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1  Games Center / WIP games, tools & toy projects / Re: Pink Point on: 2013-07-17 14:58:26
Shot 5 times then got sticky keys pop up, very odd controls. If I could change to wasd and mouse to shoot then Id play this!
Changing the shift key for something else is a good idea, I removed the shift popup long ago so I wasn't aware of this.

I somewhat like the current controls. I know it's clumsy and counter intuitive at first, but it feels retro/arcade-ish/smooth, in a good way.
The gameplay is designed around this, I don't want to make yet another twin stick shooter. At some point I had an aimbot, but it didn't felt right.
You can play with a gamepad or rebind your keys if you want to. The gamepad use the analog stick and 4 buttons to cast spells, rather than a combination of keys. You still can't shoot behind you.

I'm probably biased though. Tongue

On a side note, the game is almost finished right now. I have to make new maps and decals, redo the gore, the interface, and the highscore/stats system, and after that I'm done. There's always something more to do.

I still have to find an efficient feedback for the score multiplier/frag/gem/score mechanics because right now it's not really obvious. Same thing with the health/mana/regen stuff.
Does anyone have any ideas?
2  Games Center / WIP games, tools & toy projects / Re: Pink Point on: 2013-06-25 19:10:51
This game looks really good. Are you using any kind of library for this?
Thanks! No, just LWJGL and some stuff to load ogg/png etc. I made the engine.
3  Games Center / WIP games, tools & toy projects / Re: Pink Point on: 2013-06-24 14:44:43
Would it be possible with a desktop version too?

For some reason any java applets direct me to without any message or popup.

Thanks in advance!
Looks great-
here you go, updated the main and last post

The desktop version is the most recent. I changed the resolution and I have to change the website too.
4  Games Center / WIP games, tools & toy projects / Re: Pink Point on: 2013-06-24 12:36:22
Thanks for the unlock ! Smiley

I think my game is ready for other people. I have some things to finish, some sounds, new maps etc. But the gameplay is mostly done anyway.
I've updated the main post with screenshots and a new video.

You can play the game as an applet here:
You can also download an executable here: It's only an executable, the game will still update itself.
I'm sorry if the download is slow... The server is in my garage and I live in France. I'll have to change that some day.
The game download in your home directory. On windows it's "C:\Users\your-name\pinkpoint". You can configure the game directly, add another controller, retrieve screenshots (F12 while ingame) or see the ressources, maps, languages files, etc.

The gameplay is really simple:
You control a character with a weapon and 4 spells. There are 2 characters available right now.
There are mana spawner around the map, which spawn 1 mana ball every 5 seconds. When you walk over a mana ball, you gain mana. Mana is used to launch spell AND to slowly restore your health over time.

After 10 seconds, the "boss" (a guy in a blue suit), your main ennemy, spawn somewhere on the map. He can cast spells and summon minions to help him.
The aim is to gain as much score as possible. When you kill a monster, points are added to your score multiplier (max 100), and gems appears on the monster's corpse. When you walk over a gem and collect it, you add the same number than the score multiplier to your total score. After 5 and 10 minutes, your score is doubled.
Different monsters yield different multiplier points and gem count. Killing the boss yield 60 points to your multiplier, which is more than half the maximum value.

The most effective strategy is killing the boss first, then try to up your multiplier to 100, and then kill everyone to collect as much gem as possible. Jellyfish are the most gem-efficient, because they are really weak and give lot of gems.
It sounds hard, and it's supposed to be hard anyway. I'm aiming for hardcore players. But after a while i'm sure you'll get the hang of it. My highscore is around 400,000 Wink If it's not hard enough, type the konami code in the menu. This enable the hardcore mode (less health, more monsters, more potential score before the 5/10 minutes x2 bonus).

You can play with a friend on coop mode. It's exactly like solo, but with another player. You can gain mana and health by staying close to your friend.
And you can also try versus mode if you prefer PvP.
5  Games Center / WIP games, tools & toy projects / Re: Pink Point on: 2012-08-20 20:15:21
And also a new gameplay video
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
6  Games Center / WIP games, tools & toy projects / Re: Pink Point on: 2012-08-17 19:36:35

I'm working on the background...
I'm not sure about this stuff. The shapes are parallax layers and rotate similarly.
7  Game Development / Newbie & Debugging Questions / Re: ArrayList vs LinkedList on: 2012-08-12 23:58:03
Another tangent! Code quality doesn't mean diddly squat. Shipping games is what's important. The qualities I admire most in code is that it works and I can move on to the next thing to get the game out the door.
I agree with you. I try to write the simplest code possible without sacrificing speed.
But writing a new List implementation for an Updatable List require time, and I'm probably not going to get it perfectly at the first try. You may be able to do it on the fly, but that's not my case. That's extra work I could put on something with a higher priority.

I write simple code. Simple code is easy. Why should I want to make it more complex ? Dumb code = good code.
As long as dumb doesn't mean slow.
8  Game Development / Newbie & Debugging Questions / Re: ArrayList vs LinkedList on: 2012-08-11 23:40:50
Hm. First you say that the point is code quality, not speed, and you should only optimize bottlenecks, and then you start giving advice on using data structures that you haven't even worked with or benchmarked yet...
Because the point IS code quality, and because I haven't run on speed problems by now ?
If you really have to optimize speed, you should do your own test and check where the bottlenecks are. Because the data structure for your updatable list is probably not the cause: nobody gain 20 FPS by switching his LinkedList with two ArrayList.
But sure, it probably help if you want to run your game on a lower end PC.

As a matter of fact I did my own benchmark on this matter. Most of the time, the gain between using an ArrayList and a LinkedList is negligible. Even with a simple iteration (296 ArrayList / 315 LinkedList), which I just tested right now.
And by negligible I mean negligible on a modern PC, don't get me wrong.

What I haven't benchmarked yet is the potential speed gain of using a LinkedList to remove objects during the iteration.
I think the gain is so negligible I should'nt bother with it at all. Athough that's just a theory, as I said I should write a benchmark to be REALLY sure about it.
9  Game Development / Newbie & Debugging Questions / Re: ArrayList vs LinkedList on: 2012-08-11 22:48:47
Clean code should be the main priority. The first rule of optimisation is "don't optimise if you don't have to".
But if you can optimise on the fly (using a LinkedList for an "Updatable" List for instance) without writing more code, what's the point of not doing it ?

I used a LinkedList for my Updatable List because that's probably faster than a single ArrayList (I remove a lot of Updatable entities and the list can get pretty heavy at times).
Two ArrayList are probably faster than a single LinkedList. But my code run fairly fast for the moment, why would I should optimise it now ? Premature optimisation may cause bugs, and in this case lead to ugly/verbose code.
I don't think data structures are really that important. In this exemple, how many FPS do you think we could gain by using two ArrayList ? Do we REALLY need to write the code (potentially more bugs and more loc) with two ArrayList ?
Though I'm not sure about this, I should write a benchmark.

You have to figure out where the real speed bottlenecks are. If you are writing a particle engine, chance are you could double the FPS by sorting the Renderable List using Textures to avoid unnecessary bindings.

You could write your own ArrayList implementation with a faster O(1) remove method (switch with the last element and decrement the size). In my case I don't care about the order.
Also I heard somewhere that using a for loop with an int and the get method is A LOT faster than using the iterator of an ArrayList. I didn't tested it but it could help some people here.
10  Games Center / WIP games, tools & toy projects / Re: Pink Point on: 2012-08-11 03:16:05
Don't bother with animated PNGs... Just use a sprite sheet. Load time will be faster, it will require less GL texture binds (i.e. more performance), and it will allow you to batch your sprites in a single buffer (again more performance).
Yeah... That's definitely one of the thing I would have done differently if I knew about it sooner. Sad

The game looks so manly but why pink? Grin
My main source of inspiration is the film "From Beyond", released in 1986. You can watch the trailer here:
That's where the pink palette come from Tongue I wanted to recreate that weird "feel" from the movie.
11  Games Center / WIP games, tools & toy projects / Re: Pink Point on: 2012-08-11 00:05:24
Maybe make the numbers go transparent as they get bigger?
I don't want to make the numbers transparents (apart from the fade out) because translucent text doesn't seems like a good idea to me. I'll try it though !
Maybe some kind of "4*24" instead of four "+24"... I'll think about it.

Why are you using JavaPNG? Slick-Util already uses MatthiasM's PNGDecoder to decode PNG files Wink
To decode animated PNG ! Wink
Those will be used for animated sprites/decals, placed with the map editor (night moths around light, fireplace lighting, etc).

I'll try to make a short video to show visual effects I made lately. Mainly metaballs and refraction shader.
12  Games Center / WIP games, tools & toy projects / Re: Pink Point on: 2012-08-10 23:31:11
Thanks for the positive remarks !

...although it looked like the blackness might get intrusive. Of course, if it is an action game, planning wouldn't be a problem.
What do you mean "planning" ?
Also I'm probably going to change the black background for a proper background, with geometrical shapes and parallax scrolling.

I did think the floating numbers might obscure the action at critical points.
You make a good point here. It doesn't bother me ingame, but I'll try do do something.

Can you please give some details about the librairies you used ? ( or not used .. )
LWJGL (OpenGL/OpenAL, Util), Slick-Util, JInput, JOgg/JOrbis and JavaPNG
I'll upload a screenshot, thanks Tongue
13  Games Center / WIP games, tools & toy projects / Pink Point on: 2012-08-10 21:48:27

You can play the game as an applet here:
You can also download an executable here:

Some details on how to play and the game in general can be found here

Hi !
I'm French so my english may sound bad, sorry about that Grin

I'm currently making this game called Pink Point, since 1 year and a half.
It's a 2D scoring action game, playable in the browser (LWJGL applet).

The gameplay itself is pretty simple. It's a top down shooter, you have a weapon and you can cast spells. You kill monsters to increase the score multiplier. When monsters die, they drop a certain number of gems, which you have to take to gain score points. The game is playable with 1 player, or 2 players on splitscreen (coop or versus).
I'm trying to make this game as fluid and dynamic as possible.

I don't feel comfortable with releasing the game yet because I still have a lot of work to do. Clueless
Be sure you'll be the first informed about the beta though.
Here are gameplay videos:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

And some screenshots:

A lof of sounds are placeholder and are taken from various games.
Feel free to tell me what you think !
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