Yet another Space Invaders game...

Yes, here is my first Java game:
www.fnfconsulting.no
Feel free to check it out. No registration necessary.
Comments&Questions are welcome.
Hal

haha coded only using your right hand. nice . this
kicks your games to mars and back malo ;) 1 word
SOUND! and good sound :P good stuff although it doesnt
use 1.1 so your audience is limited (its like
developing for linux .. very limited) most people (i
know) wont bother downloading the plug in. very nice
thoughThanks. I dont think I understand all your comments, but I'll give it a try.
Firstly, the game has sound, and personally I think it's the coolest part of the game. The sounds are samples from the movies. I use standard AudioClip, no fancy stuff.
When you mention 1.1, do you mean JVM 1.1, the old stuff that was released with IE 5.0 or something? I think nowadays most people that develop Java games uses "Java 2" which as I understand it is Java SDK 1.2 and up. And most people playing Java games downloads some kind of JRE, often the newest version, 1.4.2.X.
Correct me if I'm wrong :)

Similar Messages

  • How do i remove an Object (aliens/ bullets) from my Space Invaders game??

    Creating Space Invaders game and im getting confused on removing objects from my game. How do you actually remove an object (i.e bullets and aliens).
    I know this isnt the right way to do it, but for the bullets i had an array of the Objects bullets[] and set the x and y coordinates off screen so u cant see then wen they are painted you cant see them, then wen the player fires them, the x and y coordinates change so they come from the players ship till it hits an alien or goes off screen, then i reset the coordinates so they are pasted off screen again. Im relatively new to this so i would appreciate any help. Im going to have to do the same with aliens wen a collision is detected. Is there a way of actually removing an object?
    Here is sum code incase you need to see it:
    public void checkCollision()
              Rectangle playerRec = new Rectangle(player1.getBoundingBox());
              for(int i=0; i<alienRow; i++)
                   for(int j=0; j<alienCol; j++){
                        if(playerRec.intersects(aliens[i][j].getBoundingBox()))
                             collisionDetected();
                        for(int k=0; k<bulletNum; k++){
                             Rectangle bulletRec = new Rectangle(bullets[k].getBoundingBox());
                             if(bulletRec.intersects(aliens[i][j].getBoundingBox()))
                                  removeBullet(bullets[k]);
                                  collisionDetected();
         public static void collisionDetected()
              System.out.println("COLLISION");
    private void removeBullet(Bullets bullet){
              bullet.fired=false;
              bullet.setX(-10);
              bullet.setY(-10);
         }Edited by: deathwings on Nov 25, 2009 8:20 AM

    deathwings wrote:
    I was thinking bout that arraylist angle before, but it makes sense now so i think that will work ok. Thx kevin.Not a problem.
    Taking the List idea one step further, you could have a parent Object/Interface that all of your game objects extend/implement. Let's call it GameObject.
    A GameObject would have a draw(Graphics g) function that you call from your paintComponent( ) method, and for example an act( ) function as well.
    You'd have a single List of GameObjects that you add everything in your game into. Now painting is simply a matter of looping over a single List. And in your game logic loop, you could do a similar thing with the act( ) function: your bullet's act( ) would simply move it forward and check for collisions and going off screen. An alien's act( ) function would move it around and maybe shoot a weapon every so often.
    Just an idea.

  • Need Help with Java Space Invaders Game!

    Hi, im new to these forums so forgive if i dont follow the right way on laying things out. Im trying to create space invaders game but im stuck when im trying to create multiple aliens/ invaders. I have a class called Aliens (which is the invaders), and i can create an instance of an Alien. But when I try to create multiple instances they are not showing up on screen. I am not getting any error message though (which im hoping is a good sign, lol).
    GamePanel is where all the action is and Alien is the alien (invaders) class.
    Here is the code:
    import java.awt.; import javax.swing.; import java.awt.Image; import java.awt.event.KeyListener; import java.awt.event.KeyEvent;
    public class GamePanel extends JComponent implements KeyListener { SpaceInvaders game; static Player player1; Aliens alien1; static public Image spaceship2R; static public Image spaceship2L;
    public GamePanel(SpaceInvaders game)
         this.game = game;
         player1 = new Player(this);
         player1.start();
                   ///// trying to create multiple instances of aliens here
         for(int i=0; i<4; i++)
              alien1 = new Aliens(this);
              alien1.setX(i*100);
              alien1.start();
        this.setFocusable(true);
        this.addKeyListener(this);
    public void paintComponent(Graphics g)
         Image pic1 = player1.getImage();
         Image pic2 = alien1.getImage();
         super.paintComponent(g);
         g.drawImage(pic1, player1.getX(), player1.getY(), 50, 50,this);
         g.drawImage(pic2, alien1.getX(), alien1.getY(), 50, 50,this);
    }//end class
    import java.awt.Image; import java.awt.*;
    class Aliens extends Thread { //variables GamePanel parent; private boolean isRunning; private int xPos = 0, yPos = 0; Thread thread; static char direction = 'r'; Aliens alien; static public Image alien1; static public Image alien2;
    public Aliens(GamePanel parent)
         this.parent = parent;
         isRunning = true;
    public void run()
         while(isRunning)
              Toolkit kit = Toolkit.getDefaultToolkit();
              alien1 = kit.getImage("alien1.gif");
              alien2 = kit.getImage("alien2.gif");
              try
                      thread.sleep(100);
                 catch(InterruptedException e)
                      System.err.println(e);
                 updateAliens();
                 parent.repaint();
    public static Image getImage()
         Image alienImage = alien1;
        switch(direction){
             case('l'):
                  alienImage = alien1;
                  break;
             case('r'):
                  alienImage = alien1;
                  break;
        return alienImage;     
    public void updateAliens()
         if(direction=='r')
              xPos+=20;
              if(xPos >= SpaceInvaders.WIDTH-50||xPos < 0)
                   yPos+=50;
                   xPos-=20;
                   direction='l';
         else
              xPos-=20;
              if(xPos >= SpaceInvaders.WIDTH-50||xPos < 0)
                   yPos+=50;
                   xPos+=20;
                   direction='r';
    public void setDirection(char c){ direction = c; }
    public void setX(int x){ xPos = x; }
    public void setY(int y){ yPos = y; }
    public int getX(){ return xPos; }
    public int getY(){ return yPos; }
    }//end classEdited by: deathwings on Oct 19, 2009 9:47 AM
    Edited by: deathwings on Oct 19, 2009 9:53 AM

    Maybe the array I have created is not being used in the paint method, or Im working with 2 different objects as you put it? Sorry, Im just learning and I appreciate your time and help. Here is my GamePanel Class and my Aliens class:
    import java.awt.*;
    import javax.swing.*;
    import java.awt.Image;
    import java.awt.event.KeyListener;
    import java.awt.event.KeyEvent;
    import java.awt.image.BufferStrategy;
    public class GamePanel extends JComponent implements KeyListener
         SpaceInvaders game;
         static Player player1;
         static Bullets bullet;
         //static public Image spaceship2R;
         //static public Image spaceship2L;
         private BufferStrategy strategy;
         static int alienNum =0;
         static Aliens[] aliens;
         public GamePanel(SpaceInvaders game)
              this.game = game;
              player1 = new Player(this);
              player1.start();
              Aliens[] aliens = new Aliens[10];
              for(int i=0; i<4; i++)
                   aliens[i] = new Aliens(this);
                   aliens.setX(i*100);
                   aliens[i].start();
                   alienNum++;
              initialiseGame();
              this.setFocusable(true);
    this.addKeyListener(this);
         public void paintComponent(Graphics g)
              Image pic1 = player1.getImage();
              Image pic2 = aliens[0].getImage();
              Image bulletPic = bullet.getImage();
              super.paintComponent(g);
              g.drawImage(pic1, player1.getX(), player1.getY(), 50, 50,this);
              for ( int i = 0; i < alienNum; i++ )
                   g.drawImage(pic1, aliens[0].getX(), aliens[0].getY(), 50, 50,this);
              //if (bullet.fired==true){
              //     g.drawImage(bulletPic, bullet.getX(), bullet.getY(), 20, 20,this);
         public void keyPressed(KeyEvent k)
              switch (k.getKeyCode()) {
              case (KeyEvent.VK_KP_DOWN):
              case (KeyEvent.VK_DOWN):
                   player1.setDirection('d');
                   break;
              case (KeyEvent.VK_KP_UP):
              case (KeyEvent.VK_UP):
                   player1.setDirection('u');
              break;
              case (KeyEvent.VK_KP_RIGHT):
              case (KeyEvent.VK_RIGHT):
                   player1.setDirection('r');
              break;
              case (KeyEvent.VK_KP_LEFT):
              case (KeyEvent.VK_LEFT):
                   player1.setDirection('l');
              break;
              case (KeyEvent.VK_SPACE):
                   fireBullet();
              break;
         public void keyTyped(KeyEvent k) {}//empty
         public void keyReleased(KeyEvent k)
              player1.setDirection('n');
         public void initialiseGame()
         public static void checkCollision()
              Rectangle playerRec = new Rectangle(player1.getBoundingBox());
              for(int i=0; i<alienNum; i++)
                   //if(playerRec.intersects(aliens[i].getBoundingBox()))
                        //collisionDetected();
         public static void collisionDetected()
              System.out.println("COLLISION");
         public void fireBullet()
              Bullets bullet = new Bullets(player1.getX(),player1.getY());
              bullet.fired=true;
    }//end GamePanelimport java.awt.Image;
    import java.awt.*;
    class Aliens extends Thread
         //variables
         GamePanel parent;
         private boolean isRunning;
         private int xPos = 0, yPos = 0;
         Thread thread;
         static char direction = 'r';
         Aliens alien;
         static public Image alien1;
         static public Image alien2;
         public Aliens(GamePanel parent)
              this.parent = parent;
              isRunning = true;
         public void run()
              while(isRunning)
                   Toolkit kit = Toolkit.getDefaultToolkit();
                   alien1 = kit.getImage("alien1.gif");
                   //alien2 = kit.getImage("alien2.gif");
                   try
              thread.sleep(100);
         catch(InterruptedException e)
              System.err.println(e);
              updateAliens();
              parent.repaint();
         public static Image getImage()
              Image alienImage = alien1;
         switch(direction){
              case('l'):
                   alienImage = alien1;
                   break;
              case('r'):
                   alienImage = alien1;
                   break;
         return alienImage;     
         public void updateAliens()
              if(direction=='r')
                   xPos+=20;
                   if(xPos >= SpaceInvaders.WIDTH-50||xPos < 0)
                        yPos+=50;
                        xPos-=20;
                        direction='l';
              else
                   xPos-=20;
                   if(xPos >= SpaceInvaders.WIDTH-50||xPos < 0)
                        yPos+=50;
                        xPos+=20;
                        direction='r';
         public Rectangle getBoundingBox()
              return new Rectangle((int)xPos, (int)yPos, 50, 50);
         public void setDirection(char c){ direction = c; }
         public void setX(int x){ xPos = x; }
         public void setY(int y){ yPos = y; }
         public int getX(){ return xPos; }
         public int getY(){ return yPos; }
    }//end class                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       

  • Firing bullets in space invaders game

    hey guys,
    I am trying to work out the logic and the code required for firing a bullet in a space invaders style game.
    I have a space ship on a stage that moves around freely using the arrow keys and I want to use the space bar to release a bullet.
    So far my thinking is as follows:
    when the space bar is pressed a bullet is released from the players space ship.
    so I need to think about:
    - the speed of the bullet
    - the position of the spaceship when the bullet is fired
    - being able to fire multiple bullets one after the other
    - the bullet should move from the bottom of the screen to the top of the screen
    - the consequence of a bullet hitting a target
    I do not know how many scripts I would need to tackle this? how many behaviours per script and more importantly the code required....
    I am desperate for any help and support you can provide...
    thank you

    thank you for your support
    at this current time it would be a waste of time to understand how things work that did not benefit my game, sure knowledge would give me power but at the moment Id rather concentrate on gaining the appropriate knowledge as per the mechanics of my game and not going off in the opposite direction
    having had a look at your space invaders game and the code and logic you provided it is different to the game I am building because:
    - you use the move for movement and fire whereas I use cursor keys and a space bar
    - you have limited the amount of ammuntion, I have not
    - there are no explosions or changing of cast members on intersection.
    I understand the aim of you posting the guide however I am of the thinking it would be better to follow a tutorial that is in line with what I require rather then learning a particular style and then again having to work out how to amend it again to be used in my game...
    So if anyone can help me understand or provide code as per my initial message , I would be so grateful
    thank you

  • Controlling fire in Space Invaders game

    Hi again,
    still working through the tutorial on Space Invaders in Flash
    MX 2004 (bit out of date, I know).
    I've got the player craft under mouse control. What I don't
    like about the game is that you can fire as rapidly as you wan't,
    though the number of bullets is limited. You can change this limit
    in the variable - I would rather have it though that you can only
    have a set number of bullets in play at a time (at the moment, if
    you go over the limit, the uppermost bullets just disapear).
    Here is the code:
    // when the mouse cliks
    onClipEvent(mouseDown)
    // duplicate the bullet mc
    _root.bullet.duplicateMovieClip("bullet"+bulletNum,bulletNum);
    // set the coords to the mouse clik
    eval("_root.bullet" + bulletNum)._x = this._x;
    eval("_root.bullet" + bulletNum)._y = this._y;
    // increment the bullet number
    bulletNum++;
    // if more than 50 bullets , start again at 0
    if(bulletNum>50)
    bulletNum = 0;
    What code could I use to have it so that you can only have,
    say, 3 bullets in play at once, and you can't fire again until
    they've hit / left the screen?
    regards,
    g

    Hi again,
    thanks for that. Another way would be to use code like the
    following:
    var enableInterval:Number;
    var allowFire:Boolean;
    function tempDisableFire():Void {
    allowFire = false;
    enableInterval = setInterval(enableFire, 500); // 500
    millisecond delay
    function enableFire():Void {
    allowFire = true;
    clearInterval(enableInterval);
    I am unsure though whether to insert this within my existing
    code, or to use this starting from scratch. If it was inside an
    onClipEvent tag (the event being the mouse click), I could then use
    it to control the fire. I'm not sure if I would do this with an "if
    / then" statement.
    Any suggestions on this method? I know it may be asking a bit
    much, but if you could even complete this piece of code that would
    be magic!
    cheers,
    g

  • Help with KeyDown (space invaders game)

    I'm making a space invaders type game for school using Greenfoot (new Java IDE). Whenever I press space, a bullet will fire. However, multiple bullets are being created when I press space once, and when I hold space, a long stream of bullets are being made. I want one bullet to be created when I press space. Tried using KeyPress, but apparently Greenfoot does not recognize java.awt? Thanks in advance.
    public class Ship extends Vehicle {
         * Constructor for objects of class Shuttle
        public Bullet B;
        boolean canFire = false;
        public Ship() {
            GreenfootImage ship = new GreenfootImage("spaceship.gif");
            this.setImage(ship);       
        //Create a bullet
        public void fire(){
            B = new Bullet();
            getWorld().addObject(B,getX(),getY()-60);
        public boolean collision(){
            Actor enemy = getOneIntersectingObject(null);
            return (enemy!=null) ? true : false;
        public void act(){
            // move with keys
            if (this.canMove())
                 move();      
            if(Greenfoot.isKeyDown("space")){               
                    fire();               
            else if(collision()){
                getWorld().removeObject(this);                           
    }

    Make a Class Variable to use as a flag indicating that a key was pressed... check to see if the flag is set, and if it is not, then fire a bullet and then set the flag. Reset the flag when they keyReleased action fires.
    This way only one bullet can be fired for each time a key is pressed, provided your act() is being polled, but if a keyPressed fires act(), but not a keyRelease too, then it will not work. If it does not work, then you'll need to go to a regular KeyListener.
    //Your code make these changes
    public class Ship extends Vehicle {
          * Constructor for objects of class Shuttle
         public Bullet B;
         boolean canFire = false;
         public Ship() {
             GreenfootImage ship = new GreenfootImage("spaceship.gif");
             this.setImage(ship);       
         //Create a bullet
         public void fire(){
             B = new Bullet();
             getWorld().addObject(B,getX(),getY()-60);
         public boolean collision(){
             Actor enemy = getOneIntersectingObject(null);
             return (enemy!=null) ? true : false;
         public void act(){
             // move with keys
             if (this.canMove())
                  move();      
            if(!GreenFoot.isKeyDown("space")) canFire = true; //add this
             if(Greenfoot.isKeyDown("space") and canFire){               
                     fire();              
                     canFire = false; //add this
             else if(collision()){
                 getWorld().removeObject(this);                           
    }

  • Help! trying to create 'space invaders'

    hi. im a high school student with a little knowledge of java. im am currently working on a class assignment where each student has to create their own program. i decided to create the classic game of 'Space Invaders'. But i have a problem; i can't figure out how i will get the characters to move.
    does anyone if there is a method that will allow the user to move a character? for example, in C++ there is a conio.h library that has a goto(x,y) function. is there one for java as well? thanks alot!

    This is another way
    import java.awt.*;
    import javax.swing.*;
    import java.awt.event.*;
    public class Si extends JFrame
         Timer  ta;
         myView view = new myView();
    public Si() 
         setBounds(3,10,765,350);
         addWindowListener(new WindowAdapter()
         {     public void windowClosing(WindowEvent ev)
              {     dispose();
                   System.exit(0);
         getContentPane().add("Center",view);
         setVisible(true);
         ta = new Timer(45, new ActionListener()
         {     public void actionPerformed(ActionEvent e)
                   view.move();
         ta.start();
    public class myView extends JComponent 
         Point invs[]   = new Point[15];
         Color invc[]   = new Color[15];
         Color  color[] = new Color[]{
                        Color.blue,   Color.cyan, Color.green, Color.magenta,
                    Color.orange, Color.pink, Color.red,   Color.yellow};
    public myView()
         for (int p=0; p < invs.length; p++)
              int x = (int)(Math.random()*600)+33;
              int y = (int)(Math.random()*200)+33;
              invs[p] = new Point(x,y);
              int c = (int)(Math.random()*8);
               invc[p] = color[c];
    public void move()
         for (int p=0; p < invs.length; p++)
              repaint(invs[p].x-1,invs[p].y-1,20,18);
              int x = (int)(Math.random()*3)-1;
              int y = (int)(Math.random()*3)-1;
              invs[p].translate(x,y);
              repaint(invs[p].x-1,invs[p].y-1,20,18);
    public void paintComponent(Graphics g)
         super.paintComponent(g);
         Graphics2D g2 = (Graphics2D)g;
         g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,RenderingHints.VALUE_ANTIALIAS_ON);          
         for (int p=0; p < invs.length; p++)
              g.setColor(invc[p]);
              g.fillOval(invs[p].x,invs[p].y,17,13);
    public static void main (String[] args) 
         new Si();
    }      Noah

  • [FLMX] ayuda con tutorial space invaders

    Hola a todos.
    estoy tratando de hacer una modificación de un FLA del
    space invaders
    que me bajé en:
    http://www.flashkit.com/movies/Games/Full_Game_Source/Space_In-Paul_Nea-8765/index.php
    Este jueguecillo incluye un PHP que guarda los records en
    unos txt.
    La cuestión es que no tengo mucha idea de
    programación y no me funcionan
    los records.
    ¿alguien podria ayudarme?
    gracias mil
    Juan

  • Yet Another quesstion about moving Time Machine backups

    I have a NAS drive used to back up 3 Macs.  In order to upgrade to a RAID drive, I need to reformat the existing drive (along with the new drive I'm adding to the enclosure) - but that would obviously lose the existing backups. I had planned to move them to another NAS drive that I have, reformat, then move them back.
    All the discussions I've seen involve reformatting the target drive (which is not a Time Capsule, but a Buffalo NAS).
    I can't do that, because I have lots of archive data  (not backed up by time machine) on that disk I'll be using only temporarily.
    So, how can I temporarily move the sparsebundle without buying yet another drive?

    I recommend doing as I suggested. Cloning is the only correct way to backup a Time Machine backup drive. If you have data on the other drive you don't wish to lose then create a new partition on that drive. See the following:
    To resize the drive do the following:
    1. Open Disk Utility and select the drive entry (mfgr.'s ID and size) from the left side list.
    2. Click on the Partition tab in the DU main window. You should see the graphical sizing window showing the existing partitions. A portion may appear as a blue rectangle representing the used space on a partition.
    3. In the lower right corner of the sizing rectangle for each partition is a resizing gadget. Select it with the mouse and move the bottom of the rectangle upwards until you have reduced the existing partition enough to create the desired new volume's size. The space below the resized partition will appear gray. Click on the Apply button and wait until the process has completed.  (Note: You can only make a partition smaller in order to create new free space.)
    4. Click on the [+] button below the sizing window to add a new partition in the gray space you freed up. Give the new volume a name, if you wish, then click on the Apply button. Wait until the process has completed.
    You should now have a new volume on the drive.
    It would be wise to have a backup of your current system as resizing is not necessarily free of risk for data loss.  Your drive must have sufficient contiguous free space for this process to work.

  • Space invaders! I need some help...!

    Hello,
    i'm trying to program a very simple version of space invaders. I'm drawing my moving objects (spaceship, rockets, aliens) with drawstring but I'm getting these compiling error: illegal start of expression.
    Also I want to move the spaceship with translate is this OK to do so!?
    Can somebody help me? Thanks for your help!
    import java.awt.*;
    import java.awt.event.*;
    import javax.swing.*;
    import java.awt.Graphics2D;
    //in deze klasse teken ik het ruimteschip en kan het links/rechts bewegen
    public class Ruimteschip
         //ruimteschip
         Ruimteschip roderikschip = new Ruimteschip();
         public void paint(Graphics ruimteschip)
    {      //Ruimteschip weergeven
         Graphics2D ruimteschip2D = (Graphics2D)ruimteschip;
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    ruimteschip2D.drawString("ruimteschip", x, y,);
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