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Games Center / 4K Game Competition - 2013 / Re: Annotated Code
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on: 2013-03-22 21:45:50
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Unfortunately, some of the code (like my shooter this year, and many of my previous years' entries) uses custom tools to generate the source code (for embedding the encoded external data). This makes a real annotation more difficult in those situations.
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3
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Discussions / General Discussions / Re: Your thoughts on DRM.
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on: 2013-03-19 15:39:04
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My computer is constantly connected to the internet, I have no problem with always online DRM. Not to tarnish everyone with the same brush but the people IRL who have bitched about this wanted to pirate it, straight up
I have several reasons why I would want to never have a game that requires this always-on connectivity. Firstly, I commute by rail which claims to have wifi access, but it's slower than a 4kbps modem connection when it actually does work. There are other times when I am using my laptop outside the house where my wifi does not reach. In each of these scenarios, I may wish to spend a few moments on Popular Game (it's happened many times), and if it requires an internet connection, then I won't be able to play it. This makes me much less likely to want to buy the game in the first place. Secondly, any game that requires connection to a server makes me question my ability to play said game after that company has gone out of business, or if it decides that running its DRM servers isn't worth their while (like what EA did to its "older" sports titles). While not a show-stopper for me, it does make me reconsider whether I should buy it or not.
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5
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Games Center / 4K Game Competition - 2013 / Re: Easy shrink method
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on: 2013-02-15 22:58:26
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I updated the my Java4k tools to include a trivial HTTPD server that knows how to handle pack200 file requests.
Didn't you already have mine? If not it must have been someone else who was putting together a collection of resources from across the years. Nope, I missed that one. Although, over these years I've only kept a limited amount of the code posted up here. Most of it is either refinements of other code, or one-off snippets, but it would be interesting to see it all together in one place... Hm...
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6
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Games Center / 4K Game Competition - 2013 / Re: Easy shrink method
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on: 2013-02-14 19:55:18
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I updated the my Java4k tools to include a trivial HTTPD server that knows how to handle pack200 file requests. If you want to play along without downloading the whole package and getting it running, here's the simple guide: 1. Download the source from here: http://groboutils.hg.sourceforge.net/hgweb/groboutils/java4k/raw-file/28651c630d4f/tools/src/net/sf/groboutils/java4k/httpd/NanoHTTPD.java2. (optional) Remove the package line to make the simple guide easier. 3. Compile NanoHTTPD.java 4. Put a simple html file named "index.html" and your pack200 compressed applet (named *.jar.pack.gz) in an empty directory. For the html page, something simple like this works (replace the attributes in caps with the actual value; notice that the archive name ends in ".jar"): 1 2
| <html><body><applet ARCHIVE="x.jar" CODE="M.class" WIDTH="200" HEIGHT="400"> </applet></body></html> |
5. Run the NanoHTTPD class like: "java -cp . NanoHTTPD -p 8080 -d (directory of html and pack.gz file)" 6. Point your web browser to " http://localhost:8080/"
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7
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Games Center / 4K Game Competition - 2013 / Re: Easy shrink method
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on: 2013-02-14 03:15:27
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I tried it your way, but I get errors after the 3rd step with the jarg.jar.
I'll do some self-promoting here for this. I have collected the different techniques at shrinking my game jars down into a Mercurial project, which can be downloaded here: There's a readme file that will (hopefully) walk you through the setup steps.
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Games Center / 4K Game Competition - 2013 / Re: [WIP] Space Devastation
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on: 2013-02-11 19:23:38
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Well done animation and special effects.
As for gameplay, I found that the normal bullets sprayed at the ship don't have to be avoided, because they do too little damage to the ship - the only real threats are the bullets from the bosses and colliding with the enemy. The game would pose more of a challenge if the bullets did more damage.
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10
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Games Center / 4K Game Competition - 2013 / Re: On!
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on: 2013-01-29 21:08:40
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It´s a really nice looking game! Two things that bother me though: First of all I feel the ship is way to wide! In a shmup like this you´re usually supposed to be able to cruise through bullets and feel like a gaming genius. In this game you can´t really fly through a "bulletstorm". You´ll have to wait it out and that, for me, kills some gameplay... The other thing is what Best username already said: The momentum of the ship makes it to difficult to control, especially with the wide wings. If those two things were to be fixed, I can actually see myself playing this alot.  Great job! Thanks for the feedback. I've uploaded yet another version, this time with more unit variations and (hopefully) better controls. I had also felt the same thing about your ship's size, so the ship is now slim enough to slip between the wide enemy's bullets.
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Games Center / 4K Game Competition - 2013 / Re: [WIP] On!
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on: 2013-01-28 01:35:22
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I've finished the conversion to string data.
Some gameplay changes I've added since the last updated version: * no more lives. You've got one life, so handle it with care. * the purple gun heals your ship, and doesn't damage the enemies. * bosses look better and have better shooting patterns.
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14
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Games Center / 4K Game Competition - 2013 / Re: [WIP] On!
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on: 2013-01-15 17:26:47
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I'm thinking about changing the mechanics a bit - the lasso (purple beam) will heal you and maybe have a chance of destroying bullets, while only the blue laser hurts the enemies. Once I add in different bullet patterns, this may not be best, but I'm looking out for ways to make it different and interesting.
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Games Center / 4K Game Competition - 2013 / Re: [WIP] On!
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on: 2013-01-15 09:47:38
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I've reached my limit in file size for the large in-line static int[] version. While I'm taking the long road of (finally) migrating this to a String unpacked version, I've updated the game to include boss fights.
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17
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Games Center / 4K Game Competition - 2013 / Re: [WIP] On!
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on: 2013-01-10 18:21:39
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All great comments. This is just what I was looking for. I'll work on the controls feel first. My original concept was to make them very dependable, but needing a few tricks to get it to move exactly to where you want quickly (it makes sideways motion more dangerous - you can slide into some bullets that are off screen). However, considering these comments and that, as a Java 4k game the average play time will be less than 5 minutes, I'll make the controls easier. Screen sliding - it seems to slide more when you hit the edge of the screen than when you move L/R within the screen. Feels like a bug. The code even notes this as a bug - the "stickiness" of your ship on the side of the screen. Currently, the only way to see the motion is by noticing the background star field moving. I want to change this to show ship movement. The gun action might need some tweaking, but I'm going to leave that for once I have some preliminary ideas down for enemy motion and bosses. The general concept is to make the player decide which weapon is better for a situation - the purple wavy beam which allows for maneuvering while still hitting the targets, but does less damage, or the direct ion gun blue straight beam which does lots of damage but puts you in more danger. I currently don't have the code in place for scaling the objects on a per-instance basis (it's currently only in a per-template basis), but that should be easy to include, and will give some nice visual variations.
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21
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Discussions / Miscellaneous Topics / Re: Linux and Dev?
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on: 2012-12-07 15:56:07
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I've been using Gentoo Linux as my main box for several years now without any major problems in regard to keeping it in working order. I'm able to get the applets to work in browser (both with Chromium and Firefox). As others posted, Eclipse works without issues. Of course, having the POSIX tool chains available at the command-line helps my productivity, too.
I keep my Windows XP machine for games and ensuring that code I write is cross-platform compatible. There's a few minor things that can be different between the two on a Java app.
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Games Center / 4K Game Competition - 2013 / Re: [WIP] Rogue 4k
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on: 2012-11-15 18:23:08
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Hmm, I just got a white screen and an AOOBE  Bah. I thought I had eliminated that, but I just saw it, too. It's related to the generation of the map. I'll look into this. Thanks for the heads up.
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Games Center / 4K Game Competition - 2013 / Re: [WIP] Limbo-inspired graphics
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on: 2012-11-14 19:03:29
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The other way to do this is with javax.sound.midi, but I'm having trouble finding a way to figure out what instruments are supported on a given system. For example, on my system the default instrument seems to be a piano, which would be great to use, but I can't figure out if that's the default for everyone or not. (Imagine if the default for someone is drums or clarinet instead!) If I can get it figured out, I'll start a new thread with example code, and all our games will sound a lot better (well, better than procedural PCM.)
You need to be careful with the MIDI approach. If you look over the Java4k rules ( http://java4k.com/index.php?action=view&page=rulesjudg: No soundbanks may be used because they are not a default part of the "public" JRE. You will have to create your sounds at runtime rather than use MIDIs.
... which leaves us with generated sounds. Personally, I've had an issue with sound effects through the javax.sound.sampled is the delay between writing to the audio buffer and hearing it. I've seen some systems have up to about a half-second delay, which means it's really, really tough to synchronize the audio with the video.
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Games Center / 4K Game Competition - 2013 / Re: [WIP] Rogue 4k
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on: 2012-11-14 17:47:00
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I'm very interested in your game, but I would appreciate very much to play it on a bigger screen !
1. Is it possible to make the fonts/window a bit bigger? The small letters strained my eyes.
Due to popular demand, Rogue4k is now in HD!
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28
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Discussions / Miscellaneous Topics / Re: What's your favorite game.
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on: 2012-11-12 17:54:22
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Hands down, my all time favorite game is the Little Big Adventure series ("Relentless" and "Twinsen's Odyssey" in the states) - yes, it's two games (and always the lingering hint of a third), but I count them as one. Bonus points for those of you who see my attempt at a connection with it. In terms of hours put into a game, I'll list these as best as I can recall: - Ultima 7 (part 1 & 2)
- Team Fortress 2
- Warcraft 2
- Ultima III
- Ultima IV
- The classic Infocom text adventures (I'll just lump those together)
- Rastan
- SimCity 2000
- Thief
- Morrowind
I'd like to put Planescape: Torment on here, but I keep running into a crash part way into all the playthroughs I've done with it, in every imaginable configuration I can come up with on modern hardware.
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Games Center / 4K Game Competition - 2013 / Re: [WIP] Rogue 4k
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on: 2012-11-10 21:58:28
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I uploaded a new version. This includes: - fixes to the map generation (no more long strings of doors)
- text messages alternate colors, so you can more easily tell if a new message appears with the same text
- a few balance issues regarding monster strength and frequency of appearance
Optimization tip: I see you use a lot of switch case instructions.
Try out a chain of "if"s This saves somes bytes.
Most of the case statements take advantage of the fall-through feature to reduce code duplication, but there were some that I removed. It seems to have helped to reduce the code size. Thanks for the suggestion.
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Games Center / 4K Game Competition - 2013 / Re: Java4K 2013!
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on: 2012-11-09 04:13:31
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I don't have any experience with LWJGL, so I'm curious as to how much overhead it would add to an Applet versus using the straight Java2D libs. I'm thinking about the constant pool size additional requirements for the class names and method signatures. I know that's a subjective question, as LWJGL offers features not in the Java2D libs.
My question is really about whether users of LWJGL would have an "unfair advantage" over those who don't use it. That itself is also a subjective question, because just by using a library doesn't make a game fun.
All in all, though, I'm in favor of expanding the number of games as long as it doesn't have an impact on those who don't use the library, or on the work load for the judges.
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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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