Installing Vlc Player 1.1.4 on Ubuntu 10.04

Here is how i installed latest vlc media player 1.1.4 on ubuntu 10.04 from new personal package archieve.

I ran these commands on terminal:

sudo add-apt-repository ppa:ferramroberto/vlc && sudo apt-get update

sudo apt-get install vlc mozilla-plugin-vlc

This is it. :)

Gracias.


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My new Mac Ubuntu :D

I have been using Ubuntu 10.o4 for last two weeks. I am loving it. I haven’t touched windows yet after installing Ubuntu 10.04 on dual boot system. Ubuntu has got everything for my requirements. Yesterday My Brother uploaded the picture of his new Ubuntu 10.04 look on facebook. He gave exact replica of mac os x look and feel to his ubuntu desktop. Everything from icons to buttons to folders to menus to login screen, everything had a mac os X feel and even desktop functions/features were that of mac os X. I loved it and i asked  him the steps/instructions to do it. Here is the image of My new Ubuntu Desktop Look:

Here are the steps to install Macbuntu:

You should be connected to an internet.

1) Open Terminal.
sudo wget https://downloads.sourceforge.net/project/macbuntu/macbuntu-10.04/v2.1/Macbuntu-10.04.tar.gz -O /tmp/Macbuntu-10.04.tar.gz

2) Then Type tar xzvf /tmp/Macbuntu-10.04.tar.gz -C /tmp

3) cd /tmp/Macbuntu-10.04/

4) ./install.sh

This is it. Now just follow the instructions and macbuntu will be installed. Then Reboot your machine. After restart your desktop will look like above picture.

To uninstall macbuntu:

Open Terminal:
1) Type cd ~/.macbuntu/10.04-2.1/
2) Type ./uninstall.sh

So enjoy.

Gracias.


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Installing Nvidia Driver on Ubuntu 10.04

I just upgraded to Ubuntu 10.04 Lucid Lynx. I liked 10.04 more than previous versions. Anyway here i’l guide how to install drivers manually for your nvidia card on Ubuntu 10.04. I have intel machine with Nvidia 9500 GT card.

While installing Nvidia Driver for my card i faced two primary problems:
1) I need To Stop/Kill X SERVER. (I didn’t know howto at the time)
2) I need to uninstall Nouveau because it stopped my installation (I didn’t know howto at   the time lol)
( Noveau is a new open-source driver with 3D acceleration for NVIDIA cards that ships with Ubuntu 10.04. )

So First Step of Installation: Download the Nvidia Driver for your card from Nvidia official site.

i had downloaded the driver into /home/padam/Downloads (here padam is my username on ubuntu).

Second, when i ran nvidia driver setup sh file after just killing X SERVER, then during the installation an error came saying Nouveau must be removed. So my installation was cancelled. I had to remove nouveau from my system. Here is the command to remove nouveau :
sudo apt-get –purge remove xserver-xorg-video-nouveau

Third, Now to install driver i had to stop/kill the X SERVER. so to kill it i opened the terminal, typed this command: sudo /etc/init.d/gdm stop
That did it. after executing that command on terminal window, i killed X and gets a command prompt/terminal type full screen :D .
Okie i also want to tell that i re-installed the driver, just to write down the steps for tutorial hehe :D . So during re-installation when i tried to killed X server by executing above command, i got the orange color screen with UBUNTU written at the center and few dots below that, and i waited for few minutes, nothing happened. So i just did this: CTRL + ALT + F1 yeah i pressed those keys and viola i got command prompt/terminal type full screen. so if u face this problem then u know how to deal with it.
But this command  sudo /etc/init.d/gdm stop is necessary/must/compulsory to kill X SERVER.

So here are the above steps that must be done to install nvidia drivers: remove nouveau first from system, then Kill the X SERVER.

After killing X SERVER, you get a command prompt/terminal type Full screen. So use a cd command and navigate to the location where nvidia driver setup file is present. In my case my location was /home/padam/Downloads

so i typed /home/padam/Downloads and pressed Enter.

Name of my nvidia driver setup  file was NVIDIA-Linux-x86-256.44.run. Now i ran a driver setup file using this command:
sudo sh NVIDIA-LINUX-x86-256.44.run -k $(uname -r)

And after that setup runs, then follow the instructions and your driver will be installed.

Note: i also ran the file using just this command: sudo sh NVIDIA-LINUX-x86-256.44.run This works and driver was installed but there was a default. When i applyed screen resolution of my screen to 1024 * 768 then it didn’t worked properly, there was wide black space at the left of my screen.

When installation get complete, you are returned to same command prompt/terminal type screen. Now execute this command to start X SERVER back:
sudo /etc/init.d/gdm start
This will start the X SERVER and you gets the old UBUNTU LOGIN SCREEN. You better restart the computer then, it would be better. So after restart, You are done. You can check the Nvidia settings by going at System -> Preferences -> NVIDIA X Server Settings.

So this is it. This is how i installed my nvidia driver for my Nvidia 9500 GT. I hope this also works for you.

Gracias.


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Going Back to Old Silent Hill Days…….

Silent Hill 3

I just finished playing Silent Hill 3 again. I remember, back those days when my friend got this game and we used to play it during late nights in a room keeping all lights off :D . This game gave us goosebumps during whole gameplay experience. Now again after years, this game still scares me (though not much compared to past) but still creepy. No wonder Silent Hill 3 is one of my best Horror-Games. I loved its Gameplay Elements, giving more emphasis on solving mind catching riddles and not involving too much direct combat with enemies. Horror elements are well balanced with creepy sound effects and music. Soundtracks are awesome, composition by Akira Yamaoka is very good. Story of the game is also very good and is well narrated in a game. Environments are well designed according to plot. Monsters are also well modeled and designed. One thing that i also liked is the way cameras used in the game. Whole Gameplay is played in various camera angle shots, which i liked it and it well balances off with spooky environment and good background score. At start i found game controls uneasy but later i got hang with it so no issues for me. Game has got good graphics, well not like todays graphics as this game was made back at 2003. Heh and i liked the protagonist of the game very much, Heather :D . So overall its one of the best Horror Games ever made.
Gracias.

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LOST

These days i am busy with lots of things. I am working on a Game for Mobile Phones. This project is based on J2ME. Currently i have given the game a name “LOST” according to story and theme. Here is the video of my project. Well the video is just a testing of gameplay mechanics, all graphics and images will be different in the original game. So just check out what i am working on.


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2D Rain Effect

Hola Everyone.
I am working on a level for 2d game where i needed to add a rain effects. I am using Slick 2D library for making my 2d game. Before i started working on making 2D rain effect , i discussed this topic on slick 2d forum for how to get started ? Here is the forum thread. You can check it out.
So i wrote a simple code to create a rain effect:
1) Make a Rain Drop, i wrote a class for Rain Drop that extends Polygon class. Yes i m creating rain drops with polygons.
2) Create number of drops at random coordinates and simulate it across the screen i.e make them fall. You can use wind factor also for providing bit more interesting.


So this is the way i started.

Here is the Rain Drop class:

import org.newdawn.slick.geom.Polygon;

public class RainDrop extends Polygon{
public RainDrop(int size){
super();

/** coordinates of vertices of polygon(rain drop) */
this.addPoint(0, 0);
this.addPoint(0, size);
}
}

This is the main class where we are using rain drops and simulating it to create a simple rain effect, nothing fancy.

import java.util.logging.Level;
import java.util.logging.Logger;
import org.newdawn.slick.AppGameContainer;
import org.newdawn.slick.BasicGame;
import org.newdawn.slick.Color;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.Image;
import org.newdawn.slick.SlickException;

public class Rainy extends BasicGame{

private RainDrop[] drops;
private Image background;

public Rainy(){
   super(“”);
}

public static void main(String[] args){
try {
AppGameContainer app = new AppGameContainer(new Rainy());
app.setDisplayMode(1024, 768, true);
app.setTargetFrameRate(100);
app.setShowFPS(false);
app.start();
} catch (SlickException ex) {
Logger.getLogger(Rainy.class.getName()).log(Level.SEVERE, null, ex);
}
}

@Override
public void init(GameContainer gc) throws SlickException {
background=new Image(“data/jungle.jpg”);

/** creating 700 rain drops and placing it on random location across the screen */
initializeRain(900);
}

@Override
public void update(GameContainer gc, int delta) throws SlickException {

for(int i=0;i<drops.length-1;i++){

        drops[i].setY(drops[i].getY()+4.0f);

        drops[i].setX(drops[i].getX()-1.0f);

      if(drops[i].getY()>768){

         drops[i].setX((float) ((Math.random() * 2000)+30));

         drops[i].setY((float) ((Math.random() * 5)));

}

}

}

public void render(GameContainer gc, Graphics g) throws SlickException {
g.drawImage(background, 0, 0);
g.setColor(new Color(188.0f,227.0f,229.0f,0.3f));
for(int i=0;i<drops.length-1;i++){
     g.draw(drops[i]);
}
}

/** creating rain drops */
void initializeRain(int num_of_drops){
drops=new RainDrop[num_of_drops];
for(int i=0;i<drops.length-1;i++){
    drops[i]=new RainDrop((int) (Math.random() * 10 + 4));
    drops[i].setX((float) ((Math.random() * 2000)+30));
    drops[i].setY((float) ((Math.random() * 750)));
}
}

}

So what i am doing :
1) initializeRain(int num_of_drops) takes an int parameter which denotes the number of rain drops. This function creates a number of rain drops(instance of raindrop class) and assigns the random x and y position to each rain drops.
2) Then we simply iterate the array of rain drops and translate them across the screen. When drops reaches the bottom of screen then we simply restore back to random initial starting postion. This keeps going on and gives the impression of rainy effect.

This is very simple 2d effect that i started with. You can write your own optimized version and can add more feature to give fancy impression like adding alpha values for each rain drop etc.

Gracias.


Posted in Slick 2D, Tutorials, developer, java, opengl | Tagged , , , | Leave a comment

Finding Nearest Sprite For 2D Collision

Hola EveryOne.

There are various methods/ways to detect a collision between two objects. Each having its own advantage and disadvantage and based on our requirement we implement one of the collsion detection algorithm.

Here i am not going to talk about collision algorithm. I am going to talk about determining the nearest object with which collision will take place. Suppose there are many objects across the screen and u have to detect the collision between your game character and those objects. And you run the algorithm to detect collision with each of every object in every frame. So it decreases the efficiency of your program. Its better to detremine the nearest object to your game character and detect collision with that determined nearest object.

Here i m using bounding rectangle concept for collision detection.

Code Example:

public static Sprite getNearestGroundSprite(ArrayList<Sprite> sprites,Sprite hero){
    Sprite sprite=null;
    float minDistance=9999;
    if(hero!=null)
    for(int i=0;i<sprites.size();i++){
/* ignore all those objects which are not visible across the screen */
        if(sprites.get(i).getSX()>screenWidth || (sprites.get(i).getSX()+sprites.get(i).getWidth()<0)){
            continue;
        }
        else
/* ignore all those objects which are located above the game character */
        if(hero.getSY()>sprites.get(i).getSY()){
            continue;
        }
        else
/* ignore all those objects that are located at the left side of game character */
        if(hero.getSX()>(sprites.get(i).getSX()+sprites.get(i).getWidth())){
            continue;
        }
        else
/* ignore all those objects that are located at right side of game character */
        if((hero.getSX()+hero.getWidth())<sprites.get(i).getSX()){
            continue;
        } 
/* calculate the distance between remaining objects and game character */
        float dist=sprites.get(i).getSY()-hero.getSY();
/* determine the nearest sprite from remaining sprites */
        if(dist<minDistance){
            minDistance=dist;
            sprite=sprites.get(i);
        }
    }
/* nearest object found or return null if not found */
    return sprite;
}

Sprite is just a class representing characters of game. getSX() and getSY() returns the x and y coordinate location of that sprite. getWidth() simply returns the width of the sprite image.

In above code i am ignoring all those sprites that are located at left, right and top of my game character because i need bottom sprite to check collision with i.e when character falls down. This way the number of sprites decreases for checking collisions. You can write function for finding nearest left and right sprites also. You need to call this function at right place and when needed.

This is very simple and basic way i started and it gets the job done. You can write your own optimized code. This is how i started. I have written my optimized code for finding nearest sprite but right now i won’t be posting it but i’l share it soon in near future.

Gracias.

Posted in Slick 2D, Tutorials, developer, java | Tagged , | 2 Comments

Loading image/Texture Mapping in LWJGL

box

Hola everyone.

I am currently working on my own two game projects: one project is of mobile phone game and other is 2.5 or side-scrolling 3d game, not much sure. So for second project i am making an small engine that will be used to make 2.5D game or side scrolling 3d game, Just simple and fun game. I have chosen LWJGL, which is a java binding for Opengl to make my game. So first thing i need to work on loading images.texture mapping in lwjgl. I found some pretty much useful tutorials and great help from lwjgl forums. But atlast i got something that i was looking for from the forum.

I came to know about slick-util which is free and open source lib to load images and play sounds. Its very easy to pick up and implement it. Its just worked flawlessly and smoothly for me. You can download the slick-util from here. PNG, GIF, JPG, TGA are supported and WAV, OGG, XM sounds are supported by slick-util.

So here i’l show u how easily i loaded images and mapped to a 3D BOX. First u have to setup lwjgl and slick-util with netbeans. Yeah i am using netbeans to write my program. You can see my post to setup lwjgl with netbeans. Now we will set up slick-util, its a continuation to the steps that we did to setup lwjgl.

Continued…

Step 1: We just have to configure the project properties so that project can find the lib to compile and run.

1

2

Ok that was it. Now slick-util lib has been set up.Now first i’l show u how to load image and bind it , full source will be at the end.

Texture texture;

Texture is an interface having description of texture which will be loaded.

texture = TextureLoader.getTexture(“PNG”, new FileInputStream(“Data/Crate.png”));

now we are loading the texture using TextureLoader utility class. Just smooth and simple.

texture.bind();

Now we are binding the texture.

So thats what u need to load the image and map them to objects. Download this image to use it in this program.

Crate

Full Code:

/*
 * To change this template, choose Tools | Templates
 * and open the template in the editor.
 */

package com.gaanza.engine.test2;

import java.io.FileInputStream;
import java.io.IOException;
import java.util.logging.Level;
import java.util.logging.Logger;
import org.lwjgl.LWJGLException;
import org.lwjgl.Sys;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.glu.GLU;
import org.newdawn.slick.opengl.Texture;
import org.newdawn.slick.opengl.TextureLoader;

/**
 *
 * @author Java Guy
 */

public class EngineTest {

    private static boolean gameRunning=true;
    private static int targetWidth = 800;
    private static int targetHeight = 600;

    private float xrot=0.1f;
    private float yrot=0.1f;
    private float zrot=0.1f;

    /** The texture that’s been loaded */
        private Texture texture;

    public static void main(String[] args){
        EngineTest app=new EngineTest();
        initDisplay(false);
        initGL();
        app.init();
        app.run();
    }

    private static void initDisplay(boolean fullscreen){

        DisplayMode chosenMode = null;

        try {
                DisplayMode[] modes = Display.getAvailableDisplayModes();

                for (int i=0;i<modes.length;i++) {
                    if ((modes[i].getWidth() == targetWidth) && (modes[i].getHeight() == targetHeight)) {
                        chosenMode = modes[i];
                        break;
                    }
                }
            } catch (LWJGLException e) {
        Sys.alert(“Error”, “Unable to determine display modes.”);
        System.exit(0);
    }

        // at this point if we have no mode there was no appropriate, let the user know
    // and give up
        if (chosenMode == null) {
            Sys.alert(“Error”, “Unable to find appropriate display mode.”);
            System.exit(0);
        }

        try {
            Display.setDisplayMode(chosenMode);
            Display.setFullscreen(fullscreen);
            Display.setTitle(“LWJGL window”);
            Display.create();
        }
        catch (LWJGLException e) {
            Sys.alert(“Error”,“Unable to create display.”);
            System.exit(0);
        }

}

    private static boolean initGL(){
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glLoadIdentity();

//        Calculate the aspect ratio of the window
        GLU.gluPerspective(45.0f,((float)targetWidth)/((float)targetHeight),0.1f,100.0f);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glLoadIdentity();

        GL11.glEnable(GL11.GL_TEXTURE_2D);                                    // Enable Texture Mapping ( NEW )
        GL11.glShadeModel(GL11.GL_SMOOTH);
        GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        GL11.glClearDepth(1.0f);
        GL11.glEnable(GL11.GL_DEPTH_TEST);
        GL11.glDepthFunc(GL11.GL_LEQUAL);
        GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
        return true;
    }

    private void init(){
        try {
            texture = TextureLoader.getTexture(“PNG”, new FileInputStream(“Data/grass.png”));
        } catch (IOException ex) {
            Logger.getLogger(EngineTest.class.getName()).log(Level.SEVERE, null, ex);
        }
    }

    private void run(){
        while(gameRunning){
            update();
            render();
            Display.update();

            // finally check if the user has requested that the display be
            // shutdown
            if (Display.isCloseRequested()) {
                    gameRunning = false;
                    Display.destroy();
                    System.exit(0);
                }
            }
    }

    private void update(){
        xrot+=0.1f;
        yrot+=0.1f;
        zrot+=0.1f;
    }

    private void render(){
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT|GL11.GL_DEPTH_BUFFER_BIT);
        GL11.glLoadIdentity();

        GL11.glTranslatef(0.0f,0.0f,-5.0f);                              // Move Into The Screen 5 Units
        GL11.glRotatef(xrot,1.0f,0.0f,0.0f);                        // Rotate On The X Axis
                GL11.glRotatef(yrot,0.0f,1.0f,0.0f);                        // Rotate On The Y Axis
                GL11.glRotatef(zrot,0.0f,0.0f,1.0f);                        // Rotate On The Z Axis

        texture.bind(); // or GL11.glBind(texture.getTextureID());

        GL11.glBegin(GL11.GL_QUADS);

                // Front Face
                GL11.glTexCoord2f(0.0f, 0.0f);
                GL11.glVertex3f(-1.0f, -1.0f,  1.0f);   // Bottom Left Of The Texture and Quad
                GL11.glTexCoord2f(1.0f, 0.0f);
                GL11.glVertex3f( 1.0f, -1.0f,  1.0f);   // Bottom Right Of The Texture and Quad
                GL11.glTexCoord2f(1.0f, 1.0f);
                GL11.glVertex3f( 1.0f,  1.0f,  1.0f);   // Top Right Of The Texture and Quad
                GL11.glTexCoord2f(0.0f, 1.0f);
                GL11.glVertex3f(-1.0f,  1.0f,  1.0f);   // Top Left Of The Texture and Quad

                // Back Face
                GL11.glTexCoord2f(1.0f, 0.0f);
                GL11.glVertex3f(-1.0f, -1.0f, -1.0f);   // Bottom Right Of The Texture and Quad
                GL11.glTexCoord2f(1.0f, 1.0f);
                GL11.glVertex3f(-1.0f,  1.0f, -1.0f);   // Top Right Of The Texture and Quad
                GL11.glTexCoord2f(0.0f, 1.0f);
                GL11.glVertex3f( 1.0f,  1.0f, -1.0f);   // Top Left Of The Texture and Quad
                GL11.glTexCoord2f(0.0f, 0.0f);
                GL11.glVertex3f( 1.0f, -1.0f, -1.0f);   // Bottom Left Of The Texture and Quad

                // Top Face
                GL11.glTexCoord2f(0.0f, 1.0f);
                GL11.glVertex3f(-1.0f,  1.0f, -1.0f);   // Top Left Of The Texture and Quad
                GL11.glTexCoord2f(0.0f, 0.0f);
                GL11.glVertex3f(-1.0f,  1.0f,  1.0f);   // Bottom Left Of The Texture and Quad
                GL11.glTexCoord2f(1.0f, 0.0f);
                GL11.glVertex3f( 1.0f,  1.0f,  1.0f);   // Bottom Right Of The Texture and Quad
                GL11.glTexCoord2f(1.0f, 1.0f);
                GL11.glVertex3f( 1.0f,  1.0f, -1.0f);   // Top Right Of The Texture and Quad

                // Bottom Face
                GL11.glTexCoord2f(1.0f, 1.0f);
                GL11.glVertex3f(-1.0f, -1.0f, -1.0f);   // Top Right Of The Texture and Quad
                GL11.glTexCoord2f(0.0f, 1.0f);
                GL11.glVertex3f( 1.0f, -1.0f, -1.0f);   // Top Left Of The Texture and Quad
                GL11.glTexCoord2f(0.0f, 0.0f);
                GL11.glVertex3f( 1.0f, -1.0f,  1.0f);   // Bottom Left Of The Texture and Quad
                GL11.glTexCoord2f(1.0f, 0.0f);
                GL11.glVertex3f(-1.0f, -1.0f,  1.0f);   // Bottom Right Of The Texture and Quad

                // Right face
                GL11.glTexCoord2f(1.0f, 0.0f);
                GL11.glVertex3f( 1.0f, -1.0f, -1.0f);   // Bottom Right Of The Texture and Quad
                GL11.glTexCoord2f(1.0f, 1.0f);
                GL11.glVertex3f( 1.0f,  1.0f, -1.0f);   // Top Right Of The Texture and Quad
                GL11.glTexCoord2f(0.0f, 1.0f);
                GL11.glVertex3f( 1.0f,  1.0f,  1.0f);   // Top Left Of The Texture and Quad
                GL11.glTexCoord2f(0.0f, 0.0f);
                GL11.glVertex3f( 1.0f, -1.0f,  1.0f);   // Bottom Left Of The Texture and Quad

                // Left Face
                GL11.glTexCoord2f(0.0f, 0.0f);
                GL11.glVertex3f(-1.0f, -1.0f, -1.0f);   // Bottom Left Of The Texture and Quad
                GL11.glTexCoord2f(1.0f, 0.0f);
                GL11.glVertex3f(-1.0f, -1.0f,  1.0f);   // Bottom Right Of The Texture and Quad
                GL11.glTexCoord2f(1.0f, 1.0f);
                GL11.glVertex3f(-1.0f,  1.0f,  1.0f);   // Top Right Of The Texture and Quad
                GL11.glTexCoord2f(0.0f, 1.0f);
                GL11.glVertex3f(-1.0f,  1.0f, -1.0f);   // Top Left Of The Texture and Quad
        GL11.glEnd();
    }
}

Gracias.

Posted in Tutorials, developer, java, opengl | Tagged , , , | Leave a comment

Diving into Mobile Gaming !!

Recently my friends suggested me to make games for mobile phones. I haven’t done any formal course for mobile programming so i did a some search on mobile game development on google and gone through some articles like The Clash of Mobile Platforms: J2ME, ExEn, Mophun and WGE

I have a Nokia N70ME handset and most of my friends have same kinda(specifications) handset. All of them are java enabled. I did a search on their specifications and found that almost all were midp 2.0 enabled. After doing some research on mobile gaming i chose J2ME for developing mobile games because majority of the phones of my target audience are java-enabled so i can reach to masses. Secondly, SUN provides you all the development tools for free. And thirdly i am more comfortable in java programming language so it would be easier for me to pick up things more fast and easily. So i am using netbeans IDE 6.7 with the mobility pack to write my app and its pretty productive and reliable. My next step was to find some good online tutorial to just get started, all basic things. I searched the google and found many useful stuff there:

http://developers.sun.com/mobility/midp/articles/gameapi/

http://developers.sun.com/mobility/midp/articles/game/

http://today.java.net/pub/a/today/2005/07/07/j2me3.html

http://www.devx.com/wireless/Article/27167/1954

So i got many stuffs to get started making midp 2.0 games. It didn’t take too much time to pick up things. I got the concepts easily and started implementing them. I just started with testing codes like drawing images, moving them, rotation etc. After testing all those codes i decided to make very simple 2d side scrolling game. Then i searched for some free sprites on google and got some stuffs on world war 2 theme. Then i asked my friend to make some background images for me and he made some pretty good backgrounds. So then i was off to fly and started making the game.

This is my current progress on game and i am pretty sure that soon i’ll complete the game and upload here for the download.

jungleMobile

This is my mobile game project that i am working. Soon i’l finish it. And important thing is that i am enjoying very much making game for mobile phones. I tested it on my Nokia N70 handset and it worked flawlessly. I am very excited regarding this project.

Gracias.

Posted in developer, games, java | Tagged , , | Leave a comment

Setting Up LWJGL with Netbeans

On Forums, people keeps asking about setting up lwjgl library with netbeans. So here i am going to show the steps to do that.

STEP 1: Go to Tools-> Libariries.Now create new library. Give it a name say “lwjgl21″.

step1

STEP 2: Now we have to configure the library. Click the classpath tab, then click add jars, and add all the jars shown below:

step2

STEP 3: If u want to add java doc than click the javadoc tab, and then add the javadoc folder. Then finally click oK and lwjgl21 library that we have just created is done.

STEP 4: Now create a empty java project.

step3

STEP 5: Now we have to set the properties so that our newly created project can find the lwjgl library and jar files. So Right-Click the project-> Properties. Now check the image carefully and configure accordingly. So first select libraries on the categories section and then click compile tab, and then add jar file for compilation step. This step is very important so check image properly below.

step4

STEP 6: Okie now click run tab, and add the library that we had just created. Check the image very properly.

step5

STEP 7: Now the final step. We have to provide the argument so that project cud find the necessary dll files. So first select the Run at caregories section then go to vm-options. Check the image properly and follow.

step6

Okie thats it. Now click ok. So you have just set up lwjgl with your netbeans ide. So now you can compile and run your lwjgl app. I am using netbeans ide 6.7.

Gracias

Posted in Tools, Tutorials, developer, java, opengl | Tagged , , | 1 Comment
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