Alan_W
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Posted
2005-12-01 01:21:55 » |
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You find yourself in an infernal 3D maze, inhabited by bug-eyed monsters. Explore the maze and kill the monsters. There are ten per level. The maze is different on each level and the monsters move faster at higher levels. Movement: Cursor Keys Fire: Space Bar Start: Enter Key The window is now resizeable for the best screen area/framerate compromise. Play Frag4kNotes: - Tested on Windows XP, OS X & Linux. (Thanks to Kapta for the linux test) Enjoy Alan 
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Time flies like a bird. Fruit flies like a banana.
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kevglass
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Reply #1 - Posted
2005-12-01 01:26:54 » |
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Hey, cool! I have a feeling 3D is going to be a theme this year  Kev
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kappa
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Reply #2 - Posted
2005-12-01 01:27:54 » |
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you can add tested on linux too now, it works nice.
woohoo nice 3d, truely dazling experiance!
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Games published by our own members! Check 'em out!
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nonnus29
Senior Member   
Giving Java a second chance after ludumdare fiasco
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Reply #3 - Posted
2005-12-01 01:36:30 » |
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This is amazing. The best part is the mini-map and the other best part is the baddies. I'm very impressed. Plus multiple levels. Wow. 
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Morre
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Reply #4 - Posted
2005-12-01 01:58:09 » |
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Stunning! Although I've never been a maze-solver sort of person, the graphics, minimaps, and monsters of this are just stunning! An excellent 4k game - fantastic work.
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jbanes
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Reply #5 - Posted
2005-12-01 03:25:47 » |
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That's excellent! Is the texture generated procedurally, or are you loading a single image? Any chance we could get a full screen version of it? Windowed mode just isn't the same for immersion. 
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Vorax
Senior Member    Projects: 1
System shutting down in 5..4..3...
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Reply #6 - Posted
2005-12-01 03:57:17 » |
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Very cool! - The blue guys are even a bit scarry if you turn a corner and get this blue blob in your face 
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Alan_W
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Reply #7 - Posted
2005-12-01 07:03:06 » |
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That's excellent! Is the texture generated procedurally, or are you loading a single image? Any chance we could get a full screen version of it? Windowed mode just isn't the same for immersion.  Everything is procedural. The wall pattern is a function the product of x & y within each wall segment. I'll take a quick look at full screen (but no time till late friday). However I've scrubbed over the code so many times to reduce size, it's a bit doubtful whether the extra OS calls could be fitted in, particularly as windowed/full screen toggle is advisable, since some Linux installations balk at full screen. (Edit: After a quick hack, concluded that it's just not going to fit - sorry) Alan 
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Time flies like a bird. Fruit flies like a banana.
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woogley
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Reply #8 - Posted
2005-12-01 07:11:44 » |
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nice! 
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oNyx
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Reply #9 - Posted
2005-12-01 09:52:49 » |
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Neat! 
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Games published by our own members! Check 'em out!
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hvor2
Junior Member  
Beyond mind, there is an awareness...
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Reply #10 - Posted
2005-12-01 09:56:07 » |
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Hey! That was fun! You even have map displayed, thats big + I think. If only I could strafe 
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c_lilian
Senior Member    Projects: 1
Java games will probably rock someday...
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Reply #11 - Posted
2005-12-01 10:25:00 » |
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Nice entry !
About fullsreen, you could just use setUndecorated(false) and setExtendedState(6) ...
Lilian
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Alan_W
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Reply #12 - Posted
2005-12-01 17:59:17 » |
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About fullsreen, you could just use setUndecorated(false) and setExtendedState(6) ...
Thanks for the hint. Currently the game renders 400x400 pixels, but could need to render 1280 x 1024 plus by going fullscreen in the current mode. i.e. about 8 times more, call it 10 in round numbers. A fast PC can render the 400x400 frame in around 3ms, so we'd be looking at around 30mS/frame on a good PC at full screen, which is a bit marginal. I'll try putting a 30mS sleep in the code at the current resolution to get a feel for it  /Edit: Putting in a 10mS sleep, actually got me a frame time of 15ms (~60fps) which was still nice and smooth. Putting in a 30mS sleep actually got a frame time of 32ms (~31.25fps). However it was noticeable jerky when rotating. So, probably could increase the display area by a factor of 2 and still have decent performance on slower PCs. i.e. VGA full screen would look nice, but SVGA & XGA would only work on top end hardware. It might be worthwhile to recode to allow the window to be resized, although even this is a challenge as regards code size.  /Edit 2: Modified game to run at any size window (Not released yet). Getting 20mS frame time at XGA resolution on 2.8GHz PC. Code at 4112 bytes. Maybe start with small frame, but allow manual maximising. Worth persevering  /Edit 3: The maximise/minimise buttons on the window now work. Additionally the window is resizeable. Thus on a fast machine you can get almost the fullscreen experience. Oh, and were back under 4k again 
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Time flies like a bird. Fruit flies like a banana.
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Alan_W
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Reply #13 - Posted
2005-12-02 09:46:37 » |
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Performance under Mac OS X now fixed. That is the default size of 400x400 is playable again. Maximised the game still runs slow on my Powerbook G4. I tried changing the double buffer type from INT_RGB to INT_ARGB_PRE, but there was no improvement. I guess I've just maxed out my mac 
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Time flies like a bird. Fruit flies like a banana.
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c_lilian
Senior Member    Projects: 1
Java games will probably rock someday...
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Reply #14 - Posted
2005-12-02 09:57:16 » |
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on MacOs -> I can't see the scary blue monsters ! (yet they can kill me)...  fps is smooth (not that fast, but not jerky either) even maximized at 1400*900 (G5 1.8Ghz) Lilian
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Alan_W
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Reply #15 - Posted
2005-12-02 10:07:49 » |
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If you let the monster get right on top of you, it sometimes is slightly behind you and isn't drawn. Or do you mean that you can't see the monsters at all (ever?). It could happen, if I've mucked the transparancy up as it's all being done by manipulating bytes directly. I have to go to work now and will look again at this in the evening. Thanks Alan P.S. Glad it works on the G5 
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Time flies like a bird. Fruit flies like a banana.
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c_lilian
Senior Member    Projects: 1
Java games will probably rock someday...
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Reply #16 - Posted
2005-12-02 10:14:38 » |
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I can't see it, but it's clearly in frnt of me if I refer to the map, at to myself dying...
Lilian
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Alan_W
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Reply #17 - Posted
2005-12-02 20:26:07 » |
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I can't see it, but it's clearly in frnt of me if I refer to the map, at to myself dying...
I've modified both the monster transparency logic and made the monsters stand off from you very slightly when they attack and am hoping that one of these changes will help although I've been unable to replicate the fault.  Alan
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Time flies like a bird. Fruit flies like a banana.
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cborders
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Reply #18 - Posted
2005-12-02 22:45:12 » |
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How many levels are there? I think I beat level 8 and then it went to level 8 again in a different color... Or I am just crazy! 
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Alan_W
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Reply #19 - Posted
2005-12-02 22:54:35 » |
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How many levels are there? I think I beat level 8 and then it went to level 8 again in a different color... Or I am just crazy!  I've got to Level 13 so far. Play gets a bit strategic, since if you come out of a tee-junction facing the wrong way, there's no hope  The levels are generated from random numbers, using the Depth-First maze generation algorithm, so there's no shortage of levels  Some levels are a bit similar to others by chance, which probably accounts for the level 8 thing.
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Time flies like a bird. Fruit flies like a banana.
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Alan_W
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Reply #20 - Posted
2005-12-12 09:12:54 » |
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Minor Update: - Dynamic resizing to make room for 'Java Application Window' - Larger default window size - Another attempt to improve OS X 10.3 compatibility. NB. OS X 10.4 is Ok
Alan
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Time flies like a bird. Fruit flies like a banana.
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