Jumping feels awkward, almost a bit too slow and too rigid looking.
Collision bounds are slightly too large, I can land on the little patch of air before the grass block.
I just had the vertical velocity on always (gravity) and reversed it when jumping, so it appeared like on the sides of a triangles, flat jumping. Should have tried Arc'd jumping this time. Regarding the collision bounds, yes, I simply used rectangles, while I could have used polygons. Even better I could have scaled the polygons down, forgot that. Will do that next time.
Game runs a little choppy on my machine.
That's just because I was refactoring my graphics engine and the progress was left in the middle of the process due to LD. I should have used a previous stable build of my engine, but used this since there were a lot of features I'd like to have (since I removed some things and replaced them with new implementations). These however ran fine on my system, but not on yours, will have to investigate that.
Maybe the reason was that I allocate a large bytebuffer that can hold 1024 * 1024 * 16 bytes in my batcher. I know that it is a lot, will be soon modifying the system to use instanced rendering instead of batching all the data every frame. Or even I can stop unmapping and mapping them again and again when the data doesn't change. Will look into that too, I learnt a lesson.
Just curious, why use OpenGL, this game could be written much more simply in java 2D
I just wanted to say that I'm more comfortable in my own engine than in Java2D. As you have stated, I don't think OpenGL is overkill, it's nothing wrong in using it to get hardware acceleration. Ever thought why Java2D based engines like GTGE and JGame had ports to JOGL/LWJGL while they are just 2D?
And more over, I wanted to try to create an engine that can do both 2D and 3D games, in a pretty similar way. I know the mechanisms differ a lot, but I'm more interested in building a tool that gives a high level way to create games easily. That is my primary inspiration that made me take computer science as my college course and learn programming in the first place.
SHC, you should lock the window size. I resized the window and the now the game is all messed up!
Yeah I agree with you. I just set the camera projection to the window width and height in the initialization of the camera, but I never resized the camera. I used to configure the camera to keep the aspect ratio, but this time, I had to keep to do it in the time, where I had only 10 hours in 48 hours to focus on my game (due to college, and cultural party we're having tomorrow, I'm doing a skit) with other things like eating, classes, etc., cutting the rest of the time. Will improve this once the judgement is over, and I'll remember this next time.
Thanks a lot for giving me my valuable feedback on my game. I'm pretty sure I'm improving myself in this area of making games (aside from programming tools).