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  Tiltilation  (Read 13343 times)
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Online Riven
« League of Dukes »

JGO Overlord


Medals: 744
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #60 - Posted 2006-06-10 13:27:19 »

About the smooth loadingbar.... it seems to be doing nothing the first 75%. There is no output on the console, and the smoothness is so extremely smooth it's hard to imagine anything is happening at all Smiley The output begins after 75% and the smoothness is gone - like it should.

Could you shed any light on this?



Further, you might want to resort to the processbar-common-behaviour:
1. do all hard work in the first 33%
2. jump to 85% in a split second
3. move swiftly to 100% doing easy stuff
4. do some last hard work that takes fairly long

 Wink

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Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #61 - Posted 2006-06-10 15:41:48 »

Wow, this game kicks ass. Cheesy

Two requests:

* Fullscreen mode! :-D
* Keyboard controls. Yeah, I know, that might make it too easy, but right now, I'm fighting the controls, not the game.

I'll definitely buy this when it's done!

Play Minecraft!
Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Reply #62 - Posted 2006-06-10 18:51:12 »

About the smooth loadingbar.... it seems to be doing nothing the first 75%. There is no output on the console, and the smoothness is so extremely smooth it's hard to imagine anything is happening at all Smiley
Indeed. but the average user (=when you don't develop the game) don't mind at all... I don't wanna know what's going on, just wanna play ! And smoothness makes me wait until the end of the bar is reached (maybe I'm the only smooth-loving guy out there ^^)

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
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Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #63 - Posted 2006-06-10 21:36:52 »

Wow, thanks for the all great feedback, feel very motivated now Smiley Webstart has been updated (no native updates yet - not that I expect you lot would use them Smiley). Details below.

Thanks again, awesome stuff! (coo, how american do I sound these days?)

Quote
About the levels that are only available in the purchased version, it's good to load them, but make them unplayable: no mouse-handling, translucent overlay saying the level not available in the demo. This way the player knows that he'll be paying for, now it's one big mystery what the next levels will be, so players will ask themselves whether it's worth it or not.

Done - you can now view purchasable levels - however, most of them arn't designed yet so you'll still get a "duff" noise on these. The nag screen also shows demos of the later levels rolling around.

Quote
My second point would be to enable FSAA by default - are you using LWJGL? Use the Display.create(...) to get FSAA - and fall back on the default create() when an exception is thrown. This game desperately needs AA and it's only a few lines of code.

Yep, LWJGL. Unfortunately when I did this I got 3 reports back of a NV bug which causes the windows machine to blue screen when using FSAA and textures under 64x64 in size. Given I've not had many people try it out yet I consider 3 a reasonably signifcant number. Blue screen = too scary to risk.

Quote
Last but not least, the register-menu crashes in about a 10th of a second.

The game exits unexpectedly when I click on Register - I see the registration screen for about a second, and then it's gone.

Fixed I think. It was when it was trying to access the clipboard for your license key Smiley

Quote
"Unavailable in demo" isn't spelled correctly.

Ooops! My english teacher would be appauled.

Quote
The rollover areas don't quite correspond to the graphics - noticeable on the main menu and on the + and - buttons in the settings screens.

I've changed this where I notice the problem. Thanks for pointing this out - its a nice detail. For me its key that when you mouse is over the text it highlights, if theres a bit of a border thats ok - just makes its easier to select quickly.

Quote
- The view destabilize me a bit : I think It'd be better if it was rotated 45° in the X axis (perspective more visible)

This is the only one I've not done anything about this time. I've been round this loop several times now - trying to make it feel right for more people. The problem with views other than straight down is it makes it hard to see areas when the board is tilted (other parts of the level obscure). I even had the suggestion that I make it 3rd person view - turning it into super monkey ball - its just a different game! Smiley

Quote
- Nice smooooth loading bar

About the smooth loadingbar.... it seems to be doing nothing the first 75%

Sometimes, you people astound me! You just picked a bug that I really hadn't noticed! You'll now note that start up time is about 5 times faster. Why - I shaln't say - its way to emabarrasing Smiley

Quote
Wow, this game kicks ass

You said kicks right? not sucks Smiley

Quote
* Fullscreen mode! :-D
* Keyboard controls. Yeah, I know, that might make it too easy, but right now, I'm fighting the controls, not the game.

You've just topped the kev-o-meter for these requests - had feedback asking before but you've just made the feedback big enough. Both are in:

Keyboard - on by default - Enter/Space to click, cursors to control. Note that if you use a gamepad keyboard and mouse controls are turned off. All menus should as a side effect work through keyboard also.

Fullscreen - theres now an option in display settings for fullscreen (which can also be toggled with F9). Switches into the res of your desktop.

Thanks again for the encouraging feedback, apologies for the long post.

Kev

Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #64 - Posted 2006-06-10 22:36:19 »

All levels starred (but it still says 10 stars to go.. I'm probably missing something).. So when is this coming out? =D

*prepares credit card*

Play Minecraft!
Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #65 - Posted 2006-06-10 22:37:27 »

Well, ya see, once you can buy the game - you can complete say another 10 levels on target and you'll reach the star target! - what happens then? Why something magical of course! Smiley

Kev

Offline darkprophet

Senior Member




Go Go Gadget Arms


« Reply #66 - Posted 2006-06-11 04:29:59 »

Quote
Sometimes, you people astound me! You just picked a bug that I really hadn't noticed! You'll now note that start up time is about 5 times faster. Why - I shaln't say - its way to emabarrasing Smiley

Im thinking Thread.sleep(2000); or so...am I close? huh? huh?

Btw, really nice improvements you got there...especially the keyboard input. Genius!

Friends don't let friends make MMORPGs.

Blog | Volatile-Engine
Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #67 - Posted 2006-06-12 04:29:53 »

Quote
Im thinking Thread.sleep(2000); or so...am I close? huh? huh?

Fraid it wasn't even that nice. The code to cause the textures to load at the beginning of the game was a graft on top of my old texture loader. So each of the different components of the game request textures at init(). Instead of just loading the textures the texture loader adds them to a list. Once everything has initialise the loading state cycles through the list causing things (textures, sounds, music) to be loaded.

However, what i didn' t factor in was mutliple sources using the same texture. So the first time the texture "a.tga" gets requested - it gets loaded - fine. The next 200 times its requested in the list its gets retrieved from a cache - hence the very smooth loading bar where it appears nothing is happening. Just pants.

Kev

Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #68 - Posted 2006-06-12 04:30:37 »

New version with some variation on backgrounds (as suggested so long ago) and some theme music (which apparantly makes it more addictive Smiley).

Kev

Offline elias

Senior Member





« Reply #69 - Posted 2006-06-12 12:27:58 »

Tested on a (PPC) mac lately? The music is just noise on our G5, so I suspect you forgot to compensate for the byte order.

  - elias

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline asc

Senior Newbie





« Reply #70 - Posted 2006-06-12 20:58:49 »

Full screen - thanks, that's much better. Cheesy

At the moment the star times are rather variable, with some easy to beat and some quite hard. Something to think about is having several levels of achievement instead. It would definitely add to the replay value - the levels are fairly short and I imagine many players will get the star times (as they are now) without much effort. Hamsterball had I think 4 levels of awards, and you had to play it quite a bit to get good enough to get the top.

Oh, and there are some graphical glitches on some of the text - for example the "e" of Leccy bill or one of the "o"s in the nag screen.
Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #71 - Posted 2006-06-13 15:42:36 »

New version:

- Music on mac fixed.
- Fonts changed.

The star times for the demo levels are intended to be fairly variables and not too challenging. The demo IMO has to be something that people can complete reasonably easily (although you also have to remember that seasoned gamers arn't really the target market - some of my testers still can't complete all the levels in the demo, let alone with stars).

Kev

Online Riven
« League of Dukes »

JGO Overlord


Medals: 744
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #72 - Posted 2006-06-13 18:18:27 »

I see that you added the first row of non-demo levels. Maybe you should make them colored too (another color) so that people click on them - with the current 'inactive' color people won't even try - I think.

Last but not least, great to see how Tilt4k evolved Wink

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings
Offline SmittyTheSmit

Senior Newbie





« Reply #73 - Posted 2006-06-14 10:48:33 »

game is awsome! I keep going back for more Smiley
Offline shawnkendall

Senior Member





« Reply #74 - Posted 2006-06-14 19:54:51 »

Excellent job, very polished and professional AND fun! :-)

Shawn Kendall
Cosmic Interactive, LLC
http://www.facebook.com/BermudaDash
Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #75 - Posted 2006-06-16 00:37:46 »

Quote
Last but not least, great to see how Tilt4k evolved

game is awsome! I keep going back for more

Excellent job, very polished and professional AND fun! :-)

Thanks for the kind words. Tilt4k really has come an awfully long way Smiley Wonder which of my other 4k entries could have the same transformation?

Quote
So when is this coming out? =D

Given the new feature creep I'm suffering and the number of levels I need to produce looks like it's going to be a couple of months. It *has* to be finsihed by October when we're expected a new arrival in the Glass household that might zap up rather alot of my time Smiley

Thanks again for the motivation!

Kev

Offline asc

Senior Newbie





« Reply #76 - Posted 2006-07-01 11:24:42 »

Have you changed something recently? It seems to be running a bit faster after a recent update. I saw your post on cokeandcode about garbage collection, but I'm using the web start version so I don't suppose that affects me. Perhaps you changed the friction or the maximum amount of tilt to make it play faster.

Anyway, I've noticed a couple of physics bugs. Sometimes walls with gateposts in don't seem to be smooth. I first noticed this in the Pinball level. The area at the top left has a gate. If you roll back and forth across the bottom wall of this area sometimes you bounce as though hitting a bump.

I was going to say that otherwise the physics was excellent - which it is - when I thought I'd just have a play with the sliding metal bars to commend you on those. I had been impressed by the way their corners could push you back if you didn't quite make it past them. But then I realised that they can push you through the wall if you are directly in the way. It's easiest to achieve on One Way Or Another. At least it doesn't crash, it just restarts the level.

I don't know why but I'm still playing this with the same old levels. Probably the anal retentive in me loves beating my own times. And I can see the new levels but I can't play them. Aargh!
Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #77 - Posted 2006-07-01 17:57:53 »

Quote
Have you changed something recently? It seems to be running a bit faster after a recent update. I saw your post on cokeandcode about garbage collection, but I'm using the web start version so I don't suppose that affects me. Perhaps you changed the friction or the maximum amount of tilt to make it play faster.

I've changed a couple of things recently. The improvements in gargbage usage do in fact give performance imporvements in both versions - GC in SUN's JVM is great - but still takes "some" time. I also spent a bit of time improving the rendering system so hopefully that pays off a bit.

Quote
Anyway, I've noticed a couple of physics bugs. Sometimes walls with gateposts in don't seem to be smooth. I first noticed this in the Pinball level. The area at the top left has a gate. If you roll back and forth across the bottom wall of this area sometimes you bounce as though hitting a bump.

Yeah, I know about this one but haven't resolved it yet - the problem is hitting the corners of blocks that are next to each other. I guess I just need to add a priority system for collisions - i.e. flat surfaces weigh more than corners. However, I've not found that one annyoing enough to fix yet - it just doesn't happen often enough. I'll try and fix it soon - but so many other things coming Smiley

Quote
I was going to say that otherwise the physics was excellent - which it is - when I thought I'd just have a play with the sliding metal bars to commend you on those. I had been impressed by the way their corners could push you back if you didn't quite make it past them. But then I realised that they can push you through the wall if you are directly in the way. It's easiest to achieve on One Way Or Another. At least it doesn't crash, it just restarts the level.

Yep, sorry this is the nature of an alpha version. This was reported recently and is fixed locally. New version in about 12 levels times. There is now a mailing list (add yourself via the webpage) which I'll use to notify of the new versions if you're interested Smiley

Quote
I don't know why but I'm still playing this with the same old levels. Probably the anal retentive in me loves beating my own times. And I can see the new levels but I can't play them. Aargh!

Well, any time now the full version should be done and I'll be looking for beta testers if you (or anyone else here) have time. Mostly cute unlockables are going in at the moment and I'm still plodidng along trying to get the levels done.

Thanks again for reporting back - totally useful.

Kev

Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #78 - Posted 2006-07-21 05:44:22 »

Well, it's almost ready for release. I'm hoping I can enlist a few more people to beta the full game. If you're interested in playing through a fair section of the game and reporting back issues please let me know by emailing beta@tiltilation.com. If I'm lucky enough to get too many responses I'll probably have to select only a few.

Things I'm especially interested in:

- People willing to try the native versions which are less tested than the webstart as you can imagine
- Install/Registration Process quirks
- Bugs and places you can get stuck in the levels
- How far you get through the game - it gets pretty hard later on.

I'm also interested in feedback on the website including the new shiney best times page:

http://www.tiltilation.com/besttimes.php

Thanks for all the support from everyone so far! Again, if you're interested in betaing the whole game please mail me at beta@tiltilation.com including the following information:

Full Name
A name to appear on the highscore table
Hardware
Operating System
Intended Testing Version (Webstart/Native)

Thanks again,

Kev


Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #79 - Posted 2006-07-21 07:11:02 »

In typical Kev style there was a problem with the win32 beta - a new version is now available at the website.

Kev

Offline erikd

JGO Ninja


Medals: 16
Projects: 4
Exp: 14 years


Maximumisness


« Reply #80 - Posted 2006-08-02 01:00:38 »

I finally got around to giving this game a try, and well, thank you very much for another sleepless night!  Angry
 Grin

But seriously, it's very cool, nicely polished and really, REALLY addictive. Easy to learn, hard to master, but fun all the way.
I'll do some testing of the native win32 build and let you know if I find some problem or anything.

Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #81 - Posted 2006-08-02 23:49:16 »

Thanks for the positive feedback - always good to hear someone enjoyed it.

I'm getting ever closer to the release thanks to some really useful comments from beta testers. Any time now - honest Smiley

Kev

Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #82 - Posted 2006-08-21 20:34:58 »

Version 1.8 is available from:

http://www.tiltilation.com

Anyone with time to test would be appreciated, especially with the native versions for win32 and linux.

Kev

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