oNyx
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Posted
2005-12-08 16:29:55 » |
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http://kaioa.com/jws/jnlp_na/fuzetsu.jnlp 3989 4025 4037 4073 bytes Patterns arent final yet, but thats the game (basically). Its a no button bullet hell game. You start to "fire" when you scrape bullets, the more bullets there are in your scraping radius and the closer they are the more bullets you start to emit. Score is directly proportional to the scraping. If you are close to the enemy alot of bullets will miss... so you can get more points out of that enemy  Screenies: screenie 1screenie 2screenie 3screenie 4screenie 5screenie 6screenie 7Screenie of the editor for those who careedit: The speedup after the enemy died is intentionally (its for clearing the screen). You are also invulnerable during that time (indicated by that animation). fixes: -half transparent gray cursor rect on mac Solution: clear it! 1 2 3
| BufferedImage cursor=new BufferedImage(32,32,BufferedImage.TYPE_INT_ARGB); cursor.setRGB(0,0,32,32,new int[1024],0,32); setCursor(Toolkit.getDefaultToolkit().createCustomCursor(cursor,new Point(0,0),"")); |
-leftover garbage in generated images on linux Solution: fill it with black -misaligned fonts on some systems Solution: Well, do it the proper way and use FontMetrics  -slighty cut off hull image on the mac Solution: Use some padding 
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kappa
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Reply #1 - Posted
2005-12-08 17:06:09 » |
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wow amazing work, damn hard on the later barrages but damn addictive 
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f.l.x
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Reply #2 - Posted
2005-12-08 17:22:59 » |
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Great very original ^^
played smooth and nicely
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Games published by our own members! Check 'em out!
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c_lilian
Senior Member    Projects: 1
Java games will probably rock someday...
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Reply #3 - Posted
2005-12-08 17:25:58 » |
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Great !
... but on my mac (beware, the dreaded mac is back)... the mouse cursor is still visible and hides most of the contents of the player cicle...
I'm beginning to think Mac Os really hates 4k games...
Lilian
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oNyx
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Reply #4 - Posted
2005-12-08 17:45:12 » |
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Great !
... but on my mac (beware, the dreaded mac is back)... the mouse cursor is still visible and hides most of the contents of the player cicle...
I'm beginning to think Mac Os really hates 4k games...
Lilian
Retry... that issue should be (hopefully) fixed now.
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Morre
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Reply #5 - Posted
2005-12-08 17:50:51 » |
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Looks impressive, runs smoothly, but to be honest, I don't get it  Care to explain again what to do? I'm not entirely sure 
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jbanes
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Reply #6 - Posted
2005-12-08 17:55:43 » |
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Looks impressive, runs smoothly, but to be honest, I don't get it  Care to explain again what to do? I'm not entirely sure  It took me about a half-hour to figure it out. The white "dot" in the center is you. If you touch a bullet, you lose a life. (The three blue balls at the top.) However, if the rim around your player (I think of it as a buzz saw) touches the bullets, you fire particles at the bad guy that reduce his life. When you lose your last life the bad guy will laugh at you and the game will start all over. Make sense? 
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Morre
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Reply #7 - Posted
2005-12-08 17:58:09 » |
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Ah, I see. Thanks  EDIT: Wow, that is one truly awesome game. Best gameplay so far this year, I think (sorry, Markus). I love it! Only 270k on first try though - I'll play it more later. Now though, I have to study  EDIT2: No such errors for me (such as the one below). Mouse cursor is visible though, not sure if it's meant to be that way? XP Pro, JRE 1.5.
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c_lilian
Senior Member    Projects: 1
Java games will probably rock someday...
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Reply #8 - Posted
2005-12-08 18:02:50 » |
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a problem with the new version :
java.lang.ClassCastException at apple.awt.StrategyBufferImage.<init>(StrategyBufferImage.java:26) at apple.awt.ContainerModel.createBuffers(ContainerModel.java:155) at java.awt.Component$FlipBufferStrategy.createBuffers(Component.java:3111) at java.awt.Component$FlipBufferStrategy.<init>(Component.java:3080) at java.awt.Component.createBufferStrategy(Component.java:2989) at java.awt.Canvas.createBufferStrategy(Canvas.java:166) at java.awt.Component.createBufferStrategy(Component.java:2921) at java.awt.Canvas.createBufferStrategy(Canvas.java:141) at W.<init>(Unknown Source) at W.main(Unknown Source) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:324) at com.sun.javaws.Launcher.executeApplication(Launcher.java:848) at com.sun.javaws.Launcher.executeMainClass(Launcher.java:808) at com.sun.javaws.Launcher.continueLaunch(Launcher.java:682) at com.sun.javaws.Launcher.handleApplicationDesc(Launcher.java:397) at com.sun.javaws.Launcher.handleLaunchFile(Launcher.java:199) at com.sun.javaws.Launcher.run(Launcher.java:167) at java.lang.Thread.run(Thread.java:552)
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Games published by our own members! Check 'em out!
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jbanes
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Reply #10 - Posted
2005-12-08 18:13:10 » |
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Welp, I beat it. Despite oNyx's "recommendation", just stay far away from the bad guy and scrape bullets in very open areas. As long as you don't get too close, it isn't hard to keep yourself alive.  Final score: 364136 points. For some odd reason, the final bonus is a nice, round 33,333 points. (100,000/3?)
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oNyx
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Reply #11 - Posted
2005-12-08 18:16:38 » |
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Updated. Hope it solves that issue... >Despite oNyx's "recommendation" Well, if you really want more points you have to work for it  edit: Yea well, its 33333*lives (so the number of digits remain the same *cough*)
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Morre
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Reply #12 - Posted
2005-12-08 18:18:58 » |
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Mouse is hidden now. Good 
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oNyx
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Reply #13 - Posted
2005-12-08 20:16:28 » |
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Patterns updated (18 pattern in 16 combinations).
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weston
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Reply #14 - Posted
2005-12-08 21:07:25 » |
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Cool idea. Its so tempting to get close and watch those tons of bullets fly out, but I know it will kill me! I think lots of good games have that balance though. I remember trying to run through the levels in super mario bros. really fast and dying over and over, but it was cool to go through the levels so fast.
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for(int i = 1; i > 0; i++) { System.out.println(i+" cups of java downed"); }
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arne
Senior Member   
money is the worst drug- we should not let it rule
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Reply #15 - Posted
2005-12-08 22:07:15 » |
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very nice game !!  524256 points I had all my lives left, when I got that extra bonus  Then it somehow restarted ( at least I think it did  ) Is it possible to manage more points?
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oNyx
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Reply #16 - Posted
2005-12-08 22:20:58 » |
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562k on my last run. Since you get points for spawning bullets, you get more points if you are closer to the enemy (because more bullets will miss then). Well, its alot harder to do  >Then it somehow restarted "click to restart"  edit: I think I'll use those remaining bytes to fix that font issue.
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Alan_W
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Reply #17 - Posted
2005-12-08 22:40:49 » |
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I've never seen anything like this before. 1st go I got wiped. 2nd was better until I got to the level where the bullets come from multiple sources. So simple, but so much variation in strategy per level.  Oh, and I don't know 'fuzetsu' & will have to look it up in a minute  Alan
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Time flies like a bird. Fruit flies like a banana.
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g666
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Reply #18 - Posted
2005-12-08 22:45:20 » |
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This game is great. very colourull and also needng some thought but also action at the same time 
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desperately seeking sanity
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nonnus29
Senior Member   
Giving Java a second chance after ludumdare fiasco
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Reply #19 - Posted
2005-12-09 00:18:15 » |
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I never thought I'd see a no-button shooter, very cool, unique game! I didn't get very far, I suck at shooter type of game.... 
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oNyx
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Reply #20 - Posted
2005-12-09 00:48:35 » |
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Font issues have been solved. 56 bytes left 
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darkprophet
Senior Member   
Go Go Gadget Arms
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Reply #21 - Posted
2005-12-09 01:09:02 » |
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* darkprophet's jaw drops to the floor Soo many pewty little bullets!
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Orangy Tang
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Reply #22 - Posted
2005-12-09 01:55:55 » |
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Thats a nifty shooter, I'm surprised you got so many bullet patterns into 4k!
Also the buzz system is woefully under used in shooters, I can only think of Psyvariar and Bangi-O which were any good.
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oNyx
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Reply #23 - Posted
2005-12-09 02:50:44 » |
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>I'm surprised you got so many bullet patterns into 4k! 10 bytes per pattern: -start degrees (short) (the starting angle) -degree modifier (short) (the amount of degrees which are added each iteration) -start velocity (unsigned byte) (the bullet speed) -velocity modifier (unsigned byte) (the amount of units per frame which gets added to the bullet speed each iteration) -spawns per iteration (unsigned byte) (the amount of bullets to spawn each iteration) -repeat (unsigned byte) (how often the whole thing is repeated until wait/velocity reset) -start wait (unsigned byte) (how long to wait before this emitter starts) -wait (unsigned byte) (how many iterations to wait after repeat ran out) And 3 bytes per combination (like pattern A, pattern C and pattern F). I also used a blank pattern for muting emitters. The system is overly simple, but it was the best one I could come up with which would work with this filesize limitations. I think it turned out pretty well and the degree of variations is also pretty nice. Its actually the first time I wrote something like this 
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hvor2
Junior Member  
Beyond mind, there is an awareness...
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Reply #24 - Posted
2005-12-09 09:46:14 » |
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 I respect the original idea very much. Took me a while to understand what to do, but it was worth it. Great concept and realisation. Just as in life - if you don't risk... A little suggestion: I tought that I will do more damage if I am closer to an enemy. That will be better for gameplay I think.
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arne
Senior Member   
money is the worst drug- we should not let it rule
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Reply #25 - Posted
2005-12-09 10:14:12 » |
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>I'm surprised you got so many bullet patterns into 4k! 10 bytes per pattern: -start degrees (short) (the starting angle) -degree modifier (short) (the amount of degrees which are added each iteration) -start velocity (unsigned byte) (the bullet speed) -velocity modifier (unsigned byte) (the amount of units per frame which gets added to the bullet speed each iteration) -spawns per iteration (unsigned byte) (the amount of bullets to spawn each iteration) -repeat (unsigned byte) (how often the whole thing is repeated until wait/velocity reset) -start wait (unsigned byte) (how long to wait before this emitter starts) -wait (unsigned byte) (how many iterations to wait after repeat ran out) And 3 bytes per combination (like pattern A, pattern C and pattern F). I also used a blank pattern for muting emitters. The system is overly simple, but it was the best one I could come up with which would work with this filesize limitations. I think it turned out pretty well and the degree of variations is also pretty nice. Its actually the first time I wrote something like this  Why don't you generate those patterns by random? Then you would be able to keep people playing forever  Then you would only have to make some numeric tricks, so the first levels are easier than the rest. Or: Keep the first levels like they are, but do that with the randomizing for the rest of the levels. You could try to but that into the last 56 Bytes 
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Matzon
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Reply #26 - Posted
2005-12-09 10:37:01 » |
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would make comparing score impossible since we'd all have varying difficulty
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CaptainJester
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Reply #27 - Posted
2005-12-09 13:12:37 » |
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If you seed the random number generator with the same seed, then even though they are randomly generated, they will be the same each time.
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oNyx
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Reply #28 - Posted
2005-12-09 18:19:26 » |
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Random wouldnt work very well. I mean I also thought about that, but fiddling around with the editor has shown that most value combinations are totally unplayable. It would be also not easy to get usable difficulty ramping.
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oNyx
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Reply #29 - Posted
2005-12-10 04:11:50 » |
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Fixed some slight rendering issue on the mac. Some new pattern, two boring ones were thrown out. 21 pattern in 22 combinations (levels). Surprisingly it got a bit harder, too. 
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