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  Sparx WIP  (Read 7298 times)
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Offline j_jerrik

JGO n00b
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Posts: 21



« Reply #30 on: 2008-05-30 03:37:09 »

Just updated the game, the engine is much more versatile now, will take some screenshots tommorrow.

Offline j_jerrik

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Posts: 21



« Reply #31 on: 2008-06-04 16:33:26 »

I am probably gonna add some kind of leveling, and some challenging stages (like in galaga), where i lock the aim at a given position, and the player, have to rotate about it to hit the enemy, because thats the way i usually play it(only using the aim a little, but circling around it with the spaceship, to direct the bullets at the enemy, and thats way more fun than standing still and using the aim!!!), but i found out most people just stands still and use the aim, and that is pretty boring.......... so i have to find a way tomake people play it the fun way...Matbe i could also add some bombs that freeze the aim, making the player move around more.

Online kevglass
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« Reply #32 on: 2008-06-04 19:31:29 »

Beautiful game. Particles are lovely, different enemies are nice and it all feels very polished. It seemed a little bit easy as it stands tho, I got bored before I died. Need to have to move more.

Loving it so far tho!

Kev

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Offline j_jerrik

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Posts: 21



« Reply #33 on: 2008-06-13 21:04:18 »

Beautiful game. Particles are lovely, different enemies are nice and it all feels very polished. It seemed a little bit easy as it stands tho, I got bored before I died. Need to have to move more.

Loving it so far tho!

Kev

Thanx Kev, actually started up game programming, reading your space-invaders tutorial to get an idea of game programming basics :-)

Added some multiply pick-ups to the game, when enemy sprite dies a token is left, take the token and 0.2 is added to your your multiplier.
Multiplier is used to calculate enemy point. Destroyed enemy score=score * multiplier.
This way the player is forced to move, and will hopefully make the game more enjoyable.

Its late now, got it working... but need to optimize it tommorow, some slowdowns, but plenty of room for optimization, just need to start looking for it :-)

 


Offline zammbi

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« Reply #34 on: 2008-06-13 23:25:58 »

Nice game, worked very well. Start was very easy but it got harder. I would love to see power ups and the such. One ship I thought was a power up Shocked but soon died trying that heh. Also maybe the multiplier should be smaller so its not mistake as a ship at the start.

No. And i hope it never will, because the D3D-pipeline absolutely kills BufferedImage-performance on some machines (http://forums.java.net/jive/thread.jspa?threadID=35484&tstart=0)

Is this still a problem? I was thinking to use jpct in my next project.

Current project - Rename and Sort
Offline atomhamster

JGO n00b
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Posts: 21



« Reply #35 on: 2008-06-14 14:18:03 »

nice game! loads and plays just fine here!
it took a while until i found out you can move and i never understood what the tokens are. maybe im not exploring enough, but i didnt even think of going through them.
it still could use more agression by the enemies, a lesser fire-rate or more durable enemies so i need to dodge something.

still: good work!
Offline j_jerrik

JGO n00b
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Posts: 21



« Reply #36 on: 2008-07-20 05:23:22 »

Finally got some time to work on the game again, hiscore is finally up now. Gonna add some music later today!

http://www.sparx.dk

Offline viwoj

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Posts: 30



« Reply #37 on: 2008-08-05 04:50:26 »

Great game

Offline Corvinex

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« Reply #38 on: 2008-08-05 20:29:48 »

Found an error. When you get a highscore holding or pressing shift causes it to make a square character.

Cool casual game.

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Offline Eli Delventhal
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« Reply #39 on: 2008-08-05 20:34:43 »

The frame rate gets choppy and WASD aren't working, even when I click for focus.

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Offline viwoj

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Posts: 30



« Reply #40 on: 2008-08-18 03:10:22 »

Nice work ....

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