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Rich76

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  1. I have a trademark (not registered) for my game, and another company came along recently and began using my trademark as their game. They are on all the social media websites, and when I went to facebook to have them remove the page, Facebook responded back with: "It isn't clear from the information you provided that such trademark rights as you may have would allow you to prevent the reported use." I'm not allowed to prevent someone from using my trademark (video game) from being used as another video game on Facebook?   (When I can afford, I will get a lawyer and register my trademark.)
  2. I was able to find this:     http://developer.mozilla.org/en-US/docs/Web/API/WebSockets_API/Writing_WebSocket_servers
  3. I want to calculate and display network latency on my game. Is there anything special about a ping request or a pong response, or is it the same as sending any data? I want the client to send pings to the server multiple times a second, and I want to make sure I'm doing it efficiently with little impact on the server (and the client). For example, do I just send the server a string "ping" and have the server respond back with a string "pong?"     Thank you
  4. Thanks guys. This site has always provided useful information. +1
  5. Found this post helpful:   http://www.gamedev.net/topic/641629-name-your-gamewhat-is-copyrighted-and-what-not/?hl=%2Bunregistered+%2Btrademark
  6. I purchased a domain that I want to use as my trademark (TM) for my game, however, I noticed someone is already using the name, unfortunately. I have a few questions:   1. Does an unregistered trademark give you complete authority over the name of your trademark. For example, can I use the same name as long as my logo is completely different?   2. If someone has a trademark on "Company Name," am I allowed to put a trademark on "CompanyName?"   3. How does an unregistered trademark expire? I've seen a ton of website with an unregistered trade with "Coming soon" on the page, and they sit there for 10 years. What's to stop someone from creating a million unregistered trademarks so that others can't have them?     If you can share the answers to any of these questions, I would really appreciate it. Thank you.
  7. [quote name='jbadams' timestamp='1342250705' post='4959018'] Good luck! Remember when you approach them that you are dealing with a business. You need not be overly stuffy and formal, but should be sure to conduct yourself in a polite, professional and businesslike manner. [/quote] Thanks for the advice. I'll do my best. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  8. [quote name='Orymus3' timestamp='1342228255' post='4958967'] Repeat step 1 [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] Hahaha. I have now found the company that has acquired the IP. Since they never used the IP and are not in the gaming business, I hope they give me permission.
  9. Erggg! I found out that some of the IP (not sure what) was purchased by another company, but that company went out of business in 2008..
  10. 2. Absolutely. I have no idea how to find that person or company. Looks like I'm going to have to do a lot of digging. Thank you very much
  11. I want to get permission to use graphics from an old 2D game. The company went bankrupt and out of business in 2001. Where do I go from here? Thank you
  12. Erggg, I set this as well: [source lang="java"] g.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_NEAREST_NEIGHBOR); g.setRenderingHint(RenderingHints.KEY_COLOR_RENDERING, RenderingHints.VALUE_COLOR_RENDER_SPEED); g.setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_SPEED); g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_OFF); g.setRenderingHint(RenderingHints.KEY_DITHERING, RenderingHints.VALUE_DITHER_DISABLE); g.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, RenderingHints.VALUE_FRACTIONALMETRICS_OFF); g.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_OFF);[/source] But still memory increases, though much worse when scrolling..
  13. Hmm, i set the following, but memory still increases sitting idle. [source lang="java"]g.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_NEAREST_NEIGHBOR);[/source]
  14. I read this regarding a C# application: [quote][color=#4D528C][font=verdana, geneva, lucida,][background=rgb(228, 230, 245)]The problem is that to do interpolation with scaling GDI+ needs to create a[/background][/font][/color] [color=#4D528C][font=verdana, geneva, lucida,]copy of the bitmap. This is why I recommend effectively turning these[/font][/color] [color=#4D528C][font=verdana, geneva, lucida,]features off with the settings above so that hopefully the code in the GDI+[/font][/color] [color=#4D528C][font=verdana, geneva, lucida,][background=rgb(228, 230, 245)]library bypasses these routines and calls a bitblt for you.[/background][/font][/color][/quote] [url="http://www.hightechtalks.com/dotnet-framework-drawing/graphics-drawimage-consuming-more-memory-182393.html"]http://www.hightechtalks.com/dotnet-framework-drawing/graphics-drawimage-consuming-more-memory-182393.html[/url] Now to figure out how this is done in Java..
  15. I am creating a simple isometric game. I am noticing Graphics.drawImage is increasing my memory use. Here is how I'm painting my graphics to a JPanel (which is within a JScrollPane): [source lang="java"]public class PanelCanvas extends JPanel{ @Override public void paintComponent(Graphics g) { super.paintComponent(g); paintScene(g); } private void paintScene(Graphics g){ // Only screen area with buffer is drawn g.drawImage(tile, plotX, plotY, FRAME_WIDTH, FRAME_HEIGHT, null); } }[/source] I was thinking that my JPanel was not being cleared before the next paint, however super.paintComponent(g) should be taking care of that. When I comment out g.drawImage my memory use is in an expected range and doesn't increase, but when I uncomment the line, memory increases. Scrolling around the JPanel makes the memory go up faster, however, when not scrolling, my memory still increases, just not as much. My game uses about 70,000K in memory, but with g.drawImage my usage can go up to 140,000K within a minute.. Any suggestions? Thank you