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  Super Mario Programming Contest  (Read 17233 times)
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Offline kevglass

JGO Kernel


Medals: 159
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #30 - Posted 2006-07-17 19:21:58 »

Here's what I'm working on - it's called Shrooms!.

Instruction will eventually appear in game and whats there at the moment is just a trial level. Instructions are:

* Get the Red mushroom to the red star - likewise with the green mushroom and green star
* Click the question mark blocks to release the mushroom(s)
* Click other blocks for other effects
* Click empty space to "build" a block
* Turn the music on for full mario nostalgia effect

Just the one level right now - not really had much time what with Tilt and all. Just a tech demo really - concept is there tho.

Kev

Offline Morre

JGO Knight


Medals: 2
Projects: 10


I'm Dragonene on IRC.


« Reply #31 - Posted 2006-07-17 21:44:21 »

woogley, I'm not worried, I'm sure you've got it covered... but you still miss my point. Never mind though. As to the game... I don't have time right now, so I'll hopefully start making it in a while. I have a clear idea of what I'll do though Wink

EDIT: kevglass:

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: no lwjgl in java.library.path
   at java.lang.ClassLoader.loadLibrary(Unknown Source)
   at java.lang.Runtime.loadLibrary0(Unknown Source)
   at java.lang.System.loadLibrary(Unknown Source)
   at org.lwjgl.Sys$1.run(Sys.java:67)
   at java.security.AccessController.doPrivileged(Native Method)
   at org.lwjgl.Sys.<clinit>(Sys.java:65)
   at org.lwjgl.opengl.Display.<clinit>(Display.java:104)
   at org.newdawn.render.window.LWJGLWindow.setIcon(LWJGLWindow.java:106)
   at mariopop.Pop.<init>(Pop.java:40)
   at mariopop.Pop.main(Pop.java:26)
   ... 11 more

Offline kevglass

JGO Kernel


Medals: 159
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #32 - Posted 2006-07-17 21:55:42 »

Morre, what platform?

Kev

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

JGO Knight


Medals: 2
Projects: 10


I'm Dragonene on IRC.


« Reply #33 - Posted 2006-07-18 00:35:50 »

Win XP Pro, jre1.5.0_06. Need anything else?

I'll try again after a reboot tomorrow (unless I leave home for our summer house in which case I won't be able to access the internet for a couple of days).

EDIT: minor changes.

EDIT2: Does not work better after reboot.

Offline BloodRain

Junior Member





« Reply #34 - Posted 2006-07-18 05:47:26 »

Runs nice on Windows XP SP2 jre 1.6.0 beta2 .
Offline kevglass

JGO Kernel


Medals: 159
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #35 - Posted 2006-07-22 09:16:07 »

Made some updates finally, 5 levels now - also added some screenshots here:

http://www.cokeandcode.com/mpop/

Kev

Offline woogley
« Reply #36 - Posted 2006-07-22 19:22:39 »

another thing, kev is the first to make use of the new game submission system: http://javaunlimited.net/mario/games.php

to avoid thread overload/hijacking, post your comments there on the contest website! yes, I actually coded it this year Wink

another great game, kev Cheesy
Offline Pakkabowl

Junior Newbie





« Reply #37 - Posted 2006-07-25 22:43:42 »

Mario Game Demo

I've been working on it for quite a while and I'm using custom graphics, so I don't think I can enter it.

Seems like the best place to first post my project  Smiley .
Offline woogley
« Reply #38 - Posted 2006-07-25 22:51:57 »

that is very cool! bit slow startup, but once it was all warmed up the performance was good. it looks really good, the layered graphics and everything. I would love to see a contest entry from you Cheesy (everyone needs a small break from big projects sometimes, to able to say you recently finished something) Wink

site is bookmarked. cant wait to see what you do with it. also your link you posted is broken, here's a fixed one Smiley
Offline 20thCenturyBoy

Senior Member


Medals: 3


So much to learn, so little time.


« Reply #39 - Posted 2006-07-27 11:58:31 »

Mario Game Demo

I've been working on it for quite a while and I'm using custom graphics, so I don't think I can enter it.

Seems like the best place to first post my project  Smiley .
Yeah that's really good, exactly like I was planning to do!
How long did it take you to do this much (not so much the graphics, more the programming)

"I have never done unit testing and I don’t find it a very useful concept" - Jonathan Blow
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Pakkabowl

Junior Newbie





« Reply #40 - Posted 2006-07-27 13:13:07 »

This engine has been in the works for about 2 years (on and off, as a hobby). It's actually a revision of a more advanced one that I couldn't get to work right  Embarrassed . I planned on having an engine that could handle any abstract polygon collisions with rotation and all that, but there was just ONE bug that I couldn't fix: when vertices collide. This engine just uses lines, and not polygons so the logic is much simpler Smiley .

The source code for the current game engine is available on my site (but I haven't kept up with updating it). After the contest (heh heh) I'll update it. I'd still like to finish that polygon engine... maybe after this contest I'll start a topic about it and someone can help me out ( and themselves since, it'll be open-source Cheesy ).
Offline Pakkabowl

Junior Newbie





« Reply #41 - Posted 2006-07-30 18:20:59 »

Are there any regulations on the music?
I wanted to know becuase I want to record my own stuff Smiley .
Offline woogley
« Reply #42 - Posted 2006-07-30 18:31:46 »

hell if I care! just use the required graphics! the "getting started guide" points this out Wink
Offline woogley
« Reply #43 - Posted 2006-08-04 12:19:08 »

update: nothing huge, but the spriter's resource site totally remapped their entire site, so if you bookmarked any links to that site, you might as well delete them. the updated links can be found on the getting started guide. also, because the spriter's resource have released the sprites, you are now allowed to use sprites from the original arcade mario bros! perfect for those who really wanna go retro!

keep the entries coming! Smiley
Offline bert

Junior Member




Miles of road and miles of code


« Reply #44 - Posted 2006-08-07 17:49:26 »

Is it allowed to change the colors in the sprites, as long as the basic outline is still there?

w00t, i'm winning
Offline rdcarvallo

Senior Member


Projects: 5
Exp: 15 years


2D Java games forever!


« Reply #45 - Posted 2006-08-07 18:20:08 »

From the starter Guide:
Quote
You CAN change the properties of the sprites (hue, brightness, contrast, width, height, rotation, etc)
If you can change the hue, you can change the colors.
But the question is:
Can I change the color palette?? (many turtles with the same skin, but distinct shell color)

    Rafael Carvallo.-
Offline woogley
« Reply #46 - Posted 2006-08-07 21:13:42 »

hmm, no i dont think so. changing the hue and all that is changing the image properties [e.g. it could be passed through a filter]. changing the palette itself is more like manually editing the pixel data beyond the allowed transforms/translations..

so keep it to properties, hue changing etc. your example can be done with hue changing. not to mention different colored koopa shells are provided on the sheets [super mario world if i remember] Wink

any other input on this? i dont wanna seem all tight about it [cuz im not] but i'd like to kinda keep the graphic altering to a bare minimum if I can [to catch that classic mario feel of it]
Offline kevglass

JGO Kernel


Medals: 159
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #47 - Posted 2006-08-07 21:19:59 »

As long as you can change the hue on portions of the sprite sheet - seems fine to me.

Kev

Offline moogie

JGO Knight


Medals: 12
Projects: 6
Exp: 10 years


Java games rock!


« Reply #48 - Posted 2006-08-07 22:25:49 »

I am going to attempt to make a game in time for the deadline... however with work commitments as well as looking for a house AND organising an engagement party there is very little time left over!

My game makes use of the tiles from the "worldmap.png" sprite sheet. however there are some missing map tile types which i have "constructed" using the existing sprites and layering them on eachother to create the missing tiles. Is this acceptable?
Offline woogley
« Reply #49 - Posted 2006-08-08 01:34:36 »

i don't have a problem with that. that's pretty much the same as just drawing two sprites on top of eachother at runtime. but who's to know if you did it at runtime or in photoshop, yes? Wink
Offline Pakkabowl

Junior Newbie





« Reply #50 - Posted 2006-08-08 02:27:48 »

I construct portions of the level by making scenes in mspaint using the given sprites (without altering color, ect.) and then outlining the collision detection in the program.

This is within the rules right?
Offline Amos Wenger

Senior Member




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


« Reply #51 - Posted 2006-08-08 08:45:51 »

I construct portions of the level by making scenes in mspaint using the given sprites (without altering color, ect.) and then outlining the collision detection in the program.

This is within the rules right?
I guess it is.

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
Offline woogley
« Reply #52 - Posted 2006-08-08 10:06:45 »

I construct portions of the level by making scenes in mspaint using the given sprites (without altering color, ect.) and then outlining the collision detection in the program.

This is within the rules right?

of course. you're talking about development strategies.. things that aren't "noticable" when the game is played. most will assume you're drawing the individual sprites at runtime, even if you had done it in mspaint yourself.

as long as the final outcome is using the allowed graphics [with the allowed modifications of the sprites].. you're in the clear. I'm not really concerned with how you develop it to be honest Wink
Offline moogie

JGO Knight


Medals: 12
Projects: 6
Exp: 10 years


Java games rock!


« Reply #53 - Posted 2006-08-21 00:00:37 »

As i feared I will not be able to devote the time needed to get an entry in by the due date... work, my engagement and other factors all conspire against me Smiley

I will however continue to work on the project to a state where it is play able and release to the public.

To keep with the spirit of the competition I will continue to honour the rules of the comp. i.e. no user made sprites etc.

I have decided to create a much more powerful level editor than initally anticipated that will be  similar to that of Blizzard's Starcraft's map editor. This is to help facilitate the making of levels. It can also mean that other people can make levels with ease.

The game concept:

Title: Super mario (a pun from Superman)

The perspective will be top down and mario will be able to move in 360 degree freedom.

Mario will have two modes of movement: walking and flying.
When walking he is vaunerable to most enemies.
When flying he is able to fly over some obstacles and gain access to parts of the levels which are blocked by cliffs etc.
He is only able to fly for limited time and needs mushrooms to replenish this flying power.

The enemies will be varied of land/air based, fixed/non fixed with different levels and types of "intelligence".

It is envisioned that the levels will be combination of puzzles and action based.







Offline moogie

JGO Knight


Medals: 12
Projects: 6
Exp: 10 years


Java games rock!


« Reply #54 - Posted 2006-08-21 00:02:22 »

title screen
Offline moogie

JGO Knight


Medals: 12
Projects: 6
Exp: 10 years


Java games rock!


« Reply #55 - Posted 2006-08-21 00:09:50 »

flying mario
Offline moogie

JGO Knight


Medals: 12
Projects: 6
Exp: 10 years


Java games rock!


« Reply #56 - Posted 2006-08-21 00:10:22 »

walking mario
Offline moogie

JGO Knight


Medals: 12
Projects: 6
Exp: 10 years


Java games rock!


« Reply #57 - Posted 2006-08-21 00:11:47 »

inital level editor
Offline tracer

Innocent Bystander





« Reply #58 - Posted 2006-08-31 02:18:49 »

woogley requested some screens/playable demo/stuff/news/whatever ...
so here it is:

Freakario

webstartable, using LWJGL, so have a OpenGL enabled graphics card at hand.

hope that's enough, woogley Wink
Offline Daniel_F

Junior Member


Projects: 2


Java games rock!


« Reply #59 - Posted 2006-08-31 08:53:56 »

My entry for the contest will be:

Mario Dash

Play (web start)

A Boulder Dash-style game with mario graphics. I would really like your feedback about how it runs on different systems and Java versions (especially on how it runs on a Mac (if it runs at all))



(Java 5 required)
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