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  Ancient Arenas (web applet Java 1.1)  (Read 5619 times)
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Offline ben

Junior Member


Projects: 1



« Posted 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.
Offline ChrisM

JGO Coder


Medals: 3
Projects: 1
Exp: 14 years


Luke...END OF LINE


« Reply #1 - Posted 2006-03-13 20:12:16 »

AWESOME!  Ran really well and no problems what-so-ever!

-Chris

Offline Breakfast

Senior Member




for great justice!


« Reply #2 - Posted 2006-03-14 00:26:12 »

Nice work!

Looked fine in Opera and whatever jvm I'm running...

1.4.2 or thereabouts.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline nva225

Junior Member





« Reply #3 - Posted 2006-03-14 04:32:28 »

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

Not to complain... you put together a pretty good game, but that would make it a whole lot better I think.
Offline bauerr

Junior Member




Java!!!!!!!!!!! !!!


« Reply #4 - Posted 2006-03-14 06:35:28 »

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

Senior Member


Projects: 4


Java games rock!


« Reply #5 - Posted 2006-03-14 07:38:14 »

Runs well on my low-spec system: Fujistu/Siemens Notebook Lifebook C 

Windows XP Home Edition
Celeron CPU 1.5 Ghz
256 MB Ram

IE 6.0.2 running Java 1.5.0_02       ----------->      No problems

Mozilla 5.0 Firefox 1.5.0.1  With Java 1.5.0_02  ---> No problems

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!


Regards from


M.E.
--------
Offline Alan_W

JGO Knight


Medals: 8
Projects: 3


Java tames rock!


« Reply #6 - Posted 2006-03-14 08:01:56 »

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 )

Alan

Time flies like a bird. Fruit flies like a banana.
Offline noblemaster

JGO Ninja


Medals: 20
Projects: 10


Age of Conquest makes your day!


« Reply #7 - Posted 2006-03-14 10:01:37 »

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

Offline thijs

Junior Member




Lava games rock!


« Reply #8 - Posted 2006-03-14 10:55:16 »

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.


Quote
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

IE likes applet tags (I even think it was MS who introduced the applet tag), it works for me in IE 6 + JVM 1.5, maybe you have disabled the applet tag in your internet options?

Thijs

<a href="http://www.dzzd.net">3DzzD!</a>
<a href="http://www.arcazoid.com">Arcazoid!</a>
Offline PeterB

Junior Member





« Reply #9 - Posted 2006-03-14 11:40:31 »

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.



Vault101 / Mace The Game
There are 10 kinds of people in the world. Those who understand binary and those who don't.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline JoC

Junior Member




I love YaBB 1G - SP1!


« Reply #10 - Posted 2006-03-14 12:27:22 »

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.
Offline ben

Junior Member


Projects: 1



« Reply #11 - Posted 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.

Offline swpalmer

JGO Coder


Exp: 12 years


Where's the Kaboom?


« Reply #12 - Posted 2006-03-14 14:46:34 »

Runs slow on Mac OS X 10.4.5 Powerbook 1GHz, Java 5.  Strafe key didn't seem to work reliably.

Offline Markus_Persson

JGO Wizard


Medals: 15
Projects: 19


Mojang Specifications


« Reply #13 - Posted 2006-03-14 15:29:15 »

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.

Play Minecraft!
Offline ben

Junior Member


Projects: 1



« Reply #14 - Posted 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.
Offline Jamison

Junior Member




We're all idiots in one way or another.


« Reply #15 - Posted 2006-03-31 03:09:56 »

Wow awesome FPS. Worked flawlessly with Low Detail on my "crap" of a PC I have. I would love to know what you used for the 3D rendering. OpenGL or DirectX? Or did you create your own 3D engine?

EDIT: Never mind the 3D rendering question. I realized someone clarified what 3D software rendering API you've used.

I don't like you. Check out my site Smiley www.gamedevforums.com
Offline nwlinkvxd

Senior Newbie





« Reply #16 - Posted 2006-04-06 20:01:15 »

That was awesome, and really fun.

The time delay is a cool idea.
Offline Call Me Jimmy!

Senior Newbie





« Reply #17 - Posted 2006-05-24 15:13:17 »

very nice! looks great, the guns have that *oomf* that I always look for. AI is good, great stuff!
Offline JAW

Senior Member


Medals: 2



« Reply #18 - Posted 2006-06-24 16:08:35 »

It is really great.

But I noticed something, might be a smaller bug. I was firing the last round of the rocket launcher and it switched to the plasma or whatever rifle and fired 2 more rounds. It seems to meddle a bit with burst fire and weapon change when out of ammo. It seems to continue the burst with the next weapon.

-JAW
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