Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (753)
Games in Android Showcase (228)
games submitted by our members
Games in WIP (842)
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  Game Development / Newbie & Debugging Questions / Re: Rotation of translucent images (png) on: 2005-11-02 12:01:58
Here's a game I made in the past which works like you're describing.  All of the images are translucent png's.  All of the images are drawn with the Graphics2D.drawImage(BufferedImage, AffineTransform) method.

Does this game run smoothly for you?  If so, perhaps there is something different in the code which makes things work a little nice.  I'd be happy to share with you the code for rendering a tank and its bullets so you can see how I did it.

That game was totally awesome. I can imagine how it will look in V1.0  Smiley

I also noticed how smooth your Loader worked. Is there any hints that you can give, of how to make a loader like that. I've fiddled with a loader but it's nothing like the one you developed.

2  Games Center / Archived Projects / Re: MindYaBlox & RockBlocks on: 2005-10-26 16:43:31
This might have something to do with me using dualscreen on the computer at work, perhaps.

Is that all the exception prints out??
I wonder which line that cause that....

Actually, that was all the exception I got. And the funny thing is that I got the exception, or fault in a dialog that looked like swing. Sort of like a popup saing that there was something wrong. press ok to continue. Perhaps there was an total exception with a callstack thrown to a client, but I didn't look.

Hey! That Javaws thing rocks!  Smiley
3  Java Game APIs & Engines / Java 3D / Re: Straighten 3D bindings and etc out... on: 2005-10-24 08:56:36
Thanks for your reply Jeff.  Roll Eyes

So what I need is one of the API's (JOGL or LWJGL) to get my hands on OpenGL.
And then the Scenegraph thingy is not really mandatory stuff? Could I go with bare binding to OpenGL and then manage my scene-stuff as I please?
I will definitively have a look at Scenegraphing anyways... but is it really needed?

How About mixing Graphics2D rendering, with any 3D stuff? Is that possible? Or do I have to remake all 2D blitting to bilboards?

4  Games Center / Archived Projects / Re: MindYaBlox & RockBlocks on: 2005-10-23 11:53:06

Bookmark?? Just open your Java Webstart Control Panel and play it again.

What exactly do you mean?
5  Games Center / Archived Projects / Re: ChuChu Rocket for everyone on: 2005-10-23 11:47:38
That's fun! I have played it on DreamCast, which by the way was an awesome console.
I missed mouse steering of some sort or a WASD on the directions you lay out. And of course sound.
Apart from that, it ROCKED! Wink Will definitely play it again.
6  Discussions / General Discussions / Re: Death To Applets on: 2005-10-23 11:40:25
Artists are not programmers and programmers are not artists.

What!?! Code IS an art!
And if you think that coders/programmers are NO artists, have a look on whats showing on the demo-scene.

7  Java Game APIs & Engines / Java 2D / Re: JFrame setSize... on: 2005-10-22 11:53:58
Don't do setSize but do setPreferredSize

Thanks, that hit the spot.  Smiley
8  Java Game APIs & Engines / Java 2D / Re: JFrame setSize... on: 2005-10-22 10:51:43
pack() your JFrame to let it adjust its size to its contents.

Actually, I tried that. adding a JPanel that is set to a size to the JFrame and then pack( ); that JFrame. The JFrame is then something like (0,10) in size.

I will have a look at it again... I mean, that IS the way to do it. unless there is some undocumented... do a setVisible first after a pack( ), but only in case you have a undecorated JFrame... or something obscure like that.

9  Java Game APIs & Engines / Java 2D / Re: JFrame setSize... on: 2005-10-21 21:10:15
That does not affect the frame at all. Strange though, since a this.getContentPane( ) should return the JFrame that I am using.

10  Java Game APIs & Engines / Java 3D / Straighten 3D bindings and etc out... on: 2005-10-20 11:19:04

The termonology of standards and binding for doing 3D with Java is a Huh for me.
What is the way to go? JOGL / LWJ..something / Java3D...
What is the difference between em? What is the coverage on different platforms? etc.

11  Games Center / Archived Projects / Re: MindYaBlox & RockBlocks on: 2005-10-20 09:30:47
Trying to start Mindblox on the computer at work... resulted in a

Fatal Error: Failed to initialize game environment!
Caused by:
java.lang.illegalArgumentatException: adding a container to a container on a different GraphicsDevice.
Please send above exception to the Game Author.

This might have something to do with me using dualscreen on the computer at work, perhaps.

Very slow?? Play here with my old computer it rans smoothly, also there is not much any action in there, so which one is running very slow then??
I also had some hickups with the sound. Like someking of lagging. To bad, thought the music was sweet.

12  Java Game APIs & Engines / Java 2D / JFrame setSize... on: 2005-10-19 20:24:43
Hi there,

I have been fiddling with exclusive fullscreen and now all of a sudden setSize on a JFrame also takes decorations into account. What I am trying to say is that I believe that setSize is supposed to set the size of the content of the JFrame, and not the complete window.

Lets say I do a this.setSize(320,240); on a JFrame extended object, then the physical representation of the window ( the content, menubar etc.) is 320x240. I recall setSize setting size of the content in window.

Any hints on this one?

13  Games Center / Archived Projects / Re: MindYaBlox & RockBlocks on: 2005-10-19 18:48:08
MindYaBlox, is fun to play!  Smiley
It is casual and has a soft graphical style to it! Somewhat addictive.
I will definitely bookmark it and play it again.

Would be nice if you could use the mouse aswell as the keyboard, though.


14  Games Center / Archived Projects / Re: SpaceWorms on: 2005-10-18 08:34:52
Cool game!
Liked the monochrome-ish style of the game. It gave the game a minimalistic, yet cool look.
It's bookmarked and the rest of your production is up for a serious testing session later on.


15  Discussions / Miscellaneous Topics / Re: I've been accused of something horrendous on: 2005-10-17 12:48:44
It's just like beer!
The first beer you ever drinked, tasted somewhat funny and you couldnt figure out what the fuzz was all about. But the more beer you drink, the more you seem to like the godsend brew.

And I would like to propose a toast for Eclipse, Cheers!

16  Discussions / General Discussions / Re: Death To Applets on: 2005-10-17 09:23:45
Can you really compare Java to Flash?!
That's like comparing apples to pears isn't it. Java is a OOP language, while flash is something of a programmable 2D-animation system. Perhaps you could develop a huge system upon that system to simulate something of a OOP language that we are used of, and even render 3d in some obscure way, rasterizing with Macromedias neat 2D vectorbased system... Really, has that been done? I have tried Swift 3D. A tool that rerendered a 3D image to a 2Drasterisation like flash uses.

The tool was, huge. The result took quite some time to recompute. And the result was ... not more than, plain nice.
Are you Really, really sure that there is a 3D engine that does rasterisation like the one on:

You can perhaps compare Java to Flash, as of presenting similar content. Interactive Web stuff. But not as OOP platform. There is simply only one contender in that ring, JAVA.

I might be totally wrong. you might say...Flash does have an object oriented mechanism... still make an eventdriven, threaded, subscribing, polymorphed something, with something on top with flash then.
17  Discussions / Miscellaneous Topics / UML tool suggestion on: 2005-10-14 14:24:33
Perhaps this should be a poll?

Well, anyways. I was wondering if any of you that happen to draw some class diagrams, would like to recommend a neat lightweight tool for doing that.  By lightweight I mean, simple without any reverse engineering stuff and enterpricing, team multi CVS system kind of tool. Something like Dezing, the ER tool by datanamic. which by the way has a cool colorful (creative) look to it. Something that would sparc up a gamedev-UML, perhaps.

Right now, I prefer doing what ever scarse UML'in on paper cause the scale of a small project simply is to little to use let's say 'Rational Rose'.

18  Discussions / General Discussions / Re: Death To Applets on: 2005-10-13 13:58:09
applets should be either killed off or revamped to be made better (taking a direction similar to flash wouldn't hurt) they are horribly slow, incompatible with different browser and give java a bad name

So what are you guys saing... that making games for Applets is a NO-NO!? I have been fiddling with a Game-Core engine in 2D that renders to a JPanel and that is easily wrapped in an applet or an JFrame making it an Application.

Is that not the way to go, if I want to make small java-games? I have not tested the applets under different Os/broswers but it seems to push the load I want it to.
Running on atleast 50fps in a 320*240 screen. with a graphic-load that one could assume from a small game.

What are you guys saying? That I am doing the whole thing wrong?!

19  Discussions / General Discussions / Re: What's your favourite IDE? on: 2005-10-12 20:53:36
I have used Codewarrior and Visual Studio for C/C++ projects quite a lot and seemed to like them,
Yes! I even liked CodeWarrior.
The funny thing is that I have now been using Eclipse for some time doing Java programming.

I know that it must seem like comparing apples to pears, but hey. I cannot stand Visual Studio now.
Perhaps It's Java that got to me... Anyways,. Eclipse is awesome!
And the amount of plugins for it makes it.... AWESOME and some!

20  Discussions / Miscellaneous Topics / Re: J2ME vs J2SE on: 2005-10-12 13:41:14
So lets say I use Graphics2D or similar to blit and stay away from floats and doubles. have no GUI like swing or awt... It would be more or less an easy port?

21  Discussions / Miscellaneous Topics / J2ME vs J2SE on: 2005-10-12 13:03:16
Hi there,

I was wondering what difference there is in writing for J2ME compared to J2SE?
I understand that there is quite a lot to fiddle with to make a game work on the different phones and such. But would it be possible to write a gameEngineCore kind och mechanism (2d) and develop for that playform, running on a J2SE in JPanel/JFrame/JAplet and then just (more or less) switch to J2ME?  Huh

If you hapen to have some references to some documents that perhaps cover this issue please post it.

Pages: [1]
nelsongames (19 views)
2018-04-24 18:15:36

nelsongames (17 views)
2018-04-24 18:14:32

ivj94 (608 views)
2018-03-24 14:47:39

ivj94 (54 views)
2018-03-24 14:46:31

ivj94 (402 views)
2018-03-24 14:43:53

Solater (66 views)
2018-03-17 05:04:08

nelsongames (111 views)
2018-03-05 17:56:34

Gornova (177 views)
2018-03-02 22:15:33

buddyBro (747 views)
2018-02-28 16:59:18

buddyBro (94 views)
2018-02-28 16:45:17
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!