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1  Java Game APIs & Engines / Android / Re: libgdx a good choice? on: 2011-03-11 11:41:56
The answer is yes, its a really really really good choice. I recently had a chance to play with it when making some slick work on Android and its really well built. Performance on Android is going to be just about as good as it gets for Android (though the hardware varies alot anyway, so be prepared).

Its got a nice simple framework and a lot of features.

Kev

Nice, ill make sure to make some tests.
From the looks of it now it will be a 2D Top-Down Shooter game, but im guessing that libgdx will tackle this just fine.
2  Java Game APIs & Engines / Android / libgdx a good choice? on: 2011-03-11 05:56:30
Im planning to make my first game for Android and looking for a suitable game engine, it will probably be 2D.
I have a good knowledge of Java and work with it professionally, however I have very little experience of Android / Game development.
 
What I want from the engine (that i know now) is:

- Good 2D support
- Physics
- Particles
- Good animation support

Would libgdx be a good choice?
I am not interested in making a desktop game, so the fact that its crossplatform makes me wonder if performance on Android will be lacking some? Or is it fully optimized for Android?

Thanks

3  Game Development / Newbie & Debugging Questions / Calculating walkingdirection on: 2005-12-15 21:54:50
Stupid question.

Im thought about making a simple game seen from above where you move a character around.
I thought that when pressing a button the character walks forward, and with left / right key he turns.
Alternaly walk forward with a button, set direction with the mouse.

So my question is, how to achive this, it seems very simple, but i cant figure it out.

Thanks.
4  Java Game APIs & Engines / J2ME / SE Z800 good? on: 2005-12-12 09:01:37
Im going to buy a new cellphone. Im thinking about the Z800. Of course i want to develop Javagames for it, so my question is if the Z800 is well suited for this?
How does it compares to SE k608 for example?.

Thanks.
5  Game Development / Newbie & Debugging Questions / Re: Change screenresolution on: 2005-10-29 16:15:29
Thanks for your help, ill look over my code.
6  Game Development / Newbie & Debugging Questions / Re: Change screenresolution on: 2005-10-27 04:58:04
Thanks. I wonder if i do it right though.

the way i have it now is.
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GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice gs = ge.getDefaultScreenDevice();

DrawingArea drawingarea = new DrawingArea();     //Jpanel

JFrame myFrame = new JFrame(gs.getDefaultConfiguration());

myFrame.setUndecorated(true);
myFrame.getContentPane().add(drawingarea);
myFrame.pack();

Window win = new Window(myFrame);

displayMode = new DisplayMode(800, 600, 16, displayMode.getRefreshRate());

try {
     gs.setFullScreenWindow(win);
     gs.setDisplayMode(displayMode);
}

catch(Exception e) {
     gs.setFullScreenWindow(null);
}

myFrame.setVisible(true);


Is it correct to Add a JPanel to the JFrame which you then put in a window?
7  Game Development / Newbie & Debugging Questions / Re: Change screenresolution on: 2005-10-25 21:16:51
I figured it out
8  Game Development / Newbie & Debugging Questions / Change screenresolution on: 2005-10-25 20:06:04
Im making a game which i want to be fullscreen. I have searched the forums without finding out how to do.
So i thought i could simulate fullscreen by changing the screen resolution
to for example 800x600 (which would be the size of my frame), and then setUndecorated(true);

So my questions now are.

1. Is there an easy way to enter fullscreen mode?

2. If not, how can i change the screenresolution to simulate fullscreen.

Thanks
9  Game Development / Newbie & Debugging Questions / Re: Timer or new Thread? on: 2005-10-22 13:29:36
Ok. How would you do to compensate for an operation that takes long time?
Its only going to be singleplayer but no reason not to do it correct Smiley
10  Game Development / Newbie & Debugging Questions / Re: Timer or new Thread? on: 2005-10-22 12:33:06
How does this look to you?

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public void run() {
        while(gameisrunning) {
         
      starttime = System.nanoTime();
         
      //Perform operations
         
      estimatedtime = (System.nanoTime() - starttime) / 1000000;
         
      sleeptime = 15 - estimatedtime;
         
      if(sleeptime > 0) {
         try  { thread.sleep(sleeptime); }
         catch (InterruptedException e) { System.out.println(e); }
      }
   }
}
11  Game Development / Newbie & Debugging Questions / Re: Timer or new Thread? on: 2005-10-21 07:42:17
Ok so i go with thread.
How do i calculate how long the thread should sleep before updating?
if i just make it sleep a fix value the performance will be different on different systems right?
12  Game Development / Newbie & Debugging Questions / Timer or new Thread? on: 2005-10-20 22:13:21
Im making a simple game.
And i wonder what you recomend to handle the game loop.
A timer that updates and calls repaint.
Or a new thread?.

The timer im using is javax.swing.
Is there trouble if i use swing timer and other components from awt?

Thanks.
13  Game Development / Game Play & Game Design / Re: Collision detection? on: 2005-09-19 20:24:40
yes, makes alot of sense Smiley
thanks.
14  Game Development / Game Play & Game Design / Re: Collision detection? on: 2005-09-15 21:39:59
Thanks for the answer.
I think i got an idea how to do it.
Worst case scenario is it doesnt work and thats not the end of the world Smiley
15  Game Development / Game Play & Game Design / Re: Collision detection? on: 2005-09-15 20:38:02
True.
I was thinking of making the entire track/street or whatever fit in one screen, no scolling in other words. Dont need too many different types of street.

I do understand that its difficult to say what i should use for collisiondetection when i cant really specify my game requierment.
But i was curious about different methods that i havent thought about.
And was hoping i could get some examples and get some ideas what to use.
16  Game Development / Game Play & Game Design / Re: Collision detection? on: 2005-09-15 19:45:56
Ok, i think i understand, but i could use a brief explanation.
17  Game Development / Game Play & Game Design / Collision detection? on: 2005-09-15 16:45:03
I was thinking about making a simple 2D car game, seen from above where you drive a car around a track, and there will be people walking around that will get smacked if the car hits them.

Now i wonder whats the best way (in your opinion) to handle the collision detection between the car and the people (also the edges of the track etc.
I can think of two ways, making the whole game a huge array and check if some part of the car is in the same array as another object.

Or in some way store the coordinates of each object and simply check if the coordinates of the car is the same as another object.

I Could really use some hints.

Thanks.
18  Game Development / Newbie & Debugging Questions / Re: Wait for audio to load? on: 2005-06-02 20:13:02
Sorry,
an applet.
19  Game Development / Newbie & Debugging Questions / Wait for audio to load? on: 2005-06-02 19:59:35
Im making this game, and i use mediatracker to wait for the images to load.
Is it possible to do the same with sounds?

Thanks.
20  Game Development / Newbie & Debugging Questions / Re: Bad to make games for applet? on: 2005-05-31 15:21:57
Gage Timer  Huh Huh Huh
21  Game Development / Newbie & Debugging Questions / Re: Bad to make games for applet? on: 2005-05-31 14:07:18
I'll just get thoose people to upgrade Smiley
22  Game Development / Newbie & Debugging Questions / Bad to make games for applet? on: 2005-05-31 06:44:43
Hi.

Im making my first plattform game in java atm.
And i thought it would be fun to make it in an applet.

Is it a bad idea to make your games in an applet.
Is it slower than for example a JFrame?

Thanks.
23  Java Game APIs & Engines / Java 2D / Plattform Game - Level design? on: 2005-05-28 08:38:17
Hi.

I have some basic knowledge about java. And i thought i would try to make a plattform game. A basic one where the player should be able to move a character, jump etc, and fire weapons.

But im not sure how i should design the level. The only way i can think of is to make it one really big array. What is the best way to do it?

And i should also mention that i've planned to make it as an applet.

Thanks.
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Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
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2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
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2014-08-01 16:19:50

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2014-07-31 16:29:50
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