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PostPosted: Wed Dec 15, 2010 10:29 am 
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That's some nice work.


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PostPosted: Wed Dec 15, 2010 12:02 pm 
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Kitipong test application updated for the latest libgdx:

http://dl.dropbox.com/u/1668516/android ... d-Test.apk

Kev


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PostPosted: Thu Dec 16, 2010 4:33 pm 
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works nicely on my G2


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PostPosted: Tue Jan 11, 2011 3:24 pm 
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Runs VERY smoothly on the samsung galaxy s. Though there's a problem with pausing and resuming the game, which I'm sure you're already awared of considering that's one of the thing you want to ask the libgdx developers.

I'm very interested in this! Can't wait til we can use Slick to create android games :)


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PostPosted: Thu Jan 13, 2011 4:57 pm 
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I am thrilled to have an opportunity to program an android with slick, enough that I'm trying to get the code working on my computer, I checked out a copy of the project, but have had a few problems, the most recent of which is this:


Exception in thread "LWJGL Application" java.lang.UnsatisfiedLinkError: C:\Users\Christopher Waugh\AppData\Local\Temp\lwjgl.dll: %1 is not a valid Win32 application

It traces to LWJGL's Display class and stops. I've looked around for solutions elsewhere, as it does not trace to any of the Slick_AE project's classes, but I came up empty handed. Anyone have any ideas?


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PostPosted: Fri Jan 14, 2011 7:31 pm 
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Will the two projects (Slick-AE and Slick) be combined in the future? Would love to see this!

Just some ideas mixed up...:
- One "slick starter" class that starts any Slick game (content only).
- The difference in Android, PC-Standalone, PC-Browser-Applet game will be defined by a context class/object/definition the "slick starter" requires to start.
- The "context" defines how everything is mapped (input, maybe different menu, visualization).
- You could serve some basic "contexts" for some platforms
- The programmer can override these "contexts" to define its own
- By this it would be easy to add future platforms (maybe iOS, NintendoDS, PSP, OpenPandora someday).
- In the platform starter application the programmer only has to choose the suitable "context". No further code is needed.
- The slick GameContainer could get a reference to the chosen "context". Thereby the game programmer can code dependent model/view code for the game.

Lufti

P.S. I want badly an Android phone.


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PostPosted: Mon Jan 17, 2011 11:55 am 
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The GameContainer is what defines the platform/context. The Slick-AE project only contains definitions for the extra integration pieces for Android. Slick is a dependency of it so it's just using all the Slick core code wrapped in a AndroidGameContainer.

Kev


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PostPosted: Mon Jan 17, 2011 1:53 pm 
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Ok, now I got it! ;)
Perfect solution.


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PostPosted: Thu Feb 10, 2011 5:23 pm 
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This looks great. I look forward to playing with it!


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PostPosted: Fri Feb 11, 2011 12:48 pm 
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Works perfectly on Samsung Galaxy S.

And... that's amazing! I'll look forward to it!

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PostPosted: Thu Feb 17, 2011 5:17 pm 
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I've made a port to Android of one of my games created with Slick and it worked like a charm!

Here's a picture of the game running on a Samsung Galaxy S with Froyo 2.2:

Image

There are some minor problems, like the multi-touch interface that doesn't work as expected (yet), the size of the sprites (which were created for 800x600 and cropped to 800x480) and crashes when playing music using org.newdawn.slick.Music. Despite these few observations, the game runs smoothly at 56 FPS.

The original game can be tested in http://games.intentor.com.br/fuga/ (it's in Portuguese, but it's very intuitive).

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PostPosted: Thu Feb 17, 2011 5:31 pm 
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very cool stuff, can't wait to try it.


Intentor wrote:
The original game can be tested in http://games.intentor.com.br/fuga/ (it's in Portuguese, but it's very intuitive).


Nice looking applet, however you need to increase the heap size a little as it runs out, put a

<PARAM name="java_arguments" value="-Xmx128m">

inside the applet tag.


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PostPosted: Thu Feb 17, 2011 7:25 pm 
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Absolutely fantastic, nice work!

I'm considering a looking at making a Slick-iOS which feels doable, though performance may be a bit rubbish. Seeing you do this just make me want to try even more. Thanks!

Kev


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PostPosted: Thu Feb 17, 2011 10:45 pm 
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kappa wrote:
very cool stuff, can't wait to try it.

Nice looking applet, however you need to increase the heap size a little as it runs out, put a

<PARAM name="java_arguments" value="-Xmx128m">

inside the applet tag.


Thanks for the advice! I've just implemented it there on the page!

kevglass wrote:
Absolutely fantastic, nice work!

I'm considering a looking at making a Slick-iOS which feels doable, though performance may be a bit rubbish. Seeing you do this just make me want to try even more. Thanks!

Kev


Thanks, Kev! Slick is an amazing library, I really enjoy using it when creating Java-based games.

And an Slick-iOS would be very very nice! But and Slick-Java-iOS would be much better (if possible without any jailbreaking...).

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PostPosted: Fri Feb 18, 2011 9:25 am 
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Hi!

I recently started a new game project using slick. As my target platform are mobiles, I tried to create my own "wrapper engine" on top of slick so that I could change to another engine relatively easily as soon as I would take the code to Android or iOS.

Now that there's Slick-AE it only took me something like 2-3 hours to get the game running on Android which is great.

Just wanted to say thx for that and that I'm really looking forward to "iSlick"! ;)

cheers,
felix


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