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Type: Posts; User: Gravity Games

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  1. [SOLVED] Re: Does anyone know any good .ogg libraries?

    Well, I guess I hope you're right about that, as it's looking like I'm just going to have to take your word on it. If the author contacts me about it saying otherwise, I can at least update it to...
  2. [SOLVED] Re: Does anyone know any good .ogg libraries?

    When I checked, the LGPL requires you to make source code available for at least 3 years when included inside an executable. Whether or not having it as an external .jar file in the folder of my game...
  3. [SOLVED] Does anyone know any good .ogg libraries?

    Hello, I've been searching for a library to allow me to load .ogg files for a game I'm working on for a game jam that ends relatively soon (the first of June). The problem is that all of the...
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    Re: Creating Lua Hooks with LuaJava?

    Alright, here's the relevant code:



    public LuaTest(){

    this.luaState = LuaStateFactory.newLuaState();
    this.luaState.openLibs();
    this.luaState.LdoFile("assets/lua/test.lua");
    mesh =...
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    Re: Creating Lua Hooks with LuaJava?

    LuaJava is a Java library that allows you to use Lua as a scripting language for Java projects. I'm having no problems on the Lua side of things, just problems on the Java side. The problem I've been...
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    Creating Lua Hooks with LuaJava?

    Hello, I'm not sure if this is the best place for this thread, but since I'm using LuaJava in conjunction with LWJGL to make a game, I figured that this section would probably be the best. I've...
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    Help with LWJGL Rendering

    Hello, I'm trying to use OpenGL 3.0 and LWJGL to make a game, but for whatever reason, I can't even draw a basic square. Any idea what I'm doing wrong?

    Mesh Code:

    import java.nio.FloatBuffer;
    ...
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    Re: Vacation Switch

    That one's actually really easy. Simply use an Array or an ArrayList to store the congratulations messages.

    Example Code:


    ArrayList<String> congratulationsMessages = new ArrayList<String>();...
  9. Making a Graphics Drawing Loop More Efficient

    I'm currently drawing some of the graphics in my game as 32x32 tiles, but there's a problem. The graphics that are drawn like this sometimes fail to update their position fast enough when the screen...
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    Re: Calling a Class Name from a String?

    Though that brings up a new problem, it gives an error when I try to add the object:



    ArrayList<extendedobject> objects= new ArrayList<extendedobject>();

    Class<?> curclass;

    try{...
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    Re: Calling a Class Name from a String?

    Alright, but how do I add the object to an Arraylist as opposed to just creating it?
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    Re: Calling a Class Name from a String?

    Sorry if I'm just being stupid, but I don't understand what you mean by class definitions. The class I'm trying to load is in the project if that's what you mean. Also, the link you posted links to a...
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    Re: Calling a Class Name from a String?

    I googled that package and wasn't able to find what I needed. The closest I found was "getName();", which returns the name of a class as a string. I need to create an object from the class with the...
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    Calling a Class Name from a String?

    Well, out of curiosity, is it possible to call a class from the contents of a string.

    Here's a psuedo code example of what I mean:


    ArrayList <object> objects = new ArrayList <object>();...
  15. Re: Problems With Image Loading and Extended Objects

    *trys commenting out the declaration of the ImageIcons in the Ground object* ...wow I feel stupid...

    Well it works now, thanks a lot for being so patient!
  16. Re: Problems With Image Loading and Extended Objects

    When I put a println in the Ground object, it says the value is the second image, however, in the Level.paintComponent method, it says the object in the array has it set to the first image.
  17. Re: Problems With Image Loading and Extended Objects

    Well, what I see is the first image, as well as the black rectangle in the top left. What I should be seeing is the SECOND image in the top left, as well as the black rectangle. I'm trying to...
  18. Re: Problems With Image Loading and Extended Objects

    It will show the problem, its just that the images weren't included. If you put images in the main folder of the .jar with those names, it should show you what I'm talking about...
  19. Re: Problems With Image Loading and Extended Objects

    Yeah, that was testing to make sure that the paintComponent method in the Level class was being called properly. That's not the problem though, the problem is with the Immobileobject and Ground...
  20. Re: Problems With Image Loading and Extended Objects

    Here:

    package gravitygamesinteractive.scorpioengine.main;


    import javax.swing.*;
    import java.awt.*;

    public class Frame{
    private static final long serialVersionUID=1L;
  21. Problems With Image Loading and Extended Objects

    I've been having a bit of trouble with drawing graphics for an object that extends another object. For whatever reason, the graphics are being shown for the original object, instead of being...
  22. Re: Need Help with Rendering the screen (with volatile images)

    Well, I'm completely stumped. I can't seem to figure out why the variable keeps coming up null. Some of the docs I've read say I need to set up a GraphicsConfigurations object, some say I don't. I've...
  23. Re: Need Help with Rendering the screen (with volatile images)

    Yes, I have read the API doc. The problem still seems to be this line:

    if (screen.validate(getGraphicsConfiguration()) == VolatileImage.IMAGE_INCOMPATIBLE){

    The screen variable returns as null,...
  24. Re: Need Help with Rendering the screen (with volatile images)

    It should be coming from here:


    public Main(){
    screen = createVolatileImage(Frame.realsize.width, Frame.realsize.height);
    start();
    }

    ...or here...
  25. Re: Need Help with Rendering the screen (with volatile images)

    Lines 32 and 33: if (screen.validate(getGraphicsConfiguration()) ==
    VolatileImage.IMAGE_INCOMPATIBLE)

    Line 68: renderOffscreen();

    EDIT: The screen image is returning as null....
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