Path: chuka.playstation.co.uk!news From: sosman@terratron.com (Steven Osman) Newsgroups: scee.yaroze.freetalk.english Subject: Re: New Game: pingping Date: Wed, 05 Sep 2001 14:37:43 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 85 Message-ID: <3b983893.136894754@www.netyaroze-europe.com> References: <9mgdt1$66s1@www.netyaroze-europe.com> <01c13405$82c03540$LocalHost@pal-s-omnibook> <9mvj76$s3h4@www.netyaroze-europe.com> <9mvpgd$s3h9@www.netyaroze-europe.com> <3b95a3eb.75469749@www.netyaroze-europe.com> <9n0fhj$s3h15@www.netyaroze-europe.com> <3b942f4a.3445093@www.netyaroze-europe.com> <9n23t2$7dl4@www.netyaroze-europe.com> <3b95c768.42387730@www.netyaroze-europe.com> <9n2ro9$9t01@www.netyaroze-europe.com> NNTP-Posting-Host: dsl092-099-074.nyc2.dsl.speakeasy.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent 1.5/32.452 Hey, maybe when you're ready to show off your warez I can take a look and see if I figure anything out -- or if you're just imagining it! Steven On Tue, 4 Sep 2001 16:24:17 +0100, "John \( QuietBloke \)" wrote: >Aye.. Ive done that. Ive defined update to just call paint and paint write >everything to the >background image then does copies it to the display. But the sprites still >seem to occasionally flicker... >Each sprite holds 32 images for the animated sprite at various angles and >the flicker seems to occur >when I switch to display a different image . maybe Im just imagining >it. > >"Steven Osman" wrote in message >news:3b95c768.42387730@www.netyaroze-europe.com... >> Some flicker is caused by the fact that when update() is called >> instead of paint(), the screen is first painted with the background >> color, and then it is repainted. I alleviate that by having both >> update and paint call the same routine to draw the screen. If you've >> got double buffering going on, then both need only copy the active >> frame, which keeps things fairly simple. >> >> Steven >> >> On Tue, 4 Sep 2001 09:37:13 +0100, "John \( QuietBloke \)" >> wrote: >> >> >hmmm.. yeah.. I guess as long as you know you will be converting to >> >C++ it should be fairly painless. Of course in my case both my Java and >C++ >> >are very rusty so thats easier said than done. >> >Im still trying to remember how to do simple stuff like load a graphic up >> >in Java. . You wouldnt believe how long I spent trying to code something >> >that >> >would split a single image up into the individual sprites held within it. >> >I have actually managed to knock out some basic code for an applet which >> >is now on my WebSite which ( fingers crossed ) wont cause any problems. >> >I got the double bufering of the screen but if you watch it sometimes a >> >sprite >> >or two still seems to flicker. Any idea what it could be ? I seems to >settle >> >down >> >after a while but I cant think what can be causing it or how to stop it. >> > >> > >> >"Steven Osman" wrote in message >> >news:3b942f4a.3445093@www.netyaroze-europe.com... >> >> Actually, almost completely a rewrite, but not so bad. Lately, I've >> >> been trying to write more of my yaroze stuff in C++, so the more I use >> >> objects -- and the less I use pointers -- it should be a pretty easy >> >> adaptation. >> >> >> >> What does come pretty easily is some of the game logic. I've found >> >> that drawing and input is dependent on the platform, but actually >> >> processing the input, moving characters, checking for game over, and >> >> code like that is pretty straight-forward -- this is particularly the >> >> case when you're going from java to yaroze. >> >> >> >> Most people will tell you I'm crazy for my "religion" on Java versions >> >> -- so you may want to go and get other opinions. I've been using it >> >> more than most people (since version 0.9x) and I've had to deal with >> >> tonnes of compatability issues. Just think -- if you don't like >> >> downloading for three hours, how would visitors to your site like to >> >> be told that they have to install a 10-20 meg plugin just to use your >> >> web site... Some (probably many) will just move right along to >> >> another game. >> >> >> >> People argue that browsers change, features change, etc, but have no >> >> clue just how long it takes for a browser update to propagate. >> >> >> >> I like 1.1, it offers a lot. Unfortunately, even swing is not >> >> standard with 1.1, so depending on how much you want to minimize >> >> downloads, you may want to avoid using swing and just stick to awt. >> >> >> >> Sauce >> >> >> > >> > >> >