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  • Double click executable file and nothing happens

    - by Ralf Tiede
    I'm trying to install a game for Linux called Myth 2. Autorun doesn't run when I insert the CD. When I double-click or right-click and the select "Open" on the Setup file, a box appears saying that it's an executable file, and what I want to do. I click on "Run", but nothing happens after that. I checked the permissions, and it allows it running the executable. How do I install this game? Please break down instructions as much as possible, I'm not used to using commands and Terminal. ;)

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  • Should extension scripts be run in a sandbox?

    - by Cubic
    In particular, this is about game extensions written in lua (luajit-2.0). I was contemplating whether I should restrict what these scripts can do, and arrived at the conclusion that I probably shouldn't: It's hard to get right. Sounds silly, but chances are my sandbox is gonna end up leaky anyways. The only benefit I could think of would be giving users some sense of security when running third party scripts. The disadvantages would be that it's just incredibly annoying for extension writers. That is, for now, myself (game content will be mostly scripted). The reason I'm asking this now before I actually have anything presentable is that adding a sandbox early on is easy, but would impose said annoying restrictions on myself too. However if I first go on with it and then later decide I do need a sandbox after all, I'm gonna run into problems (I'd either have to rewrite the scripts that are already there, or introduce some form of trust management system which seems to be more trouble than it's worth).

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  • Classic Video Game Characters Race Against Each Other Parts 1 & 2 [Videos]

    - by Asian Angel
    Have you ever wondered who might win if all of your favorite video game characters were pitted against each other in a race? Then sit back and enjoy not one, but two races to the finish with this awesome pair of videos! Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It How To Delete, Move, or Rename Locked Files in Windows

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  • BrainVita Game using JQuery

    Using JQuery features to implement BrainVita Game...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Steps to manage a large project [closed]

    - by l46kok
    Software development is an area where parallel development to its fullest form is very difficult to achieve, although you could get reasonably close with the right design. This is especially true for game development. That being said, if you are designing a game from scratch from engine to front end, what steps should be taken in order? How would you efficiently manage your project and your team? I'm asking because several people and I are interested in working on a relatively large project for learning purposes. Initially, we were going to use a proprietary engine like Unity, but since we wanted to learn how the engine works, we're going to start from bottom. I'd appreciate any suggestions that you guys can provide me.

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  • Object Oriented Design of a Small Java Game

    - by user2733436
    This is the problem i am dealing with. I have to make a simple game of NIM. I am learning java using a book so far i have only coded programs that deal with 2 classes. This program would have about 4 classes i guess including the main class. My problem is i am having a difficult time designing classes how they will interact with each other. I really want to think and use a object oriented approach. So the first thing i did was design the Pile CLASS as it seemed the easiest and made the most sense to me in terms of what methods go in it. Here is what i have got down for the Pile Class so far. package Nim; import java.util.Random; public class Pile { private int initialSize; public Pile(){ } Random rand = new Random(); public void setPile(){ initialSize = (rand.nextInt(100-10)+10); } public void reducePile(int x){ initialSize = initialSize - x; } public int getPile(){ return initialSize; } public boolean hasStick(){ if(initialSize>0){ return true; } else { return false; } } } Now i need help in designing the Player Class. By that i mean i am not asking for anyone to write code for me as that defeats the purpose of learning i was just wondering how would i design the player class and what would go on it. My guess is that the player class would contain method for choosing move for computer and also receiving the move human user makes. Lastly i am guessing in the Game class i am guessing the turns would be handeled. I am really lost right now so i was wondering if someone can help me think through this problem it would be great. Starting with the player class would be appreciated. I know there are some solutions for this problem online but i refuse to look at because i want to develop my own approach to such problems and i am confident if i can get through this problem i can solve other problems. I apologize if this question is a bit poor but in specific i need help in designing the Player class.

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  • What do I need to write a small game on Linux?

    - by Michas
    I want to make a simple game: 2d, single-player, without tons of animations and special effects. I am not interested in ready to use game engines, I want to learn to write some code in a quite universal language. I am using Linux (AMD64) and looking for something easy with nice library for games. I do not want to mix few languages, most of them are in fact fast enough themselves for my needs. Cross platform would be an advantage, however all I need is a good Linux support. I have been considering few solutions. Ruby + Language looks very nice. + I am going to learn Ruby. - I am afraid I can have problems with additional libraries. - This thread about game libraries for Ruby could be longer. SDL + C + It is used for games. + It is very easy to set up. + There is a lot of additional libraries. + It is cross-platform. - The solution is quite low level. - The language is sometimes quite hard to read. QT + C++ + It is very easy to set up. + The standard QT libraries supports everything I can possibly need. + It is cross-platform. + The documentation is good. - The compilation is slow. - The language looks horrible. - The size of standard QT libraries is too big to comprehend. Environment of web browser + I am going to learn something more about this environment. + It is somewhat used for games. + It is quite cross-platform. - It would be too much experimental. Java + It is used for games. + The standard Java libraries supports everything I can possibly need. + It is cross-platform. - It is quite hard to set up. - The size of standard Java libraries is too big to comprehend. - The source code in Java could look better. - I think I do not want to learn Java. Google Go + I am going to learn Google Go. - There is big problem with libraries. - The solution would be quite low level. Python + It looks some people do games in Python, according to this thread. + It looks there are probably more libraries than for Ruby. - The Ruby language looks better. - I think I do not want to learn Python. C++ + something else + It is used for games. + It would be probably cross-platform. + There is a lot of libraries. - I do not need C++ extensions over C. - Compilation could be slow, there are fast compilers for C, not for C++. Haskell + I am going to learn Haskell. - Many things about programming computer games looks too much imperative. - It looks I can have some problems with libraries. - Compilation (GHC) looks slow. There is probably something more to consider. Does anyone have experience in making small games for Linux in non mainstream solutions? Does anyone have an advice for me?

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  • How to represent a Board Panel in Java for a game ? [+code]

    - by FILIaS
    I wanna fix a 2D board for a game. I've already fixed other panels for the Gui and everything goes well. But the panel for the board cant be printed on the window. I'm a bit confused about it as i think i've followed the same ideas as for the others panels i need. Here's what i've done: EDIT:*EDIT* what i'm trying to do is fix a board panel for the game according to the dimensions of the it,hold every square in an array in order to use it after wherever it;s needed. I draw each little square of it with the method draw and put it back to the panel. So, each square on the board is a panel. This is the idea. But as u can see. There are troubles/errors on it. EDIT: code updated. just found a part of the problem. i thought first that i had set background to squared, but i didnt. with this one it appears on the panel a wide black "column". Unfortunately,still none squares. :( One More EDIT: Also,i realized that draw method is never called. when i put the draw method in the following method i can see the squares but they remain small. I redefine them with setSize but still no change. /** *Method used to construct the square in the area of the *gui's grid. In this stage a GUISquare array is being constructed, * used in the whole game as *a mean of changing a square graphical state. *@param squares is the squares array from whom the gui grid will be *constructed. *@see getSquare about the correspondance beetween a squareModel and * a GUISquare. */ private void initBoardPanel(SquareModel[][] squares){ BoardPanel.setLayout(new GridLayout(height ,width )); //set layout SquareRenderer[][] Squares; JPanel[][] grid; Squares=new GUISquare[height][width()]; grid=new JPanel[height()][width()]; for (int i=0; i<height(); i++){ for (int j=0; j<width() ; j++){ grid[i][j] = new JPanel( ); SquareRenderer kout=new SquareRenderer(i,j); koutaki.setSquare(myGame.getSquares()[i][j]); if (myGame.getSquares()[i][j] instanceof SimpleSquareModel){ kout.draw(i,j,"");} else { kout.draw(i,j); } kout.setVisible(true); kout.setBackground(Color.BLACK); kout.setSize(50,50); Squares[i][j]= kout; grid[i][j].setSize(50,50); grid[i][j].setVisible(true); grid[i][j].setBackground(Color.BLACK); BoardPanel.add(kout); BoardPanel.setVisible(true); BoardPanel.setBackground(Color.WHITE); } } this.add(BoardPanel,BorderLayout.WEST); // this.pack(); //sets appropriate size for frame this.setVisible(true); //makes frame visible } IMPLEMENTED BY SQUARERENDERER: /** * Transformer for Snake/Ladder * <br>This method is used to display a square on the screen. */ public void draw(int i,int j) { JPanel panel = new JPanel(); panel.setLayout(new BorderLayout()); JLabel label1 = new JLabel("Move To"+myGame.getSquares()[i][j].getGoTo()); JLabel label2 = new JLabel(""+myGame.getSquares()[i][j].getSquare()); JSeparator CellSeparator = new JSeparator(orientation); panel.add(CellSeparator); panel.setForeground(Color.ORANGE); panel.add(label2, BorderLayout.NORTH); panel.add(label1, BorderLayout.CENTER); }

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  • My game plays itself?

    - by sc8ing
    I've been making a canvas game in HTML5 and am new to a lot of it. I would like to use solely javascript to create my elements too (it is easier to embed into other sites this way and I feel it is cleaner). I had my game reloading in order to play again, but I want to be able to keep track of the score and multiple other variables without having to put each into the URL (which I have been doing) to make it seem like the game is still going. I'm also going to add "power ups" and other things that need to be "remembered" by the script. Anyways, here's my question. When one player kills another, the game will play itself for a while and make my computer very slow until I reload the page. Why is it doing this? I cleared the interval for the main function (which loops the game and keeps everything running) and this used to make everything stop moving - it no longer does. What's wrong here? This is my game: http://dl.dropbox.com/u/11168436/game/game.html Controls: Move the skier with arrow keys and shoot with M (you shoot in the direction you were last moving in). The snowboarder is moved with ESDF and shoots with Q. Thanks for your time.

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  • How do I load tmx files with Slick2d?

    - by mbreen
    I just started using Slick2D and learned how simple it is to load in a tilemap and display it. I tried atleast a dozen different tmx files from numerous examples to see if it was the actual file that was corrupted. Everytime I get this error: Exception in thread "main" java.lang.RuntimeException: Resource not found: data/maps/desert.tmx at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69) at org.newdawn.slick.tiled.TiledMap.<init>(TiledMap.java:101) at game.Game.init(Game.java:17) at game.Tunneler.initStatesList(Tunneler.java:37) at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:164) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at game.Tunneler.main(Tunneler.java:29) Here is my Game class: package game; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import org.newdawn.slick.tiled.TiledMap; public class Game extends BasicGameState{ private int stateID = -1; private TiledMap map = null; public Game(int stateID){ this.stateID = stateID; } public void init(GameContainer container, StateBasedGame game) throws SlickException{ map = new TiledMap("data/maps/desert.tmx","maps");//ERROR } public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException{ //map.render(0,0); } public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException{ } public int getID(){return stateID;} } I've tried to see if anyone else has had similar problems but haven't turned up anything. I am able to load other files, so I don't believe it's a compiler issue. My menu class can load images and display them just fine. Also, the filepath is correct. Please let me know if you have any pointers that might help me sort this out.

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  • Is F# a good language for card game AI?

    - by Anthony Brien
    I'm writing a Mahjong Game in C# (the Chinese traditional game, not the solitaire kind). While writing the code for the bot player's AI, I'm wondering if a functional language like F# would be a more suitable language than what I currently use which is C# with a lot of Linq. I don't know much about F# which is why I ask here. To illustrate what I try to solve, here's a quick summary of Mahjong: Mahjong plays a bit like Gin Rummy. You have 13 tiles in your hand, and each turn, you draw a tile and discard another one, trying to improve your hand towards a winning Mahjong hand, which consists or 4 sets and a pair. Sets can be a 3 of a kind (pungs), 4 of a kind (kongs) or a sequence of 3 consecutive tiles (chows). You can also steal another player's discard, if it can complete one of your sets. The code I had to write to detect if the bot can declare 3 consecutive tiles set (chow) is pretty tedious. I have to find all the unique tiles in the hand, and then start checking if there's a sequence of 3 tiles that contain that one in the hand. Detecting if the bot can go Mahjong is even more complicated since it's a combination of detecting if there's 4 sets and a pair in his hand. And that's just a standard Mahjong hand. There's also numerous "special" hands that break those rules but are still a Mahjong hand. For example, "13 unique wonders" consists of 13 specific tiles, "Jade Empire" consists of only tiles colored green, etc. In a perfect world, I'd love to be able to just state the 'rules' of Mahjong, and have the language be able to match a set of 13 tiles against those rules to retrieve which rules it fulfills, for example, checking if it's a Mahjong hand or if it includes a 4 of a kind. Is this something F#'s pattern matching feature can help solve?

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  • Suggestions for opening the Rails toolbox to design a challenge game?

    - by keruilin
    How would you suggest designing a challenge system as part of a food-eating game so that it's automated as possible? All RoR tools, design patterns and logic are at your disposal (e.g., admin consoles, crontab, arch, etc.). Prize goes to whoever can suggest the simplest and most-automated design! Here are the requirements: User has many challenges. Badge has many challenges. (A unique badge is awarded for each challenge won.) Only one challenge can run at a time. Each challenge has a limited number of days that it runs. For example, one challenge can run 3 days, while another runs 7 days. Challenges can be seasonal. For example, "Eat 13 Pumpkins" only runs during the Fall. New challenges are added to the game on an ongoing basis. For example, a new challenge every week. Each challenge has a certain probability of being selected to run. For example, "Eat 10 Pies" challenge has 10% chance of being selected to run. As each new challenge is added to the database, I want the probabilities of running to change dynamically. I want to avoid the scenario where I'm manually updating a database field just to change the probability from 10% to 5%, for example. Challenges act like Easter eggs. Challenge icons pop-up at different places on the webpage. User is awarded a badge for successfully completing a challenge, but only when it's active. There is some wait time between each challenge. Between 1 and 7 days. Which wait time is random, but the probability of the wait time being short is high and the probability of it being a long wait time is low.

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  • Any Programming Languages Recommendations? A Space shooter game that allows two people to play at the same time?

    - by Bombcode
    Hey Everyone, Do you remember a arcade game, that allow two people to versus or play each other? A Galaga/Gradius type game. Me and a couple of other people I know wanna make a game like this. We want to get some other opinions on what programming languages to use.(C or C++ isn't an option .). We plan to use an engine to help us build. It's gonna be a multiplayer game, so we would be handling the networking with this language as well. We are thinking about C#, Java, or Actionscript 3. Any Advice on this? And if anyone knows the arcade game I am referring to please post up :)! Edit Let me add something here, this game will be plain on computers and laptops only. We mainly wanna what's good for handling the networking and Dual screen play.

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  • How to use Ninject with XNA?

    - by Rosarch
    I'm having difficulty integrating Ninject with XNA. static class Program { /** * The main entry point for the application. */ static void Main(string[] args) { IKernel kernel = new StandardKernel(NinjectModuleManager.GetModules()); CachedContentLoader content = kernel.Get<CachedContentLoader>(); // stack overflow here MasterEngine game = kernel.Get<MasterEngine>(); game.Run(); } } // constructor for the game public MasterEngine(IKernel kernel) : base(kernel) { this.inputReader = kernel.Get<IInputReader>(); graphicsDeviceManager = kernel.Get<GraphicsDeviceManager>(); Components.Add(kernel.Get<GamerServicesComponent>()); // Tell the loader to look for all files relative to the "Content" directory. Assets = kernel.Get<CachedContentLoader>(); //Sets dimensions of the game window graphicsDeviceManager.PreferredBackBufferWidth = 800; graphicsDeviceManager.PreferredBackBufferHeight = 600; graphicsDeviceManager.ApplyChanges(); IsMouseVisible = false; } Ninject.cs: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Ninject.Modules; using HWAlphaRelease.Controller; using Microsoft.Xna.Framework; using Nuclex.DependencyInjection.Demo.Scaffolding; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace HWAlphaRelease { public static class NinjectModuleManager { public static NinjectModule[] GetModules() { return new NinjectModule[1] { new GameModule() }; } /// <summary>Dependency injection rules for the main game instance</summary> public class GameModule : NinjectModule { #region class ServiceProviderAdapter /// <summary>Delegates to the game's built-in service provider</summary> /// <remarks> /// <para> /// When a class' constructor requires an IServiceProvider, the dependency /// injector cannot just construct a new one and wouldn't know that it has /// to create an instance of the Game class (or take it from the existing /// Game instance). /// </para> /// <para> /// The solution, then, is this small adapter that takes a Game instance /// and acts as if it was a freely constructable IServiceProvider implementation /// while in reality, it delegates all lookups to the Game's service container. /// </para> /// </remarks> private class ServiceProviderAdapter : IServiceProvider { /// <summary>Initializes a new service provider adapter for the game</summary> /// <param name="game">Game the service provider will be taken from</param> public ServiceProviderAdapter(Game game) { this.gameServices = game.Services; } /// <summary>Retrieves a service from the game service container</summary> /// <param name="serviceType">Type of the service that will be retrieved</param> /// <returns>The service that has been requested</returns> public object GetService(Type serviceType) { return this.gameServices; } /// <summary>Game services container of the Game instance</summary> private GameServiceContainer gameServices; } #endregion // class ServiceProviderAdapter #region class ContentManagerAdapter /// <summary>Delegates to the game's built-in ContentManager</summary> /// <remarks> /// This provides shared access to the game's ContentManager. A dependency /// injected class only needs to require the ISharedContentService in its /// constructor and the dependency injector will automatically resolve it /// to this adapter, which delegates to the Game's built-in content manager. /// </remarks> private class ContentManagerAdapter : ISharedContentService { /// <summary>Initializes a new shared content manager adapter</summary> /// <param name="game">Game the content manager will be taken from</param> public ContentManagerAdapter(Game game) { this.contentManager = game.Content; } /// <summary>Loads or accesses shared game content</summary> /// <typeparam name="AssetType">Type of the asset to be loaded or accessed</typeparam> /// <param name="assetName">Path and name of the requested asset</param> /// <returns>The requested asset from the the shared game content store</returns> public AssetType Load<AssetType>(string assetName) { return this.contentManager.Load<AssetType>(assetName); } /// <summary>The content manager this instance delegates to</summary> private ContentManager contentManager; } #endregion // class ContentManagerAdapter /// <summary>Initializes the dependency configuration</summary> public override void Load() { // Allows access to the game class for any components with a dependency // on the 'Game' or 'DependencyInjectionGame' classes. Bind<MasterEngine>().ToSelf().InSingletonScope(); Bind<NinjectGame>().To<MasterEngine>().InSingletonScope(); Bind<Game>().To<MasterEngine>().InSingletonScope(); // Let the dependency injector construct a graphics device manager for // all components depending on the IGraphicsDeviceService and // IGraphicsDeviceManager interfaces Bind<GraphicsDeviceManager>().ToSelf().InSingletonScope(); Bind<IGraphicsDeviceService>().To<GraphicsDeviceManager>().InSingletonScope(); Bind<IGraphicsDeviceManager>().To<GraphicsDeviceManager>().InSingletonScope(); // Some clever adapters that hand out the Game's IServiceProvider and allow // access to its built-in ContentManager Bind<IServiceProvider>().To<ServiceProviderAdapter>().InSingletonScope(); Bind<ISharedContentService>().To<ContentManagerAdapter>().InSingletonScope(); Bind<IInputReader>().To<UserInputReader>().InSingletonScope().WithConstructorArgument("keyMapping", Constants.DEFAULT_KEY_MAPPING); Bind<CachedContentLoader>().ToSelf().InSingletonScope().WithConstructorArgument("rootDir", "Content"); } } } } NinjectGame.cs /// <summary>Base class for Games making use of Ninject</summary> public class NinjectGame : Game { /// <summary>Initializes a new Ninject game instance</summary> /// <param name="kernel">Kernel the game has been created by</param> public NinjectGame(IKernel kernel) { Type ownType = this.GetType(); if(ownType != typeof(Game)) { kernel.Bind<NinjectGame>().To<MasterEngine>().InSingletonScope(); } kernel.Bind<Game>().To<NinjectGame>().InSingletonScope(); } } } // namespace Nuclex.DependencyInjection.Demo.Scaffolding When I try to get the CachedContentLoader, I get a stack overflow exception. I'm basing this off of this tutorial, but I really have no idea what I'm doing. Help?

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  • How to represent a Board Panel in Java for a game ?

    - by FILIaS
    I wanna fix a 2D board for a game. I've already fixed other panels for the Gui and everything goes well. But the panel for the board cant be printed on the window. I'm a bit confused about it as i think i've followed the same ideas as for the others panels i need. Here's what i've done: EDIT:*EDIT* what i'm trying to do is fix a board panel for the game according to the dimensions of the it,hold every square in an array in order to use it after wherever it;s needed. I draw each little square of it with the method draw and put it back to the panel. So, each square on the board is a panel. This is the idea. But as u can see. There are troubles/errors on it. EDIT: code updated. just found a part of the problem. i thought first that i had set background to squared, but i didnt. with this one it appears on the panel a wide black "column". Unfortunately,still none squares. :( One More EDIT: Also,i realized that draw method is never called. when i put the draw method in the following method i can see the squares but they remain small. I redefine them with setSize but still no change. How can I use paint method to edit the panels properly???? As it is now it can't. Even it can't return an object(eg panel) as it's polymorphic void! /** *Method used to construct the square in the area of the *gui's grid. In this stage a GUISquare array is being constructed, * used in the whole game as *a mean of changing a square graphical state. *@param squares is the squares array from whom the gui grid will be *constructed. *@see getSquare about the correspondance beetween a squareModel and * a GUISquare. */ private void initBoardPanel(SquareModel[][] squares){ BoardPanel.setLayout(new GridLayout(height ,width )); //set layout SquareRenderer[][] Squares; JPanel[][] grid; Squares=new GUISquare[height][width()]; grid=new JPanel[height()][width()]; for (int i=0; i<height(); i++){ for (int j=0; j<width() ; j++){ SquareRenderer kou=new SquareRenderer(i,j); kou.setSquare(myGame.getSquares()[i][j]); //NOTE: THE FOLLOWING DRAW METHOD CANT BE CALLED!!!? if (myGame.getSquares()[i][j] instanceof SimpleSq ){ kou .paintPanel(i,j,"");} else if (myGame.getSquares()[i][j] instanceof ActionSq ) { kou .paintPanel(i,j); } //JUST BECAUSE DRAW CANT BE CALLED I PUT ITS CODE HERE: //JUST TO CHECK: JPanel panel = new JPanel(); panel.setLayout(new BorderLayout()); JLabel label1 = new JLabel("Move To "+myGame.getSquares()[i][j].getGoTo()); JLabel label2 = new JLabel(""+myGame.getSquares()[i][j].getSquare()); panel.setBackground(Color.ORANGE); panel.add(label2, BorderLayout.NORTH); panel.add(label1, BorderLayout.CENTER); panel.setSize(250,250); ///////// <--until here ---paint method<--- kou.add(panel); kou.setVisible(true); kou.setBackground(Color.BLACK); Squares[i][j]= kou; BoardPanel.add(kou); BoardPanel.setVisible(true); BoardPanel.setBackground(Color.WHITE); } } this.add(BoardPanel,BorderLayout.WEST); // this.pack(); //sets appropriate size for frame this.setVisible(true); //makes frame visible } IMPLEMENTED BY SQUARERENDERER: /** * Transformer for Snake/Ladder * <br>This method is used to display a square on the screen. */ public void paintPanel(int i,int j) { JPanel panel = new JPanel(); panel.setLayout(new BorderLayout()); JLabel label1 = new JLabel("Move To"+myGame.getSquares()[i][j].getGoTo()); JLabel label2 = new JLabel(""+myGame.getSquares()[i][j].getSquare()); JSeparator CellSeparator = new JSeparator(orientation); panel.add(CellSeparator); panel.setForeground(Color.ORANGE); panel.add(label2, BorderLayout.NORTH); panel.add(label1, BorderLayout.CENTER); }

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  • 8-bit game creator software

    - by dag729
    Hi, Anyone knows about some 8-bit game creator software that runs under GNU/Linux? I want to make some funny game in my spare time, but I prefer to have a tool (or a set of tools) that will help to keep it just a spare-time-project, thus not involving programming! :D Thanks in advance EDIT: For instance, some month ago I tried FPS Creator, being a frontend of DarkGame Studio. Well, FPS Creator is for a 3D FPS game: what I meant is a software similar to this one, but concening 8-bit'ish game.

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  • Windows sometimes minimizes game and shows the desktop?

    - by Gary
    For some reason, every once in a while when I'm playing a full-screen game in Windows 7, the game will minimize and focus will be given to the Desktop. I don't know what does this because no other problem appears to activate (nothing new in the taskbar or system tray appears). This occurs in a variety of games, from a variety of publishers, so it's definitely not the game that's having the problem. When this occurs, I can simply click on the game to go back to it, but it's obviously still quite annoying. Anyone know what's going on here? Is this a common occurrence with a simple fix? Thanks in advance!

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  • Dual Monitors Switching While Running Full-Screen Game?

    - by Phil Sandler
    I have a dual-monitor setup, and currently I can run a full screen game (Warcraft 3 and Starcraft 2 currently) and see still see anything I have open on my second monitor. I can't move my mouse from one monitor to the other, which is a good thing. However, I would like to know if it's possible to press some key combination and "release" my mouse control from the full screen game to my second monitor without the game minimizing (which is what happens when I ALT - Tab).

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  • Mario and Luigi’s Pick-up Game of Baseball – Choosing Teams [Video]

    - by Asian Angel
    Mario and Luigi are choosing players for a pick-up game of baseball and Chargin’ Chuck is ready to go. Will Mario or Luigi pick him for their teams early on or will poor Chuck be the last one chosen? Note: Contains slightly inappropriate language. Dorkly Bits: Chargin’ Chuck Gets Picked Last [via Geeks are Sexy] HTG Explains: What’s the Difference Between the Windows 7 HomeGroups and XP-style Networking?Internet Explorer 9 Released: Here’s What You Need To KnowHTG Explains: How Does Email Work?

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