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Games Center / Featured Games / Re: Beyond Negotiation
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on: 2008-12-30 21:42:41
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Really nice game, thumbs up again to you Scarzzurs , your productivity amaze me!! Nice to see some other indy java game developers from Denmark. Keep up the good work!!
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5
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Games Center / Archived Projects / Re: Sparx 2 WIP
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on: 2008-12-30 21:18:34
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Ok, now its locked at 80 fps (= 79 on my own rig). But i feel like its a bit too slow now, but i have been playing it for ages, so my opinion is very biased. I would like too speed it up a little, especially the speed of the player so i will probably add some kind of 'speed power ups' to grab after a timed interval. I will probably make it level based too, with some arcadey score numbers(as sprites) approaching after a kill, and a multiplier pickup.
Furthermore i think i will make it level based(to feel that extra urge to reach a bit further), and make some stages where the aim is locked at a fixed position, to make the player move more(because thats the fun part), instead of just standing still and shooting.
Any other ideas are welcome, i have a lot of plans and inspiration right now, but time and inspiration is a relative beast, so hope i can catch it right while i can :-)
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6
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Games Center / Archived Projects / Re: Sparx 2
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on: 2008-12-30 09:20:01
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It takes freaking ages to start, and doesn't show anything to the user while doing so, so at first I thought it had crashed on start up. You should really put a splash screen or something there.
Im gonna add a splash screen. At home it only takes max 4-5 seconds to startup, but just tried it here at work on an old celeron 2.53 and it takes 5 minutes or so, i thought it had crashed too, but checked the console and saw it running..
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7
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Games Center / Archived Projects / Sparx 2 WIP
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on: 2008-12-29 23:26:22
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Until now its just a Sparx with way better performance and a new particle system. But more will come.There is no fps lock yet, and only 1ms sleep so on high end pcs it may run a little fast. After i have deployed it, and run it from the webpage, its suddenly 3Xfaster(==to fast on a q6600) than when i run it in netbeans???Anyone know why? Netbeans cant be that much overhead. http://www.sparx.dk[img=http://www.sparx.dk/images/3.png][/img]
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9
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Games Center / Archived Projects / Re: Sparx WIP
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on: 2008-06-14 03:04:18
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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 :-)
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10
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Games Center / Archived Projects / Re: Sparx WIP
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on: 2008-06-04 22:33:26
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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.
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12
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Games Center / Archived Projects / Re: Sparx WIP
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on: 2008-02-08 18:17:18
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Thread.sleep(x) will not reliably sleep x millis, maybe that is causing the trouble? For example, I've found that on some windows computers, calling sleep(1) actually sleeps for 20ms.
Some people just always do sleep(1) between frames and use variable time-step updates, others do Thread.yield() or Thread.sleep(0) in a loop until the current time is greater than whatever delay they want.
Hope that helps. Keith
Thanks alot keith, you just saved my day  That solved my timing problems, and the slowdowns. Jacob
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13
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Games Center / Archived Projects / Re: Sparx WIP
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on: 2008-02-04 22:39:23
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Calculate sleeptime for each frame again.
Put a frame counter on, but are getting some very unstable readings.
.....
public static final int FRAME_RATE = 80; public static int sleepTimeMs=1000/FRAME_RATE; private int frameTime=1000000000/FRAME_RATE;
...... public void paint(Graphics g){ long startTime = System.nanoTime(); Graphics2D g2d=(Graphics2D)g;
Color c=game.getBackgroundColor(); if(c!=null){ g2d.setColor(c); g2d.fillRect(0,0,getWidth(), getHeight()); g2d.setColor(Color.RED); g2d.drawRect(0,0,getWidth()-1,getHeight()-1); } game.paint(g); long estimatedTime = System.nanoTime() - startTime;
sleepTimeMs=(int)(frameTime-estimatedTime)/1000000; if (sleepTime<1){sleepTime=1;} }
.................
public void run() { while(true){ long startTime1 = System.nanoTime(); if(!gp.isPaused()){ gp.repaint(); } try{ sleep(sleepTime); } catch (Exception e){ e.printStackTrace(System.err); }
long estimatedTime1 = System.nanoTime() - startTime1; Sparxx.fps=(1000000000/estimatedTime1);
}
...................
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14
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Games Center / Archived Projects / Re: Sparx WIP
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on: 2008-02-04 22:03:52
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Suddenly runs at hundreds of frames per second, unplayable :/ What did you change? Cas  only 2ms sleeptime, Before i calculated the sleeptime each frame, so i could get a stable frame rate, was not sure if it worked, but will change it back right away..
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16
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Games Center / Archived Projects / Re: Sparx WIP
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on: 2008-01-27 14:02:55
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Wow, love the graphics!!! How did you do it, obviously using java2D? All of those little effects with the pixels flying about are great.
Its my own own little java2d engine, all graphics are done via java2d line/rect/oval drawing (no photoshop here), to keep the graphics simple, but stylish. All animations are prerendered then cached. The explosion are made with my own simple particle system(no physics, only velocity and speed), also prerendered and cached. Glad you like it
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17
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Games Center / Archived Projects / Re: Sparx WIP
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on: 2008-01-26 19:40:44
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game looks nice but runs way too slow here, probably due the size of the applet, would probably be equally as good at half that size.
Whats your machines specs?
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18
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Games Center / Archived Projects / Re: Sparx WIP
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on: 2008-01-26 19:34:25
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Same problem here: Pressing S doesn't do anything. And yes, the applet has focus.
Ups my fault(put a faulty version up late last night), should be ok now.
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19
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Games Center / Archived Projects / Re: Sparx WIP
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on: 2008-01-26 16:16:17
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Way to fast here...a game lasts 1-2 seconds before i'm dead without the slightest chance to survive (Athlon X2 4200+, GF 7600gt, Java 6u10 (early access version with D3D pipeline)).
Think im going to test it with Java 6u10 with the D3D/Opengl pipeline today, and try to make some sort of speed test, so speed of game adapts to computer used..... Do you know when Java 6u10 is officially released ??
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20
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Games Center / Archived Projects / Re: Sparx WIP
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on: 2008-01-25 22:55:26
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Looks great and plays great!  I did a global high score table on my game by getting my applet to send the data to a servlet like this: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
| URL url = new URL(cHOST_NAME); URLConnection urlConnection = url.openConnection(); if (urlConnection instanceof HttpURLConnection) { ((HttpURLConnection)urlConnection).setRequestMethod("POST"); } else { throw new Exception("this connection is NOT an HttpUrlConnection connection"); } urlConnection.setUseCaches(false); urlConnection.setDefaultUseCaches(false); urlConnection.setDoInput(true); urlConnection.setDoOutput(true); urlConnection.setRequestProperty("Content-Type", "application/octet-stream"); urlConnection.connect();
OutputStream os = urlConnection.getOutputStream(); os.write(bytes); os.flush(); os.close(); |
You probably don't need to make it an octet-stream if you're just sending Strings. Thanks  -Think im gonna make a quick filebased solution tonight, my server runs php so no servlets. quote author=g666 link=topic=18091.msg142010#msg142010 date=1201297408] nothing happens when i press S here  [/quote] Make sure that the applet is in focus, by pressing the mouse button while the pointer is on the applet.
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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