Game Creation

I have an old dance mat and want to practice my Java skills so I'm looking at building a dance mat game for my evil Vista PC.
The dance mat seems to configure with windows perfectly but I haven't tried to experiment with listener classes to see if I can get it to work. I going to try the KeyListener class but does anyone have any idea if this will work, and if not how can I build my own Lister class to receive input or what other class should I use?
Also I want to be able to take control of the full screen in the same way as any other video game. Can I just use the JWindow class and set the size to the same resolution as my desktop? Also how can I change my monitors resolution using Java?

warnerja wrote:
Thanks for taking the time to create an account here and post an ill-formed question, thus basically taking up some more space in the forum database.I don't think this post is very helpful. For starters relative to other first posts here it's not that bad. It's a bit vague certainly and the OP is in for some nasty surprised to be sure but it's not begging for the codes, a do-my-homework-for-me post and it doesn't contain copius amounts of SMS or the word urgent.
I think if you at least said "your question would be better if you said X", then there is at least something the OP can take from your post. And I assume, perhaps incorrectly, that you would prefer better formed questions but without you giving some idea on how the OP should do that I am not sure how he/she is supposed to improve.

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  • Game creation - HELP ME!

    Finding a decent, free flash 8 tutorial on the internet for game creation, is no easy task. I have been through this frustration time and time again, and I am getting nowhere. My actionscript is very basic and I desperately need something to go on.
    I have a game project, in which I have an enemy. One enemy. I would like to duplicate this enemy until there are five on the screen at once, and when I hit my enemies, more will appear as a constant wave of enemies until the character dies.
    How can I do this?

    As mentioned, the help documents and Google are some of the best resources for all levels of users.  You can find FREE information/tutorials on just about every aspect of Flash.  Another good approach is to pick a project, get to work on it, and use these tools as needed to solve the design puzzles you are confronted with.  That's pretty much how I've always done things.
    I've already pointed you in the direction for what you need to look into for dynamically adding new instances of things, so your first stop should be in the help documents to see what that method involves.  And if there isn't enough information there for you to comfortably start trying things, then search Google.

  • Game creation on a mac

    I know this might not be the right place to post this sort of topic...but, I was wondering what the best tools are for game creation on a mac. I have heard Unity and Torque Gam Engine are good ones but I am hopefully looking toward something that is freeware. Any suggestions?
    I have heard there are engines for Unreal and Quake, etc that are free...

    Snapz Pro supports digital audio capture, and microphone capture.
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  • Is Adobe AIR/Flex good to begin in game creation ?

    Hi all !
    I have a little question, I want to begin to learn how to create little games (2D games first) (I'm more a Web/Server Side Programmer/Administrator than a Desktop pPogrammer), and I would like to know is Adobe AIR/Flex (without using the Flash IDE if possible) is good for that ?
    It looks a lot easer than the others ways (Java, C++, python), no needs to think in "threads","mutex",etc and other things like that, and the multimedia API help a lot for the video/sound side
    So, what about creating games with Adobe AIR ? What about performances ? Is it possible to create 3D games ?
    Thank you !

    Personally I'm still debating whether to start learning iPhone development or AIR at this particular point.
    At any rate, anything you can do in Flash you can do in Air, so I'd probably start with the Kongregate game creation tutorial. It's AS2 not AS3, but it will give you an idea what you can accomplish with a couple hours of development.
    No idea how good it is for 3D, but a lot of those "virtual tour" things are done in Flash. Probably not your best starting point if your plan is to make your own FPS but...

  • Simple/newbie 2D game creation

    this is my first attempt at creating any game. i am unsure how to even begin creating a simple 2D game similar to old "Hugo's House Of Horrors" for dos. It's kind of like the final fight in the way the characters move through the environment. any help is appreciated

    the first step is to sit down and write on paper, this has helped me, and plan the game out. The main points in animation/game creation is the x and y coordinates u must understand those like u would english. then the if statements that come with determining if one object ( a space ship ) is in in another objects ( enemy space ship ) space or the same x and y coordinate...remember u must always map everything out.
    www.google.com search: java game programming
    that should set u on your way..

  • Few questions - game loop, data types, speed

    Hello, I have a few questions after studying some topics in this forum regarding game creation:
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    3) Speed of applications is slow. I just wonder wheter it's my fault. I was testing application, which only cleared the buffer and outputted FPS and I got around 20 frames. It was Nokia 6300 with 240x320 display. After testing on other phones I've found out that the bigger the resolution, the slower the game is going. Is this normal?
    Thanks for replies...

    1) You're not going to notice any really speed difference between the two code snippets. Read up on 'Threads', and you'll see why one may be used in place of the other depending on the situation. In general there may be a slight performance loss, however unnoticable, when using the synchronized version, but when you are multithreading it is likely necessary.
    sleep(int) is impossible to interrupt, so it's generally a no-no in most situations. However we are talking about devices where every bit of performance helps, so as long as it works for ya, it's not a big deal.
    2) The performance difference is fairly negligable, if any. The biggest thing to consider is memory requirements, and shorts take 1/2 the data.
    Also, many phones don't support floating point data types, so you'll likely need to use ints/longs to calculate your values if you want to have any accuracy beyond whole numbers. Doing something like shifting bits or using 1000x values in your calculations can get around most of the problems when you can't use floats.
    3) The biggest performance killers are IO, memory allocation, screen drawing; pretty much in that order. So I imagine that you are re-creating a new String object every time you output your FPS value on screen right? Doing that every frame would destroy any hopes of getting high-performance.
    Just be careful, and never allocate objects when you can avoid it. anything where you concat String objects using + will cause your performance to die a horrible painful slow death. Remove anything that says 'new' from your main loop, and all String operations, and it'll likely speed things up a lot for ya.
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    If you have any more specicif questions, or you'd just like to pick the brain of a mobile game dev, stop by my messageboard:
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    Message was edited by:
    hooble

  • [SOLVED] Best language for coding games

    Hi All,
    My son has been learning BASIC-256 and he's interested in writing games. Can someone recommend a programming language useful for that purpose. He's young so easier would be better than harder but he's quite determined so I'd be interested in knowing what people are using nowadays as the hot gaming language.
    Thanks
    Last edited by Frabato (2012-05-19 01:14:40)

    Thanks to everyone for the thoughtful replies. It looks like many are in agreement that python might be a good step up from BASIC-256. I did some reading but I would appreciate some clarification on which version to use, python, python2 or python3 (I really don't understand how significant the differences are). As companions to python many things have been mentioned: blender, allegro, SDL, PyGame, Löve, SFML, Python-Ogre and PyGTK. Any thoughts on which of these might be the easiest to deal with, (or none)?
    Daedalus1 wrote:For a beginner writing 2d games, python2 would probably be the best choice.
    You could also use PyGTK to make games since all you really need for a 2d game is a way to draw graphics.Python is a good "gateway language" to more advanced languages, and it's useful for scripting so it has it's uses even if he moves on to the next tier.
    That sounds pretty good.
    bananaoomarang wrote:Certainly Python with Pygame would be good for starting out right now, Love looks awesome to, though I find Python easier to read than Lisp, just a personal opinion.
    Thirty five years ago when I was at university studying music composition, one of my music teachers was also teaching a class on Lisp (lots of irritating silly parentheses) I took the class and for the good of all I decided to stick with music. Actually, I've been enjoying learning BASIC-256 with my son, maybe, after all these years I should take another look at Lisp.
    drcouzelis wrote:I realized a few years ago that my hobby isn't "making video games". Instead, it's "programming video games". In the former, there's more focus on creating a fun game, creating the graphics, and doing everything as simply and easy as possible with the single goal of having a finished video game. In the latter (the one I enjoy), I don't care that in the past 12 years I've never finished making a video game. I enjoy tinkering with fairly low level graphics engines, implementing simple physics, and seeing the game come together one small piece at a time. I enjoy the programming.
    Very good point, I've noticed that even though my son constantly thinks (and talks) about the details of his game creation, he seems to also enjoy just playing with BASIC-256. I also can relate to this as a composer, thinking and conceptualizing about the organization of sound has brought me as much pleasure as finishing a composition. Process rather than goal orientation.
    Daedalus1 wrote:
    He can have a simple window with loaded images and key presses very quickly if he uses the pygame library with python. Here is a simple tutorial:
    http://talk.maemo.org/showthread.php?t=56028
    It looks like it is about a game running on a phone but python is cross platform so you can ignore that and follow the tutorial on linux or whatever. Just install python2 and pygame for him.
    I looked at it briefly and it looks promising for someone at my (his) level.
    Thanks again to all of you for taking the time to enlighten an otherwise clueless person, drifting aimlessly on the sea of mysterious computer stuff.
    I'm retired and there are only 6 more days of school here (we live in the Phoenix area and they have to stop the school year in May, otherwise the children would end up being just little charcoal blobs on the playground) so I'll have lots of time to work with my son through the summer.
    Thanks

  • Online Meeting - Global Game Developers, Friday 11apr08.

    Global Game Developers Group (GGDG) announcement:
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    We are a group of stubborn developers creating games together.
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    ==========================
    The meeting will be held online at:
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    The meeting time is:
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    Other equivalent USA times:
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    Notes:
    People from all countries are welcome.
    The meeting will be conducted in English.
    The software used for communication is written in Java, so install java from the following site if you have any problems. http://www.java.com/getjava
    If you are in the usa and not sure what time zone you are in, you can find out here. http://www.time.gov
    Questions? Contact SorceryGirl (atsign) gmail (dot) com

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  • Games contest

    i like to know is there any games contest.. if yest pls let me know

    Hey all, Im gonna start an 8k game creation contest
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  • Resizing pixel art video without affecting the pixels with blur.

    Hello everyone,
    First I would like to mention that I did searched for an answer to my issue on the forum but only found a thread by Rowby Goren from Jan 4, 2010, who asked a similar pixel resize question regarding to still images in CS4. He was answered to use Photoshop for this kind of task. My issue on the other hand is for handling a video that can only be edited in Premiere. I'm using CS6. My issue is as follows:
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    I have created an image that describes the issue. It's just a simple pixel art image that I picked up on google search. I saved and uploaded it as PNG for best quality, I just hope it won't get compressed after the upload. Any assitance will be appreciated!
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    So, if you aware of how a pixel grid looks like, check the left image. The position of the boxes on each other is the way it should be as each pixel from each box keeps the relation of a 1:1 pixel grid. However on the right image I first doubled the original box image to prevent 'blurring' effect when scalling up in Premiere, put it on a 1:1 pixel canvas (where the image has 2:2 pixel grid by now) just like how it will be in Premiere, and tried to position the boxes one next to another. See that there's a confusion between the pixels on the 1:1 grid as they got merged one INTO another without saving the relation of a doubled pixel grid. Where if there was any option to work in doubled sized pixles in Premiere, it would have look like this:
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    Hope now my issue is clear.
    All the best,
    Gal Shemesh

  • Help: Factory Class using Inner Class and Private Constructor?

    The situation is as follows:
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    leesiulung wrote:
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  • Help with scrolling background

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  • Firefly - in4ray Gaming SDK

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  • Strange Line In problem with my X-Fi Elite Pro. Stereo sound comes and goes

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