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Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman)
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on: 2013-05-11 23:10:03
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Break your maps into "sections". If the player nears the end of a section, load the next section (from disk) in a background thread. It's probably a good idea to keep the previous section in memory until the player nears another section. If you need more detail, let me know.
Yep I've done that. The map begins from (0,0) and each coordinate point is a section of a map containing blocks. The section in which the character and all adjacent sections are active, others are serialized to disk. It is not yet threaded because I had some weird problems and need to clean the design before adding concurrency. I'll post later how it works. :b I have some performance issues with Android and I think I'm killing the gc with those section loads and saves. The game looks really cool! I like how you can create a block when jumping. What would be neat is if you could create the block, jump off it and after a second or two, it drops (maybe on an enemy below -- killing it).
Keep up the good work! That sounds fun, I'll need to try it out! All the physics are not perfect yet. Earlier I had also moving blocks "done" but I had to redo most of the game when I started using Libgdx and haven't done them again yet. Thanks a lot for the feedback!
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Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman)
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on: 2013-02-03 10:07:12
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I want the maps to be very big, so I've been implementing a way to activate and deactivate blocks based on the distance from the player. The base functionality is done and surprisingly also somewhat working, but I still need to do some performance tuning. At some point I was able to play 100x100 map without the modification, and 1000x1000 with the modification, so I think it's going to work just fine. Enjoyable programming.
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13
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Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman)
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on: 2012-12-11 11:23:28
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The graphics look very nice. What program do you use? (I use Paint.NET for pixel-art, and gimp for making backgrounds)  Teemu did mock-ups with Google Drawing. I usually use Paint.NET for everything I need to do (which isn't much or sophisticated). The drawing in the game is currently just filled rectangles - the intention is to change tile size depending on the screen size.
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Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman)
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on: 2012-12-10 14:45:54
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I've added a way to "attack" by pressing down when the character is jumping.
Looks like hardware acceleration is not an easy task achieve with plain Java. I want to make this game without any external libraries which makes it hard to get smooth drawing... I'll need to get back to this later.
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Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman)
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on: 2012-12-05 13:27:12
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I've been trying to port this to Android, but something is not working as I think it should. Without any heavyweight things I get around 17fps, and with everything (especially physics) on, the game freezes to < 1 fps. Apparently I'm doing something very, very wrong.
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Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman)
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on: 2012-12-01 18:31:00
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I made the highness of the jump depend on how long the player presses the up button. I don't know if it's better than before, but I like the idea of being able to control the jump better.
I should refactore the physics and collision detection part of the engine. Too many magic numbers, and the code isn't well structured.
Edit: Now you can also jump from the walls. Just lean to the wall (press to the side) and then jump. This can be done only once per jump (the character needs to be grounded in between).
I also noticed that when playing in browser, the game doesn't look as smooth as when using the Eclipse Applet viewer. Anyone got any thoughts on that?
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Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman)
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on: 2012-11-30 09:15:28
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Thanks, and wow!  Seems like you have put a lot more effort to your game. I'm trying to keep this small(ish), so I would actually finish the project at some point, and make it polished. I started this out as a "quick work sample" to my website, but it just keeps getting bigger (as they always do). Two main things I'm considering right now are multiplayer and procedural map generation. Especially multiplayer is something I've never done, so it could be a real problem... And that's probably the reason I should do it.
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Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman)
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on: 2012-11-29 18:12:12
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I made the game area a bit bigger, 600x300. I also fixed one bug on physics, but you may still go inside walls sometimes. The problem might be, that if the position of the object is corrected, I don't go through all the other objects to make sure it doesn't affect them. I need to start polishing the code and then figure it out.
I made a randomly created path so there would be a bigger area to test the game, and noticed, that at some point drawing starts to bug a bit. I think it might be when the x-position goes negative.
Edit: use + and - to change the size of the character.
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Games Center / WIP games, tools & toy projects / Re: 2D platformer (Boxman)
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on: 2012-11-29 09:23:37
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What are you supposed to do?  I've just recently started to make the game, so there isn't much to do yet. Right now you can just jump around and so. I haven't even made the map editor yet, although I also try to add some kind of procedural map creation to this. Edit: Right now I'm trying to make collisions work 100% accurately. Problems: a) Moving box on top of another moving box is not working all the time (sliding away) b) Leaning against an object on the left seems to put you 1 pixel inside that object. c) Some other problems I've not identified yet.
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Games Center / Showcase / Re: Bystanders - 2D shooting
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on: 2012-11-08 14:18:56
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I had to test this again with my own computer and it seems to be working fine. I can't figure out what could be the problem, but I'll keep that in mind, if we continue this. Somehow each time I test the game, I start thinking that maybe I should start implementing new enemies and weapons etc. It just requires a lot of refactoring.
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Games Center / Showcase / Re: Bystanders - 2D shooting
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on: 2012-11-06 09:03:17
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It's fairly neat and feels like a good amount of thought has gone into it. But wouldn't this be better in the WIP forum? Anyways, I downloaded it and gave it a shot. It starts fine but once I hit the 19seconds gameplay time, it slows down to a crawl. Something like 0.5 fps. I'm using Windows 7 with 8GB RAM. It's probly using the Intel graphics chipset and not nvidia, but that shouldn't really slow it down so much. PS: Nice to see you're using slick. I've just recently started working with it.  I wanted to put this here, because it is kind of a finished prototype. We are not currently coding this anymore, but we might return to the subject in the future, and it's good to know if this doesn't work on some machines and so on. That slowdown sounds strange, I should test the game more. I don't recall hearing about those problems before, but I made some changes before putting this here so maybe I broke something. Slick is a good and simple to use library for these kinds of projects. I'm sure you will not have any problems with it.  Thanks for the feedback!
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Games Center / Showcase / Re: Flygames - An Android game for cats!
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on: 2012-10-12 09:03:34
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uploading an app to Amazon is about as complicated as uploading an application to Google Play... However Amazon does do a bit of screening (You shouldn't have to worry, they look for invasive stuff)... they also take a little longer to go live, it took me like 4 days after I uploaded before my app was visible(its been almost a year since doing it, maybe they have improved?)....
Ok, thanks. I need to check it out.
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Games Center / Showcase / Bystanders - 2D shooting
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on: 2012-10-11 15:04:03
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I wanted to share our older project with you, hopefully this isn't seen as spamming. During 2011 we made a small 2d shooting game demo called Bystanders. It took about 6 months for us to release this demo.  Download: http://bystanders.louhigames.com/ (About 8 mb.) The objective is to defend the base that is located to the center of the screen. You can destroy and move the boxes and collect new ammo and health. Use wasd to move, left mouse to shoot, and right mouse to move boxes. Edit: I forgot to mention: This used to use webstart but is now just a normal jar file. We've tested the game only on Windows 7. Before it worked also on other platforms but now I can't guarantee it. Leave a comment if you have any problems. A game play video: http://www.youtube.com/v/l7vZmejtPZE?version=3&hl=en_US&start=Right now we have ceased the development as we concentrate on Android, but we have been thinking whether we should continue this to make a finalized small game of out the demo. We have used Slick and JBox2d in the game. Old posts about the development are in our blog: http://louhigames.blogspot.fi/search/label/BystandersAll feedback is again appreciated. 
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Games Center / Showcase / Re: Flygames - An Android game for cats!
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on: 2012-10-11 08:18:15
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Tried it on my motorola photon, got my cat interested, but he is very lazy, I think if it where on a bigger screen he might get more into it.... Any chance I could get a copy of the apk so I can put it on my kindle fire?
Sure, there you go: http://www.louhigames.com/flygames/Thank you for testing! Our cats are very playful and usually they "play" at least a bit when I put the game on, but of course they also lose their interest rather quickly when something else gets their attention. Has anyone put an Android app to Amazon store? Is it possible to do that easily? I didn't even remember that their Android devices don't use Google Play.
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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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