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Messages - JL235

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31
Computer Projects and Ideas / Re: My browser based game building platform
« on: October 15, 2011, 06:36:44 am »
Another idea that you could add would be to add support for Silverlight games...
I am actually already thinking of doing this. I really want to add support for 3D, and in non-IE browsers I can just use WebGL. Adding Silverlight support would allow us to have 3D that works for IE too, but it would still exclude IE 10 Metro : ( .

32
Gaming Discussion / Re: A Good Bus-System Tycoon?
« on: October 06, 2011, 12:18:51 pm »
In it's day, Transport Tycoon was amazing, but it's a bit dated these days.

It's bus management is excellent, but only ends up making a small amount of the game, because you just don't make enough money from them.

33
Computer Projects and Ideas / Re: My browser based game building platform
« on: October 06, 2011, 10:54:06 am »
A profit share would be a great idea for helping developers get involved with using PMC, and it's something we are already considering.

34
Computer Projects and Ideas / Re: My browser based game building platform
« on: October 03, 2011, 10:42:34 am »
If we ever added ads, they definitely won't be popups. I don't like them either (and I don't believe anyone does).

Thanks for all the positive feedback!

35
Computer Projects and Ideas / Re: My browser based game building platform
« on: October 03, 2011, 12:03:44 am »
I noticed that issue with large files in Code Mirror too. Thanks for the tip!
Np. There is also a list of editors on Wikipedia. Bespin/Project Skywriter is mentioned, but I'd skip it, as it's been merged into Ace.

36
Computer Projects and Ideas / Re: My browser based game building platform
« on: October 02, 2011, 11:24:06 pm »
That is awesome. Where'd you get that awesome in-browser code editor? For a long time I've wanted to make a complete online IDE for Z80 assembly, and one of the things at the top of the to-do list was a code-highlighting editor in JavaScript.
In my opinion, the best browser editor available is Ace, and we use a customized version of that.

We originally used Code Mirror, which is another very complete editor, and it's used on Google Code (but it's not by Google). However we switched because we had issues with it getting very slow after a couple of thousand lines (which I've found on other sites that use Code Mirror), and the Ace editor is really damn easy to work with; I had most of the editor moved over in just an afternoon.

37
Computer Projects and Ideas / Re: My browser based game building platform
« on: October 02, 2011, 10:48:56 pm »
O.O O.O O.O O.O O.O
 O.O O.O O.O O.O O.O
 O.O O.O O.O O.O O.O

My eyes just popped out of my head, like this:  O.O

You, sir, are a genius. Seriously, this is very cool. Ah, the possibilities...

* buttsfredkin wonders if he's going to have to pay any money for this...or is it all payed for by ads?
Thanks for the praise!

We haven't actually decided on a way to monetize it yet, as we are still finishing the core platform. But we do want to keep it as free and open as possible, to help encourage developers to use it and build games.

38
Computer Projects and Ideas / My browser based game building platform
« on: October 02, 2011, 10:17:00 pm »
This is something I've been building for about a year now, and it's really starting to come together. It's called Play My Code, and it allows you to create, and write games directly within the browser, with all of the tools and hosting provided for free.

The main focus for the site was to streamline the process of building a browser game. Today if you want to make a game using HTML5 and JavaScript, then first you have to find tools to use to write it, documentation to get you going, and write lots of boilerplate to setup the page. Next you need to find a way to get it online, and available for others to play. Finally it's very easy to write code which only works in one browser, requiring lots of testing. The site aims to streamline all of that, making the whole process of building a game in the browser as simple as possible. We also work around, or fix, many cross platform bugs, with the aim that our games will run in any HTML5 compliant browser (which is a lot more work then you think).

We have our own IDE, where you can write games and upload assets (so far images and sounds). We also use our own language, Quby, which is heavily influenced by Ruby. When it runs this is compiled to JavaScript, and again uses the HTML5 canvas for graphics. We have a 'sandbox' that you play in without signing up here, so you can get a look at the IDE, but you can also sign up to create and save projects online.

There are a bunch of games written so far, including a breakout clone, a rhythm action game, and lots more. You can also view the code and edit any of the published games (read only), allowing you to learn from examples, again without having to sign up.

But we still have a long way to go for making this more mature, so I'd be open to any feedback people can give!

39
Web Programming and Design / Re: Change data attribute of object in html
« on: September 25, 2011, 01:40:39 pm »
This works fine for me in Firefox:
Code: [Select]
<!DOCTYPE html>
<html>
    <body>
        <object id="text" width="600" height="450" type="text/html" border="0" style="overflow: hidden;"></object>
    </body>
   
    <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.6.2/jquery.min.js"></script>
    <script>
        $(document).ready(function() {
            $('#text').attr('data', 'http://www.google.co.uk');
        });
    </script>
</html>
But if you want it when the page is ready, why do it with JavaScript? Why not just set the data attribute when the page is built client side? or better yet, just inline the HTML client side, and send it in one. That will make the page load much quicker.

40
Gaming Discussion / Re: favorite game reviewer
« on: September 24, 2011, 02:51:51 am »
Zero punctuation by far :P
Seconded, but it can be a little hit and miss.

41
Gaming Discussion / Re: best snes games
« on: September 21, 2011, 03:45:16 am »
Terranigma. It is easily one of my all time favorite RPGs, with an awesome story, great gameplay, and huge amounts of depth. I believe it only came out in Europe and Japan, and not the US, and so it's often missed out in topics like these.

Also Super Metroid, which is simply awesome. It is not just one of the best SNES games, but one of the best games, ever. It helped to define the Metroidvania genre.

42
Computer Programming / Re: Java Panel/Frame has different sizes
« on: September 20, 2011, 07:11:12 pm »
Remove the setSize code from the MainFrame; so you don't set any size there. This is what is causing the issue, because the size includes the Window borders. The size of the frame is pretty much irrelevant, it's the size of the inner panel that matters (as this is where you are drawing to). The call to 'pack' ensures the size is as small as possible, whilst the size set on the inner pane prevents the MainFrame being too small (less then 850 by 600). You'll also need to move call to 'pack' into the 'run' method.

The code for MainFrame becomes:
Code: [Select]
import javax.swing.JFrame;

@SuppressWarnings("serial")
public class MainFrame extends JFrame {

  public MainFrame(String string) {
     setTitle(string);
    
     setResizable(false);
    
     setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
  }

  public void run() {
    this.pack();
    this.setVisible(true);
  }
}

This fixes it for me.

43
Computer Programming / Re: What am i doing wrong here?
« on: September 16, 2011, 08:04:48 pm »
Another issue: The second one says "cannot find symbol" on setBounds, add, and setVisible. All are within a method.
Your calling those methods on the 'tile' object, which is an ImageIcon, and doesn't have those methods. In the compiler error...
Code: [Select]
map.java:19: cannot find symbol
symbol  : method setVisible(boolean)
location: class javax.swing.ImageIcon
                                tile.setVisible(true);
... where it says 'location', that is what tells you that it is failing to find 'setVisible' in the 'javax.swing.ImageIcon' class. You also cannot add an ImageIcon directly to a JPanel.

A third thing, it's convention to start class names with a capital letter. Notice this is the case with 'JPanel' and 'ImageIcon', so I heavily advise you call your class 'Map' rather then 'map'.

44
Other / Re: Windows 8 pre-beta released
« on: September 16, 2011, 03:58:22 pm »
Quick question: is it impossible to close out of programs? I mean, you're just going back to the Start menu instead of actually closing the program, it's still running in the background, eating RAM...
Metro apps are closed on the fly, the moment you run out of resources. A bit like on iOS. As a result you don't need to worry if it's using up ram.

There isn't any advantage in having empty ram, as otherwise it would be in use. Windows 7 will even fill up your empty ram with applications you might want to use, based on previous usage. As a result you should find an application starts up faster, after you've been using it for a few days.

Although it does feel a little strange, having one set of applications you do need to shut, and another that you don't.

45
Other / Re: Windows 8 pre-beta released
« on: September 16, 2011, 05:11:22 am »
I've installed Windows 8 on a second partition on my PC. I love the Metro IE layout; I'd love to have a copy of FireFox or Chrome with the same UI. Even on a desktop I think it works great, and is one of the few fullscreen browsers I like.

Otherwise I'm not massively impressed. I think if I had it on a tablet then I'd love it, but on a desktop it feels really dumbed down. For example the new Start menu is practically useless. Although Metro works surprisingly well with a mouse and keyboard, it's much more work. Like you have to drag the login screen up to sign in. I'm also finding it _very_ unstable; lots of the Metro apps randomly freeze once I have opened more then 2 or 3, and it has blue screened literally about 15 times.

I have a dual screen setup with my main monitor flipped to be vertical. As a result boot loaders and the BIOS are normally shown rotated by 90 degrees on the smaller monitor. But in the new boot loader that comes with Windows 8 it syncs with Windows to get your monitor layout, and so displays it correctly on my bigger, secondary monitor. It's a really nice touch.

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