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  Ripples  (Read 2277 times)
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Offline EgonOlsen
« Posted 2005-12-06 19:48:50 »

My (sick) entry for this competition is called "Ripples" and can be found here: http://www.jpct.net/4k/ripples/

It a kind of shoot 'em up but a quite sick one IMHO... Grin

Here's a direct webstart link: http://www.jpct.net/4k/ripples/ripples.jnlp and a short description copied directly from the website:

"Ripples is an entry for the Java 4K 2006 Games competition. It's a psychedelic shoot 'em up with simple rules: Use the mouse to move, hold any mouse button to fire. Destroy all enemies before they run into you. Shoot green enemies for extra health. Keep moving! The enemies will head towards you and they will move faster the slower you are moving. Whatever you do, avoid shooting yourself in the tail..it hurts!"

Have fun or whatever...

Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #1 - Posted 2005-12-06 20:15:16 »

Plays very slow on Mac.  (OS X 10.4 Java 1.5.0 latest DP)

Offline EgonOlsen
« Reply #2 - Posted 2005-12-06 20:25:14 »

Plays very slow on Mac.  (OS X 10.4 Java 1.5.0 latest DP)
Mac doesn't like working with the pixel-array of a BufferedImage, does it? At least i remember reading something about that, but i'm not sure if it's correct and i have no clue how to fix this... Huh

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Offline CaptainJester

JGO Knight


Medals: 12
Projects: 2
Exp: 14 years


Make it work; make it better.


« Reply #3 - Posted 2005-12-06 20:35:11 »

Very interesting.  Very different.  Good job.

Offline Morre

JGO Knight


Medals: 2
Projects: 10


I'm Dragonene on IRC.


« Reply #4 - Posted 2005-12-06 21:32:38 »

Wow, that is one crazy game. Very hard Cheesy

Interesting concept, I've never seen anything like it. Good work Smiley

EDIT: I just can't get a good score. This is some seriously difficult stuff! I love it!

Offline Alan_W

JGO Knight


Medals: 8
Projects: 3


Java tames rock!


« Reply #5 - Posted 2005-12-06 22:03:44 »

Hey groovy man.  Musta been some bad acid...  See the pretty lights...

That worked quite well with my trackball.  11280 on my first go, although I'm sure that score will look pretty poor almost instantaneously Smiley

Alan.

Oh, regarding getPixels on a Bufferred Image.  The problem occurs when you try to draw on it with awt calls, e.g. drawString(...).  I got round this by drawing text into a separate BufferedImage, only when needed & then copying it byte by byte into each frame of the BufferedImage acting as my frame buffer.  The problem might go away if the BufferedImage is of type INT_ARGB_PRE, which the Mac seems to like, although I haven't really checked this out.

Time flies like a bird. Fruit flies like a banana.
Offline EgonOlsen
« Reply #6 - Posted 2005-12-06 22:15:37 »

Oh, regarding getPixels on a Bufferred Image.  The problem occurs when you try to draw on it with awt calls, e.g. drawString(...).  I got round this by drawing text into a separate BufferedImage, only when needed & then copying it byte by byte into each frame of the BufferedImage acting as my frame buffer.  The problem might go away if the BufferedImage is of type INT_ARGB_PRE, which the Mac seems to like, although I haven't really checked this out.
I'm not doing this. I've a second BufferedImage (without ...getPixels()) into which i'm drawing the final scene by drawing the framebuffer's BufferedImage and the "GUI"-elements into it. I'll check out the INT_ARGB_PRE-thing...

Offline reardonj

Senior Newbie





« Reply #7 - Posted 2005-12-07 02:03:25 »

Interesting game. One problem here though, the "Java Application Window" box blocks off my view of the score.
Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #8 - Posted 2005-12-07 06:25:41 »

Plays very slow on Mac.  (OS X 10.4 Java 1.5.0 latest DP)
Mac doesn't like working with the pixel-array of a BufferedImage, does it? At least i remember reading something about that, but i'm not sure if it's correct and i have no clue how to fix this... Huh

It isn't that exactly... You have to pick the "native" image format or it will do a very slow software conversion of the image to the native pixel format all the time.

Try BufferedImage.TYPE_INT_ARGB_PRE


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