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1  Java Game APIs & Engines / J2ME / using animation track in m3g files on: 2005-05-18 07:56:04
i am developing a shooting game . i have created the m3g file with an enemy charcter walking animation.

can any one give me a sample code to call that paricular animation sequence at any required time.

chandru  Roll Eyes
2  Java Game APIs & Engines / J2ME / How to sense the input from key no. 1,3,7 &9 on: 2005-05-16 09:24:03

i've developed a game for Nokia series 60 on J2ME platform.
The game must be played using the keys  1 to 9.
I've used GAME_A_PRESSED, GAME_B_PRESSED, GAME_C_PRESSED & GAME_D_PRESSED to sense the input from 1,3,7 & 9 in GAMECANVAS Class.
It is working fine in the emulator but in the handset
it is not sensing the input from  key no. 1, 3, 7 & 9.

What is  the solution for this and suggest me if any other way to use those keys.

plz do replay quickly.

with regards

3  Java Game APIs & Engines / J2ME / code sample for using Sprite3D   on: 2005-05-12 07:14:03
can any one show me how to use the sprite3D to be placed over a M3G world ?? Huh
4  Java Game APIs & Engines / J2ME / Re: my appln with tiledlayer is too slow in nokia6 on: 2005-03-17 03:00:35
thanks for ur reply. but i could n't able to get the point
i am unable to solve this problem my game is running 50 times slower in the 6600 phone than in the emulator.  please help me to solve this. i am using flushGraphics() function . i have gone thro the nokia 6600 document there doesn't seems to be any think wrong . for every key press my tiledlayer has to move 2 pixels in right and my character has to move 2 pixels left .
5  Java Game APIs & Engines / J2ME / my appln with tiledlayer is too slow in nokia6600 on: 2005-03-15 01:27:44
i developed a game using game canvas and is for midp 2.o nokia 60 series phones it is working fine in 60 series emulator but it is too slow in the nokia 6600 device any please help me to solve this problem (i am using a  long tiled layer of 35X5 each cell of 30X30 pixel size)
6  Java Game APIs & Engines / J2ME / key holding problem on: 2005-03-08 09:50:16
how to disble key holding feature programatically.
since the code inside RIGHT_PRESSED is called repeatedly even if i doesn't give any thing after holding the key for a while
7  Java Game APIs & Engines / J2ME / accessing dictionary of nokia phones on: 2005-02-23 09:24:02
did  any one show me a sample code for accessing dictionary of nokia phones ???
8  Java Game APIs & Engines / J2ME / Re: adding .wav to j2me games on: 2005-02-21 10:20:36
thanks for your interest but i thing there are some more problems to be realised.

I already used the System.gc(); to call the garbage collecter but amazingly it doesn't have any effect on the memory occupied by the sound(but it works fine for the memory occupied by images and all). to day i tried your code Runtime.getRuntime().freeMemory() but it too have the same effect. since i am a beginer i may not know some other problems but if you can see that memory moniter of sun java MObility Studio you will surly realise the problem that hides in using sounds.  
9  Java Game APIs & Engines / J2ME / Re: adding .wav to j2me games on: 2005-02-21 05:47:37
thanks for your replay i downloaded the sheep dog example even this example keep on taking the memory for every sound call watch it in the memory monitor of sun java mobility studio 6 q3.
10  Java Game APIs & Engines / J2ME / adding .wav to j2me games on: 2005-02-17 08:44:31
        I am N.chandrasekaran from India, I am a Pockect Pc application developer. Now i started developing j2me games for nokia 60 series . I developed a side scrolling game but couldn't able to add  sound to my game if i add the .wav or .mid files using conventional
methods of  "getClass().getResourceAsStream("/hai.wav");" and using input streamreader  it takes a delay to play the sound even if i put this code in a seperate thread. and also takes memory for every call which ultimately let my emulator to hang. so please help me
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