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  Doodle Jump for PC  (Read 62295 times)
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Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11


Game Engineer


« Reply #60 - Posted 2011-03-08 20:23:01 »

Works fine in Mac Os X Safari for me.

See my work:
OTC Software
Offline ra4king

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I'm the King!


« Reply #61 - Posted 2011-03-08 20:31:48 »

Works fine in Mac Os X Safari for me.
Thanks for feedback.

Guys, I have just updated JDoodle Jump, finally getting rid of of javax.swing.Timer and it works much better now. I suggest to anyone starting game dev to make their own game loop and NEVER use Timer.

Offline gouessej
« Reply #62 - Posted 2011-03-14 16:37:54 »

Have you tried my suggestion? It does not work on my machine...

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Offline ra4king

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« Reply #63 - Posted 2011-03-14 18:31:08 »

Yes I have been extensively testing with Canvas and Applet but BufferStrategy and other issues are giving me trouble.

Offline philfrei
« Reply #64 - Posted 2011-03-15 00:43:06 »

Quote
Guys, I have just updated JDoodle Jump, finally getting rid of of javax.swing.Timer and it works much better now. I suggest to anyone starting game dev to make their own game loop and NEVER use Timer.
Since I've used a Timer and had no problems, an absolute "NEVER" makes me pause. You don't say whether you've tried a util.Timer (the only type I've used). Maybe it doesn't exhibit the same problems as a Swing.Timer?

In pursuit of knowledge, I searched for and just found this article:
http://java.sun.com/products/jfc/tsc/articles/timer/
It purports to describe the differences between the two timers and how to choose which one to use...
Reading...
The most significant diff seems to be that the Swing Timer(s) all execute code on the EDT, whereas the util Timer spawns independant background threads. Thus, it seems like the Swing.Timer should only be used for quick GUI-related tasks, like blinking a cursor. And thus, maybe NOT a good choice if this Timer is also responsible for updating game data. Nothing like a good collision detection algorithm to clog up the EDT? The util.Timer however spawns separate background threads, and has a bit more functionality. So, it should be much superior to the Swing.Timer for simple game loop purposes.

"Greetings my friends! We are all interested in the future, for that is where you and I are going to spend the rest of our lives!" -- The Amazing Criswell
Offline ra4king

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« Reply #65 - Posted 2011-03-15 02:21:45 »

I've actually never even looked at java.util.Timer.
Thanks for the info!

Offline BoBear2681

JGO Coder


Medals: 18



« Reply #66 - Posted 2011-03-15 04:09:12 »

So, it should be much superior to the Swing.Timer for simple game loop purposes.

Beware synchronization issues accessing variables across multiple threads.  If you use a Swing timer, you won't have this issue, as your updates and rendering will both be done on the EDT.  If you use a java.util.Timer, you have to handle this yourself.

This isn't a vote for one Timer over the other, but it is a suggestion to keep your game single-threaded if at all possible.  Makes game logic much simpler, and avoids having to synchronize every frame.
Offline ra4king

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« Reply #67 - Posted 2011-03-15 05:48:06 »

I use 1 thread for updating and I use the EDT for repaint.

Offline ra4king

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« Reply #68 - Posted 2011-03-18 22:45:08 »

Did some extensive testing and what I found out was very weird.
Using JComponent, wherever I add MouseListener works, only adding KeyListener on contentPane works.
Using Canvas, only adding MouseListener and KeyListener on the Canvas works.

So AWT components work better with listeners than Swing components? Huh?

EDIT: These tests were done in AppletViewer and in all major browsers.

Offline ra4king

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« Reply #69 - Posted 2011-04-01 08:16:28 »

Well, I decided to completely rewrite my game engine Cheesy
This is one feels very professional and works quite well.

Could anyone test to see if I have correctly implemented KeyListener and MouseListener this time around?
What I did was have a Canvas where I would draw everything into, instead of having 2 different JComponent's. All I did was create an InputListener class that you would attach to my Game class, which would delegate all mouse, motion, scroll, and key events to the InputListener.

Games published by our own members! Check 'em out!
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Offline gouessej
« Reply #70 - Posted 2011-04-11 14:00:05 »

Well, I decided to completely rewrite my game engine Cheesy
This is one feels very professional and works quite well.

Could anyone test to see if I have correctly implemented KeyListener and MouseListener this time around?
What I did was have a Canvas where I would draw everything into, instead of having 2 different JComponent's. All I did was create an InputListener class that you would attach to my Game class, which would delegate all mouse, motion, scroll, and key events to the InputListener.
I have still the same bug, sorry. I don't know what is wrong. This is the same symptom, nothing happens when I press a key but the mouse works.

Edit.: It works now, it depends on when I start pressing any key at the first time, strange :s

Edit2.: I get this:
java.security.AccessControlException: access denied (java.net.SocketPermission 24.131.46.230:5050 connect,resolve)
   at java.security.AccessControlContext.checkPermission(Unknown Source)
   at java.security.AccessController.checkPermission(Unknown Source)
   at java.lang.SecurityManager.checkPermission(Unknown Source)
   at java.lang.SecurityManager.checkConnect(Unknown Source)
   at sun.plugin2.applet.Applet2SecurityManager.checkConnect(Unknown Source)
   at java.net.Socket.connect(Unknown Source)
   at java.net.Socket.connect(Unknown Source)
   at java.net.Socket.<init>(Unknown Source)
   at java.net.Socket.<init>(Unknown Source)
   at jdoodlejump.HighScores$3.run(HighScores.java:149)

Offline ra4king

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Medals: 336
Projects: 2
Exp: 5 years


I'm the King!


« Reply #71 - Posted 2011-04-11 22:53:34 »

Well I'm glad that's resolved Cheesy

About that AccessControlException, I believe it is a problem on your side since I open a socket to the same IP address as the web server, which is allowed. Plus it works for the hundreds of other visitors that visit my site daily Smiley

Thanks for trying it! Grin

Offline gouessej
« Reply #72 - Posted 2011-04-12 13:13:21 »

About that AccessControlException, I believe it is a problem on your side since I open a socket to the same IP address as the web server, which is allowed.
It does not work when I'm behind a proxy, you're right, it is not your fault.

The bug is mainly resolved but it still happens sometimes, maybe it has something to do with the annoying popups (not yours, only the ads). Do you plan to use sourceforge.net?

Offline ra4king

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Medals: 336
Projects: 2
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I'm the King!


« Reply #73 - Posted 2011-04-14 06:52:26 »

I have a link to a zip file containing the source code so I don't think I will be using sourcefourge.

Offline gouessej
« Reply #74 - Posted 2011-04-14 14:54:30 »

I have a link to a zip file containing the source code so I don't think I will be using sourcefourge.
Sourceforge allows to have an ad-free hosting, a database, a versioning system and your project would be more visible. Using a versioning system would be helpful to follow your projects, the changes, to detect any regression, it is a lot better than a simple ZIP. The ad popups are quite annoying, there is no such popup on Sourceforge. Github is nice too, but GIT is poorly supported in Eclipse 3.6 (it is better in Eclipse 3.7). It is only a suggestion.

Your game is fun Smiley I enjoyed playing it several times as you can see in the highscores. Great job  Grin Have you had any problem of copyright?

Offline ra4king

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Medals: 336
Projects: 2
Exp: 5 years


I'm the King!


« Reply #75 - Posted 2011-04-14 19:35:42 »

They have a versioning system? Hmmm I will consider using Sourceforge. Thanks! Cheesy

And glad you enjoy it. I have had no problem with copyright so far (phew Tongue)

Offline gouessej
« Reply #76 - Posted 2011-04-15 17:00:51 »

They have a versioning system? Hmmm I will consider using Sourceforge. Thanks! Cheesy
You're welcome. Sourceforge supports at least CVS and SVN, maybe Mercurial too. I personally use SVN while eGIT does not work reliably in Eclipse. SubClipse and Subversive work fine in Eclipse Helios.

And glad you enjoy it. I have had no problem with copyright so far (phew Tongue)
Will you put it into Chrome Web Store?

Offline ra4king

JGO Kernel


Medals: 336
Projects: 2
Exp: 5 years


I'm the King!


« Reply #77 - Posted 2011-04-15 17:16:08 »

Thanks for the tips. Cheesy

Offline ra4king

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Medals: 336
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« Reply #78 - Posted 2011-05-19 23:02:23 »

They have a versioning system? Hmmm I will consider using Sourceforge. Thanks! Cheesy
You're welcome. Sourceforge supports at least CVS and SVN, maybe Mercurial too. I personally use SVN while eGIT does not work reliably in Eclipse. SubClipse and Subversive work fine in Eclipse Helios.
School is finally over so I now have a lot of time to play with these nifty tools.

And glad you enjoy it. I have had no problem with copyright so far (phew Tongue)
Will you put it into Chrome Web Store?
How do I put this in the Chrome Web Store?

Offline m_waddams

Junior Member


Medals: 2
Projects: 1



« Reply #79 - Posted 2011-06-20 13:08:35 »

Just tried it on gamejolt (thx for rating my game Smiley ). Guess I need to run windows?

javax.sound.sampled.LineUnavailableException: line with format PCM_SIGNED 44100.0 Hz, 16 bit, stereo, 4 bytes/frame, little-endian not supported.
   at com.sun.media.sound.DirectAudioDevice$DirectDL.implOpen(DirectAudioDevice.java:494)
   at com.sun.media.sound.DirectAudioDevice$DirectClip.implOpen(DirectAudioDevice.java:1280)
   at com.sun.media.sound.AbstractDataLine.open(AbstractDataLine.java:107)
   at com.sun.media.sound.DirectAudioDevice$DirectClip.open(DirectAudioDevice.java:1061)
   at com.sun.media.sound.DirectAudioDevice$DirectClip.open(DirectAudioDevice.java:1151)
   at gameutils.Sound.add(Sound.java:42)
   at gameutils.Sound$Loader.run(Sound.java:207)
   at java.lang.Thread.run(Thread.java:662)
Exception in thread "Thread-10" java.lang.NullPointerException
   at gameutils.Sound.play(Sound.java:99)
   at jdoodlejump.bars.Bar.playSound(Bar.java:86)
   at jdoodlejump.Doodle.update(Doodle.java:193)
   at gameutils.GameWorld.updateComponents(GameWorld.java:89)
   at jdoodlejump.JDoodleJump.updateMenus(JDoodleJump.java:431)
   at gameutils.Game.update(Game.java:340)
   at gameutils.Game.run(Game.java:273)
   at java.lang.Thread.run(Thread.java:662)
Offline ra4king

JGO Kernel


Medals: 336
Projects: 2
Exp: 5 years


I'm the King!


« Reply #80 - Posted 2011-06-20 18:36:05 »

Looks like your system doesn't support Little-ending wav files :/

Offline m_waddams

Junior Member


Medals: 2
Projects: 1



« Reply #81 - Posted 2011-06-21 10:29:20 »

Looks like your system doesn't support Little-ending wav files :/
Pretty vanilla Ubuntu. Maybe something to consider.
Offline gouessej
« Reply #82 - Posted 2011-06-21 10:41:19 »

Looks like your system doesn't support Little-ending wav files :/
What do you mean? It has nothing to do with the OS, the same problem can happen on Windows, it only means that there is no appropriate mixer supporting this kind of line.

It works for me whereas I use only Linux. I'll test again at home.

Offline m_waddams

Junior Member


Medals: 2
Projects: 1



« Reply #83 - Posted 2011-06-21 10:46:55 »

It works for me whereas I use only Linux. I'll test again at home.
What jvm (jdk) are you using?
Offline gouessej
« Reply #84 - Posted 2011-06-21 11:21:11 »

It works for me whereas I use only Linux. I'll test again at home.
What jvm (jdk) are you using?
I use Oracle Java 1.6 update 25 & 26. With OpenJDK 1.6, I have often no sound as many Java applications try to get Java Software Audio Mixer which is only in Oracle Java. Maybe OpenALSoft would be a better solution than plain JavaSound.

Offline kamre

Junior Newbie





« Reply #85 - Posted 2011-07-04 12:57:19 »

Great game! Have not seen the original version, so enjoying it very much. Works smoothly on my thinkpad x200 with Win7.

Is it possible to start playing with keyboard only, i.e. to press somehow "Play Again!"?
Offline ra4king

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I'm the King!


« Reply #86 - Posted 2011-07-04 17:50:18 »

Great game! Have not seen the original version, so enjoying it very much. Works smoothly on my thinkpad x200 with Win7.

Is it possible to start playing with keyboard only, i.e. to press somehow "Play Again!"?
I was thinking of doing that. I'll make "ENTER" automatically start a new game.

Thanks for playing!

Offline ra4king

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« Reply #87 - Posted 2011-12-10 16:09:10 »

Can a mod/Duke rate my game please? Smiley

Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11


Game Engineer


« Reply #88 - Posted 2011-12-13 20:32:41 »

Can a mod/Duke rate my game please? Smiley
Shocked Now I can't get it to start, just a black screen. I'll try in Chrome.

See my work:
OTC Software
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11


Game Engineer


« Reply #89 - Posted 2011-12-13 20:55:22 »

Installation: +0 - I took off a point because it won't run in Safari and took literally 18 minutes to download all of its assets and start
Stability: +0.5 points - The game didn't crash, but after I went to the high score menu then back to the main menu and started a game, it was frozen and wouldn't continue
Presentation: +0 - The presentation feels kind of lackluster, honestly. Could use a little bit of sprucing up.
Graphics: +1 point if the game has "good" graphics that suit the game - although I'd make your own graphics instead of lifting the Doodle Jump ones directly
Sound: +1 point if the game has "good" sound that suit the game
Style: +1 point if the game's overall style is "good"
Innovation: +0 - A clone of Doodle Jump, so nothing new
Fun Factor: +1 point if your judge enjoyed playing the game
Completeness: +1 point if the game is complete enough that doesn't feel anything is missing
Freebie: +1 point if you don't whine and you demand nothing of the mods (simply saying "can you rate my game please" is fine)
6.5/10

Not featured, yet. It is what it is (a clone of Doodle Jump), but you can still be featured for sure if you fix some things. #1 most important and easiest win is to make the game start up faster than 18 minutes. That's pretty crazy, no player is going to stick around for that. Especially because the game isn't exactly graphically intensive. Maybe you need a faster server? The Safari problem might not even be your issue, I wouldn't worry too much about it yet. I'd try to repro my bug that I knocked off 0.5 for stability (play the game, die, go to high scores, navigate around in them, go back to the main menu, start the game, notice it never unpause).

If you fix both of those, you're up to an 8 which is easily featured (you only need a 7). But I'd also look to improving your presentation, generally just making the game more responsive and feel better to interact with. Right now it feels finicky and kind of.. applet-y (sorry to say).

Does all that seem fair, and does it make sense?

See my work:
OTC Software
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