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1  Games Center / WIP games, tools & toy projects / Re: 3D Off-Road Racing Game (web applet 1.1 compatible) on: 2008-10-15 15:48:05
I have given it another try and I am still unable to win even one opponent Sad, but maybe there is an issue that could explain, I have the strange felling of keys lag sometime, that make the car continue to turn even when i stop pressing right/left keys. I will try it on another computer if I can.

The key lag _might_ happen if the computer you are running on is having difficulty rendering the game quickly enough. Please try lowering the graphics detail (maybe disable the skybox, or change rendering detail to low), and see if that helps. The screen size is quite large for software rendered applet (640x480), so it needs a fair bit of cpu power.

I will lower the difficulty in the next version.

Thanks.
2  Games Center / WIP games, tools & toy projects / Re: 3D Off-Road Racing Game (web applet 1.1 compatible) on: 2008-10-14 11:46:59

Java Web (either Applet & Webstart) deployment is already very very not user friendly and boring in comparaison to flash smoothness, so adding signed stuff and using lastest JRE are two things that make an Applet completly unfriendly...

Agreed.


I rarely launch a signed Applet myself (when I dont know the author) but I know that nor everybody is a programmer. I know someone that have used such Applet as a door (trojan horse)  to hack the computer of a webmaster and stole all of its passwords....  it is a kid game to do that...

A good way is to start something unsigned that show a bit of the game and switch signed later this way user have an idea of the program quality and than will decide to accept certificat easier if he have already a good impression.
)

I am quite paranoid about launching signed applets from unknown sources, which is probably one of the main reasons I don;t use them.

However, your idea of showing something 'high quality' and giving them user the choice to later switch to signed/hardware mode, is a good point, one which I had not considered before.

hehe tks, be sure that we are still working on it!! and on at least three more projects... I just finished a new race, maybe I will put it online this week. about your game I found it very diffcult to win too, I never finished in third pos Sad, but if car have same speed and same feature I guess that with some practive I will win my first race soon, but maybe making the first race easier than the next one will help ?

I can't wait to play your next version, particularly while I am in still in a racing game dev frame of mind.

In terms of the difficulty of my game, please see my previous post, about the 'normal' version of the game, it should be easier.

Ben.
3  Games Center / WIP games, tools & toy projects / Re: 3D Off-Road Racing Game (web applet 1.1 compatible) on: 2008-10-14 11:38:32
Hooray! A fellow believer! I thought it was just me & DzzD...

LOL

BTW It is too hard - you're just too used to playing it! Put in a devtweak so (say) < & > change the car's acceleration, then I can find a good start point. On the first game I want to come maybe 3rd or 4th so I'll want try again.

You are right, I think I am just too used to playing it.

However, I have just realized something crucial with regards to difficulty. The version I have linked to from here, is in fact a demo, where each race is exactly 1 lap long. This makes the game much more difficult, because the player only has a very limited time to catch up with the AI and overtake them. This is something that even I can only manage to about half of the time (when the race length is 1 lap).

If I could ask some of you to try a more 'normal' version of the game <a href="http://www.JavaGamePlay.com/offroadrally/rally.html> here </a> you will probably find it significantly easier (race length is 3 laps). If people are still finding it too difficult, then I will certainly make it easier, as you have suggested.

Thanks in advance.

4  Games Center / WIP games, tools & toy projects / Re: 3D Off-Road Racing Game (web applet 1.1 compatible) on: 2008-10-12 23:36:26
Ah so I was right, I thought it looked like the software renderer from jpct.
Would be great if there was also a option to switch to hardware mode. Anyway keep up the good work.

I did find the AI very hard myself, also would be great if you ram them, they lose control  Smiley
Did had a few problems with sound messing up a little at the start of a race.

Thanks.

Yes, it seems a couple of people are finding it a little difficult. If anyone else finds it too difficult please let me know, as I am now thinking I need to make it (at least the first level or 2) a little bit easier.

Ironically, I originally thought that I wouldn't be able to make the AI challenging enough without major 'cheating'...
5  Games Center / WIP games, tools & toy projects / Re: 3D Off-Road Racing Game (web applet 1.1 compatible) on: 2008-10-12 23:27:21
Ah so I was right, I thought it looked like the software renderer from jpct.
Would be great if there was also a option to switch to hardware mode. Anyway keep up the good work.

I did find the AI very hard myself, also would be great if you ram them, they lose control  Smiley
Did had a few problems with sound messing up a little at the start of a race.

Thanks. Yes, it runs quite nicely under hardware acceleration as an application (lwjgl), but I hadn't actually considered a hardware rendered version in the applet, as I am not really fond of signed applets.
6  Games Center / WIP games, tools & toy projects / Re: 3D Off-Road Racing Game (web applet 1.1 compatible) on: 2008-10-12 23:16:42
It is a very nice game. Worked well on my computer and at uni.
Just a question what engine you use or is it coded from scratch?


As gouessej correctly stated it uses jpct. When I first started this project, a long time ago, I was originally using anfy3d, but I wasn't happy with my car handling mechanics. I put it on hold for a long time, and worked on some other stuff. Many months later I picked it up again, re-wrote a lot of it, and converted it to use jpct.
7  Games Center / WIP games, tools & toy projects / Re: 3D Off-Road Racing Game (web applet 1.1 compatible) on: 2008-10-12 23:08:59
Hi!

 I use Mandriva Linux 2007 and the game works fine only without sound, I've finally found a workaround.

Glad you got it working, it used to run fine for me under Fedora, but admittedly it was has been a while since I last tested under any version of Linux. I will check this again when I get a chance.
8  Games Center / WIP games, tools & toy projects / Re: 3D Off-Road Racing Game (web applet 1.1 compatible) on: 2008-10-10 20:41:31
It's way too hard for me! I always came last...  Sad
Even at full speed the other cars seem to pull ahead of me.

Maybe you need a little more practice?

The AI car's have exactly the same characteristics as the player car (speed, acceleration, handling) etc... The way to beat them is through your driving technique, and I guess being familiar with the courses helps too. Also, stay on the track (dirt road) as much as possible, otherwise your speed, acceleration, and handling are adversely affected.

Having said all that, if enough people say that it is too hard, I may have to tweak it a bit.

9  Games Center / WIP games, tools & toy projects / Re: 3D Off-Road Racing Game (web applet 1.1 compatible) on: 2008-10-10 20:15:49
That looks very professional  Grin

What are your future plans with it?

Thanks.

As for future plans, most immediately, I am going to do some server side stuff for recording people's race times, scores etc... I will also continue to further develop the underlying car handling mechanics engine, for future car/driving related games. I was also maybe thinking of trying to sell a downloadable version of the game (with more cars and tracks).
10  Games Center / WIP games, tools & toy projects / Re: 3D Off-Road Racing Game (web applet 1.1 compatible) on: 2008-10-10 19:48:15
Very polished! No problems at all. I could have done with a faster car though...


Thanks SimonH, I am glad it ran well for you.

About wanting a faster car, was the game very difficult for you? It's hard for me to judge the difficulty anymore.
11  Games Center / WIP games, tools & toy projects / Re: 3D Off-Road Racing Game (web applet 1.1 compatible) on: 2008-10-10 19:44:25
very cool, as other of your works, I found that you program with a real nice game feeling
they are quiet nice yet, making real smart collision is hard to achieve....

Thanks for the kind words.

I have to say that I was very inspired by your racing car applet, the physics feel very authentic indeed, and it has a very fun feel to it, I probably spent too much time playing it, when I should have been working  Wink I am looking forward to seeing you develop it further.
12  Games Center / WIP games, tools & toy projects / Re: 3D Off-Road Racing Game (web applet 1.1 compatible) on: 2008-10-10 19:34:52
If it's 1.1 compatible, why doesn't it work with 1.5 (Bad version number in .class file)?

I am very sorry about that, I may have compiled this with the wrong JDK version. I have uploaded new class files, let me know if this fixes it for you.
13  Games Center / WIP games, tools & toy projects / 3D Off-Road Racing Game (web applet 1.1 compatible) on: 2008-10-10 15:00:51


<a href="http://www.JavaGamePlay.com/rally_demo"> Click Here To Play </a>  (Please note this version may be somewhat difficult since each race is only 1 lap long).

If you find the above version too difficult, please try <a href="http://www.JavaGamePlay.com/offroadrally/rally.html"> this </a> more 'normal' version (each race is 3 laps long making it significantly easier to finish the race in a better position.

Any and all feedback is greatly appreciated.

Thanks.

Ben.
14  Games Center / Showcase / Re: Mini 3D FPS in an Applet Update 2 on: 2008-07-22 13:47:26
Nice work, it worked well for me.

Pretty fun, although a little difficult to begin with. However, if you scan the sky frantically while waiting for the next alien to appear, you stand a better chance of surviving a little longer, I find.

If you were planning to develop it further, I would say that a few more damage particles would be nice, since it takes several hits (3?) to kill an alien, it would be helpful to see that you are indeed hitting it (and damaging it) when you shoot at it.

Anyway, overall, it looks great.

Ben.

15  Games Center / Archived Projects / Re: Defender on: 2008-07-22 13:37:27
That is awesome, full of retro-goodness! It brought me straight back to childhood, such was the authenticity of your applet's look, sound and feel. I had forgotten how addicted to this game I used to be, thanks for bringing back those fond memories.

Just out of curiosity, what version of Java does it require, and how long did you spend writing it?

Nice work!

Ben.

16  Games Center / Showcase / Re: Legend of the Chambered on: 2008-05-26 10:25:37
Wow, this is great!

It really does remind me of Ultima Underworld.

I would love to see this developed further into a full game.

The swaying trees were a very nice touch too.

Keep it up.

Ben.
17  Games Center / Showcase / Re: 2D Rally Game on: 2008-05-20 10:21:48
Nice work with the rally game. The car has a really good 'feel' to it, which is essential in making any racing game feel fun IMHO. As it happens, I am also working on a rally/offroad racing type of game, so I can really appreciate the effort you must have put into tweaking the car handling, to great effect. I hope you continue to develop it.

Keep it up!
18  Games Center / Showcase / Re: Playing with car physic & 3DzzD Update 3 on: 2008-03-21 13:49:05
WOW! This is amazing and a lot of fun, very well done!

Right now it looks and feels a little bit like a remote control toy car, maybe because it has very high top speed and acceleration and/or the car seems to be very light weight. I assume it is configurable, to change the characteristics of the car.

I think this would make the basis for a really fun game, are you planning to do that, or are you more interested in concentrating on the engine?

I couldn't get the camera controls to work (tested using both FF and IE), it would be interesting to try with a camera closer to the car/ground, or even from inside the car.

Ben.
19  Games Center / Archived Projects / Re: Futuristic Arenas (web applet Java 1.1) on: 2006-10-13 11:11:34
Very cool, however I got blown away by too many people. (Perhaps it could be my slow computer?) But seriously though, nice work.

Thanks.

Practice makes perfect! Smiley
20  Games Center / Archived Projects / Re: Futuristic Arenas (web applet Java 1.1) on: 2006-10-13 11:09:31
If you've got java 1.4 installed, it IS compiled with a faster version of java. Wink
Besides, I doubt he's using the java 1.1 javac to compile the bytecode.


True Smiley

Nice game, by the way. A bit hard to make out what's going on sometimes, but that might be because of my high desktop resolution. I like the railgun. =)

I guess that the game can appear quite small if you have a very high res desktop setup. The game can run with larger screen sizes, of course, but you need a pretty fast machine to run it on anything higher than 800x600 (unless  you switch the renderer into low-detail mode).

The railgun is my fav too.

Ben.
21  Games Center / Archived Projects / Re: Futuristic Arenas (web applet Java 1.1) on: 2006-10-13 11:01:16
I found it quite fun with the arrow keys for turning, but i think it would be much better with a conventional mouselook.

Yes, I agree, but that is the price to pay for backwards compatibility.

Ben.
22  Games Center / Archived Projects / Re: Futuristic Arenas (web applet Java 1.1) on: 2006-10-13 10:59:06
Wow, nice work.  I rarely see such a good 3D shooter applet.

Why don't you set the mouse cursor to invisible & use java.awt.Robot to centre it so we don't click outside of the applet?  Is it because Robot runs outside of the sandbox?

I can't play it without mouse look but its very un-intuitive having the cursor on the screen but not aiming at it.  Also, the way you can unfocus the applet when shooting/clicking outside of the applet is annoying. 

Maybe to get around those problems you should webstart it & use Robot, because its a great game!  Cheesy

Keith

Thanks for the feedback.  Smiley

Yes, it is mainly the sandbox issue that stopped me from using Robot, that, and also wanting to remain compatible with Java 1.1. I believe Robot requires at least Java 1.3, and I am not really keen on forcing the user to potentially need to download a new JVM to play.

Although I am tempted to play around with it to see how much of a difference to playablility it makes, I realise the current mouselook restrictions are less than ideal.

Ben.


23  Games Center / Archived Projects / Futuristic Arenas (web applet Java 1.1) on: 2006-10-09 17:29:18

Hi all,

I have recently finished "Futuristic Arenas" an applet based First Person Shooter. I would appreciate any feedback anyone might care to offer (feedback from Ancient Arenas was very useful and greatly appreciated).

This game uses the same (slightly tweaked) core engine as Ancient Arenas, but features new weapons, levels (much less orthogonal in design), special effects, slightly tweaked AI, etc...

Additionally, there is a somewhat experimental "Mouse Look " option available, please activate it from within the "Options" menu (you can also set mouse sensitivity here).

Here is the link : http://63.246.153.52/futuristicarenas/medium.html .

Thanks in advance to anyone who takes the time to play around with it. Hope you enjoy it!

Ben.

PS - Here are some screenshots :


24  Game Development / Networking & Multiplayer / Re: WIP FPS-CTF Online 3D Applet on: 2006-05-10 11:56:33
This looks awesome  Smiley The larger screen version runs very smoothly on my system, I look forward to seeing how this develops, particularly if you can get a multiplayer demo running.

It's a valid point that other have made about the mouselook controls. I do understand how difficult (impossible?) it is to get proper mouselook working within an applet, so much so that I have so far just stuck to keyboard controls with my stuff. However, after playing with your demo for a while, I fount myself  getting more and more used to your mouselook solution.

Nice work!

Ben.
25  Games Center / Archived Projects / Re: Ancient Arenas (web applet Java 1.1) on: 2006-03-15 14:29:05
Sweet mother of all that is holy, that kicks ass. Cheesy

I didn't like the controls (wasd to move/strafe and arrow keys to look around would feel more natural for me, even if up/down don't actually DO anything on the arrow keys), but the game was actually FUN.

Glad you like it, I appreciate your enthusiasm!

I am going to redesgn the controls slightly for the next update (based on this and all the comments I have received so far about controls).

Thanks.

Ben.
26  Games Center / Archived Projects / Re: Ancient Arenas (web applet Java 1.1) on: 2006-03-14 14:35:54
Hi all,

Thanks to everyone who has played and posted feedback so far (please keep the feedback coming Smiley, I really do appreciate it!

To address some points made so far (sorry in advance if I miss any):

Seems to run just fine, nice smooth camera and collision and everything.

Just oooone little detail. Do you think you could make strafe left/right operated by z and x respectively? Or something to that effect (A and D?)? You can't circle strafe very well Smiley


Thanks a very good point, I just programmed to use the same Doom key setup I used to use all those years ago, but there should probably be separate sidestep keys, and I will add this with the next update. Will probably use A and D work  (since I am already using Z for strafe modifier.

Run's fine. But medium level is too hard for me  Cry
I think I should change settings to "EASY"  Wink

I always find difficulty balancing tricky, since while playing you own game over and over as you develop it, you tend to get very good at it  Smiley, making you believe that the game might be too easy. If anybody else believe the game is too difficult, I would greatly appreciate hearing from you.


Netscape Communicator 4.79 with built-in Java 1.1.5
Twice it started loading data (only visible in statusbar)
and crashes without displaying anything.

Allthough I'm not a shoot-lover I admire the Java 1.1 Applet work which I code for as well!


Yeah, it seems there aren't too many Java 1.1game developers around.
Re : Netscape Communicator,  during the last phase of development I started concentrating on testing only uner the big 2 browsers (Firefix and IE and very occasionally Opera) I will look in to the Communicator problem. Thanks.

Wow. Really nice.  Fire effects on the torches too.  Standard version ran slow on my Powerbook A4 1.67GHz, but it did run without errors.  Probably the Small version would be a better bet on this machine.  I'll be back for another go later (but on my faster Windows box).  (I really just want to admire the capabilities of your software renderer Smiley )


Wow, it ran on a Powerbook!? I would be curious to see if the small screen version would be playable on it. Also, I should have mentioned before, that you can get considerably increase perfromance  if you turn down Graphics Detail to Low in the Options menu.

RE : software renderer, as thijs correctly observed, it uses the Anfy3D API, which I would highly recommend to anyone for it's speed and stability).

Works in Firefox, but NOT in IE (6.0.2900). I don't think IE likes "<APPLET>" tags? Nothing happens in IE. You might want to try "htmlconverter.jar"? JVM 1.5.06

As thijs has suggested, I am hoping this might be in your browser setup. I have extensively tested under IE6 (6.0.2600), and it works well.

Great deathmatch game... The only thing I found frustrating was that the frag camera rotates twice instead of once Wink

Multiplayer would be a really nice addition, I think the movement in the game is slow enough to make it work even at relatively high pings (~150-200ms to the server, assuming a client/server model).

I noticed you used the good old Anfy3d engine Smiley Which means the game is "true" 3d? If so, maybe you can add some other nice features like looking around or platforms at different heights in the level to play at.

Thijs

Multiplayer would be fun, I have been considering doing a multiplayer version of this for some time, but I have lots of other game dev stuff waiting in a queue.
Re Anfy3D, correct, and 'tis true 3D. You can actually look up and down ( i have just disabled it in this version, since it is irrelevant to the gameplay). By "looking around" I assume you mean mouselook, which I don't really think is do-able in any satisfactory way in a browser embedded 1.1 applet unfortunately. Multi-level platforms are a good idea, but then you have either enable vertical aiming  (which does work, but is it bit awkward with the keyboard in a fast paced game), or enable some sort of automatci vertical aiming, which I never really liked (even in Doom). Wirth consdering though.

This is very cool - I like the dynamic lighting from the plasma gun!
This must be real 3D and not pseudo-3D like the original doom because I think those are quake 1 models and animations...
Just one note, loading the victorian town level using firefox gave me that red screen of death 'out of memory error' but reloading as suggested fixed the problem.

Congratulations on discovering the red screen of death! The out of memory exception has thus far caused me many hours of grief  Cry , mainly because it happens so rarely and randomly. I am still looking into this problem, and at the moment, as you have observed, I have merely trapped it, and output a message urging the player to reload the page (which always seems to work). Oddly enough, this problem only seems to occur (for me at least) on more modern versions of Sun's JVM (older IBM and microsoft JVM's don't seem to exhibit this behaviour).

Tested on MacOSX 10.4.5 , 2GHz dualcore, 1.5GB DDR2
The game itself run smooth and nice, there is however and issue in the start menu's.
The text "flashes" and changes size and color, making it hard to know where to click.
Here are a couple of SS that kinda showes the problem.
The SS only shows the Copyright text being screwed up but it really goes for all menu texts.

I dont have access to MacOSX, so I won't be able to reproduce and fix this at the moment. I have however noticed similar behaviour on an old Win98 machine running some eversion of the microsft JVM, the menu text flashed around a little and randomly changed size, I though it looked quite stylish to be honest  Wink .When I observed it, the menu was still quite usable though. I am glad to hear that the actual game ran well for you though. Thanks for sending the screenshots.

27  Games Center / Archived Projects / Ancient Arenas (web applet Java 1.1) on: 2006-03-13 20:06:46
Hi everybody,

I just finished my latest creation, Ancient Arenas. I thought I would post here to maybe get some feedback.

Hope you enjoy it : http://63.246.153.52/ancientarenas/medium.html

If you have any problems running it, I would be interested in knowing your OS/browser/JVM details. Any and all feedback  would be greatly appreciated.

Thanks for your time,

Ben.
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