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  Super Mario Programming Contest  (Read 17608 times)
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Offline woogley
« Posted 2006-07-13 22:44:40 »

Bored this summer? Tired of waiting for the 4K to roll around again? Me too. So now, I present to you:

Click to Play

The Super Mario Programming Contest is the contest where you create the best game possible using only retro-style mario graphics!. That's the only thing that's enforced, everything else is up to you! Come on, you know you've wanted to see the Mario Bros. duke it out in a huge fireball fight. Or play a Yoshi watermelon-seed-spitting battle. Or what about that game where Luigi saves the princess?

Do what you want. Use any sounds you want. Present it with the mario graphics provided on the spritesheets we give you!

Oh, and by the way, [size=20pt]THERE ARE PRIZES!![/size]

The Prizes are:
  • The top 5 entries get a free copy of Tribal Trouble courtesy of Oddlabs!
  • One month SIX months FREE of Wurm Online play time!
  • Oh, and I'm throwing in a 1-up hat, too.
  • And we're still sniffing around for more Smiley

So what are you waiting for? Let's make some mario games!

http://javaunlimited.net/mario/index.html
Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #1 - Posted 2006-07-15 17:14:55 »

Right, saw this flick by - got excited - got confused when it went and now...

HAPPY DAYS!

I'm so in - however, whens the official start date?

One question - I note we can rehue, do minor edits etc on the sprite sheets. Is it ok to rescale the whole sheet using something like Scale2X? I love the sprites but they may be a bit small on today's resolutions.

Kev

Offline g666

Junior Devvie





« Reply #2 - Posted 2006-07-15 17:44:33 »

Wohohoohoooo  Wink

I will enter this if i can think of something,  Tongue

 Smiley

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

JGO Wizard


Medals: 16
Projects: 19


Mojang Specifications


« Reply #3 - Posted 2006-07-15 17:56:45 »

Wheee!!!

Click to Play

Play Minecraft!
Offline Markus_Persson

JGO Wizard


Medals: 16
Projects: 19


Mojang Specifications


« Reply #4 - Posted 2006-07-15 19:24:28 »

Clicky to play the game feel test -> http://www.mojang.com/notch/mario/
(Click applet to focus, arrow keys and space to move and jump)

Play Minecraft!
Offline purpleguitar

Junior Devvie





« Reply #5 - Posted 2006-07-15 21:20:54 »

Clicky to play the game feel test -> http://www.mojang.com/notch/mario/
(Click applet to focus, arrow keys and space to move and jump)

0FPS on Firefox 1.5 and Konqueror, Mandriva Linux, Java 1.5.  A background image is shown (the tall hills), nothing in the foreground.
Offline Markus_Persson

JGO Wizard


Medals: 16
Projects: 19


Mojang Specifications


« Reply #6 - Posted 2006-07-15 21:56:46 »

mh, ok

Play Minecraft!
Offline Matthias

Senior Devvie


Medals: 3
Projects: 1


TWL - Themable Widget Library


« Reply #7 - Posted 2006-07-16 00:06:16 »

A little bug Smiley

I jumped like indicated - and got stuck
Offline reardonj

Senior Newbie





« Reply #8 - Posted 2006-07-16 00:13:27 »

I'm also running Linux here(Ubuntu 6.06)  with Java 1.5.0_06. When I try to run the applet, the following exceptions come up:
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javax.sound.sampled.LineUnavailableException: Audio Device Unavailable
        at com.sun.media.sound.HeadspaceMixer.nResume(Native Method)
        at com.sun.media.sound.HeadspaceMixer.implOpen(HeadspaceMixer.java:346)
        at com.sun.media.sound.AbstractMixer.open(AbstractMixer.java:286)
        at com.sun.media.sound.AbstractMixer.open(AbstractMixer.java:323)
        at com.sun.media.sound.AbstractDataLine.open(AbstractDataLine.java:103)
        at class.k.<init>(Unknown Source)
        at class.s.<init>(Unknown Source)
        at com.mojang.mario.AppletLauncher.init(Unknown Source)
        at sun.applet.AppletPanel.run(AppletPanel.java:378)
        at java.lang.Thread.run(Thread.java:595)
javax.sound.midi.MidiUnavailableException: Audio Device Unavailable
        at com.sun.media.sound.MixerSynth.implOpen(MixerSynth.java:154)
        at com.sun.media.sound.AbstractMidiDevice.doOpen(AbstractMidiDevice.java:144)
        at com.sun.media.sound.AbstractMidiDevice.openInternal(AbstractMidiDevice.java:134)
        at com.sun.media.sound.AbstractMidiDevice.getReceiverReferenceCounting(AbstractMidiDevice.java:339)
        at javax.sound.midi.MidiSystem.getReceiver(MidiSystem.java:243)
        at javax.sound.midi.MidiSystem.getSequencer(MidiSystem.java:442)
        at javax.sound.midi.MidiSystem.getSequencer(MidiSystem.java:348)
        at class.t.a(Unknown Source)
        at class.s.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:595)


The background, and title come up, and the fps is at 0, nothing else happens

I also tried running it with JDK 1.6.0-rc-b90. In that case, almost the same exceptions are also thrown. However, the game runs (80 or so fps) and the sprites move, but no keyboard input is registered. The 1.6 exceptions are as follows:
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javax.sound.sampled.LineUnavailableException: Audio Device Unavailable
        at com.sun.media.sound.HeadspaceMixer.nResume(Native Method)
        at com.sun.media.sound.HeadspaceMixer.implOpen(HeadspaceMixer.java:346)
        at com.sun.media.sound.AbstractMixer.open(AbstractMixer.java:286)
        at com.sun.media.sound.AbstractMixer.open(AbstractMixer.java:323)
        at com.sun.media.sound.AbstractDataLine.open(AbstractDataLine.java:103)
        at com.sun.media.sound.MixerSourceLine.open(MixerSourceLine.java:39)
        at class.k.<init>(Unknown Source)
        at class.s.<init>(Unknown Source)
        at com.mojang.mario.AppletLauncher.init(Unknown Source)
        at sun.applet.AppletPanel.run(AppletPanel.java:417)
        at java.lang.Thread.run(Thread.java:619)
javax.sound.midi.MidiUnavailableException: Audio Device Unavailable
        at com.sun.media.sound.MixerSynth.implOpen(MixerSynth.java:165)
        at com.sun.media.sound.AbstractMidiDevice.doOpen(AbstractMidiDevice.java:144)
        at com.sun.media.sound.AbstractMidiDevice.openInternal(AbstractMidiDevice.java:134)
        at com.sun.media.sound.AbstractMidiDevice.getReceiverReferenceCounting(AbstractMidiDevice.java:339)
        at javax.sound.midi.MidiSystem.getReceiver(MidiSystem.java:243)
        at javax.sound.midi.MidiSystem.getSequencer(MidiSystem.java:442)
        at javax.sound.midi.MidiSystem.getSequencer(MidiSystem.java:348)
        at class.t.a(Unknown Source)
        at class.s.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:619)


Hmm. I just checked the J4K game I wrote a while back (which incidently has sound), and it no longer works on this machine either. I don't have time to install the latest versions of the JDKs at the moment, but I'll post back as soon as I have time to try again.
Offline nonnus29

Senior Devvie




Giving Java a second chance after ludumdare fiasco


« Reply #9 - Posted 2006-07-16 00:31:44 »

Nice job Markus, two things:

1) ummm, you can't die

2) STOP THE MUSIC!!!!  Ahem, when clicked the link for the larger view, the new applet started, and the old music kept playing mixed with the music from the larger view applet.  Then I had to close all instances of my browser to make it stop (latest mozilla with jre 1.5)
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Markus_Persson

JGO Wizard


Medals: 16
Projects: 19


Mojang Specifications


« Reply #10 - Posted 2006-07-16 00:58:56 »

Yeah, I noticed the midi keeps playing when you leave the page. I'll fix. Wink

Play Minecraft!
Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #11 - Posted 2006-07-16 01:08:29 »

Awesome applet! So smooth and mario-ish (can I use that as a term? Smiley)

Brilliant already!

Kev

Offline woogley
« Reply #12 - Posted 2006-07-16 13:05:03 »

I'm so in - however, whens the official start date?

One question - I note we can rehue, do minor edits etc on the sprite sheets. Is it ok to rescale the whole sheet using something like Scale2X? I love the sprites but they may be a bit small on today's resolutions.

start date is NOW. Tongue

Scale2X is fine.. when I say it's illegal to manipulate pixels, I mean like drawing a frownie face on yoshi or something like that Wink

good stuff already guys, I think I've seen 4 mario demos/screenshots total. can't wait to see where this goes! Cheesy
Offline Markus_Persson

JGO Wizard


Medals: 16
Projects: 19


Mojang Specifications


« Reply #13 - Posted 2006-07-16 15:28:50 »

I implemented Scale2x for my mario game:

Source code (public domain):
http://www.mojang.com/notch/mario/Scale2x.java

Scale2x scaling:
Click to Play


Normal java2d scaling:
Click to Play

Play Minecraft!
Offline ChrisM

JGO Coder


Medals: 3
Projects: 1
Exp: 14 years


Luke...END OF LINE


« Reply #14 - Posted 2006-07-16 15:42:35 »

I implemented Scale2x for my mario game:

Source code (public domain):
http://www.mojang.com/notch/mario/Scale2x.java

Scale2x scaling:
Click to Play


Normal java2d scaling:
Click to Play


Here is my observation after seeing Markus's applet.  This just demonstrates that, not only is Java an awesome language for developing games in, but draws the critical point of just how important good art is.  Here are characters with very few frames of animation but, due to the brilliance of their design, they look amazing.  You know, we should hook up with one of the art institutes and see if we can get assets made available for the developers here at JGO....

-Chris

Offline swpalmer

JGO Coder


Exp: 12 years


Where's the Kaboom?


« Reply #15 - Posted 2006-07-16 16:37:43 »

Clicky to play the game feel test -> http://www.mojang.com/notch/mario/
(Click applet to focus, arrow keys and space to move and jump)

1  
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javax.sound.sampled.LineUnavailableException: Audio Device Unavailable
   at com.sun.media.sound.HeadspaceMixer.nResume(Native Method)
   at com.sun.media.sound.HeadspaceMixer.implOpen(Unknown Source)
   at com.sun.media.sound.AbstractMixer.open(Unknown Source)
   at com.sun.media.sound.AbstractMixer.open(Unknown Source)
   at com.sun.media.sound.AbstractDataLine.open(Unknown Source)
   at class.k.<init>(Unknown Source)
   at class.s.<init>(Unknown Source)
   at com.mojang.mario.AppletLauncher.init(Unknown Source)
   at sun.applet.AppletPanel.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Using Ubuntu Linux (Dapper Drake), fully updated... Linux + Sound + Java is a total mess.  Something that should "just work" - but it's Linux.. so it will require days of hunting and configuration... sigh...  when will I learn that it just isn't worth even trying to use Linux.

On another note..  I may enter this contest - time permitting.  I wanted to play around with OpenGL for 2D games as I'm an OpenGL newbie...  So I grabbed Kev's Space invaders tutorial that has both a Java2D and an OpenGL (JOGL) renderer.  It's helped very much to get started, but one comment...

DON'T start game loops from a constructor in sample code!!!

I started refactoring the Space Invaders code to form a customized game engine for this contest.. I made a game base class and separated out the specific game logic into a subclass and then noticed that the Java2D version stopped working properly.  It was all because of the game loop being started from the constructor of my new 'Game' base class .   When you start threads or trigger things from a constructor it makes the class too dangerous to subclass.  The threads or game loops start running before the subclass constructor runs, and if your constructr never returns, well than the subclass constructor never runs either. And that, of course, buggers everything up.

I only mention this because the Space Invaders code is offered as a tutorial for Newbies and it should therefore avoid questionable practices that would be more at home in the wacky world of a 4k contest.   Overall I have high praise for the tutorial, thanks Kev.  I hope you don't mind that I intend to steal bits of it for this contest Smiley. I'll give you credit of course.

Another question regarding the contest.  The rules say that we can only use the supplied bitmaps for sprites and such, as well as out own particle effects.  Are we allowed to use any procedurally generate graphics, such as filled polygons, for background elements, text, or whatever?  Extending the idea that scale2x is allowed, I assume that I am allowed to rotate and scale the bitmaps in any way so long as I'm not actually drawing on them to make a new picture?

Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #16 - Posted 2006-07-16 16:45:13 »

Fair comment on the tutorials - I would say it was a mistake but I still quite often find myself doing things like that today in quick coded stuff - mostly because I'm just sloppy I'm afraid when writing stuff I don't see as being reused. As soon as I get time (maybe today) I'll look at updating the tutorials a bit - haven't touched them in a couple of years.

To be clear for other readers of the tutorials - this appears in the intro of all of them:

Quote
Disclaimer: This tutorial is provided as is. I don't guarantee that the provided source is perfect or that that it provides best practices.

Kev

EDIT: Consider Spaceinvaders 101,102,103,104 and the Asteroids tutorial updated in reflection of this comment.

Offline woogley
« Reply #17 - Posted 2006-07-16 19:28:09 »

Another question regarding the contest.  The rules say that we can only use the supplied bitmaps for sprites and such, as well as out own particle effects.  Are we allowed to use any procedurally generate graphics, such as filled polygons, for background elements, text, or whatever?

yes, generic shapes, including filled polygons, or even terrain generated with textures from the spritesheets, is all fine. except you cannot use filled polygons to make the appearance of an image that is not in the spritesheets [you know, a bunch of filled squares ordered in a matrix-like form with different colors mosaically resembling a brand new sprite Wink].

Extending the idea that scale2x is allowed, I assume that I am allowed to rotate and scale the bitmaps in any way so long as I'm not actually drawing on them to make a new picture?

yes, as the Getting Started Guide says, you can change the hue, the brightness, the contrast, etc, as well as the width, the height, the rotation, anything except you cannot actually manipulate the pixels to make a new picture Smiley
Offline gamepro65

Senior Newbie





« Reply #18 - Posted 2006-07-16 19:41:17 »

Alright guys well time to show off what ive been working on so far. Now this is not polished off or complete but its on its way. Anways heres some screen shots and im wondering if my join screen is legit to the extent of allowed or will i need to rework it into real mario gfx. Anways Gunbound/Worms style mario game complete with multiplayer.

Click to Play


Click to Play


Click to Play
Offline woogley
« Reply #19 - Posted 2006-07-16 19:52:52 »

DEMO!?!?!? PLEASE!?!? Cheesy

looks really good! cant wait to try it out! and your graphics seem fine to me. all I see are sprites from the legit sheets and primitive shapes.. which are all fine.

good stuff!
Offline Morre

JGO Knight


Medals: 2
Projects: 10


I'm Dragonene on IRC.


« Reply #20 - Posted 2006-07-16 21:46:55 »

Count me in. Cheesy

And oh, woogley, you should make sure javaunlimited.net has this contest on the page besides just hosting it, so that you can go to it from the "Contests" page (and several other pages where you link back and forth). Personally, I look at JU from time to time and I'm sure some of the slashdotters linked there does the same.

EDIT: Oh, by the way, shouldn't this be in a separate contests forum so that you can showcase games in a structured way?

Offline woogley
« Reply #21 - Posted 2006-07-17 00:37:30 »

yeaaaah uhm, this project is seperate from my java unlimited project, in fact Im not too sure I want it to be slashdotted...

and, the games are showcased in a structured way: http://javaunlimited.net/mario/games.php (just nobody has submitted yet)

glad to hear you're in, can't wait to see what you come up with Cheesy
Offline Morre

JGO Knight


Medals: 2
Projects: 10


I'm Dragonene on IRC.


« Reply #22 - Posted 2006-07-17 08:42:15 »

I suspected as much, I just wanted to hear it from you. Anyways, that's not quite what I meant; now you can't post a game in a new thread and ask for comments about it. That was what I wanted to be able to do Wink

Offline darkprophet

Senior Devvie




Go Go Gadget Arms


« Reply #23 - Posted 2006-07-17 11:40:16 »

You can, post the game on the mario website and there's a commenting system below it. It just wont happen on JGO thats all...

DP

Friends don't let friends make MMORPGs.

Blog | Volatile-Engine
Offline woogley
« Reply #24 - Posted 2006-07-17 13:54:01 »

aye, Morre, try to worry less about the contest provisions and start worrying about making your game. I've got it all covered Wink
Offline swpalmer

JGO Coder


Exp: 12 years


Where's the Kaboom?


« Reply #25 - Posted 2006-07-17 18:15:27 »

Does anyone have a good source for sound effects?  The links provided in by the contest page seemed to be mostly music.  I'm looking for bings and boings, explosions and splats, etc...

Offline woogley
« Reply #26 - Posted 2006-07-17 18:25:57 »

the mushroom kingdom cited on the contest page has sound effects. its filled with pages like this
Offline swpalmer

JGO Coder


Exp: 12 years


Where's the Kaboom?


« Reply #27 - Posted 2006-07-17 18:44:28 »

How did I miss that? Huh Sorry  Roll Eyes

Now I just have to figure out why the sprites lose their transparency when I render with OpenGL...  so much to catch up on...
 hey, Kevin  ...  Smiley

By the time I get the technical things working I won't have time left to put together something with some game play Smiley

Offline woogley
« Reply #28 - Posted 2006-07-17 19:03:24 »

cool news guys: wurm prize is now 6 months!! thanks to markus and rolf for this! Cheesy
Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #29 - Posted 2006-07-17 19:07:36 »

Quote
hey, Kevin  ...  Smiley

You know, it's been such a long time since I've used ImageIO for texture loading I'd have absolutely no idea about the alpha channel these days Smiley  EDIT: Actually - it seems that in the spaceinvaders tutorials blending just isn't turned on.

Suggestions:

* If you're using JOGL use their TextureIO class - seems to be the way to do these things in these here modern times.

* If you're using LWJGL I've provided the code that I use day to day here - which should mean it works ok: http://www.cokeandcode.com/feck (however, this would mean using TGAs for your images - load time reasons)

Kev


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