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Pages: [1] 2 3 ... 10
 1 
 on: 2014-04-24 19:57:45 
Started by 04hockey - Last post by 04hockey
Hey guys, I am working on a project for school using Slick2D, and I'm trying to change the icon of the program but no matter what size Icon I try to use none of them work, it just displays the default image for a program.

Here's what I'm trying to change the icon to:


Here's what it's displaying:


My code:
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   public Main(String name) throws SlickException {
      super(name);
      app = new AppGameContainer(this);
      app.setIcon(texturePath + "icon.png");
      app.setTargetFrameRate(75);
      app.setDisplayMode(600, 700, false);
      app.setForceExit(true);
      app.setShowFPS(false);
      app.setAlwaysRender(true);
      app.start();
   }


I have tried this with x16, x32, x64, x128 images and none of them have worked :/

I know its reading the right image, because if the path is incorrect it throws an error and closes the application.

Thanks!

 2 
 on: 2014-04-24 19:25:18 
Started by nikr3n - Last post by nikr3n
Thank you. Nice to hear Smiley

 3 
 on: 2014-04-24 19:06:57 
Started by BurntPizza - Last post by delt0r
Thing about Subclass sandbox, is that its just a plain old class hierarchy. Its not really a pattern per say. At least in a usefully defined way.

 4 
 on: 2014-04-24 19:02:42 
Started by lcass - Last post by ctomni231
Here's a great article on how to be a great software dev:
http://peternixey.com/post/83510597580/how-to-be-a-great-software-developer

I actually enjoyed this article a lot. It touched on a lot of issues that plagues developers (even if they are too bold to admit it). The issues touched on are invaluable like knowing whether testing has a limit, having a feel on your contributions to the team, and knowing how to design good or bad code.

In my opinion, though, even variable verbosity can get to the point of where it is overboard. As a developer, it takes a lot more time to think about what makes for a good variable name, and some people have a varying sense to what makes it good.

 this_post_taking_too_long = true 
is great for knowing what it does, but then we end up having code that
 is_nightmare = true 
in loops and nested functions. Sometimes just using
i
instead of
index
is better and more elegant.

Programmers definitely are lazy though. They'd be just as unwilling to change a bad variable, function, or class name as they would the comments that accompany them. It is still up to the programmer to make sure they are following up on their work and being vigilant.

 5 
 on: 2014-04-24 18:58:46 
Started by nikr3n - Last post by 04hockey
Wow this is impressive. I like the art style and the game is unique and challenging.

 6 
 on: 2014-04-24 18:53:56 
Started by hhfjkehfe - Last post by Grunnt
I successfuly generated mountainous terrain using a simplex noise generator in octaves.

Here's the code for the SimplexNoiseGenerator:
https://bitbucket.org/BasvS/lander/src/316dd5c7ef29108b7d056a846bd58bbe1f16a678/lander/src/nl/grunnt/lib/math/SimplexNoiseGenerator.java?at=master

Here's the actual terrain generation in octaves:
https://bitbucket.org/BasvS/lander/src/316dd5c7ef29108b7d056a846bd58bbe1f16a678/lander/src/nl/grunnt/lander/mission/MissionGenerator.java?at=master

I think the prototype is currently not working, but this generator code works fine.

 7 
 on: 2014-04-24 18:47:42 
Started by Zarkonnen - Last post by Riven
Due to this I get an average of 2-3 garbage collections per second, and most of them are taking more than 7ms.

[GC 1219204K->10420K(1339392K), 0.0005439 secs]
[GC 1162420K->10476K(1272320K), 0.0012033 secs]
[GC 1108204K->10492K(1232384K), 0.0004678 secs]
[GC 1056508K->10452K(1171456K), 0.0012414 secs]

Not quite 7ms (your frame time was 7ms), but maybe it was a poor sample set. It's actually not so surprising that the GC can clean this up within one millisecond, because it really doesn't have to do much. As you know, the GC doesn't collect any garbage, it merely traces 'live' object references and moves groups of reachable objects to a new region in the heap, and flags everything else 'free' (a heap at a time, since the GarbageFirst collector). Your use case seems to be the ideal case for the latest collector. Having said that, escape analysis would give you your 1ms back Smiley

 8 
 on: 2014-04-24 18:41:59 
Started by 04hockey - Last post by 04hockey
I know this, but creating a class specifically for each item I could have rendering properties, update properties, ect. for each item.

 9 
 on: 2014-04-24 18:23:36 
Started by lcass - Last post by RobinB
I have a suggestion..
Add a bigger picture / show some videos or more pictures so we have a clue what it is.
A picture says more then a thousand words.. Smiley

 10 
 on: 2014-04-24 18:21:54 
Started by Seiya02 - Last post by Seiya02
I could send it to the Player when he opens his inventory once and send it to the server when he closes his inventory once, that wouldn't be much loss in the bandwidth if i send the entire object no? and with that i wouldn't need an Item Slot for "in his hand" (i think that's what minecraft does when you drag an item). So i could just send the Item[24] Array, which is my main Problem: How do i send an Array? i registered Item.class, and i can send Objects from the Type Item but i just can't send the Array?  Undecided

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