New 2D java Game Editor

Hello:
Some months ago I was looking for an Open Source 2D Game Editor(with a user interface) for JAVA, and didn’t find one, in fact I was looking for one with an LGPL license. So that could protect the Game it’s self (closed source)but share some common code giving it to the Framework.

I have spent the last 6 months programming a Game Editor for JAVA.
, would really appreciate your opinions.

According to the slogan “Release Early, Release Often” the project is there so that you can tell if the project is useful, would really appreciate your opinions.

JXArcade is a 2D Game Editor for JAVA. It allows you to produce Arcade java games using a graphic Interface to define sprites , animated sprites, paths and scene.
It also provides a consistent framework for game
development

The Joystick Input Engine and the Sound Engine was not implemented intentionally to give
space to every game programmer that feels can contribute to this framework. (Any contribution that makes the framework better will be accepted)
Remember that the license is LGPL, so you can extend the framework and use it even
commercially with out the need to open your source.

http://sourceforge.net/projects/jxarcade

Looked at the code and found interesting code in obtainImage method. You draw image several times on top of itself to force it to be managed. Is it mandatory in JDK1.4.2.x and JDK1.5.x virtual machines before images are accelerated?

    
ImageManagement.java
public Image obtainImage(String spriteImageFilename) throws
            Exception {

        Object o = tablaCacheImagenes.get(spriteImageFilename);
        if (o != null) {
            Image theImage = (Image) o;
            return theImage;
        }

        BufferedImage theBufferedImage = this.obtainBufferedImage(
                spriteImageFilename);

        Image img = theBufferedImage.getScaledInstance(theBufferedImage.
                getWidth(), theBufferedImage.getHeight(), Image.SCALE_DEFAULT);
        GraphicsEnvironment ge =
                GraphicsEnvironment.getLocalGraphicsEnvironment();
        Image imNada = ge.getDefaultScreenDevice().getDefaultConfiguration().
                       createCompatibleImage(10, 10);
        //the next lines are there because the JVM make an image
       // to be "managed image" if it is used several times

        imNada.getGraphics().drawImage(img, 0, 0, null);
        imNada.getGraphics().drawImage(img, 0, 0, null);
        imNada.getGraphics().drawImage(img, 0, 0, null);
        imNada.getGraphics().drawImage(img, 0, 0, null);

        tablaCacheImagenes.put(spriteImageFilename, img);
        return img;
    }

There is a flag for that:

System.setProperty(“sun.java2d.accthreshold”, “0”);

[quote=“whome,post:2,topic:25404”]
No. Managed images are an implementation detail. There is no requirement that they be supported.

One suggestion:
I would recommend using a native AWT FileDialog chooser instead of pure-Swing FileDialog. We Windozers just cant stand Swing FileDialog due to a lack of many features.

[quote=“whome,post:5,topic:25404”]
Have you voted for the relevant bugs? I’m hoping these issues get fixed in Mustang.