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Games Center / Archived Projects / Re: Battery - Browser Game. 2D Top Scroller.
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on: 2009-04-10 20:46:10
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I think there are some good ideas being presented here. The "re-loading" stations are an interesting idea, though I think you could play around with tweaking how much ammunition is given, rates of refill, etc. My biggest concern for this style of game is your ships' speed (it's far too slow) and the inertia. Take inertia out, it rarely works well in a shmup. Let me repeat this... take it out  That will allow you to speed up the ship without any repercussions. Bill
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Games Center / WIP games, tools & toy projects / Re: The Omega Sector (Working title)
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on: 2008-09-05 23:25:22
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Thanks Gouessej. Progress is slow between the job, the mrs. and the 3 kids, but hopefully I'll have a playable demo up soon. It will be available in all the OS's.
In theory you should have more people to help with coding, but then again it's harder to manage the team  Don't worry about releasing early, though. It's the best way to get feedback on game play. Bill
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Games Center / Archived Projects / Re: Great Gunner
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on: 2008-01-17 02:47:44
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| 0-5: set trace level to <n> ---------------------------------------------------- java.lang.UnsupportedClassVersionError: Bad version number in .class file at java.lang.ClassLoader.defineClass1(Native Method) at java.lang.ClassLoader.defineClass(Unknown Source) at java.security.SecureClassLoader.defineClass(Unknown Source) at com.sun.jnlp.JNLPClassLoader.defineClass(Unknown Source) at com.sun.jnlp.JNLPClassLoader.access$100(Unknown Source) at com.sun.jnlp.JNLPClassLoader$1.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at com.sun.jnlp.JNLPClassLoader.findClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at com.sun.jnlp.JNLPClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at com.sun.javaws.Launcher.continueLaunch(Unknown Source) at com.sun.javaws.Launcher.handleApplicationDesc(Unknown Source) at com.sun.javaws.Launcher.handleLaunchFile(Unknown Source) at com.sun.javaws.Launcher.run(Unknown Source) at java.lang.Thread.run(Unknown Source) #### Java Web Start Error: #### null |
Using Java 1.5 on Vista here. Bill
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Games Center / Archived Projects / Re: Treasure Tomb Development Diary
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on: 2007-08-24 06:04:53
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Crashed pretty hardcore here today... do you have any logfiles I can send? I died in the area with all the pacman type creatures, and a soundeffect started looping. I had a rather slow mouse, but no keyboard. Had to reboot.
Bill
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Games Center / Archived Projects / Re: Treasure Tomb Development Diary
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on: 2007-07-17 03:05:59
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Pushable crates pose a game design problem which was on the back of my mind and which I didn't really think too hard about (because crates are a "cool feature" so I was determined to implement them). That is the problem that the player can irretrievably f**k up the map by pushing a crate somewhere it won't come out of. For example, they block access to a key, or a corridor. Or even onto a switch which they might need to toggle back. I'm really not sure how to fix this problem yet. Currently as a ghost the player can walk right through crates but that sort of relies on your ability to be a ghost on a whimsy. Maybe I'll just have to be bloody careful with level design. I suppose I can mitigate it by keeping crate usage to a minimum, and having special tiles that crates can't be pushed over.
Perhaps enough shots (5 or so?) destroy a crate, which re-spawns in its original position. Anyway, you'll figure out the gameplay, there are lots of possibilities here. I'm enjoying the read. Bill
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Games Center / Showcase / Re: DS4: Experimental Shooter (Updated to v0.3)
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on: 2007-06-30 05:52:21
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Nice little game.
I have a radical suggestion: make the ship move faster the longer you don't shoot for, and allow people to shoot whilst locking on.
At the moment, although you can move a little, you can't move enough for it to be much fun - there's not much challenge to "holding out" on a lockon, because your ship is so crippled you can't do much any more as a player, other than choose a moment to let go.
Thanks for the nice words. Nothing against your suggestions, I actually like the idea of your ship speeding up the longer you don't shoot. It's just that this was a so-called "rapic prototyping" experiment for me. I've put it to bed as far as gameplay, though I might add hiscores and the like later if I ever build a library for that. I'm working on other simple games, and rest assured that DS5 will have no such crippling of your ship, and will explore a different idea altogether with lots of shooting. Bill
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Games Center / Showcase / Re: DS4: Experimental Shooter (Updated to v0.3)
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on: 2007-06-24 02:50:32
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Just to let u know, that it works perfectly on my desktop. Maybe there is some issue with my laptop. I ll check again and repost.
NICE work!
Btw, are those explosions particle engine effects or something else? Could u share code perhaps?
Thanks for the kind words. If by "particle engine" you mean "extremeley naive array of objects" then yes, you are correct Cas had a nice particle engine system in his original Alien Flux code, which might be floating around still. Essentially my code consists of an object, Shard, that maintains a static array of instances. When a ship explodes I obtain a bunch of articles out of the array (they have an ACTIVE/INACTIVE flag). I give them a random ticks_to_live, length, rotation and velocity. Most of my objects work as such, as parts of a static array pre-created. This works pretty well, as ticking and rendering traverses the array and seems very fast. In order to make this into more of a "particle engine" I'd at least move more control statically into the Shard object. Then, when a render is called the whole set of active shards could be packaged up into a vertex array. Essentially you'd be organizing the object before shuttling all the data to the GPU. If you're serious about the code, I'd be happy to pass it on to you. It's a bit disorganized as usual, and uses a SPGL library that I think *must* be a bit customized by me, but you're welcome to it. PM me and I'll fix something up to send. Bill
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Games Center / Showcase / Re: DS4: Experimental Shooter (Updated to v0.3)
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on: 2007-06-14 17:11:59
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Fails to launch on Mandriva 2007.1, Sun's Java 1.6u1. Oddly, it seems to take down the Java Control Panel too, so I cannot see the stack trace. It looks like there's a message about a missing resource, but it flits away too quickly for me to catch.
Hmmm... I haven't been able to test the Linux one's properly, so it's certainly possible I missed something. I'll take a look, and thanks for trying it out. Bill
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Games Center / Showcase / Re: DS4: Experimental Shooter (Updated to v0.2)
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on: 2007-03-08 21:15:55
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Sure a lot of jogl games...not sure about lwjgl though....:S
Is there any more information printed out when you run ds4.bat from an already open console? There's some initial error that triggers a shutdown, then I'm guilty of not checking for a null in the cleanup. But the stack trace you posted is a result of some different error. Thanks, Bill
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Games Center / Showcase / Re: DS4: Experimental Shooter (Updated to v0.2)
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on: 2007-03-08 17:23:28
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Hmm...got this exception java.lang.NullPointerException at com.the2bears.ds4.DS4.cleanup(DS4.java:669) at com.the2bears.ds4.DS4.main(DS4.java:187) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.sun.javaws.Launcher.executeApplication(Unknown Source) at com.sun.javaws.Launcher.executeMainClass(Unknown Source) at com.sun.javaws.Launcher.doLaunchApp(Unknown Source) at com.sun.javaws.Launcher.run(Unknown Source) at java.lang.Thread.run(Unknown Source)
That appears to be an error when exiting due to something else. Have you run LWJGL or other OpenGL games before? Bill
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Games Center / Showcase / Re: DS4: Experimental Shooter (Updated to v0.2)
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on: 2007-03-06 06:50:48
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Hmm definitely much more challenging and "game-like", but I have to say I miss the incremental missile lock (I do like the current state better than the previous though). Could you experiment with getting something of that back in? I'm not exactly sure how you could do it and keep the game balanced but there's something fun about holding out really long and knowing you're getting more and more powerful as a result. Reward the stupid risks type thing. Maybe start it a tiny bit slower than it starts locking now, then max out at 2x speed over 5 seconds or something. I'm just throwing numbers out into the air though. Perhaps all it really needs is a better indicator that I'm getting crazy points by holding out longer. Whatever you do, ultimately go with what you think feels right though. I'm only guessing what I think will feel better.
Yeah, I kind of liked that about the original... the whole "just wait a bit more" thing, especially if things were out of control and the screen was full of enemies. Perhaps a smaller curve like you suggest. Also does the movement speed of the aliens ever increase? It's already pretty challenging, but having some sort of progression would be nice. Got about 446k  could probably do better (and I might have and forgot my score) but I spent enough time playing already, heh. The speed of the aliens never changes, but the rate at which they spawn increases as does the rate at which they fire. I really should add hiscores as well so we don't have to remember our best  Thanks for continuing to try this out. Bill
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Games Center / Showcase / Re: DS4: Experimental Shooter
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on: 2007-03-04 22:56:19
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Well ok that was a stupid question and I actually figured out where it was shortly after posting. I guess what I really want to know is what you used to make the music file. Wouldn't happen to be a freeware program would it?
What I meant to say was I didn't make the music either... it's by Lupin (you can check out his post at shmup-dev.com) . I used Audacity to convert to .ogg format. Bill
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Games Center / Showcase / Re: DS4: Experimental Shooter
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on: 2007-03-04 07:41:07
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Hey can you explain how you did the sound? Is it embedded in something or generated on the fly somehow?
Well, I didn't create the sounds of course. Simply using OpenAL through the LWJGL library to play .ogg files. Bill
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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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