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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Windows 8.1 DPI Scaling workaround... on: 2013-10-23 05:31:33
@Cero : This thread isn't about W7 being better than W8 or Linux being better than MSDOS or whatever. Everyone has his arguments in favor of one or the other and most of the time it is based on preferences or specific needs. I hoped you to notice that it doesn't help to fix the problem stated above.
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Creating Painted Art on: 2013-10-22 17:57:08
A good start is to use a pen tablet. There're several paint program that emulate physical painting.

Just take a look at openCanvas. I knew a girl who was doing digital painting using this and produced great stuff...

http://www.portalgraphics.net/en/
3  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Windows 8.1 DPI Scaling workaround... on: 2013-10-22 17:36:51
Another way is to show a warning message for users that are using windows 8.1 to manually disable dpi scaling.

Can you show a screenshot of the problem?

The warning isn't a good idea because the user may want to use this feature, it could bother him to have to deactivate it everytime he wants to play. In fact, this new feature is desirable for those who have a HD notebook screen and a normal secondary screen. I read that it is possible to tell to the OS that your application take care of the DPI scaling itself. I just wonder if Java can handle this thing at the moment.

Here's a screenshot of the problem, I compressed the JPEG to max quality. Just compare netbeans with notepad++ behind. Notepad++ is blurry while Netbeans is pixel accurate (Netbeans here has DPI scaling disabled).

DPI scaling problem : http://www.java-gaming.org/user-generated-content/members/91710/capture.jpg
4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Windows 8.1 DPI Scaling workaround... on: 2013-10-22 05:39:08
Yeah, W8 is faster and uses less RAM. This is why I like this os better than W7 or XP.

I found that you can deactivate the DPI scaling completely for all applications in the Screen resolution dialog. Go to "Make text and other item larger or smaller" and check "Let me choose one scaling level..." and select 100% if you want no scaling at all.

I just wonder what my game will look like for people who will play it on W8.1 without disabling this feature ... I hope to find a solution so they won't notice anything. Maybe the game libraries will need to care of this new feature...
5  Java Game APIs & Engines / Engines, Libraries and Tools / Windows 8.1 DPI Scaling workaround... on: 2013-10-21 23:28:18
For those who updated to Windows 8.1, you probably noticed the new DPI scaling functionnality. It does exactly what Apple did when they introduced retina display. If your application isn't supporting hi-res DPI scaling, then the OS scale up natively your application to match the DPI requested by the user.

The problem has been explained here for games : http://www.reddit.com/r/windows/comments/1oor43/windows_81_warning_for_gamers_issues_with/

Normally it shouldn't be a problem, but for some reason, it might break your game in some ways like it did for my game. I'm using Slick2D and Netbeans. When I launched or debuged from netbeans  I encountered the following problems :

  • Fullscreen's no longer functionnal, or very low FPS;
  • Windowed made the image blurry and FPS drop.
  • Netbeans interface was scaled down and blurry

Here's the workaround :
  • Go into your netbeans directory (mine is C:\Program Files\NetBeans 7.3.1\)
  • Go into the bin directory
  • Right click on netbeans.exe and select properties
  • Under compatibility tab, just check the option "Disable display scaling on high DPI settings". Do not select Windows 8 or 7 compatibility setting or netbeans will no longer run.
  • Repeat this process for netbeans64.exe
  • Restart netbeans

Now, when you launch your game from netbeans, it should be like before.

It should be a temporary fix until netbean's dev team fix the problem. I've not found a workaround for the jar execution of my game yet because I'm not distributing my game, and I didn't have time to investigate. If you have a clue, let us know!

Enjoy.


6  Game Development / Game Play & Game Design / Re: Pixel art? on: 2013-02-26 22:27:22
I use Grafx 2. This tool is really nice for pixel art, it has a lot usefull functions like a Sieve mode etc...

https://code.google.com/p/grafx2/

7  Discussions / Miscellaneous Topics / Re: Generalized Rant Thread on: 2012-04-24 23:22:08
Oops accidental medal for you Tongue

Not accidental, that was actualy a prety good reply.  Smiley
8  Discussions / Miscellaneous Topics / Re: Generalized Rant Thread on: 2012-04-24 21:22:31
This thought model in your brain is induced by your relation with computers... The bitwise thinking : something is true or false!

You could "double" your thinking by having "floating" boundaries!

(I'm not kidding)  Grin
9  Discussions / General Discussions / Re: How Long Have You Been Coding? on: 2012-04-23 23:08:02
Began at 9, I'm now 30.
As professionnal : now 8 years Smiley.

Best programmers don't realy care about technology, they make it by using what's suitable for the problem!
10  Discussions / General Discussions / Re: The Art of Video Games Exhibition on: 2012-04-23 23:02:19
Great text Smiley

I agree with Chris that video game are art. It's a shame that so many people (that I know) discard it as just a waste of time...

Some people have a very personnal definition of what is art...

Even if no one agree on a clear definition, there's an evidence that a lot of things produced by humans fall in this cathegory, more than few. If putting words together produce art called poetry, why putting words, images, sounds and mechanics together wouldn't be called art?

This exhibition looks very interresting!!
11  Discussions / Miscellaneous Topics / Re: Generalized Rant Thread on: 2012-04-23 22:48:32
I'd guess that 85% of my CS related rants are actually the same one, over and over (ad nauseam) and can be described as reactionary to people taking the following notions:

Doing "A" in situation "B" is a good idea.
Doing "A" in situation "B" is a bad idea.

and extrapolation "B" to always.

I guess ranting on something is not very popular amongs community of humans Smiley

Nothing's black or white Smiley if the initial statement of your rant falls in one or the other then there's always someone to tell you that you may have underestimated some situations. It's especialy true when it hurts someone's personnal preferences by telling something is negative.


12  Discussions / Miscellaneous Topics / Re: Generalized Rant Thread on: 2012-04-20 20:49:17
Lazyness is good when the time comes to code, it forces you to reuse and think to avoid working to much Grin
13  Java Game APIs & Engines / Java 2D / Re: Youtube !!!!! on: 2012-04-20 19:54:51
You look talented, it's nice to see people sharing knowledge!
14  Discussions / General Discussions / Re: The Unit Testing Advocacy & Derision Thread on: 2012-04-20 18:47:37
I'd say it complementary because it's more about integration tests than unit testing. It's very usefull for an analyst, who most of the time don't write code but want to test the application, it's often faster for him to write a test in plain english than retesting all cases one by one by point and click the interface each time developpers make changes.
15  Discussions / General Discussions / Re: The Unit Testing Advocacy & Derision Thread on: 2012-04-20 18:30:38
I've extensively used JBehave (http://jbehave.org/) and indeed Behavior Driven Developpement is realy something to consider in library writting, I've got nice results with Web Service Interface testing too. The nice thing about this is that anyone can write a new test case can do it, even a non-programmer!  Smiley

16  Discussions / General Discussions / Re: The Unit Testing Advocacy & Derision Thread on: 2012-04-20 17:56:27
Also, data structures. At various points, I've needed to design custom internal data structures for a given application. The test cases were very useful first in writing the data structure and testing out edge cases, but the bigger benefit was in stopping other developers from breaking things.

Certain code doesn't mesh will with unit tests: user interface code is a good example. All the code needed to wire up interfaces and handle user input and update screen elements doesn't lend itself to meaningful test cases.

This is my experience with unit testing. Especialy, stopping other developers from breaking things is the point of it. Since the costs involved for the life of an application is mostly about maintenance and not it's initial developpement, it's imperative that developpers write code that test code even at the cost of having to write twice as much code Smiley.
17  Discussions / General Discussions / Re: The Unit Testing Advocacy & Derision Thread on: 2012-04-20 17:08:36
A unit test is just more code, not really an explanation of what you're trying to achieve. It looks to me as if unit testing is being overzealously applied to make up for a lack of take-up from design-by-contract techniques. And failing. Everywhere I see it being used in a corporate environment, it's all about ass-covering, "not breaking the build" (haha as if), following procedure ("we do it this way here"), etc. rather than any intelligent application of unit testing as per Riven's usage - that is, just testing a few little odd bits here and there that are complicated.

If you seen this applied the way you described here, it wasn't right. Unit testing is mostly used in TDD (test driven developpement) and it has been demonstrated that it can cut down the total developpement time of rather big project by factor 2. On corporate project, assuming that every programer isn't a A+ class, it helps to avoid 4000 lines methods and enforce decoupling of the different parts of the application since it force the application to be testable, it's a mean to obtain quality, not just "ass-covering".

Here's a good reference :
http://www.agiledata.org/essays/tdd.html

Enjoy Smiley
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