My first java game (Thks everybody to make it real)

Thanks for help me to make my first game in pure Java
look in http://www.angelfire.com/games3/slotsmax/English/index.htm and feel free to post your comments,,
~toki

- 652kB is way too much to load at once. Load images when needed (preload them in the background before they are needed if you don't want delays when displaying an unloaded picture). Also load the music in the background. It doesn't matter if the music doesn't start immediately. It's more important that the game does.
- Make a switch to turn of the damn music! (Who would want some POS music when listening to mp3s? Or when surfing on a library computer. Or in a netcaf�?)
- Make the user interface more intuitive. E.g. what's that ">>>>" button supposed to be? Where can you click? What happens when you click e.g. at the numbers on the left/right to the wheels? Or on the wheels themselves? Each time I click on "Bet 1" the "Bet:" field value is increased, but when I click on "Bet 9" it stays on "9".
- And don't forget to make the music optional.
- Really remember making the music optional.
This is a good start, but you do need to work on it some more. (If you haven't read any good user interface book(s) I recommend reading GUI Bloopers by Jeff Johnson.) Good luck!
- Marcus

Similar Messages

  • My first java game

    import javax.swing.*;
    import java.util.Random;
    public class Cards extends Object{
         String cards[] = new String[53];
         Random rand = new Random();
         //constructor
         public Cards()
         public void clearitout () {
              for(int index=1;index<=cards.length;index++)
                   cards[index]=("unused");
         public void deal () {
              int cardsdelt=0;
              int index=0;
              while(cardsdelt<=5)
                   if (cards[index]=="unused")
                        cards[index]="used";
    i have no clue what to do i just want to get a random number and check to see if itsd not already played

    i had some help from one of my friends... but i got 2 loos of precision errors on the methods identifysuit&identifycard
    import javax.swing.*;
    import java.util.Random;
    public class Cards extends Object{
    String cards[] = new String[53];
    String cardnames[] = {"ace","two","three","four","five","six","seven","eight","nine","ten","jack","queen","king"};
    String suitnames[] = {"spades","hearts","clubs","diamonds"};
    Random rand = new Random();
    //constructor
    public Cards()
    public void clearitout () {
    for(int index=1;index<=cards.length-1;index++)
    cards[index]=("unused");
    public void deal () {
    int cardsdelt=0;
    int index;
    while(cardsdelt<=5)
    index=(rand.nextInt(52)+1);
    if (cards[index]=="unused")
    cards[index]="used";
    System.out.println(cardnames[identifycard(index)] + " of " + suitnames[identifysuit(index)]);
    cardsdelt++;
    private int identifysuit(int index) {
    int suit=0;
    suit = Math.floor(index+13)/13;
    return suit;
    private int identifycard (int index) {
    int card=0;
    card = (((((index+12)/13) - Math.floor(index+12)/13) *13) + 1);
    return card;

  • How to make "Levels" in simple java game

    I just wanted to know if anybody knew how to make "Levels" in a java game. In my case, it is to change two polygons that are used in the background. I think you have to use an array of some kind, but i dont really know.
    Here is my source, the polygons are by the massive ///////// areas.
    I cut out the majority of the program, because it was too long.
    public class collision extends Applet implements MouseListener,MouseMotionListener
        private  Image rickImage,mazeImage;
       Image Buffer;
       Graphics gBuffer;
       int x, y;
       int[] LeftWallX = {0,204,204,149,149,162,162,243,260,235,259,232,260,230,207,207,0};
       int[] LeftWallY = {500,499,402,402,341,324,227,191,157,141,135,123,116,109,86,1,1};
       //int[] PlayAreaX = {204,204,149,149,162,162,243,260,235,259,232,260,230,207,207,263,263,245,282,262,274,257,273,250,184,184,170,170,208,216,216};
      // int[] PlayAreaY = {499,402,402,341,324,227,191,157,141,135,123,116,109,86,1,1,86,103,115,129,138,147,155,201,230,323,340,384,384,402,499};
       int[] RightWallX = {500,500,263,263,245,282,262,274,257,273,250,184,184,170,170,208,216,216};
       int[] RightWallY = {500,0,1,86,103,115,129,138,147,155,201,230,323,340,384,384,402,499};
       boolean mouseInside, collide;
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       int sX=204,sY=490,sW=12,sH=9;
       //Declare the rectangles
       Rectangle  movingRect,finshBloc,startBloc,oopsBloc;
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                 leftWall= new Polygon(LeftWallX,LeftWallY,17);
            public void paint(Graphics g)
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    */

    I'm not exactly sure in your case what you are trying to accomplish. If all you want to do is make new polygons for your levels then you will simply need a Vector of type level (or polygon). Store multiple levels/polygons in that vector. This can be done many ways, probably the most efficient way would be to create a class Level of sorts and create each level object from there. This way you have all your levels stored into that vector.
    I have made programs where the levels/mazes are randomly generated based on certain parameters (this way you would not need to define any specific level). This can be done inside the Level class and added to the vector so that when a level is randomly generated there are literally infinite possibilities. I would suggest posting all your code or at least a breakdown UML diagram of what is going on in your entire program.

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    Hey, I'm creating a java game, and I did research, and found that this question has been asked many, many times. But my question unfortunately did not match up with any of these posts :( So here goes...
    Im creating a java game, which will run as....kind of a mix between a 2d game, and 3d game (no i am not insane). I dont want the original zelda look, and i dont want the first person shooter look, I want my character to be viewed from an angle, like tibia - if anyone has ever played that. And I also want to leave open the door to changing the view within the game. I figured I can just get my graphics friends to draw things in 3-d, (draw a house [draw the 4 sides and the roof]), and then somehow skew these images to accomodate for a different view.
    I am more than willing to code some kind of graphics engine if what I need is not available, I have looked at a couple and found no such luck.
    So what is the most efficient way to create this game? By just sortof getting all the graphics to be from a certain percpective, and then somehow modifying them with java.....
    or by using some kind of graphics engine that allows me to change views? If so any recomendations?
    Thanks a lot - wow this was long, oh yea a couple Dukes for this too thanks again
    -Mark

    you don't need to do any skewing. Here's what I'd do. I'd store all the tile information in a matrix (Object[][]) with a custom tile class that has the information it needs to retrieve its appropriate image, and certain game related data like slow down factor when a person walks over a certain type of tile, and whether it can be collided with. I'd draw them based on however you decide to angle your tiles. But the important part is you go in this order:
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    The idea is if you're turning the floor 45 degrees clockwise, to give the correct illusion of depth, you'll want to draw the furthest back tile first, and the furthest tile forward last. Whether you start on the left or right depends on what angle you decide to work with. At a 45 degree angle, it obviously doesn't matter whether you start on the left or right. But if you guess wrong with your rendering, it will show because tiles that are closer to the "camera" will be overlapped by tiles further from the "camera".
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    Drawing moving sprites will be a bit trickier because you'll have to decide which set of axes to follow... meaning, do you follow the axes of the screen, or the axes of your "rotated world." Give that some thought and once you understand what's happening with the perspective here you'll be able to see which is easiest.
    So there's your engine ;)
    Now, as for the art itself, make them in png format, so that you can have the base of your images be diamond shape, but of course tiles for players and walls and stuff will extend above that diamond. Just don't let them get below the base of their diamond otherwise the tile that gets drawn below them will cut them off. And you don't want a character's feet cut off by the "floor" as he runs ;)
    For your final question, don't let java skew the sprite. The only possible way to make it decent is if when you pick an angle, a 3D render takes your 3D world and it's 3D models and re-renders them at that angle; skewing is simply not capable of creating that illusion. The closest you could get is to simply squish the hight of your art to give the illusion that the camera is moving up, but since you can't expose things higher, like the top of your character's head (since the data doesn't exist in the "lower" version), it will be obviously funny looking.
    Hope that answers your questions, and good luck! I would definitely like to see what you come up with.

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    6 .ooxxxxxo.
    7 .oooooooo.
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    Edited by: Krytical on Jul 15, 2009 2:55 PM

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    Also, this is the wrong place on these forums for this question, there is actually a java games section here, I think it is under other. Also there is actually a fairly active java game forum, but I don't recall the url for it atm. You will have far better chances of getting a response in one of those more appropriate places.
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    Depends on the certification but in general yes.
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    P.S. I'm using eclispe btw.

    Your problem is related to your ActionListener.
    public class foreground extends JPanel implements ActionListener
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    I would strongly suggest dropping the "implements ActionListener" bit and implementing a separate ActionListener, like so:
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