polish this thing up a lot.

-- Clicking on "Play" in Safari on Mac OS X leads to a blank window. I had to right click and select "open in a new window" to see it.

-- The graphics are really bad. If you're trying to make this commercial, hire an artist. Same goes with the website itself.

-- The animation is really bad. The character should walk as he moves.

-- Is there any sound?

-- The controls are very raw.

-- The game itself seems pretty decent, but I'd hesitate to buy a puzzle game like that for $25.

At $25, you are competing with some serious company, including:
-- just about every game for sale at
-- Many, many Playstation 2, XBox and Gamecube games
-- Most Nintendo DS games
-- etc

22  Game Development / Newbie & Debugging Questions / OpenGL, special effects on 2D graphics? on: 2006-09-15 23:52:46
This is a very vague question, but I'm hoping for a pointer in the right direction on reading material/websites/tutorials, etc

How does one go about doing special effect type graphics in 2D, in OpenGL? Like make things glow, have them blur as they move, drop shadow to simulate depth, etc etc.

I apologize for being so vague, but I'm pretty much a total newb on OpenGL and most resources seem very 3D oriented.
23  Games Center / Archived Projects / Re: Travelling Light - a short adventure on: 2006-09-14 20:44:00
I think the game has a lot of personality and a lot of potential to be really cool.

I only played it briefly since I'm at work. I'd even say just improve the game physics and you'd have a real winner, as is. I like its unique style, the characters, everything.

But yeah, the physics, eh, not so good I'm afraid. Instead of copying a game like Manic Miner, I recommend copying something like Super Mario World or something like that. Mimic the excellent platformers, they're excellent for a reason Smiley
24  Game Development / Newbie & Debugging Questions / Re: Runtime.exec() problem on: 2006-09-12 18:18:23
It's hard to say what you've really got going without taking a hard look at your code. But my hunch is you've kinda dug yourself into a hole. Anytime you find yourself doing something unusual like trying to launch another process, that's usually a red flag that your in trouble.

Getting Java2D to work with games can be difficult. You might consider backing off a bit. Taking your core logic code and building a new framework around it. Try to keep it simple.
25  Game Development / Newbie & Debugging Questions / Re: Runtime.exec() problem on: 2006-09-12 17:15:46
Why are you running these as two different processes? Why not have the initial gui be part of the same process as your game? If you need to, run them in different threads. Generally speaking you're heading down the wrong path if your internally developed app is two different processes running at the same time.
26  Discussions / Miscellaneous Topics / Re: Had my first Advanced programming class today with C++ on: 2006-09-12 15:33:55
When I entered Univ. in 2001 for CompSci, the regular courses required all homework to be made with Java. The only official way to learn C/C++ was through a laboratory in which we basically developed a neural net for vowel recognition. They were maybe 30 people in this lab although we were 300 students in that term. That means that only about 10% actually learned C/C++ (probably few more by self-education). Consequently, C/C++ will have a hard time surviving when my generation drops out of university...

Learning software development is not equivalent to learning programming languages. Programming languages are to the software developer what spelling and grammar are to a writer. They are merely, basic, fundamental constructs from which much more advanced and abstract constructs are built. Anyone who feels they are very comfortable in language A but is immediately lost and intimidated when sat down in front of new language B, has a lot to learn about this field. It's much more important to understand the overarching concepts of software (and hardware) than specific languages.
27  Java Game APIs & Engines / Java 2D / Re: Little Problem with player movement on: 2006-09-12 15:25:36
So if I'm reading that right, the branch the player is attempting to move into with "suck" him in a bit, to help him transistion into the new corridor? If that is the case, then there's got to be a point where pressing right just means you don't move at all since there is a wall there, and a point where pressing right means the tiny 'suction' effect.
28  Java Game APIs & Engines / Xith3D Forums / Re: A. Nonymous said... on: 2006-09-12 02:39:14
What I need is a way to present this to the community.  I don't know swat about jnlp files.  I don't have a personal site to deliver my work from Embarrassed.

jnlp is quite simple actually. I do believe Mr. Kevglass came up with this page on it

Which helped me immensely in getting jnlp going.

As for webspace, what about, sourceforge, javagamesfactory, etc? If you just want to throw something up there for the community to see, I've got spare webspace/bandwidth I could give ya.
29  Discussions / General Discussions / Re: Super Mario Programming Contest on: 2006-09-11 19:48:38
Why does he throw the spikeys at different levels? I couldn't figure out what determined how he'd throw it.

I get it. He always throws towards the center of the screen. That's an interesting twist. If you designed the enemies to work with that, it could be pretty cool.
30  Discussions / General Discussions / Re: Super Mario Programming Contest on: 2006-09-11 19:41:29
here is a work in progress of my entry: Lakitu's Adventure

Sweet, a super mario shooter Smiley

It plays really smoothly. I like that a lot. I could see myself getting into this game.

But as an avid shmup player myself, there's some shmup no-nos you've done I'm afraid...

background is too busy, distracts from the enemies and makes it hard to see where your bullets are. Look at most shooters, the backgrounds are muted, simple and sometimes completely barren with just decorations on the fringes (think Gradius). In manic shooters, the priority is seeing things that can hit you and seeing your own bullets, which is why they are often a bright neon color.

Why does he throw the spikeys at different levels? I couldn't figure out what determined how he'd throw it.

The enemies come too fast for the rate he throws the spikes. Either increase the throw rate or decrease the enemy speed (again look at shooters, a shmup like R-Type, the bullets are slow but so are the enemies, a shmup like Dodonpachi, things are fast as hell, but your ship and bullets are too to compensate)

But I think you've got a really cool idea on your hands, I'll keep my eye on this one Smiley

EDIT: and a minor nitpick, I'd prefer the fire button be on the keyboard.

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