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shadowstep00

Member Since 20 May 2012
Offline Last Active Jun 08 2015 12:47 PM

Posts I've Made

In Topic: Problem Deserializing BufferedImage

08 June 2015 - 12:49 PM

Sorry for replying now. I'm just posting this in case someone might have the same problem with me in the future.

I found an easy solution by serializing the images using ImageIcon (it implements serialization unlike Image or BufferedImage) and then when loaded (deserialized), converting them to BufferedImage to use them as I like.

 

Here is the method that converts ImageIcon to BufferedImage. 

	private BufferedImage ConvertIconToBufferedImage(ImageIcon icon){
		BufferedImage bi = new BufferedImage(
			    icon.getIconWidth(),
			    icon.getIconHeight(),
			    BufferedImage.TYPE_INT_RGB);
			Graphics g = bi.createGraphics();
			// paint the Icon to the BufferedImage.
			icon.paintIcon(null, g, 0,0);
			g.dispose();
			return bi;
	}

Thank you guys for the replies. smile.png


In Topic: Serialize Object to specific directory

07 June 2015 - 04:32 PM

Well that was really dumb of me. I was using \ instead of /, That's why I wasn't able to save the serialized file elsewhere. 

FileOutputStream was legit all the way. ^^

 

My bad, sorry guys. tongue.png


In Topic: Serialize Object to specific directory

07 June 2015 - 11:11 AM

puzzleToExport = p;
String filename = pname + ".ser";
try{
    FileOutputStream fos = new FileOutputStream(filename);
    ObjectOutputStream oos = new ObjectOutputStream(fos);
    oos.writeObject(puzzleToExport);
    oos.close();
    System.out.println("puzzles serialised");
}
catch (Exception e){
    e.printStackTrace();
}

Should I set the directory on FileOutputStream fos = new FileOutputStream(filename); ??


In Topic: Problem Deserializing BufferedImage

05 June 2015 - 05:20 AM

I want to avoid the postprocessing. Cause I wanted all the data to be saved in a single ser file.

So I have to implement my own serialization. I'll try to search the web for solutions. 

If you have any suggestrions feel free to post. :P

 


In Topic: Google Play or Steam Greenlight?

25 February 2015 - 10:39 AM

 

 

However, it is also a mistake to ignore commonalities. You can develop software where 80%, 90%, 95%, maybe even more, is shared in common between platforms.  Of course there are some differences, changes between UI is one difference. But there is also much that says the same.

 

Thats something I have thought of about the game. I could do both versions, but it will have significant changes on UI,Design ect. So the game will propably be around 60% the same. Also there are no problems-changes regarding the programming aspect cause I develop on Game Maker Studio which supports multiplatform.

 

The thing is that I have to first decide which platform to use first. And IF the game has success THEN I will develop an "identical" game for the other platform.
Also I am sure that the game will be free if release for Android and paid if released for PC.

 

 

 

 

People do play puzzle games on pc, it's all about marketing to the right casual environment. Make your game usable without needing administrative privileges to install, don't go all out on system requirements,  e.g. Make it playable by people on their lunch breaks at work. You can still do incredible things with DirectX without needing the user to have the latest and greatest graphics card and lots of ram.

 

I agree with you even though I plan to make the game more "hardcore" than "casual" if its going to get released on PC. The game is going to be 2D so no need for high end PCs tongue.png.

 

 

Where I need the most advice is on which one to choose from the two and what are the pros and cons of each. Going for PC-Greenlight (no free of course) or Android-GooglePlay (free to play with ads). Cause what I lack the most right now is experience and thats something you cant really learn from books ect. :)


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