Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (757)
Games in Android Showcase (229)
games submitted by our members
Games in WIP (844)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1]
1  Java Game APIs & Engines / J2ME / Re: Problem on change Level on: 2005-08-31 10:20:52
Currently j 'm using   only WTK 2.2 of SUN.
2  Java Game APIs & Engines / J2ME / Problem on change Level on: 2005-08-30 15:46:18
Hello everybody,
 I have a strange problem that is introduced to every change of level (to times to times not) of my game.  In practical some times it does not come played change music level and if control the state of the Player object in these cases me returns End_of_Media even if it has not been executed the play of music.

Some suggestion!!!!!!!!!!!!!!!!! 

Thanks!!!!  Smiley

 P.s:  the song are of type wav.
3  Java Game APIs & Engines / J2ME / Re: problem loading song. on: 2005-08-26 09:09:01
I have resolved the problem...   Grin
In the names of the rows audio to load the capital and very small letters did not coincide. 

Strange that in execution OTA is only exited outside this error. ( in WTK 2.2 Sun)  Angry

4  Java Game APIs & Engines / J2ME / Re: problem loading song. on: 2005-08-18 21:30:52
Excuse-me  I had forgotten to mail the code   Embarrassed

class MyMidilet entends midlet
MyGame  theGame;

  protected void startApp()


      this.myThread = new Thread(theGame,"Game");


class MyGame  .....{

    public   MyGame()

          Song=Manager.createPlayer(getClass().getResourceAsStream(AudioGame),"audio/midi");// ecco dove si verifica l'errore



5  Java Game APIs & Engines / J2ME / Re: problem loading song. on: 2005-08-05 08:47:29
Hello everybody, I have a problem much strange one with my game j2me when the launch through the wtk of Sun (ktoolbar) give the following errors to me that do not take place during the use of the IDE Eclipse (use execution OTA). 

Thanks for the possible aid.

 java.lang.IllegalArgumentException at
.......  ............
6  Java Game APIs & Engines / J2ME / Re: problem Play wave or midi sequence on: 2005-08-02 09:45:16
Excused I have forgotten that  j using  the Sun wireless toolkit 2.2       Grin

7  Java Game APIs & Engines / J2ME / Re: problem Play wave or midi sequence on: 2005-08-01 19:47:06
Hello everybody, I have one strange problem during the execution of one sequence.
Before it turns all works metre from the successive one not.
In fact the sequence is not ended to play and already active the loop Game.

(Excuse-me for my english)

Here de pseudo-code:

While (Lives>0)
      thFant = new Thread(...);
      Song[ChangeLevelSong].start();  // wave sequence or midi.
      }while (!listenerChangeLevel.equals(MyPlayListener.END_OF_MEDIA));


      Loop Game
     // Here the Thread die.

8  Java Game APIs & Engines / J2ME / Re: Change Resolution Screen on: 2005-07-27 18:25:38
perhaps my problem beyond obtaining the entire screen is explained me badly but is to change the resolution...

 but calling the method of

I obtain always the old values and not the new.
What is the solution ?

Thanks to All....
P.s (excuse-me for my bad english)
9  Java Game APIs & Engines / J2ME / Change Resolution Screen on: 2005-07-26 18:20:24
How to change the resolution of the screen of the cellular one so that the black bars to sides do not appear if he is smaller of its native resolution?

J have tried with... method of class
  GameCanvas.sizeChanged(int w,int h)

but the black bars remain... Sad

thanks to All.
10  Java Game APIs & Engines / J2ME / Re: problem System.currentTimeMills() ? on: 2005-07-26 18:13:50
the problem is resolved.........   Grin
There was of the old code that generated a bug.

11  Java Game APIs & Engines / J2ME / problem System.currentTimeMills() ? on: 2005-07-25 18:07:46
Hello everybody (excuse-me for my english), trying to render my independent J2me game from the speed of the processor of the cellular one I have met one strange problem.
 I calculate the position of the personage in this way:

float xf,x0,t;
short V;

xf=x0+ V*t;  // t time in second, between two frame.

Hour if the personage moves to Sx all OK...
While if one moves to Dx the personage moves slowly.
Here a simplified table of the times finds to you:

Right           t

// As it can be observed often going to Dx the time passed between 2 frame is 0 here (the personage slows down).


The problems to perhaps use the method System.currentTimeMillis() or mistake something?


Pages: [1]
EgonOlsen (47 views)
2018-06-10 19:43:48

EgonOlsen (29 views)
2018-06-10 19:43:44

EgonOlsen (49 views)
2018-06-10 19:43:20

DesertCoockie (214 views)
2018-05-13 18:23:11

nelsongames (130 views)
2018-04-24 18:15:36

nelsongames (129 views)
2018-04-24 18:14:32

ivj94 (870 views)
2018-03-24 14:47:39

ivj94 (131 views)
2018-03-24 14:46:31

ivj94 (782 views)
2018-03-24 14:43:53

Solater (146 views)
2018-03-17 05:04:08
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!