TheAnalogKid
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Posted
2006-03-15 20:57:03 » |
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Hi All, I think it's been more than a year I haven't present something new in terms of game dev. Here it is. My new game is somewhat a new and completly rewritten version of Mighty Bubbles. It has basically the same storyline and more gameplay elements. I've created all the graphics myself (except a few exceptions) again this time so it's normal if you find they are not professional quality. The game contains 7 levels and they much more smaller now. You will play three different types of gameplay to collect drops throughout the levels. Please try the game and all the levels if possible to test all the gameplay elements. Any feedback/comment is always welcome and also an important question: do you find the game fun? Note that the game is expected to run on windows at least. I know it runs on Mac without sound or music but I don't know about Linux. I know that the game may crash at start due to an FMOD problem. I haven't had time yet to fix the problem but if you encounter it simply restart the game and it shoud work. Here are some screenshots: [size=14pt] Level 4 - Save collected drops before they burst![/size]  [size=14pt] Level 6 - Fly to the drops![/size]  The game url: http://games.datadino.com/mightybubbles/lostdropsThank you for testing the game and I'm waiting for you feedback. Thanks!
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bauerr
Junior Member  
Java!!!!!!!!!!! !!!
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Reply #1 - Posted
2006-03-16 07:42:46 » |
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Cool game. I really like the player sprite  Game runs fine. I had two small problems: - sometimes the collision detection seems not to work properly. I had to jump twice or more times at some drops to get them. - I had some problems with the timing of my jumps. I personally would like if the jump would go a bit further. But perharps I'm only a bad player. 
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CaptainJester
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Reply #2 - Posted
2006-03-16 12:49:34 » |
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I got an exception. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
| java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.sun.javaws.Launcher.executeApplication(Unknown Source) at com.sun.javaws.Launcher.executeMainClass(Unknown Source) at com.sun.javaws.Launcher.continueLaunch(Unknown Source) at com.sun.javaws.Launcher.handleApplicationDesc(Unknown Source) at com.sun.javaws.Launcher.handleLaunchFile(Unknown Source) at com.sun.javaws.Launcher.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Caused by: java.lang.UnsatisfiedLinkError: C:\Documents and Settings\mxb122\Application Data\Sun\Java\Deployment\cache\javaws\http\Dgames.datadino.com\P80\DMmightybubbles\DMlostdrops\DMlib\RNwin32-dxinput-native.jar\dxinput.dll: Can't find dependent libraries at java.lang.ClassLoader$NativeLibrary.load(Native Method) at java.lang.ClassLoader.loadLibrary0(Unknown Source) at java.lang.ClassLoader.loadLibrary(Unknown Source) at java.lang.Runtime.loadLibrary0(Unknown Source) at java.lang.System.loadLibrary(Unknown Source) at net.java.games.input.DirectInputEnvironmentPlugin.<clinit>(DirectInputEnvironmentPlugin.java:62) at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Unknown Source) at net.java.games.input.DefaultControllerEnvironment.getControllers(DefaultControllerEnvironment.java:121) at game2d.JInputHandler.<init>(JInputHandler.java:30) at waterquest.JInputHeroKeyboardHandler.<init>(JInputHeroKeyboardHandler.java:39) at waterquest.GameLoader.loadNewPlay(GameLoader.java:204) at waterquest.gamestate.NewPlay.render(NewPlay.java:46) at game2d.GameStateHandler.render(GameStateHandler.java:57) at game2d.TickAnimator.run(TickAnimator.java:97) at game2d.AbstractAnimator.start(AbstractAnimator.java:110) at waterquest.GameInitialization.<init>(GameInitialization.java:99) at waterquest.GameInitialization.main(GameInitialization.java:218) ... 11 more |
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Games published by our own members! Check 'em out!
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TheAnalogKid
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Reply #3 - Posted
2006-03-16 14:24:39 » |
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Thanks bauerr. I'll check about collision detection of drops. I'm not sure if there's a problem concerning the timing of jumps...
CaptainJester, which version of Java did you run, which OS, etc.? I've never seen that error before and don't figure out why it happens.
Thanks for testing!
Anybody else tested? Any other comment/feedback?
Thanks
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g666
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Reply #4 - Posted
2006-03-16 20:01:39 » |
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Cool game. Plays fine. would prefer to start in windowed mode tho 
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desperately seeking sanity
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TheAnalogKid
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Reply #5 - Posted
2006-03-16 20:18:25 » |
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would prefer to start in windowed mode tho That's a good idea. I think I will provide a dialog to let the player start the game either in full screen or window mode and in which screen resolution for full screen mode. Thanks for testing! How many levels did you play? What did you like and didn't like, etc?
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Riven
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Reply #6 - Posted
2006-03-16 20:53:34 » |
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It played in fullscreen, when i got the last drop (i assume) the JWS console showed an Exception for a split-second and then the whole thing shutdown. And the controls... well, took a few minutes to get the hang of it 
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TheAnalogKid
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Reply #7 - Posted
2006-03-16 20:57:37 » |
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Could you activate Webstart logging, reproduce the error and send me the log please? And the controls... well, took a few minutes to get the hang of it I plan to change Z and X for CTRL and SPACE (or the reverse). Thanks for testing!
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Riven
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Reply #8 - Posted
2006-03-16 21:01:42 » |
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Could you activate Webstart logging, reproduce the error and send me the log please?
Only because you asked so kindly 
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Riven
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Reply #9 - Posted
2006-03-16 21:08:11 » |
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
| java.lang.RuntimeException: Unable to play sound. at game2d.actor.ActorImpl.playSound(ActorImpl.java:607) at waterquest.actor.Drop.access$3(Drop.java:1) at waterquest.actor.Drop$CollisionHandler.handle(Drop.java:198) at waterquest.actor.Drop.render(Drop.java:135) at waterquest.gamestate.Game.renderActors(Game.java:296) at waterquest.gamestate.Game.renderActors(Game.java:314) at waterquest.gamestate.Game.render(Game.java:191) at game2d.GameStateHandler.render(GameStateHandler.java:57) at game2d.TickAnimator.run(TickAnimator.java:97) at game2d.AbstractAnimator.start(AbstractAnimator.java:110) at waterquest.GameInitialization.<init>(GameInitialization.java:99) at waterquest.GameInitialization.main(GameInitialization.java:218) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.sun.javaws.Launcher.executeApplication(Launcher.java:1108) at com.sun.javaws.Launcher.executeMainClass(Launcher.java:1055) at com.sun.javaws.Launcher.continueLaunch(Launcher.java:898) at com.sun.javaws.Launcher.handleApplicationDesc(Launcher.java:469) at com.sun.javaws.Launcher.handleLaunchFile(Launcher.java:217) at com.sun.javaws.Launcher.run(Launcher.java:164) at java.lang.Thread.run(Unknown Source) Caused by: java.io.IOException: Playing the sound failed. Sound id: collectedDrop at sound.lwjgl.FMODSample.play(FMODSample.java:99) at game2d.actor.ActorImpl.playSound(ActorImpl.java:605) ... 22 more |
It was not the last drop, it is the top-left drop - which turned out to be the last drop, but the top-left drop causes it, whether it is last or not
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Games published by our own members! Check 'em out!
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TheAnalogKid
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Reply #10 - Posted
2006-03-16 21:12:18 » |
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hum...really weird! I'll have to investigate why it does that. Seems to be related to the state handling for sound. And maybe I should consider throwing a checked exception instead of RuntimeException. I was lazy in the first time to throw a checked one. But then, how will I handle this checked exception?  Maybe displaying it in a dialog before exiting the game? Or just ignore the exception to not interupt the game?
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Riven
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Reply #11 - Posted
2006-03-16 21:23:56 » |
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Sound related-exceptions should never ever crash the game, unless it's a beta.
So for deployment: catch->log->ignore.
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TheAnalogKid
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Reply #12 - Posted
2006-03-16 21:25:18 » |
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Yes, I think so too.
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zulo
Junior Member  
Java games rock!
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Reply #13 - Posted
2006-03-16 22:40:44 » |
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i liked that you used z and x, i dont like to use space  maybe you could make an option for the button setup? 
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CaptainJester
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Reply #14 - Posted
2006-03-17 00:12:51 » |
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It is working now on my home machine. But I run v1.5.0 on both machines. It might be a driver issue on my work machine.
Good game. I like the sketch like graphics. Runs smooth and nothing really feels wrong. Seems polished too. I heard no sound though. Is there sound?
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f.l.x
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Reply #15 - Posted
2006-03-17 00:33:49 » |
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Works great on my linux box, only that if i pause the game or click out of the window it becomes unresponsive to controls  running kubuntu 5.10 (2.6.12-10) jdk1.5
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TheAnalogKid
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Reply #16 - Posted
2006-03-17 02:54:38 » |
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It might be a driver issue on my work machine. I hope so.  But I'll investigate anyway. I heard no sound though. Is there sound? Were you running on Mac? Because the Mac version doesn't support sound nor music for the moment. I still use a relatively old LWJGL version. At this time there was no support for FMOD on Mac via LWJGL. I'll upgrade to the latest version and it should work fine. Thank you CaptainJester for the good words!  I was told by Gametrust that my game is average. I know they are right about some points concerning the gameplay and I'll fix them in a not too long time. only that if i pause the game or click out of the window it becomes unresponsive to controls Hum...I'm not sure to fully understand here. If you click outside the window then click inside it, do the controls work? Sorry about the Linux version but it's never been tested with that game. I try to focus on the Windows version first since there is so much work...
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f.l.x
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Reply #17 - Posted
2006-03-17 12:28:54 » |
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nope, if i click outside the window (it works alt-tabing to another aplication and alt-tab back) and click back to lost drops, i cant move the character, nor pause the game, it doesnt respond to keyboard input
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CaptainJester
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Reply #18 - Posted
2006-03-17 12:50:25 » |
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It might be a driver issue on my work machine. I hope so.  But I'll investigate anyway. There is definitely something wrong with my work machine. It runs Windows 2000, but I am not allowed to update drivers so I can't really tell what the problem is. It is not worth you trying to figure out what the problem is here. I heard no sound though. Is there sound? Were you running on Mac? Because the Mac version doesn't support sound nor music for the moment. I still use a relatively old LWJGL version. At this time there was no support for FMOD on Mac via LWJGL. I'll upgrade to the latest version and it should work fine. No, I run Windows XP at home. I'll check again. It could have been my volume control. Thank you CaptainJester for the good words!  I was told by Gametrust that my game is average. I know they are right about some points concerning the gameplay and I'll fix them in a not too long time. Yeah, but you have a good start. You just have to add more game play elements. Also you might want make your artwork more consistent. Your character looks like he belongs in a different game than everything else. And the enemies seem out of place. Make all(or most of) your artwork sketch like, similar to the main character and it will fit together better.
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Avenger
Guest
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Reply #19 - Posted
2006-03-17 14:41:22 » |
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I played the game up to level 3  really nice , really hope I can make something like that too some time  My one and only suggestion is to add passwords for loading levels.Let's say you reach level 3.Give the player a password to load the game later from the same level  .
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TheAnalogKid
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Reply #20 - Posted
2006-03-17 15:57:45 » |
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f.l.x, have you played the game on windows? CaptainJester , how many levels have you played? If you play the 7 levels then you should notice that there are many types of gameplay. Yes, there are not a lot of ennemies but my initial intent was to not reveal them too fast but I agree that I could (and I will) reveal them faster. What do you think about the 3 main ways (basic, timed drops, flying action) of rescuing drops? Concerning the artwork I can hardly improve it since I'm not artist.  ...and it take so much time! I still need to find artists and probably pay them instead of offering a kind of revenu share at the end. Avenger, I already planned to implement automatic save via New/Load Game menu commands.
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EgonOlsen
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Reply #21 - Posted
2006-03-17 18:19:08 » |
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Please add an option to let the user change the controls. Using the arrows for left/right but not for jumping annoys me. Jumping has to be an CRSR-up for me...i don't want to use both hands just to run around and jump at a time.
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TheAnalogKid
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Reply #22 - Posted
2006-03-17 18:21:24 » |
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I understand your preferences. I don't know if I'll have time to provide this configuration feature within the next month.
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CaptainJester
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Reply #23 - Posted
2006-03-17 19:41:48 » |
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CaptainJester , how many levels have you played? If you play the 7 levels then you should notice that there are many types of gameplay. Yes, there are not a lot of ennemies but my initial intent was to not reveal them too fast but I agree that I could (and I will) reveal them faster. What do you think about the 3 main ways (basic, timed drops, flying action) of rescuing drops?
I have gone to later levels now. Now I do see more variety. The sound also works. It must have been volume last time.
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stanvman
Senior Newbie 
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Reply #24 - Posted
2006-03-22 02:55:58 » |
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Played smooth on my 1.6 ghz Laptop with no graphics card. I loved the graphical style, and the shooting animation  .
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TheAnalogKid
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Reply #25 - Posted
2006-03-22 16:10:25 » |
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Thanks stanvman! I'm prepraring an anhanced version of the game. It will contain better and new gameplay elements, and some visual enhancements too. And also the game will have automatic game save. Stay tuned! 
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Jamison
Junior Member  
We're all idiots in one way or another.
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Reply #26 - Posted
2006-03-30 19:32:46 » |
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I can't play it because you have the resolution set by default at 1024x768 and I only have an 800x600 screen. Yes, I truely have the worst computer ever. Believe me, ask what the specs are.
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TheAnalogKid
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Reply #27 - Posted
2006-03-30 20:21:04 » |
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Jamison,
the game is running in 800x600x16. Obviously there's a problem to switch to that resolution. Could you activate the webstart log, reproduce the error and send me the log please?
Thanks
FYI, I plan to release a second build of the game next week.
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Jamison
Junior Member  
We're all idiots in one way or another.
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Reply #28 - Posted
2006-03-30 20:37:40 » |
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Hmm, I don't know how to activate the webstart log (I hardly even know how to use webstart except click on a JNLP file and open it). Maybe it's in the Java settings?
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TheAnalogKid
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Reply #29 - Posted
2006-03-30 21:22:57 » |
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If you're running Java 5 then activate logging via the advanced tab in Java Control Panel. In this tab, open the begugging node and select both "Enable tracing" and "Enable logging" options. If you're with java 1.4.x then you must activate the logging in the webstart options of the provided GUI (can't remember the name).
Anyway, the next build of the game will provide a Swing dialog allowing the player to start the game either in fullscreen mode or in a window.
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