simplest 2d api for newbie?

I’m going to make 2d games (bomberman/tetris/… well 2d stuff)
and i’m looking for a 2d api which is simple to use (don’t talk about open gl ;D ) but have decent performance (i don’t want to create those "look how java is slow and ugly :-X " applets).
Same question for sound.
Working directly in AWT doesn’t sounds like a good idea.
I found GAGE which seems to be relatively easy and has sound support.

So… what would you recommand to me?

try mine, http://www.mycgiserver.com/~goldenstudios ;D
and tell me what you think :stuck_out_tongue:

I think i’ll start with basic stuff–> awt before everything else.
Off topic but :
In my quest to ‘find some any piece of code which could help me’ i found what i was looking for (with api): map editor \o/
planetation’s map editor:
http://www.scottshaver2000.com/template/template.php?page=mapeditor
(and also mappy:
http://www.alienfactory.co.uk/javamappy/)

All those nice things available only waiting for me to discover them :>

Thanks to everybody who help people in this forum/ code us amazing things, keep the good work!

Working directly in AWT doesn’t sounds like a good idea.

Why? Something like tetris or bomberman would run with more than 100 frames on 4 year old hardware.

The key to speed is using either volatile or managed images. Right now bitmask transparency is recommended (because full alpha needs a flag in order to be accelerated - however, 1.5 might change that).

Do a search for “balls.jar” (by Abuse) and check this one:
http://fivedots.coe.psu.ac.th/~ad/jg/

Oh and please don’t make an applet. Webstart is the way to go :slight_smile:

How does one develop for Webstart?

How does one develop for Webstart?

Basically you just create a doubleclickable jar file… and then you need to write a matching jnlp file (it’s plaintext - xml). If the server (were you store it) is set up correctly, you are done.

There is a webstat tutorial over at sun, but I found it much easier (at the beginning) to download a jnlp file from someone else and just edit it a bit (it’s selfexplanatory).

[quote]How does one develop for Webstart?
[/quote]
You don’t. It’s a 30 second process you only have to do once, and then it works for all future versions of your game without you changing anything.

Basically, it’s just like creating a webpage that has a download link to wherever your game is on the web. But the webpage is designed for Java’s “webstart” code to load, and contains extra info - like, where it can automatically download any libraries it needs, without having to bother the user.

If you look in the Wiki for Kev’s tutorial, or follow the link to it from the bottom of the “submit” page on www.grexengine.com/sections/externalgames/, you’ll find he’s even given you source code that you can just copy and paste, make a few tweaks, and you’re done.

No more work, everytime you upload a new version of your game, just use the same filename, and everything works a treat.

Oh, you do have to store your game as a JAR file (which is just a special ZIP), but you should do that anyway, and it only takes 1 minute to learn how to make JAR’s. And Kev even tells you how to at the start of his tutorial.

Nice 8)
Thank you.