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1  Games Center / Featured Games / Re: Quantum - Free RTS on: 2009-02-23 20:41:34
for now i can only recommend redownloading it as a zip or clearing it from the java cache and start the webstart version again.

Thanks, both of those worked*. It's strange that the jar/resource cache could get into an incoherent state like that.

I still get the exception in quantum.utils.Log.getStackTrace( whenever the tutorial is started. That appears to be benign and unrelated to the freezing.

* Shared objects from required for the downloadable version.
2  Games Center / Featured Games / Re: Quantum - Free RTS on: 2009-02-22 13:00:29
I played an earlier version which worked correctly (1.24?), however 1.27 repeatably locks up. The main and Java console windows stop repainting.

Immediately starting a single player game:-

[FileManager] path to quantum is '/export/home/komadori/quantum/'
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/./'
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/config.dat'
[SoundManager] buffers size: 34000
[Renderer] shaders supported
[Renderer] loaded textures
[Renderer] created display list
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/dat/scripts/'
[SinglePlayerMenu] listing bots files in '/export/home/komadori/quantum/dat/scripts/
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/dat/maps/'
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/tmp6114823322573.rec'
[GameSaver] opened file 'tmp6114823322573.rec' for output
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/tmp6114823322573.rec'
[Renderer] shaders supported
[Renderer] loaded textures
[Renderer] created display list
[SoundStream] stream disposed
[SoundStream] stream disposed

Part way through the tutorial:-

[FileManager] path to quantum is '/export/home/komadori/quantum/'
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/./'
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/config.dat'
[SoundManager] buffers size: 34000
yockenthwaite% cat log1.txt
[FileManager] path to quantum is '/export/home/komadori/quantum/'
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/./'
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/config.dat'
[SoundManager] buffers size: 34000
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/tmp5266068885265.rec'
[GameSaver] opened file 'tmp5266068885265.rec' for output
[GameLoop] couldn't create recorder: null

[Renderer] shaders supported
[Renderer] loaded textures
[Renderer] created display list
[SoundStream] stream disposed
[SoundStream] stream disposed
[SoundStream] stream disposed
[SoundStream] stream disposed

On the main menu:-

[FileManager] path to quantum is '/export/home/komadori/quantum/'
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/./'
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/config.dat'
[SoundManager] buffers size: 34000

System configuration:-

% uname -srvmpi       
SunOS 5.11 snv_101b i86pc i386 i86pc
% java -version       
java version "1.6.0_10"
Java(TM) Platform, Standard Edition for Business (build 1.6.0_10-b33)
Java HotSpot(TM) Server VM (build 11.0-b15, mixed mode)
% glxinfo | grep OpenGL
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: Quadro FX 370/PCI/SSE2
OpenGL version string: 2.1.2 NVIDIA 177.80
OpenGL extensions:
3  Java Game APIs & Engines / JOGL Development / Re: Font-Size with GLUT on: 2008-11-30 21:32:52
But there is a problem with the fontsize. It's too huge compared to my drawn objects, and watching the api of glut, i can't find anything which helps me making it smaller.

4  Java Game APIs & Engines / JOGL Development / Re: The War of the Words: reading the news like you never did (MAC+NIX testers req.) on: 2008-11-13 21:28:19
Meanwhile, I'd love to get some feedback on how it works on your beloved mac or linux box (regular java-webstart stuff, total download size under 500K...) is missing the Solaris/IA32 natives.
5  Discussions / General Discussions / Re: Reasons why Java is not a good language for game development on: 2008-11-12 21:47:13
Unpredictable as Hell, what a headache! Does anyone get a run of the code above with zero failures?

Yes, but it sleeps close to 20ms (you only check the lower bound). In any case, without using a hard real-time scheduler the duration parameter is a request rather than a demand.
6  Java Game APIs & Engines / JavaFX / Re: Mac support? on: 2008-11-12 19:08:02
Releasing Java 1.6 only on Mac OS X 10.5 is a commercial choice to force customers to adopt it.

Limiting Java 6 to MacOS 10.5 isn't the problem. Anecdotally, support for previous MacOS releases by both Apple and third-party vendors fades away quite rapidly compared to other platforms. This is the nature of platform. The limitation of Java 6 support to machines with 64-bit Intel processors is more troubling.
7  Games Center / Showcase / Re: Multitris, cooperative multiplayer game on: 2008-10-28 22:23:32
The applet runs but doesn't respond to keyboard input. If I try reloading the applet within the same browser instance then subsequently it doesn't respond to mouse input either. The first instance might be a bug in the browser or plugin assigning focus as I've seen it elsewhere. Curiously, the problem goes away if the Java console is enabled. In the second instance (when reloading), an exception is printed to the console:-

Tue Oct 28 22:14:30 GMT 2008 ERROR:Sound initialisation failure.
Tue Oct 28 22:14:30 GMT 2008 ERROR:Only one OpenAL context may be instantiated at any one time.
java.lang.IllegalStateException: Only one OpenAL context may be instantiated at any one time.
   at org.lwjgl.openal.AL.create(
   at org.lwjgl.openal.AL.create(
   at org.lwjgl.openal.AL.create(
   at org.newdawn.slick.openal.SoundStore$
   at Method)
   at org.newdawn.slick.openal.SoundStore.init(
   at org.newdawn.slick.Music.<init>(
   at Multitris.init(
   at org.newdawn.slick.AppletGameContainer$Container.initApplet(
   at org.newdawn.slick.AppletGameContainer$ContainerPanel.initGL(
   at org.newdawn.slick.AppletGameContainer$ContainerPanel.start(
   at org.newdawn.slick.AppletGameContainer$
Tue Oct 28 22:14:31 GMT 2008 WARN:class org.newdawn.slick.opengl.PNGImageData failed to read the data

The JNLP is missing the Solaris natives, so I haven't tested that.

Mozilla/5.0 (X11; U; SunOS i86pc; en-US; rv: Gecko/20080620 Firefox/

$ uname -srv
SunOS 5.11 snv_93
$ java -version
java version "1.6.0_06"
Java(TM) Platform, Standard Edition for Business (build 1.6.0_06-b02)
Java HotSpot(TM) Server VM (build 10.0-b22, mixed mode)
8  Games Center / Featured Games / Re: Beyond Negotiation on: 2008-10-28 18:40:18
I can't do much about the problems with holding down keys as you leave the window, as i'm using awt and swing. In case you know of a solution, i'll be very happy to learn of it :-)

Clear the set of pressed keys when you lose focus. If the user deliberately holds down a key while changing focus away and back again then the game will erroneously consider it released, but I think that this is more acceptable than assuming that the key will not be released. A user will intuitively press a dropped key again, but it is less clear how to free a stuck key.

BTW, you should create JNLPs for your projects.
9  Games Center / Featured Games / Re: Beyond Negotiation on: 2008-10-26 22:40:17
It works under Solaris/IA32 as well. Performance is good.

The game displays "Stage 1" and "Stage Won!" immediately as play begins and then there is a pause before "Wave 1" briefly appears and then the first select upgrade dialogue is displayed. No icons appear in the boxes for the different upgrades, but I presume that isn't implemented yet.

I found it initially confusing that the enemies were same colour as my ship and I would pick a different colour for at least the first enemies introduced to the player. Also, the arrows surrounding you too closely resemble ships themselves. My first thought was to attack them and I did not realise what they meant until I had played a couple of times. It might be worth trying it with arrows on the borders of the window instead. On subsequent stages, the game will offer you upgrades you've already taken. It's not clear if picking the same one again is intended to provide cumulative enhancement. After stage 4 the game wraps around to the beginning.

If your mouse leaves the window when a key is pressed down and if the key is released while the mouse is outside the window then it will be logically stuck down when the game is unpaused.

Otherwise, I found it quite fun.
10  Games Center / Archived Projects / Re: Lucky's Puzzle Carnival on: 2008-10-11 19:10:02
Even so, I have no way to test it with Linux.

You can install Linux as a guest under VirtualBox ( running on a Windows, MacOS, or Solaris (Intel) host machine. It's free and doesn't require a processor with virtualisation extensions.
11  Game Development / Performance Tuning / Re: Escape Analysis? on: 2008-03-09 22:57:15
Worst is, when available they will be used, so even the 98% that won't benefit of value types would have a hard time learning things they don't even seriously need.

I'm happy for the Java programming language to serve the corporate need for large numbers of warm bodies on seats, but I wish the JVM was more flexible.
12  Java Game APIs & Engines / Java 2D / Re: component overlaping when using active rendering on: 2008-02-17 18:33:38
Try calling:-


This will put the menus in separate heavyweight containers from the JPanel, which I think should clip the actively rendered graphics.
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