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1  Game Development / Networking & Multiplayer / Running separate applet 1.1 and 1.4 versions on: 2006-08-11 22:24:27
Hi, this is for applets.  I'm trying to run my game to work on both 1.1 and 1.4, there are separate JAR versions for each, is there an easy way to make 1.4 run if it's there, else use 1.1?  Can someone show me code that can do this?

Thanks!
2  Discussions / General Discussions / Re: Indie Games Site - Game Trove on: 2006-07-25 06:59:27
Great site, I put my game up, it's the first fighting game there Smiley
3  Game Development / Newbie & Debugging Questions / Mac's Command-Q effect on Java? on: 2006-07-21 07:38:55
I've already had a user complaint on this.  On Windows Alt+F4 seems like a good window close event, while on Mac, Command-Q seems like it's a direct end-program with no time to cleanup.  Does anyone have experience with this?

Thanks!
4  Games Center / Archived Projects / Re: Rage of Magic II - Open Beta Fighter! on: 2006-07-15 08:41:50
Thanks everyone, the game has been released today!
5  Games Center / Archived Projects / Re: Rage of Magic II - Open Beta Fighter! on: 2006-07-07 08:09:53
I checked Evil-Devil's problem with the pressing an attack key while walking and it seems to work for me.  I think it depends on the keyboard you're using.  Mine when I walk forward hold it down, then press attack, let go of attack, it will still walk forward.  I picked really annoying times to end the trial  Smiley
6  Games Center / Archived Projects / Re: Rage of Magic II - Open Beta Fighter! on: 2006-06-21 15:43:18
I thought the key reaction was just right.  How fast the attack comes out depends on the move.  Pressing A is the fastest attack, the rest will come out slower because they do more damage.  For the walking while attacking, I never really noticed that.  I played a ton of Street Fighter in the past too, so many quarters!  My other favorite 2D fighters were Samurai Shodown and Streets of Rage.  If it really bothers people I could probably change it.  Here is the short list of combos:

http://rageofmagic.com/characters.php

The combo attack is an attack that will change once contact is made, the next key will interrupt the first attack quicker so it can chain before being blocked.  For example Azrael has [A][A][A] it will only come out if they connect.  Another move is [A][A] he will do a completely different move, halfmoon slice.
7  Games Center / Archived Projects / Re: Rage of Magic II - Open Beta Fighter! on: 2006-06-21 07:34:51
Does Java 6.0 fix fullscreen on Linux?  It would be a bit hard to fake fullscreen because I would have to scale the game screen to match the user's resolution.  That would probably slow it down a lot.  Also I'm trying to keep the code the same on all platforms so I don't have to do anything too specific.  Hopefully if they have Linux they will be tech savvy enough to get the latest Java.

Oh, and I doubt I will ever release the source code  Smiley
8  Games Center / Archived Projects / Re: Rage of Magic II - Open Beta Fighter! on: 2006-06-21 00:20:36
Hi purpleguitar, thanks for testing on Linux.  Do you know what Java version you have installed?  It's pure Java for Linux with no special external libraries so I thought it would work fine.  I will probably have to hold off on Linux until I get a test machine ready.
9  Games Center / Archived Projects / Re: Rage of Magic II - Open Beta Fighter! on: 2006-06-20 20:50:21
Thanks Chris looking forward to it!
10  Games Center / Archived Projects / Rage of Magic II - Open Beta Fighter! on: 2006-06-17 04:41:18
Hi I'm testing out my new Java beat-em-up game.  I want to see if the applet is playable, as well as the Mac and Linux versions.  Linux I have never tested, hopefully someone will have time.  Rage of Magic II is a fantasy anime-styled side-scrolling beat-em up game with features like full screen super attacks, combo moves, power-ups and lots of enemies.  Please let me know if you find any problems and what you think!

Download Now!
  • Mac OSX (21MB Zip) - requires Java 1.4 +
  • Applet (7MB Applet)- requires Java 1.4 +
  • Linux (21MB Jar) - requires Java 1.4 +
  • Windows NT/2K/XP (21MB Exe) - Joystick support, no Java required, NT/XP/2K Only.
Screenshots:
Thanks,
T.Suriyathep
www.rageofmagic.com
11  Java Game APIs & Engines / Tools Discussion / Re: Moleboxing Java Programs? on: 2006-06-13 20:27:45
I got it to stop closing, maybe our configs are different.  But I found a JNI function called DetachCurrentThread() that fixes my problem.  I now got it working completely, but not with Molebox yet.

I just bought MoleBox Pro and I still can't get it working it crashes with no message right on CreateJavaVM().  So it was atleast able to find jvm.dll in the EXE.  I already emailed Molebox to see if they can give me some clues. 

Thanks!
12  Java Game APIs & Engines / Tools Discussion / Re: Moleboxing Java Programs? on: 2006-06-13 18:14:46
Hi Cas, thanks very much, that was extremely helpful!  I did run into two problems that I hope you can help me with.

First, I have your CPP compiling fine and it does run my game properly, but when the launcher exits it also stops the Java right away.  So I just see a window blink for a second.  If I make the launcher put up a message box and leave it there, the whole game will run fine, but with a message box of course.  There must be some way for the launcher or Java to keep the process running even after the launcher quits.  Have you encountered this problem before?

Second, can standard Molebox bundle JVM (with DLLs), or I have to buy Molebox Pro?  It seems like its only Pro, but I still can't get the game running with Molebox even with the cheap fix of putting a message box up.  Some ending debug info from Molebox Pro evaluation version:

Quote
[   275:04c8] :DLL_LOADER:call to default routine 0x6d7cd0fd
[   275:04c8] :DLL_LOADER:done with result 0x1
[   276:04c8] :BOX:CloseFile: 'JRE\BIN\CLIENT\JVM.DLL'
[   277:04c8] :WRAPPER:LoadLibrary: jre\bin\client\jvm.dll, handle is 6d6b0000
[   295:0730] :FakeMainDLL: hDLL 0x6d6b0000, reason 0x2, reserved 0x0,defEPoint 0xcaaf2e19, pzVname 0x962f50
[   295:0730] :DLL_LOADER: DLL_THREAD_ATTACH (D:\PROJECT\GAME\MAJINWAR 2\FINAL\APP-WIN\jre\bin\client\jvm.dll)
[   295:0730] :DLL_LOADER:call to default routine 0x6d7cd0fd
[   296:0730] :DLL_LOADER:done with result 0x1

Thanks very much!
13  Java Game APIs & Engines / Tools Discussion / Moleboxing Java Programs? on: 2006-06-13 07:11:39
Ok, right now I have a my own stripped JRE and bought Molebox. I thought it was going to be easy but I don't know the exact procedure.   

At first, I used JSmooth then Moleboxed that, I thought it was working but it actually was not using my JVM but one it searched for. 

I read a previous thread about making a simple launcher using VC.  Then I made a small program that did ShellExecute on the exact JVM, then Moleboxed that, and that didn't work either.

Can someone guide me on exactly what I can use to make one nice clean EXE for my game?  I'm trying to finish it soon.

Thanks very much!
14  Java Game APIs & Engines / OpenGL Development / Does LWJGL work on Intel Macs? on: 2006-02-10 08:27:07
Just a quick question, sorry if it was covered already.  Thanks.
15  Java Game APIs & Engines / Tools Discussion / Mac OSX and Java Joystick on: 2006-02-09 15:42:28
Hi, is there any support for joysticks in Java for the Mac?  I saw JavaJoystick and some others but only for Windows and Linux.  Does anything that say Linux work on Mac automatically?  I have a Mac and am testing it now, but it crashes.

Thanks!
16  Game Development / Networking & Multiplayer / Re: Success with Java 1.5 Applets? on: 2005-12-27 14:40:18
Are these updates also true for Mac OS?
17  Game Development / Networking & Multiplayer / Success with Java 1.5 Applets? on: 2005-12-26 16:18:33
What's my chance of success if I force people to upgrade to 1.5 to play my applet game demo?  Does anyone happen to know what kind of install base there is for 1.5?  Also what's the chance people won't even try the game because they have to download the huge plugin?

Thanks!
18  Game Development / Shared Code / Re: Run code for Java 1.1 constant FPS? on: 2005-11-12 19:07:13
I'm trying to get a Java 1.1 applet game working.  I see other people do it, is it just by guessing the frame rate delay?  Even if it was 1.4, I don't think I can use GageTimer at all with applets.  I only know about 1.5 applets being able to use the proper nano timer.  Is that true?
19  Game Development / Shared Code / Run code for Java 1.1 constant FPS? on: 2005-11-12 16:30:11
Hi all, can someone post the accepted code for keeping a constant frame rate in Java 1.1, knowing that it has a lot of timing problems in Windows.  I've been looking around with no luck.  I just need the source to keep a constant 30 FPS, even if its not perfect.  This is what I have now, from my research on the web, but its not working out right.  It uses yield() to delay.  I've seen many variantions, but I need it only for Java 1.1 and it has to be a constant rate.  I won't be showing more or removing more frames depending how many were missed etc.

public void run() {
   long start_timer=0;
   long fps_ms=1000/30; //30 FPS
   
   while(thread!=null) {
      start_time=System.currentTimeMillis();

      //DO STUFF HERE
 
      start_timer+=fps_ms;
      long delay_start=System.currentTimeMillis();
      long delay_ms=Math.max(0,start_timer-delay_start);
      while(System.currentTimeMillis()-delay_start < delay_ms) {
         try{thread.yield();}
         catch(Exception e) {}
      }
}

Thanks!
20  Java Game APIs & Engines / Tools Discussion / Re: Bundling Stripped Java 1.5 + Molebox? on: 2005-10-27 19:24:17
Okay the verbose:class will definitely work out, so thats how its done!  And the automated program to read the verbose:class output file, sounds like something to make public domain, hint hint.   Wink
21  Java Game APIs & Engines / Java 2D / Faster to copy BufferedImage RGB to 24 or 16 bit video? on: 2005-10-27 14:02:29
This is probably a quick newbie question.   I am doing my own pixel manipulation using int[] buffers.  So I use a BufferedImage with type RGB (not RGBA).  So thats 24 bits per color.  If I go to fullscreen, is it better to pick 24-bit color, or 16-bit color?  24-bit matches the BufferedImage but 16-bit is less to copy over.

Thanks!
22  Game Development / Newbie & Debugging Questions / Re: Fastest pixel manipultion method? on: 2005-10-27 14:01:46
I guess its not a newbie question, I post over there.  Thanks.
23  Java Game APIs & Engines / Tools Discussion / Re: Bundling Stripped Java 1.5 + Molebox? on: 2005-10-27 03:26:32
Thanks for the info.  Its hard to know what to take out of the JAR file.  Nice game!
24  Game Development / Newbie & Debugging Questions / Fastest pixel manipultion method? on: 2005-10-25 14:38:43
This is probably a quick newbie question.   I am doing my own pixel manipulation using int[] buffers.  So I use a BufferedImage with type RGB (not RGBA).  So thats 24 bits per color.  If I go to fullscreen, is it better to pick 24-bit color, or 16-bit color?  24-bit matches the BufferedImage but 16-bit is less to copy over.

Thanks!
25  Java Game APIs & Engines / Tools Discussion / Re: Bundling Stripped Java 1.5 + Molebox? on: 2005-10-23 03:39:02
Is there an un-moleboxed, stripped JRE game out there where I can pry into.  Also can someone post instructions on exactly what to take out and leave in, and anything else that needs to be known to do it?
26  Java Game APIs & Engines / Tools Discussion / Bundling Stripped Java 1.5 + Molebox? on: 2005-10-22 23:01:27
I hope what I'm asking for isn't wrong.  I've read many, many posts on this topic already, so I have an idea of the controversy.  Anyway I am making a game where I can go the new JET 4.0 or try to "condense" the JRE.  JET is now Java 1.5 certified so thats good, but the final install will be about 20+ megs.  I want to experiment with the Java 1.5 JRE to get the game at least half-size.  I was wondering if there was a solid tutorial (step by step) on where/how/which parts to take out and what must be left in.  I know about "rt.jar" but is there anything else?   Also specific Molebox settings to get it working properly.  It didn't seem like Molebox could put any folders, so how do I add all those JRE subfolders?

My game is all software rendered, with 3rd party Joystick (JStick I think) and GAGETimer.  It goes fullscreen and windowed (needs AWT?).

Any help or advice is appreciated.  Thanks!
27  Game Development / Newbie & Debugging Questions / java.util.Random same across platforms? on: 2005-09-10 05:17:02
Maybe a dumb newbie question but its important for me.  I am making the scrambling algorithm for the CD-Key in my game.  Just wanted to verify that if I use java.util.Random and start it with a seed that it will be the same values across all platforms everywhere all the time?  There will be some nice complaints if I release a game and it wasn't the same.

Thanks!
28  Game Development / Game Play & Game Design / Re: What if the customer's computer is too slow? on: 2005-08-20 21:45:08
Well with my 700Mhz laptop, tested it with Ultratron, and it gave a popup saying I need a new video card, and didn't let me play at all.  Its a 4 year old Dell Inspiron, I wonder if I should be aiming to get my game to run correctly on it.
29  Game Development / Game Play & Game Design / What if the customer's computer is too slow? on: 2005-08-19 21:00:50
Hi all.  What if your game has too much for the customer's computer to handle making it totally unplayable?  Maybe they don't have a good video card when you have 3D graphics all over.  I mean, how do u break it to them?  Do you just flash your computer is too slow and abort the game, or do you allow them to play it anyway?  I know u can reduce the detail, but there is only so much u can take out.  I tested my 2D game engine on a 700Mhz laptop and the top speed is 20 fps, but on my 2Ghz dev computer its 200 fps.  All I need is 40 fps.

Thanks!
30  Java Game APIs & Engines / Tools Discussion / Re: How to deploy to Mac, Linux and Windows? on: 2005-08-19 14:21:02
What program does Cas use to make the Mac installer?  If I want to package my game for Mac, do I need to use one, or can a Windows program do it?  Too bad I don't have any friends that have a Mac.   Cry
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