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Game Development / Newbie & Debugging Questions / New Game???
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on: 2011-10-09 07:45:20
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What 8bitOoze being a dead end game, i figured it was time i started work on a new game. My idea is simple, a car dodging game where you dodge a mystery object("didn't want to say what it, it's a surprise!"). Every 1k points the game gets faster like the game and watch lcd games. Whats different about this idea versus 8bitOoze is there's plenty of room for improvement where there wasn't in my previous game 8bitOoze including, including but not limited to extra hazards, high score system to simple holiday graphic/sound effect changes. I would like to get everyone's feedback to see what they think. Please let me know what you think.
Sincerely,
8BitOoze
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2
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Games Center / Archived Projects / Re: 8BitOoze - Open Source 2d game
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on: 2011-09-18 05:17:23
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Down again. This is why external hosting is better.  Actually it's my fault. I had to drop the domain as search engines were blocking all co.cc domains due to frequent abuse from malicious users who were using it for phishing, installing malicious software, spyware, viruses and Trojans. I am in the process of moving to a different domain right now but, it may time some time as i have to move everything to the new host. 8bitooze.co.cc is free!!! Yay!!  Don't get to excited..... Google Block All co.cc domains From Search ResultsSincerely, 8BitOoze
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3
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Game Development / Newbie & Debugging Questions / JDK 6.27 or JDK 7.0?
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on: 2011-09-18 03:11:47
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Hi,
I'm planning on updating my java development kit 6.26 installation, and would like to know if i should update to the next minor release 6.27 or upgrade to 7. Any assistance would be greatly appreciated.
Sincerely,
8BitOoze
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5
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Games Center / Archived Projects / Re: 8BitOoze - Open Source 2d game
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on: 2011-05-25 20:49:46
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[size=18pt] 8BitOoze[/size] [size=14pt]Overview[/size] This is the official java-gaming.org thread for 8BitOoze. The latest news and updates will be posted in this thread and this post edited accordingly. 8BitOoze is a bat and ball style game written in the java programming language. It's graphics are vector based like early 8-bit machines. The source code to the game is open sourced and available to download from the web site. Feel free to post any comments or problems you have in this thread as I'm always open to feedback. [size=12pt]News[/size] RC3 has been released and is available on the games official web site. [size=12pt]Updates[/size] [size=10pt]RC3[/size] *ADDED: highscore system similar to 8bit machines at the time(highscores get erased when machine is reset) *FIXED: Server now sends the correct charset in the http header instead of relying in the html *FIXED: Server now sends expires header *FIXED: Server now sends cache control header [size=10pt]RC2[/size] *ADDED: Sound Effect(s) *ADDED: Sound Effect Toggle Key *ADDED: Frames Per Second Counter [size=10pt]RC1[/size] Initial Release [size=12pt]Demo[/size] Demo[size=12pt]Source[/size] Web Site
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6
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Games Center / Archived Projects / Re: 8BitOoze - Open Source 2d game
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on: 2011-05-25 20:46:18
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Update: Added highscore system similar to 8bit systems at the time(highscore was reset when system was powered down). I also updated the site a bit by adding gzip conpression, expires headers, cache control and facebook open graph meta tags. I would like everyone's opnion on the new look and feel as i spent quite awhile adding these new features. I will also update the first post too to reflect this. Any assistence in this matter would be greatly appreciated.
Sincerely,
8BitOoze
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7
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Game Development / Newbie & Debugging Questions / Cheat Code
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on: 2011-04-28 03:49:04
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As most of you know i am working on my 8-bit style game and need help figuring out how to implement something. I want to implement an easter egg by having the user type in a certain word. However since i am creating a game, using a textfield would look out of place. So the person would need to enter the code while the game is running, in other words by pressing the correct keyboard letters to spell the secret code. public void keyPressed(KeyEvent e) only accepts on key at a time. I could use booleans for each key, but then it would require a lot of nested ifs not to mention it would decrease performance alot: 1 2 3 4 5 6 7
| if(KeyJ == true) { if(KeyA== true) { ... } } |
If someone could give me an elegent solution it would be greatly appreciated. Sincerely, 8BitOoze
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8
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Games Center / Archived Projects / Re: 8BitOoze - Open Source 2d game
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on: 2011-04-27 01:19:51
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Ah well that sucks not having any internet :/ I have ads on my website because I'm cool like that (and me needz $$)  Well i just managed to (re)add sound effects to my game so now eveything should be like it was before minus the javadocs. One thing you will find that wasn't part of the previous R2 release is the FPS counter at the top of the screen. Sincerely, 8BitOoze
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9
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Games Center / Archived Projects / Re: 8BitOoze - Open Source 2d game
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on: 2011-04-26 01:38:34
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The only problem with svn is that my dev laptop doesn't have any internet connection at all, and i have to resort to using my libraries computers to do my dev stuff(upload jar, source code, update site etc.). Unfortinately they don't allow you to install stuff :`( So unless i find a web based svn system subversion is out of the question. As far as ads go, there are none  ! Sincerely 8BitOoze
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11
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Games Center / Archived Projects / Re: 8BitOoze - Open Source 2d game
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on: 2011-04-25 18:58:50
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Just wanted to let you know i recreated almost all of the source code from scratch minus the sound effects and javadocs. I am working on the sound code as we speak but, i wanted to post what i had now so people don't get discouraged and think i have abandoned the project. Javadocs unfortunately will not be coming back as i found it to be overkill for such a small project.
Sincerely,
8BitOoze
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Games Center / Archived Projects / Re: 8BitOoze - Open Source 2d game
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on: 2011-03-14 15:02:37
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Update:
I have added sound effects to my game as well as fixing some bug including the "sliding bat" bug. The update has been posted on the site for consumption. Please let me know if you find any other bugs as the next update will see an overhaul to separate of the game logic and the game engine.
8BitOoze
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14
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Game Development / Newbie & Debugging Questions / Re: Sound Code Problem
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on: 2011-03-08 15:45:01
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@aazimon thanks, i will apply this to the source code.
@ra4king I am using a custom class instead of the applets getAudioClip(url) method because, first i want to make the game classes as reusable as possible. Second the source code for the game will be availiable so others can learn how i make it and hopefully try to make their own game, so making reusable understandable classes instead of one large lump class will make it easier for others to understand.
Sincerely,
8BitOoze
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15
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Game Development / Newbie & Debugging Questions / Sound Code Problem
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on: 2011-03-07 21:15:48
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I am trying to add sound code to my game and have it a snag, When i run my game applet the applet goes blank and an error is shown in the java console: java.lang.NullPointerException
at SoundClip.load(SoundClip.java:150)
at SoundClip.<init>(SoundClip.java:76)
at EightBitOoze.init(EightBitOoze.java:99)
at sun.plugin2.applet.Plugin2Manager$AppletExecutionRunnable.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Exception: java.lang.NullPointerException
Trackback: at SoundClip.load(SoundClip.java:150) at SoundClip.<init>(SoundClip.java:76) at EightBitOoze.init(EightBitOoze.java:99) 1 2 3
| beep = new SoundClip("Beep.wav");
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The latest version of the source code can be found here.Any assistence in this matter would be greatly appreciated. Sincerely, 8BitOoze
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Game Development / Newbie & Debugging Questions / Free 8Bit Sound Effect
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on: 2011-03-05 02:06:24
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Does anyone know where i can find a free "boink/ping/bounce" sound effect for my open source project? I have used googled to death and have yet to find one that doesn't require you to pay to download it, or require you to advertise their site. It needs to be royalty free as my game is open source and i don't want to pay any licensing fees for a free game. Any assistance in this matter would be greatly appreciated.
Sincerely,
8BitOoze
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Games Center / Archived Projects / Re: 8BitOoze - Open Source 2d game
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on: 2011-02-24 22:36:48
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@r4king - sorry you find the bat hard to control. When an arrow key is held the bat accelerates by 0.2d pixels per frame. so if you hold the arrow key long enough the bat will zip across the screen. When the arrow key is let go the bat decelerates by a friction rate of 0.99d, so if you wait long enough the bat will eventually come to a full stop.
@princec see above comment
@Mads i may add a title screen to the game at some point as well as more features. Right now i'm looking to add a 8-Bit "bump/boink/ping" sound effect to the game, but haven't due to not being able to find any free 8-bit sounds, not even through google.
@fruitmaze see comment above. If i increase the bat's velocity, the bat will accelerate too much, causing it to zip from one side to the other and making the game too easy.
@nsigma i managed to hit the ball enough times to reach a score of 10k so there shouldn't be a problem.
@All. Thanks for all the comments. You i might of overdone it on the comments as i wanted other developers to learn from my code and so the reason it's GPL v3.
Sincerely,
8BitOoze
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Games Center / Archived Projects / 8BitOoze - Open Source 2d game
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on: 2011-02-23 21:46:35
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[size=18pt] 8BitOoze[/size] [size=14pt]Overview[/size] This is the official java-gaming.org thread for 8BitOoze. The latest news and updates will be posted in this thread and this post edited accordingly. 8BitOoze is a bat and ball style game written in the java programming language. It's graphics are vector based like early 8-bit machines. The source code to the game is open sourced and available to download from the web site. Feel free to post any comments or problems you have in this thread as I'm always open to feedback. [size=12pt]News[/size] RC3 has been released and is available on the games official web site. [size=12pt]Updates[/size] [size=10pt]RC3[/size] *ADDED: highscore system similar to 8bit machines at the time(highscores get erased when machine is reset) *ADDED: Facebook like metadata og:title, og:description,og:url,og:image etc. *FIXED: Server now sends the correct charset in the http header instead of relying in the html *FIXED: Server now sends expires header *FIXED: Server now sends cache control header [size=10pt]RC2[/size] *ADDED: Sound Effect(s) *ADDED: Sound Effect Toggle Key *ADDED: Frames Per Second Counter [size=10pt]RC1[/size] Initial Release [size=12pt]Demo[/size] Demo[size=12pt]Source[/size] Web Site
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Game Development / Newbie & Debugging Questions / Collision not working
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on: 2011-02-16 17:11:08
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Hi all, I'm almost done with the beta version of my game and just need a few things ironed out. I'm having problems getting collision detection working with my game. In my game the objects have getBounds() methods as so: 1
| public Rectangle getBounds() { return (new Rectangle(getX(), getY(), getWidth(), getHeight())); } |
Then inside my game loop i call: 1 2 3 4 5
| public void run() { ... checkCollisions(); } |
of which the body of the method is: 1 2 3 4 5 6 7 8 9
| public final void checkCollisions() { if(ball.getBounds().contains(paddle.getX(), paddle.getY())) { ball.setY(50); ball.setVY(-ball.getVY()); } } |
What's weirder is the collision detection seems to return random values as sometimes the ball will collide with the paddle, and sometimes it will just go through it. The source code for the game can be obtained here Any assistance in this matter would be greatly appreciated. Sincerely, 8BitOoze
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Discussions / Community & Volunteer Projects / Re: Ultima Online server in Java
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on: 2011-02-12 20:16:08
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Great idea, i can't wait to see this finished as this will most likely be the first cross-platform freeshard server in existence.
Sincerely,
8BitOoze
P.S. I stink at client/server java programming so I can't help you.
Thanks for the appreciation anyway  You welcome, best of luck on your project and hope you do manage to finish it one day. Sincerely, 8BitOoze
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Discussions / Community & Volunteer Projects / Re: Ultima Online server in Java
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on: 2011-02-12 03:24:11
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Hello everybody, I already posted a topic like this in another forum but I can't cross-link it because this is my first post  sorry for the repetition - anyways, I'm not copy-pasting. Thing is, I'd like to implement an Ultima Online server in Java, basically because: - I'm a big UO fan, - I love Java, - I'm interested in building a new system from scratch, mainly because I work with Java EE and I don't have the chance to experiment the "whole stack" very often - from tcp/ip to the higher levels. I already committed something on my sourceforge project, named 'juoserver' - again, can't cross-link it, but you can easily look it up - but (as written in the forum there), the project is at a very early stage, meaning you can barely choose a hard-coded server and a hard-coded character and then everything freezes-up (I managed to translate 12 packets on ~194 by now = ~6%  ). Anyways, I'm now quite easily able to "read" what client and server are telling each other, by means of: - wireshark, a tcpdump-like tool - a utility script (already committed) to easily decompress server messages (client doesn't compress; server does, except from the pre-login phase) - once you have the "real bytes" you can either look up the packet from docs available online or inspect runuo open source (C#) Needless to say, I need help  so, if anyone loves UO as well, and is interested in a good ol' Java project where you can nerdly reverse-engineer a client-server protocol reading tcp/ip messages and inspecting an already functioning non-Java source, write here or send me an e-mail or post a message on the sourceforge forum  thank you for your attention and have a nice day! Daneel Great idea, i can't wait to see this finished as this will most likely be the first cross-platform freeshard server in existence. Sincerely, 8BitOoze P.S. I stink at client/server java programming so I can't help you.
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Game Development / Newbie & Debugging Questions / Re: Ball doesn't bind to the boundry correctly
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on: 2011-02-10 22:16:30
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To predict where an object will be you add its velocity (times the amount of time forward you want to predict) to its position. This is why you should always be adding the velocity, never subtracting. Think about how the objects position will be updated in the next frame.
When the paddle is moving left and needs to be tested against the left boundary, it has a negative velocity. Its x position is decreasing. In your code you are using your paddle velocity different than your ball velocity. You are adding or subtracting the velocity depending on which direction it should be moving. That is why you need to flip the sign for the left boundary test.
I would recommend you rewrite your paddle movement so that it uses negative velocity to move left. This would also fix your problem.
Thanks for the explanation, that makes a lot of sense. I made the adjustments you suggested and it worked! Sincerely, 8BitOoze
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Game Development / Newbie & Debugging Questions / Re: Ball doesn't bind to the boundry correctly
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on: 2011-02-10 20:40:31
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First is that during your x intersection test, it should be x + vx < ... not x - vx < ... if your intent was to predict the objects next location.
don't seem logical to me as your moving the object to the left by subtracting from the x position. Could you care to explain? You are using the paddles vx as a speed (i.e. the absolute value of the velocity). In the paddle movement code it should be using -paddle.getVX() to test against the left boundary.
Why are we negating the paddles x velocity just to check for the left boundary? Again this doesn't seem logically to me. If you would mind explaining it would be very helpful. Any assistence in this matter would be greatly appreciated. Sincerely, 8BitOoze
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Game Development / Newbie & Debugging Questions / Ball doesn't bind to the boundry correctly
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on: 2011-02-09 16:52:48
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I am programming my game and have hit another snag. I am trying to get the ball to bounce from left to right. I managed to get that working, but when the ball hits the left boundary it intersects it as if you do a print screen you will see half the ball within the screen and half of it is outside the screen. What's strange is this behaviour isn't exhibited by the right boundary checking code. To make matters worse the code for the ball's boundary checking is is almost the same as the paddle's boundary checking code, yet that code works fine. Any assistance in the matter would be greatly appreciated. You can download the source code hereSincerely, 8BitOoze
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Game Development / Newbie & Debugging Questions / Re: Affine Transformation Coordinate System Explain
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on: 2011-02-08 17:15:10
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The shape is translated with this statement: 1 2 3 4
| setShape(new Rectangle((int)getX(), (int)getY(), (int)getWidth(), (int)getHeight()));
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In the animation you draw the same shape translated once more but then you draw the shape that is positioned at the initial (getX(), getY()) position and you get an offset. Wow i didn't know that thanks. I did what you said and it worked. Sincerely, 8BitOoze
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Game Development / Newbie & Debugging Questions / Re: Affine Transformation Coordinate System Explain
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on: 2011-02-07 21:01:18
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I don't understand what you mean. Paddle constructor: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
| public Paddle(double x, double y, double width, double height) { setX(x); setY(y); setWidth(width); setHeight(height); setShape(new Rectangle((int)getX(), (int)getY(), (int)getWidth(), (int)getHeight())); } |
Ball Constructor: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
| public Ball(double x, double y, double width, double height) { setX(x); setY(y); setWidth(width); setHeight(height); setShape(new Rectangle((int)getX(), (int)getY(), (int)getWidth(), (int)getHeight())); } |
I don't see any g2d.transform() in there anywhere. If you mean changing my EightBitOoze constructor as follows: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
| public final void init() { backbuffer = new BufferedImage(getSize().width, getSize().height, BufferedImage.TYPE_INT_RGB); g2d = backbuffer.createGraphics();
identity = new AffineTransform();
paddle = new Paddle(getSize().width / 4, 106, 32, 8);
paddle.setVX(2);
ball = new Ball(getSize().width / 4, 10, 8, 8);
score = 1234;
addKeyListener(this); } |
And changing the update method to: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
| public final void update(Graphics g) { g2d.setPaint(Color.LIGHT_GRAY); g2d.fillRect(0, 0, getSize().width, getSize().height);
g2d.setPaint(Color.GREEN); g2d.fillRect(0, getSize().height - STATUSBARHEIGHT, getSize().width, STATUSBARHEIGHT);
g2d.setPaint(Color.WHITE); g2d.drawString("Score: " + Integer.toString(score), 0, (getSize().height - STATUSBARHEIGHT) + (STATUSBARHEIGHT /2));
g2d.setPaint(Color.BLUE); g2d.translate(ball.getX(), ball.getY()); g2d.fill(ball.getShape());
g2d.translate(paddle.getX(), paddle.getY()); g2d.fill(paddle.getShape());
paint(g); } |
Then please let me know as I'm not sure what you mean when you say I'm translating on the ball/paddle constructor when I can't see a single translate call in them. Any assistance in this matter would be greatly appreciated. Sincerely, 8BitOoze
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Game Development / Newbie & Debugging Questions / Re: Affine Transformation Coordinate System Explain
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on: 2011-02-07 15:32:19
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Is it 2D or 3D?
2D How do you create the transformation? Directly with the matrix or using a helper function like translate(), rotate(), lookAt() etc. ?
Using g2d.translate( object.getX(), object.getY()); It is possible to create a shew transformation with with an affine transform, if that is what you mean by "crooked". Show some of your code!  Ok, here's a link to the latest version of my code with the shrewed affine transformation linkAny assistence in this matter would be greatly appreciated. Sincerely, 8BitOoze
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Game Development / Newbie & Debugging Questions / Affine Transformation Coordinate System Explain
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on: 2011-02-05 19:14:39
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I am using Affine Transformation to position my game objects on screen. My applet is 320 * 240, yet the leftmost edge is -80 for one of the objects so far and the rightmost being 240. The object in question is a 32 * 8 rectangle shape. To me it seems my coordinates are "crooked". Could someone please explain this to me? Any assistance in this matter would be greatly appreciated.
Sincerely,
8BitOoze
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Game Development / Newbie & Debugging Questions / Re: Java Applet Memory Hog
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on: 2011-01-26 22:39:19
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Also since plugin2 you can set the heap size for applets using Xmx or Xms parameters. By default each applet has a maximum heap size of 64mb, so if you want a small heap and you know your app won't go over it, you can set it as follows: 1 2
| <PARAM name="java_arguments" value="-Xmx16m"> |
Ok, I will try that in the next update to my game and see if it helps manage the memory better. The Java Virtual Machine has a heap on which it allocates objects. The JVM starts out with a rather large heap, which is nearly empty. Once you start creating new objects, it will fill the heap. All this time the TaskManager will say your JVM takes 22mb, because it only sees the heap the JVM has created.
Besides that, yes, a typical Java application requires a bit more memory than your average C application. Nothing to worry about though, it's certainly not extreme. Every object has a 8 byte header, so you can do the math: an int is still 4 byte, and a float[100] is still 400 bytes plus object overhead. As the JVM doesn't free each object independently, you'll always have a fair amount of 'garbage' in the heap. Don't worry, the JVM can move objects around, 'compact' them, and shrink the heap, when it notices you released a lot of objects.
Just wondering cause if an applet used much memory for a simple display without the above info, as a consumer i would've freaked out. Sincerely, 8BitOoze
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Game Development / Newbie & Debugging Questions / Java Applet Memory Hog
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on: 2011-01-26 21:42:13
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I am creating a simple vector based game and just noticed something. My basic applet uses 22mb of memory! I learned this by opening the task manager and looking at the process java.exe on my windows xp machine. All my applet does it clear the screen and draw a (int)320 by (int)20 rectangle. The applets size is 320 by 240 so it can't possibly be using that much memory for such a small screen. Is this correct or am i missing something? If this is correct is this going to impact my game in any way? Any assistance would be greatly appreciated.
Sincerely,
8BitOoze
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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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