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1  Games Center / Archived Projects / Re: Kumari - v0.3.5 - WebStart Updated on: 2005-12-05 00:58:11
hehe

Nah, don't think I'm winning her over on this game. Perhaps with more polish, the girls like the polish.

Anyway, I was trying it out further, to see if I could get to the second level (yes, I'm THAT bad) and I got a new and exciting error:

error.log
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Error log started - Kumari Kandum Version 0.3.1 (alpha) - November 27th, 2005
No OpenGL errors
java.lang.NullPointerException
   at com.vorax.gameobjs.powerups.PowerGem.setBall(PowerGem.java:168)
   at com.vorax.gameobjs.powerups.PowerGem.setRandomColor(PowerGem.java:118)
   at com.vorax.levels.GameLevel.renderPowerGems(GameLevel.java:1499)
   at com.vorax.levels.GameLevel.renderInterface(GameLevel.java:1370)
   at com.vorax.Renderer.renderWorld(Renderer.java:1228)
   at com.vorax.Renderer.display(Renderer.java:396)
   at com.vorax.VoraxEngine.update(VoraxEngine.java:1226)
   at com.vorax.VoraxEngine.doGameLoop(VoraxEngine.java:515)
   at com.vorax.VoraxEngine.engineLoop(VoraxEngine.java:1114)
   at Kumari.main(Kumari.java:27)


this was with the downloaded (not webstart) 0.3.1 Nov. 27th version mind you. I was firing off a ball at some other ball, and all was going pretty well. I think the game doesn't want to show me the second level.
2  Games Center / Archived Projects / Re: Kumari - v0.3.5 - WebStart Updated on: 2005-12-05 00:19:48
I have a CRT screen and I ran the game at 1027x768@60Hz. Ran Fraps to check the actual fps, and it was consistently at about 60.
3  Games Center / Archived Projects / Re: Kumari - v0.3.5 - WebStart Updated on: 2005-12-04 23:48:02
Jeff: Yeah, I know. Not trying to get into a cross-platform war, just find it kind of funny (in a cynical kind of way) that even for java (the cross-platform poster-child) such woes can come up. I DO still remember the good old days....

Anyway, what I'm really posting about is the impressions of my wife, the Zuma-empress had of the game.

She got it immediately, and she made happy-sounds while playing it at first. That didn't last, though. She started to complain that the game made her seasick pretty soon, and she couldn't get the balls to hit anything far away. She had to quit after a short while (about 50k points in), because she said she got queasy.

When asked what was wrong with it she said the viewpoint-movement was too much, too quick, and aiming was too hard. It lacked the aspect she liked about zuma, which is that the "shooter" stays put in the middle of the screen and the aim is moved. I didn't bring up with her that the shooter stays put in Kumari as well.

All in all she was not happy about the experience. When asked what would improve the game she said something had to be done about the movement. She felt she was being slammed around.

Sorry to give bad feedback, but I think any feedback is valuable.
4  Games Center / Archived Projects / Re: Kumari - v0.3.5 - WebStart Updated on: 2005-12-04 13:12:55
[irony]Don't you just love how cross-platform always just works?[/irony]
5  Games Center / Archived Projects / Re: Kumari - v0.3.5 - WebStart Updated on: 2005-12-03 21:38:50
Finally got hooked enuogh to try through all my lives. Nothing happens on Game Over. Am I not supposed to be kicked back to the menu or something on GameOver?
6  Games Center / Archived Projects / Re: Kumari Kandum - WebStart and Install versions available on: 2005-12-03 15:28:24
I am sorry that I haven't been able to get back to you on my woes with this game for a little while. I had to drive my son to the hospital and stay with him there, and that is kind of important to me. Anyway, I am happy to report that the problems are now gone.

I had to completely uninstall the 81.95 drivers, reinstall them (which had its own particular nasty surprises waiting for me) and behold (I will even go so far as to say "Lo!") the game works. Flawless!

Finally I can come with some input Smiley

My first impression is that I like the concept. I've never been fond of Zuma myself, but my wife loves it and spends countless hours in that particular, circular piece of maya-heaven She's still in the hospital with our son, but I'll get her to test it to get the impressions of a pro on your efforts later. I particularly like how you've translated the game to go over several levels (elevation) and that you've managed to keep the obscuring of the player's "backlog" by adding new stones even if it is 3d. However, I wonder, why are you only allowing the player to shoot at the stones from one angle? If you've gone to the trouble of doing it in 3d, why do you keep the game essentially 2d? I realise true 3d (attack from above and below as well) might be silly (or would it? New game proposal in the making there, I guess), but I'd like to be able to shoot from the west, east and north as well as south. Is this silly of me?

I know the music is considered a pluss, and I know I can turn it off, but I still think it's a bit bothersome. I like music in games, and try to keep it on to get into the atmosphere of it, but I think the one in this game would be better suited to a sci-fi game. But, this is just my opinion.

It can be hard to discern where the stone I shoot is going to go, and sometimes it feels (I'm not saying it is, just that it feels) haphazard. It seems to me the stone can go either way quite easily. Would it be possible to implement a slight cue to the player about where the stone will go? I am not talking aim-line here, but perhaps slightly enlarging the two stones the current shot will wedge in-between (so slight you'd hardly notice it if you didn't know, but enough to let the subconcious see the connection). A balancing issue, I know, and perhaps my being a poor player makes me want help I really shouldn't have. You decide.

I'd like to see the doors to the pyramid open up when the stones are approaching it, so as to let them in. That'd be nice Smiley

How about a few strategically placed jumps or bridges, that'd let the players jump over one line to the next one (making the front row unreachable just there) for added fun?

Do you really need load-screens for the menu? Gamers are prepared for load-screens when starting a game, but to go through a load-screen to get back to the menu from which you want to quit is a bit much. If it is at all possible you should remove it, or you should allow a direct-quit from the game. Players will rarely want to use half a minute or more to quit.

All in all though I think it's a great game! I am very much impressed with it! It plays great, and it's very smooth on my setup now that my driver is sorted.

Oh, and my son is doing much better now Smiley
7  Games Center / Archived Projects / Re: Kumari Kandum (was Pacifica) - Version 0.3.1 (Updated Nov 28th) on: 2005-12-01 21:05:51
Same kinds of troubles there, also not getting a valid PixelFormat.

Something must be wrong with my drivers. Anyone know what could cause such a fault, or how I could roll back to a good driver?

Anyway, stop hunting this bug down, it's not yours Smiley
8  Games Center / Archived Projects / Re: Kumari Kandum (was Pacifica) - Version 0.3.1 (Updated Nov 28th) on: 2005-12-01 20:27:07
Got a link to any other lwjgl programs I can try?

I tried a jogl app I made myself some time ago just to check that OpenGL wasn't causing troubles, and it worked fine.

Edit: Oh, yes, forgot to mention it: I updated to the very latest driver from nVidia (81.95). No change.
9  Games Center / Archived Projects / Re: Kumari Kandum (was Pacifica) - Version 0.3.1 (Updated Nov 28th) on: 2005-12-01 19:42:03
After deleting the config.ser file I get a crash with the same error message: "Fatal exception occured. Program will exit"

One note though, before I deleted the file launching cleared the screen (black screen, change of resolution) before crashing. Now it just launches the error without trying to clear the screen (unless it's faster than I can percieve).

Error.log now
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Error log started - Kumari Kandum Version 0.3.1 (alpha) - November 27th, 2005
Error reading configuration.  May not exist, using defaults
Could not find a valid pixel format
org.lwjgl.LWJGLException: Could not find a valid pixel format
   at org.lwjgl.opengl.Win32PeerInfo.nChoosePixelFormat(Native Method)
   at org.lwjgl.opengl.Win32PeerInfo.choosePixelFormat(Win32PeerInfo.java:52)
   at org.lwjgl.opengl.Win32DisplayPeerInfo.<init>(Win32DisplayPeerInfo.java:50)
   at org.lwjgl.opengl.Win32Display.createPeerInfo(Win32Display.java:71)
   at org.lwjgl.opengl.Display.create(Display.java:654)
   at org.lwjgl.opengl.Display.create(Display.java:630)
   at com.vorax.VoraxEngine.initialize(VoraxEngine.java:457)
   at com.vorax.VoraxEngine.engineLoop(VoraxEngine.java:1084)
   at Kumari.main(Kumari.java:27)
java.lang.NullPointerException
   at org.lwjgl.opengl.GL11.glGetString(GL11.java:1404)
   at com.vorax.Renderer.init(Renderer.java:278)
   at com.vorax.VoraxEngine.initialize(VoraxEngine.java:468)
   at com.vorax.VoraxEngine.engineLoop(VoraxEngine.java:1084)
   at Kumari.main(Kumari.java:27)
10  Games Center / Archived Projects / Re: Kumari Kandum (was Pacifica) - Version 0.3.1 (Updated Nov 28th) on: 2005-12-01 11:19:59
Installs ok, total crash on startup.

Error.log:
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Error log started - Kumari Kandum Version 0.3.1 (alpha) - November 27th, 2005
Could not find a valid pixel format
org.lwjgl.LWJGLException: Could not find a valid pixel format
   at org.lwjgl.opengl.Win32PeerInfo.nChoosePixelFormat(Native Method)
   at org.lwjgl.opengl.Win32PeerInfo.choosePixelFormat(Win32PeerInfo.java:52)
   at org.lwjgl.opengl.Win32DisplayPeerInfo.<init>(Win32DisplayPeerInfo.java:50)
   at org.lwjgl.opengl.Win32Display.createPeerInfo(Win32Display.java:71)
   at org.lwjgl.opengl.Display.create(Display.java:654)
   at org.lwjgl.opengl.Display.create(Display.java:630)
   at com.vorax.VoraxEngine.initialize(VoraxEngine.java:457)
   at com.vorax.VoraxEngine.engineLoop(VoraxEngine.java:1084)
   at Kumari.main(Kumari.java:27)
java.lang.NullPointerException
   at org.lwjgl.opengl.GL11.glGetString(GL11.java:1404)
   at com.vorax.Renderer.init(Renderer.java:278)
   at com.vorax.VoraxEngine.initialize(VoraxEngine.java:468)
   at com.vorax.VoraxEngine.engineLoop(VoraxEngine.java:1084)
   at Kumari.main(Kumari.java:27)



Java version: Version 1.5.0 (build 1.5.0_04-b05)

Dxdiag attched.
11  Java Game APIs & Engines / Tools Discussion / Re: Javagamesfactory.org bugs... on: 2005-05-24 22:18:19
Tried to connect, and it kinda loaded, but on a reload it didn't want to. Think I may have killed it. Sorry.
12  Java Game APIs & Engines / JOGL Development / packaging jogl into a jar with eclipse? on: 2005-05-23 21:00:35
Hello.

Been working with jogl for a few months now, and though it's slow going I've got a small app together.

Using Eclipse I try to export my project to a .jar file, and I specify my entry-point as usual, but the jar won't run. I keep getting class not found errors on the jogl classes (having linked jogl as a library in Eclipse).

To be expected, surely, but is there a way to include jogl (with binary libraries) in a jar for easy use by non techs?

My solution so far (rather inelegantly) has been to send my source to people who need to see it, make sure they've set up jogl correctly and let them compile-run. Naturally not an acceptable solution.

Is there a tutorial somewhere on how to package the entire thing (preferrably in eclipse, but not necessarily), making it run flawlessly? WebStart would also be great.

Oh, and please assume I know nothing about packaging, as you'd be mostly correct in that.
13  Games Center / Archived Projects / Re: Star Gauge, v0.2.2a (April 9/05) on: 2005-04-18 22:50:45
Very nice on (running at about 60-70 FPS):

XP:SP2, P4 2.50GHz, 512MB Ram, nVidia GF3ti200 (64MB), Java 5.0, at 1024x768 fullscreen

But...

When I get hit (the ship catches fire or something, somne kind of particles?) it drops straight down to 3FPS, making me an easy kill...

Nice work, though!
14  Games Center / Archived Projects / Re: My first game... on: 2005-04-18 22:42:00
Works fine for me, but I see some artefacts on the backgound. Some black and purple squares on it, and someone's tagged one of the mouintains.

Fin bakgrunn.

Oh, and there's a really marked drop in framerate when a lot of "ground" is onscreen (in tunnel-like areas and on inclines).

Bra jobb.
15  Discussions / General Discussions / Re: JGF v3 - status on: 2005-01-25 12:24:42
Any progress on this, or has mozilla killed you off for discovering bugs in the software?

Did I understand this correctly, though? The completion of that site will also bring forth the migration of this forum? I hope so. The current forum is getting old Smiley
16  Java Game APIs & Engines / JOGL Development / Re: WebStart / Performance test on: 2005-01-24 21:36:52
WinXP SP1, nVidia GeForce 3 ti200

82fps
17  Discussions / General Discussions / Re: UPDATE - Forums, Java.Net and such on: 2004-12-15 09:17:08
Yay! But how will Matzo cope with not needing to wring the spammers' pants anymore?
18  Games Center / Archived Projects / Re: ClearView RC Helicopter Simulator on: 2004-12-14 00:59:11
Tried to install it and got a dialog:
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Incorrect command line parameters.

Windows Installer V 2.00.2600.1106
Copyright(blahblahblah...)


Running:
Pentium 4 2.50GHz, WinXP SP1, nVidia GF3 ti200, 512MB RAM,

Started the .msi from the browser.
19  Discussions / General Discussions / Re: Tiger, Mustang, Dolphin on: 2004-12-14 00:32:29
Heh, Matzon is always on the trolls like a flash! Kinda fun to watch him/her/it chase them around the board Smiley

Edit: Oh, and sorry about being offtopic on this post. I know.
20  Game Development / Newbie & Debugging Questions / Re: HELP, how to start do a JAVA GAME on: 2004-12-09 10:07:29
1. Game Idea
2. Huh?
3. Profit!!!

Couldn't help myself Smiley
21  Discussions / Miscellaneous Topics / Re: Share the worst code you have ever seen... on: 2004-12-09 10:03:42
I should dig up some of my old assembly-code. That's a really ugly language, and dangerous as well Smiley
22  Discussions / General Discussions / Re: Tiger, Mustang, Dolphin on: 2004-12-09 09:59:49
I'm really looking forward to that 8-page writeup about what's wrong with generics. I realise it's not a perfect solution, but it makes code more readable and undrestandable. Personally I like the syntax (what's so ugly about < and >?), and saving me all those casts makes it all look good.

That, in and off itself, should make it a worthwhile feature. As has been noted here: code readability is paramount!

As for bugs, which are these? I'm not trying to be snide, I just want a list of them so I can keep away from them untill they're fixed (hopefully).
23  Discussions / General Discussions / Re: Where Are You? on: 2004-12-08 14:10:54
Norway, here. Bergen, to be exact. Look it up, should be under "rainiest city on Earth".

And now it's cold, too Smiley

Anyone got a high-paying, low-stress job for me in, say, Bali or Hawaii?

Didn't think so...
24  Discussions / General Discussions / Re: the worst games you've seen! on: 2004-12-08 14:06:18
What's this? The let's-rack-up-som-posts-to-get-credibility -thread?
25  Discussions / General Discussions / Re: Tiger, Mustang, Dolphin on: 2004-12-08 14:02:46
Can anyone explain to me why they didn't remove primitives and make them Objects? Seems to me that would be a much better feature of the language (All OO, no exceptions). The compiler could still look at them as primitives, but they should fit into the paradigm...

Just my ยค0.02
26  Discussions / General Discussions / Re: Tiger, Mustang, Dolphin on: 2004-12-07 12:15:37
Quote
...Structs I now realise was such a bad, loaded, name for them. ...


Shouldn't that be "such a bad, overloaded name..."?

J/K


Grin
27  Games Center / Archived Projects / Re: My online boxing game on: 2004-12-06 18:09:46
Hey, it's fun Smiley
28  Game Development / Game Mechanics / Re: GUYYSSSS check this out~!! on: 2004-12-01 05:03:42
Very hard to say anything about it from just watching that clip. Looks like an early build of something to me, with that bare-bones UI on the bottom, and all the enemies being the same.

The game seems to me to be a fake-3d isometric landscape with a main char and monsters to fight. Lots of lighting-effects (seemed quite good, but there sure were a lot of them), and some very bad animation. The music sounded like it was about 10 secs looping. If this is supposed to be released this month and it's at this state right now it won't do too well, methinks.

But, it might have saving graces like gameplay, mmo-features (and a good community), rich storyline, etc. No way to tell from this clip.

Is it made with Java?
29  Games Center / Archived Projects / Re: BreadPong on: 2004-11-29 00:12:10
Also, remember that there's a difference between drawing to the screen and updating the game. Presumably you already do this, but if you don't: update the game-state independently of the rendering and the drawing. This lets the game progress at an even pace even if the fps suddenly drop (some background-process suddenly hogs the processor).

Added plus: when you know nothing has happened in the game-space you do not need to draw a new frame to the screen, as it would be the same. Geddit? A frame saved is a frame earned, or something.

Bottom line: seperate updates per second (UPS), which relates to the speed of the game, and frames per second (FPS), which should be consistent at say 75 frames/sec.

This article shows you how to use the nanotimer (it's really easy and good) and maintain consistent frame-rates:
http://www.sys-con.com/story/?storyid=46663&DE=1

Dr. Andrew Davison (who frequents this board) is writing a book on game-programming in java (and it's quite good, although not quite finished). Check out the first chapter, "An Animation Framework" for just this sort of thing Smiley Remember to send him any errata you find...
http://fivedots.coe.psu.ac.th/~ad/jg/

I hope this helps Smiley
30  Discussions / General Discussions / Re: JGF v3 - status on: 2004-11-28 23:52:44
I like the new look better, it's simpler and easier.

I'd like the "New games" and "Best games" to be on the right, though, as having them on the left implies they're there for navigation purposes. I also think they're a bit too large. I'm surfing at 1600*1200, so no problem here, but it would be if I were surfing at 800*600. Just slim down the gfx a bit, and move them over. I really like the new colour-scheme.

BTW: you still need donations? I've got 2 or 3 pounds on my paypal acct (literally 2 or 3, I'm NOT rich Smiley )
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