woogley
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Posted
2006-07-13 22:44:40 » |
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Bored this summer? Tired of waiting for the 4K to roll around again? Me too. So now, I present to you: 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

So what are you waiting for? Let's make some mario games! http://javaunlimited.net/mario/index.html
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kevglass
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Reply #1 - Posted
2006-07-15 17:14:55 » |
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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
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g666
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Reply #2 - Posted
2006-07-15 17:44:33 » |
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Wohohoohoooo  I will enter this if i can think of something, 
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desperately seeking sanity
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Games published by our own members! Check 'em out!
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purpleguitar
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Reply #5 - Posted
2006-07-15 21:20:54 » |
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0FPS on Firefox 1.5 and Konqueror, Mandriva Linux, Java 1.5. A background image is shown (the tall hills), nothing in the foreground.
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Matthias
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Reply #7 - Posted
2006-07-16 00:06:16 » |
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A little bug  I jumped like indicated - and got stuck
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reardonj
Senior Newbie 
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Reply #8 - Posted
2006-07-16 00:13:27 » |
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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: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
| 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: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
| 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.
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nonnus29
Senior Devvie   
Giving Java a second chance after ludumdare fiasco
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Reply #9 - Posted
2006-07-16 00:31:44 » |
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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)
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Games published by our own members! Check 'em out!
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Markus_Persson
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Reply #10 - Posted
2006-07-16 00:58:56 » |
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Yeah, I noticed the midi keeps playing when you leave the page. I'll fix. 
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kevglass
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Reply #11 - Posted
2006-07-16 01:08:29 » |
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Awesome applet! So smooth and mario-ish (can I use that as a term?  ) Brilliant already! Kev
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woogley
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Reply #12 - Posted
2006-07-16 13:05:03 » |
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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.  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  good stuff already guys, I think I've seen 4 mario demos/screenshots total. can't wait to see where this goes! 
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ChrisM
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Reply #14 - Posted
2006-07-16 15:42:35 » |
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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
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swpalmer
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Reply #15 - Posted
2006-07-16 16:37:43 » |
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1 2 3 4 5 6 7 8 9 10 11
| 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  . 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?
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kevglass
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Reply #16 - Posted
2006-07-16 16:45:13 » |
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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: 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.
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woogley
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Reply #17 - Posted
2006-07-16 19:28:09 » |
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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  ]. 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 
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gamepro65
Senior Newbie 
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Reply #18 - Posted
2006-07-16 19:41:17 » |
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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.
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woogley
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Reply #19 - Posted
2006-07-16 19:52:52 » |
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DEMO!?!?!? PLEASE!?!?  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!
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Morre
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Reply #20 - Posted
2006-07-16 21:46:55 » |
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Count me in.  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?
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woogley
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Reply #21 - Posted
2006-07-17 00:37:30 » |
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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 
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Morre
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Reply #22 - Posted
2006-07-17 08:42:15 » |
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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 
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darkprophet
Senior Devvie   
Go Go Gadget Arms
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Reply #23 - Posted
2006-07-17 11:40:16 » |
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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
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woogley
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Reply #24 - Posted
2006-07-17 13:54:01 » |
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aye, Morre, try to worry less about the contest provisions and start worrying about making your game. I've got it all covered 
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swpalmer
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Reply #25 - Posted
2006-07-17 18:15:27 » |
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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...
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woogley
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Reply #26 - Posted
2006-07-17 18:25:57 » |
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the mushroom kingdom cited on the contest page has sound effects. its filled with pages like this
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swpalmer
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Reply #27 - Posted
2006-07-17 18:44:28 » |
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How did I miss that?  Sorry  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 ...  By the time I get the technical things working I won't have time left to put together something with some game play 
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woogley
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Reply #28 - Posted
2006-07-17 19:03:24 » |
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cool news guys: wurm prize is now 6 months!! thanks to markus and rolf for this! 
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kevglass
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Reply #29 - Posted
2006-07-17 19:07:36 » |
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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  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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