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1  Games Center / 4K Game Competition - 2006 / Re: Doom Buggy 4k on: 2006-02-03 03:35:28
I'm curious, do you have much space left? I'd love to see the buggy image "bounce" as it hits the ground. If you don't have enough space, you might consider nixing the WASD controls and using only the arrow keys. That might buy you enough.

I don't have much space left (4094bytes), but I'm thinking of doing another run over the code to get some more bytes. However, the buggy does bounce (but you have to fall a long way to really notice it). Maybe I should make the bounce move obvious  Smiley

Out of interest, are there any developers out there from Australia?

2  Games Center / 4K Game Competition - 2006 / Doom Buggy 4k on: 2006-02-03 02:16:15

I would like to introduce my first ever entry in the Java 4k 2006 competition "Doom Buggy 4K". I would be really interested to know what you all think of it.

The aim on the game is pretty simple. You are in a buggy in a desert and the aim is to make your way through all the "waypoints" on the map [in order] in the allocated time limit. The next waypoint you have to find is lit in green (as opposed to yellow).

Control the buggy using the arrow keys or W,A,S,D (note, there is no reverse)

W/Up (forward)
S/Down (break)
A/Left (left)
D/Right (right)

The waypoints are placed around the map at the same location on each level; so once you find one... remember where it is. The catch is that you have to go through the waypoints in order. The current green waypoint will then disappear and the next waypoint will turn from yellow to green (thus the importance on remember where they are).

In the higher levels, the terrain gets more complex and the waypoints get further apart form one another, and it gets pretty hard. The "minimap" is useful for working out what direction you are heading and where waypoints are. Running off the tops of the high mountains gives you a good view to where the waypoints might be, however, you can not steer while your flying through the air, so you may end up using up valuable time.

Technical Details : The terrain height field is dynamically generated using a plasma cloud algorithm and then lit and coloured using a simple Phong shader.

Please enjoy!
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Java Gaming Resources
by philfrei
2017-12-05 19:38:37

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2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

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by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

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by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

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2017-03-02 08:44:05 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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