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1  Java Game APIs & Engines / Android / Re: Libgdx android activity lifecycle on: 2014-05-03 19:49:35
The interface is straightforward, but it's in the implementations and in the Game/Screen structure where I've been caught out.  If you'd like some specifics, here a few things that have caused me to stumble recently: Wink

* On app start, create() is called on the Game, in which you'll call setScreen() on your first Screen - this calls show() then resize().  Then create() returns and the next line calls resize() on the Game, which calls resize() on the Screen again.  Lesson is, you can rely on resize() being called on the Game instance before the Screen almost all the time, just not on first creation.

* On Android pressing home then re-running an app is essentially equivalent to minimize/restore on desktop.  However, on Android the calls are resize() then resume(), but on the desktop you get resume() then resize().

* On desktop, pause() might mean just unfocused, while on Android pause() is seen when the activity moves into the stopped state.  An activity in stopped state may be terminated without a call to onDestroy(), so you've got to persist any data you need before then, so lesson is to persist in pause() and restore in resume().  But just need to consider that the desktop app may still be visible and rendering in between these calls.

I haven't dug much into the internals of libGDX so I don't know for sure, but the second item doesn't look intentional to me; that's why I suggested testing lifecycle on the specific platforms and the specific version people are using, just in case this kind of thing changes between releases.
2  Java Game APIs & Engines / Android / Re: Libgdx android activity lifecycle on: 2014-04-29 10:28:46
basically we want to save all the dynamic data necessary to recreate the game state.. im not quite sure yet whether to do this in the pause() method, or in the destroy() method..
and then to reload it all, i think, in the create() method. it now seems obvious that when my app starts, it starts from the begining when the create() method is first called, because there is nothing there to put it back to its former state after having been destroyed.

Don't forget that in the Android world apps can get destroyed without any notification - do not rely on onDestroy ever being called.  It is best to persist your app state as early as possible to avoid losing data.  Also note that it's best to spot equivalent points in any lifecycle at which to build up and tear down.  With that in mind:

- If you're working with Activities, I recommend saving state in onPause() and restoring in onResume().

- If you're working with libGDX, there are some very odd decisions they made to do with lifecycles, so tread carefully!  Note that lifecycle on desktop is sometimes different from Android.  It's all wonky enough that I wouldn't be surprised if it all changes in the future, so I recommend logging everything and testing the app flow to see what gets called when for all your target platforms in the version of the library you're using.

Some specific advice if you're using Game and Screen in version 0.9.9: in just call Screen.resume(); implement your build up/tear down in Screen.resume()/Screen.pause(); note that Screen.resize() may be called multiple times, and may be called before and/or after
3  Discussions / Community & Volunteer Projects / MOVED: JCaveGame on table, will be released on time.... on: 2006-12-19 20:27:45
This topic has been moved to Tech Demos and Tools.
4  Games Center / Archived Projects / Re: JCaveGame on table, will be released on time.... on: 2006-12-19 20:27:07
You've obviously got a lot of work ahead of you, but it looks like a very good start to me!  It runs super-smooth on my machine, and the ship movement is very natural for cursor-control. Smiley

Okay to file it under Games Showcase > Tech Demos?
5  Java Game APIs & Engines / Tools Discussion / Re: Installing eclipse on a flash drive? on: 2006-08-02 06:54:09
Eclipse should run fine from a flash drive - it doesn't need any "installed" component to work - just download the ZIP and unpack to your drive.

Setting the Workspace might be fun, unless you can guarantee that the drive will be mapped to the same drive letter on all machines you wish to use.  If you can't, either manually select a Workspace each time you load, or make a number of batch files that use the -data argument to point to the right drive, and just run the one which corresponds to the drive the removable storage has been mapped to.

Word of warning - flash memory wears out eventually with repeated access.  It's good enough for transporting data and taking pictures onto, but if used as a general drive with lots of write operations it will eventually fail.  I don't know how resilient the modern drives are, so this may be a moot point now, but I recommend doing a bit of research into it.
6  Java Game APIs & Engines / Tools Discussion / Re: Sun's big netbeans strategy and why it will fail on: 2006-06-06 20:30:24
The last time I tried NetBeans I really couldn't get past the interface - the Eclipse UI is just so polished compared to NetBeans.  There are lots of little things that really annoy me about Swing interfaces - like the grey background you get when resizing windows, and 1.5's god-awful default Metal theme - I'm positively spoiled rotten by SWT, regardless of how evil Sun seem to think it is! Wink

That said, NetBean's GUI builder is an excellent bit of kit - a much better user experience than Eclipse's VE.  And someone at Eclipse really needs to take control and make sure the devs tackle the boring jobs as well as the fun ones - the Eclipse Web Tools download is currently broken for a lot of people, and nobody seems to care - I get the impression that NetBeans is a lot better run in that area.

While both IDEs have strengths, they also have weaknesses.  You've just got to pick which ones you can live with.
7  Java Game APIs & Engines / Tools Discussion / Re: A good scripting language for java games on: 2006-04-25 22:00:52
Indeed.  But depending on who needs to be able to understand and update your scripts, Java may be entirely inappropiate for the task.

Try explaining to a non-technical game-designer wannabe (who you'd dearly love to be able to implement simple new game rules in your engine) why the length of a String is "length()", of a String[] is "length" and of a List<String> is "size()".  And explain how to interpret the error message which results when he gets it wrong.

Java is a great language, but appropiate for all tasks and for all people it is not! Wink
8  Java Game APIs & Engines / Tools Discussion / Re: A good scripting language for java games on: 2006-04-24 21:31:31
A decent API is one thing, but syntax, keywords, operators, layout etc are quite another - no one syntax can be correct in all situations.  Different languages have their place, just as Java has its.
9  Java Game APIs & Engines / Tools Discussion / Re: A good scripting language for java games on: 2006-04-24 19:15:28
I'm using Groovy quite a lot these days - okay, it has some flaws, but it's well worth adding to your toolkit.  For XML generation, it's pretty unmatched.

As for speed, Groovy can compile down to bytecode (don't know if the OP's article mentions this - JW appears to be down), and while I know nothing about the quality of that bytecode, it's likely to be one of the faster scripting languages out there because of it.
10  Java Game APIs & Engines / Tools Discussion / Re: 2D Pictures on: 2006-04-24 19:09:15
If you're cheap, The Gimp is a great 2D raster-art tool.
11  Discussions / Jobs and Resumes / MOVED: How to sell J2ME games on: 2006-01-15 20:57:05
This topic has been moved to General Business Discussions.
12  Discussions / Community & Volunteer Projects / MOVED: hi, everybody! on: 2006-01-15 20:56:15
This topic has been moved to Off Topic.
13  Discussions / Miscellaneous Topics / Re: Off to America on: 2006-01-02 16:34:05
Congrats, Kev!  Have fun out there - don't forget to write. Grin
14  Discussions / Jobs and Resumes / Re: Programmer looking for work on: 2006-01-02 16:32:35
See here or here for examples.  You'd usually put it on your own web space, so you can include a link to it in forums etc.
15  Discussions / Community & Volunteer Projects / Re: !!!Team needed 4 Applet-Based MMORPG!!! on: 2005-12-04 12:05:07
Before starting down the MMORPG path, you should probably read this:
16  Discussions / Jobs and Resumes / Re: make great games? let us know on: 2005-11-27 22:50:15
Any particular skills or experience you're after?  What kind of salary are you providing?  Where would this work be based?

The more information you provide, the better your chances of getting in touch with the right candidate.
17  Discussions / General Discussions / Re: JavaGaming.Org Domain Switch on: 2005-10-25 09:38:40
Thanks, Chris!

Logging in again is unfortunately necessary - your login cookie was previously stored against the IP address, so won't be sent to the server when you access it by name.

Everyone remember to update your bookmarks.
18  Discussions / Miscellaneous Topics / Re: NintenDogs on: 2005-10-25 09:01:15
Same spam on the Jolt forums as well:

Very odd indeed.  I mean, if the link were something sinister like I would have understood it, but anyway...
19  Discussions / General Discussions / Re: JGF vanished; GoDaddy has cancelled the DNS entry on: 2005-10-13 15:23:28
Well, I'm not sure what transaction processing has to do with anything...
20  Discussions / General Discussions / Re: My 1st .NET / C# impressions on: 2005-09-30 12:12:11
Hey, it "works for me".

+1 Grin

I personally don't use I* to denote interfaces (my default implementations are usually called Abstract* or *Impl depending on whether or not they are concrete).  However, I've seen many people use such a naming convention, and it definitely works for them!

Tolerance in coding conventions is something we should all aspire to - especially since the language is very permissive of personal coding style.  People can use their own conventions and their code will still be easily usable by others - more power to them.  Except, of course, for those utter bastards who put open-braces on the same line as their control statements - I mean really...
21  Discussions / General Discussions / Re: Remove or redirect old forum URL on: 2005-09-27 17:46:04
So, you don't bookmark webpages anywhere on the web? Come on, even news sites regularly edit their own articles. Nothing is static.

Oh, absolutely!  But the very nature of a forum is that it can get edited, lots.  News sites and forums are different beasts, and need to be treated differently.

It's so damn easy to hit Alt-F-A-Enter to save a copy of a page, only slightly longer than Ctrl-D-Enter.  This is a little confounded by Firefox suggesting filenames based on server path rather than page title, which is how all other browsers work and what people are used to, but anyway...

Only on a crummy forum with bad community mojo Tongue.

Or, say, one that has changed software in the past, breaking all external links, and has been threatening to do it again for the past couple of years? Wink
22  Discussions / General Discussions / Re: Opinion of on: 2005-09-27 09:29:23
Sorry, we need, need, need to see copyright information there.  While you appear to be quite happy to put the onus on the uploader for checking copyright, it's pretty clear that that scheme isn't working.

There's no way in Hell someone intending to publish will use a model for which the only description is "Some random robot I found". 
23  Discussions / General Discussions / Re: Remove or redirect old forum URL on: 2005-09-27 09:22:42
A URL is for life, not just for christmas.

I'm more inclined to think of forums as ephemeral things, and think that any information that is important enough to keep should be extracted and published elsewhere.  What's the point in linking directly to a document that can be edited at any time?  Your link to an interesting point on the validity of XML in a resource-starved environment may, a couple of weeks down the line, just be a link to the text MY HOVERCRAFT IS FULL OF EELS.
24  Discussions / Miscellaneous Topics / Re: COLLADA on: 2005-09-27 09:16:32
I thinks you will find this interesting, if you don't know abiut it already:

Fantastic!  Let's hope it gets into the core. Smiley

Collada needs a binary encoding however. Reading it directly from xml is a pain in the ass.

That's why you convert the models at compile-time into whatever format you like.
25  Discussions / General Discussions / Re: What's your favourite IDE? on: 2005-09-27 09:12:44
I'm still a die-hard Eclipse fan, but I wish they'd work on making version dependencies less critical.  I've given up trying for now, but I've not so far managed to get the VEP working in the same IDE version as Cheetah.
26  Discussions / Miscellaneous Topics / Re: XBox 360 on: 2005-09-17 22:54:08
Naa, it's designed for games - it'd suck as a server.

I've never been much of a fan of consoles, and the Xbox360 doesn't inspire me to re-evaluate that position.  Nintendo looks like they're deliberately ignoring the entire market again (targetting people who don't play games and those who are too young/old to handle normal games/controllers) so I'll pass there as well.  Sony have a reputation for excellence when it comes to consoles, so I might consider a PS3.  However, right now I see myself buying a PSP some time before Christmas and calling it quits for another generation.
27  Discussions / Community & Volunteer Projects / Re: Individual Looking for Indie Team on: 2005-09-14 17:20:08
Your experience in "HTML/CSS/PHP/MySQL" will not really help you much unfortunately.

Hogwash!  Capitalise on it - join a dev team as a website maintainer.  While most game developers can likely do their own website, I'm sure some of them would prefer to be able to concentrate on the game more and the website less.

Use your time with the dev team to get the hang of the garage game industry, and to brush up on your own programming skills.  You should come out of it with an understanding of project lifecycles, marketing and distribution, and probably some end-user support as well.  All valuable experience.  If you learn enough in the meantime, you should be able to move sideways onto the dev team in time.

Sheesh, cynics. Tongue
28  Discussions / Miscellaneous Topics / Re: My working Genetic Algorithm on: 2005-08-26 11:52:50
Noughts-and-crosses is best brute-forced.  GAs really need lots of different variables to track, the ultimate effects of which aren't immediately obvious to the creator.

Avoid "procedural" solutions - aim for something where a number of variables dictate the approach that needs to be taken to solve a problem, like the balancing act described above.
29  Discussions / General Discussions / Re: Quake3 Source released! - Who is going to port to Java? on: 2005-08-22 17:59:51
The problem is that there's no such thing as a "direct comparison" - code is always structured wrt a specific language.  As such, converting the C source into Java line-by-line will show a vastly underperforming Java; doing the opposite will show an underperforming C.  So can you compare on features?  No chance.  Even features are chosen based on the language and environment.

The Undead Arena work is bloody impressive, but if you try and use it for a comparison people will complain about the bits that haven't been implemented - it's not apples-for-apples.  If you do spend the time and effort implementing every last Quake 3 Arena feature, from lighting effects and animation to mod support and compatible networking, I'll 100% guarantee it that the sceptics will just shrug and say: "But that's old technology.  Java will never be able to do Doom 3."
30  Discussions / Miscellaneous Topics / Re: using mySQL for data storage on: 2005-08-18 13:00:51
Although i'm not very experienced with databases not running on webservers, i can gather from the description of it that it's a small mySQL engine that is quite fast and can be run and closed without having to have some type of service up all the time?

Just to be picky, it's a implementation of a SQL engine - MySQL's a different implementation, as is SQL Server, Oracle etc.

Yes, HSQLDB can be run in-memory very easily.  Try something like the following:

   Class.forName("org.hsqldb.jdbcDriver" );
   // Open connection
   Connection c = DriverManager.getConnection("jdbc:hsqldb:mem:mydatabase", "sa", "");
    // Use database
   Statement s = c.createStatement();
   s.execute("CREATE TABLE users (username VARCHAR, password VARCHAR)");
   // Finish up

If you want to persist the database, use a connection string of the form "jdbc:hsqldb:file:/path/to/file" and I think you'll need to run an s.execute("SHUTDOWN") to clean up properly.
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