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  Bloodridge  (Read 31662 times)
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Offline PeterB

Junior Devvie





« Reply #60 - Posted 2007-03-28 23:37:04 »

My first bug Cry Thanks for report though! I traced the crash to the missile tick event - did it crash immediately it loaded or did any weapon get used first?

I started in town, got killed by a svart, restarted and got killed by a spider (lol), restarted and got killed by a svart again. When the game restarted, it showed the scene at the start of town when the guy gets dropped into the start point, and the dude - Jim - was still in the air when the error happened.

Hope this helps!

Vault101 / Mace The Game
There are 10 kinds of people in the world. Those who understand binary and those who don't.
Offline gouessej
« Reply #61 - Posted 2007-04-19 13:44:48 »

Hi again!

I played with your game with a more powerful computer. I've got 20 FPS. You have been doing an excellent work! It becomes more pleasant and more interesting! The flamethrower is really fun, the gameplay becomes nicer but maybe you could find a better keyboard configuration to allow stafe. It is a bit difficult to strafe by maintaining pressed the left button of the mouse  Sad.

On the other hand, maybe you could reuse humanoïd models to improve the animation of your main character. I need to explain what I mean : in an extern module of my game, I move a MD3 model which has been drawn by someone else. As the vertices have been computed thanks to motion capture, it is more realistic. Maybe you could find a model of man with realistic movements as I did for this imitation of Lara Croft (look at the screenshot on the discussion concerning my game). If you need a MD3 loader, mine is still working and the source will be put on my website in a few weeks. I know that your priority is to improve the gameplay... do as you wish and thank you for your game.

Offline gouessej
« Reply #62 - Posted 2007-04-23 10:25:25 »

Hi! I have had a link to your website on mine. I want to allow other people to know your work.

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Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #63 - Posted 2007-05-08 08:58:54 »

Works on Mac OS X Safari browser 1.8 ghz single G5 processor 2.5 gb ram. It's a bit ugly and was slightly choppy, but certainly playable. I also have a lot running on my machine right now (only 50% of my processor could go to your game), so that may affect things.

See my work:
OTC Software
Online SimonH
« Reply #64 - Posted 2007-05-29 17:50:11 »

Version 0.0.13 now up.

  • New 'Maze' solo mission added (v. tricky!).
  • 'Double-fire' glitch fixed.

Works on Mac OS X Safari browser 1.8 ghz single G5 processor 2.5 gb ram.
Good to know - thanks!

People make games and games make people
Offline EgonOlsen
« Reply #65 - Posted 2007-06-02 13:42:12 »

I'm still having problems to get used to the controls. I'm not sure why exactly, but i can't move and aim at the same time. I have the feeling that i'm not dying because of the game being too hard but because of me being unable to do what i want to do (i.e. hit the enemy... Grin ). Maybe full mouse aiming for the bow and the magic missles and these things is an option?

Online SimonH
« Reply #66 - Posted 2007-06-04 13:15:01 »

I'm still having problems to get used to the controls.
They're the same as Wolfenstein et al only with the LMB held down... I tried full mouse aiming but there were problems with enemies that you could see but where there was no line of sight from your character. I keep dying because the game's too hard!

People make games and games make people
Offline gouessej
« Reply #67 - Posted 2007-06-22 11:13:13 »

Hi! It is sometimes a little bit too much dark. Can you put a mechanism to increase the ambient luminosity? Thank you for your pleasant game.          Grin

It is quite beautiful with "high graphics mode" enabled. But the way of touching enemies is unprecise. I can kill a spider with my sword without crouching down even though it is on my feet! Good luck.

Offline gouessej
« Reply #68 - Posted 2007-07-13 11:34:46 »

Where can I find the source code of "Bloodridge"? Is it an open source project?

Offline princec

« JGO Spiffy Duke »


Medals: 435
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #69 - Posted 2007-07-13 11:59:09 »

Quick tip: Keep posting JNLP links so people looking at the end of the thread can quicky try it out again Wink

Cas Smiley

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Online SimonH
« Reply #70 - Posted 2007-07-14 02:54:01 »

Where can I find the source code of "Bloodridge"? Is it an open source project?
I don't intend to make the source available but if you've any code-related questions I'll be happy to answer them!

Quick tip: Keep posting JNLP links so people looking at the end of the thread can quicky try it out again
Good Point! I've put the link as my signature...

People make games and games make people
Offline gouessej
« Reply #71 - Posted 2007-07-16 07:45:43 »

I don't intend to make the source available but if you've any code-related questions I'll be happy to answer them!
Why don't you intend to make the source available? Is it only because it is uncommented or dirty? Do you think it is ethical to hide your source code? Do you think that your code could not be reused for another project? Mine is available (but dirty). I know that the MD3 loader has been reused as a standalone program, not as a component. Making the source code available can help people to start "not from scratch". If Vincent Stahl had not made d3caster source code freely available (www.stahlforce.com), my game would have never been created. If you put your source code online, I would be able to check if it is realistic to plan to rebuild your game around JOGL without raycasting and someone else might be interested in reusing your code for its own project.

Offline erikd

JGO Ninja


Medals: 16
Projects: 4
Exp: 14 years


Maximumisness


« Reply #72 - Posted 2007-07-16 09:23:07 »

Quote
...Do you think it is ethical to hide your source code?...
Well, AFAIC there's nothing UNethical about not releasing source code if you don't want to.

Offline gouessej
« Reply #73 - Posted 2007-07-16 10:27:02 »

Well, AFAIC there's nothing UNethical about not releasing source code if you don't want to.
I don't agree with you. You can have a different ethic, you may consider that this kind of choice has nothing to do with ethic if you see it only on your viewpoint, on YOUR own ethic. On MINE, it is different. Releasing the source code has a meaning, doing the opposite too. It is a choice, then there are some justifications and I would like to know them. Maybe the author of Bloodridge has excellent reasons to justify not to release its source code. According to my own ethic, it depends on the justification but refusing to release its source code may be considered at something unethical. It does not mean that I think that everyone should agree with me and everyone has no obligation of having the same ethic. Is that clear?

Offline erikd

JGO Ninja


Medals: 16
Projects: 4
Exp: 14 years


Maximumisness


« Reply #74 - Posted 2007-07-16 11:30:10 »

Sir, Yes Sir!  Smiley
I'm glad you agree that not releasing source code is not necessarily unethical, but I see your point.
I'm just not so strict about these things, so I just reserve the right to not release source code when I think the source code of my hackery won't do anybody any good, or when I just can't be bothered to. And I'm glad I'm not hindered by ethics to start coding because they dictate me to release the source afterwards. But maybe this deserves another discussion, in another thread...

Offline EgonOlsen
« Reply #75 - Posted 2007-07-16 13:50:52 »

It is a choice, then there are some justifications and I would like to know them. Maybe the author of Bloodridge has excellent reasons to justify not to release its source code. According to my own ethic, it depends on the justification but refusing to release its source code may be considered at something unethical.
It's everyone's own decision. You may not agree with a decision but you can't define your own "ethic". An ethic is something everyone in a society/community agrees to to seperate good from bad. Defining your own ethic based on your opinions is pointless and calling somebody's decision to not release the sources as unethical is an insult.

Online SimonH
« Reply #76 - Posted 2007-07-16 14:12:04 »

Blimey! Steady on chaps! Wink
Nothing to do with ethics at all - the Bloodridge source is pretty meaningless without all the ancillary stuff (tools, editors, models, textures &c). It's an awful lot of stuff (not all of it in java either...)
None of it's secret though - if anyone has any 'how did you do that?' or 'can I have the code which does X?' type questions I'm quite happy to help them out in the same way that people have helped me out in the past.
Not so much 'open source' as 'ajar source' - if you get my drift!

People make games and games make people
Offline gouessej
« Reply #77 - Posted 2007-07-16 16:26:02 »

It's everyone's own decision. You may not agree with a decision but you can't define your own "ethic". An ethic is something everyone in a society/community agrees to to seperate good from bad. Defining your own ethic based on your opinions is pointless and calling somebody's decision to not release the sources as unethical is an insult.
I disagree with you but as it is not the subject of this thread, I won't develop. No, you can have a personal definition of ethical rules if you disagree with the ethical rules of your society. If you lived in Turkey, maybe you wouln't accept to kill your wife if she was not faithful. It means that you can take a distance from the ethical model chosen by a human group.

Offline gouessej
« Reply #78 - Posted 2007-07-16 16:32:24 »

Blimey! Steady on chaps! Wink
Nothing to do with ethics at all - the Bloodridge source is pretty meaningless without all the ancillary stuff (tools, editors, models, textures &c). It's an awful lot of stuff (not all of it in java either...)
None of it's secret though - if anyone has any 'how did you do that?' or 'can I have the code which does X?' type questions I'm quite happy to help them out in the same way that people have helped me out in the past.
Not so much 'open source' as 'ajar source' - if you get my drift!

Ok, I see. But you may underestimate the interest of your source code even though your set of programs seems to be complicated. Mine too. I have put all the tools to build some simple maps into the source zip file. Then, someone can create his own maps for my game. I wanted to know your position, it's ok now.

Offline gouessej
« Reply #79 - Posted 2007-07-31 11:40:46 »

As your game is not open source, I can't check it by myself. Does your game engine use the Pixel Buffer Objects? If you use jPCT, by default, I assume that you don't use them. It could increase the speed of your game noticeably and I'm not sure that it is complicated to use. It looks like Vertex Buffer Objects. Would you be interested in this? It requires the extension "GL_ARB_pixel_buffer_object".

Online SimonH
« Reply #80 - Posted 2007-07-31 13:59:33 »

Does your game engine use the Pixel Buffer Objects?
Er... I don't think so - I let Egon worry about that sort of stuff, he's the expert! I just build Object3Ds and throw them to jPCT. I'm still really impressed at the durability of jPCT - so far not one rendering or display issue reported from hundreds of plays. I know you can do alot more with openGL (have you seen BangHowdy BTW? http://www.banghowdy.com/launch.html Quite impressive!) but software rendering 'just works'. No bugs==happy me!

People make games and games make people
Offline gouessej
« Reply #81 - Posted 2007-08-01 12:25:11 »

Er... I don't think so - I let Egon worry about that sort of stuff, he's the expert! I just build Object3Ds and throw them to jPCT. I'm still really impressed at the durability of jPCT - so far not one rendering or display issue reported from hundreds of plays. I know you can do alot more with openGL (have you seen BangHowdy BTW? http://www.banghowdy.com/launch.html Quite impressive!) but software rendering 'just works'. No bugs==happy me!
If it is a critic about my game, that does not make me laugh. "Art Attack", the ancester of "TUER", uses software rendering and the author had had a some problems of division by zero like me with hardware rendering. This means that the reliability of an engine doesn't depend on the fact it uses software rendering or not.Then, software rendering can have bugs too, you're not open minded enough. I wanted to give you a little advice because I know that you use jPCT and you prefer saying that it's not your problem, it's good as it is. That's not my fault if Microsoft has no interest of helping OpenGL developers to use OpenGL under Vista (because Microsoft prefers promoting DirectX) or if OpenGL doesn't like multi-thread. You're at least two on this project whereas I'm alone, my alpha testers are in holidays, I don't have internet at home, I update my files at work and the hardware part of my engine has been written from scratch. I find your game impressive and I thought it would be fine if you could easily increase the performance. I had no bad intentions.

Finally, (almost?) ALL commercial games use hardware rendering. You know why.

Online SimonH
« Reply #82 - Posted 2007-08-01 13:37:08 »

Hi Juien,

If it is a critic about my game, that does not make me laugh
Absolutely no criticism intended - didn't mean to offend you - I think TUER is an impressive achievement!

You're at least two on this project
I wish it were so! It's only me. I just meant that I rely on jPCT to handle the 3D side of things... Anyway, Egon has helped you a fair bit hasn't he - even though you don't use jPCT? I think we both owe him a lot!

I don't have internet at home
Why on earth not? Surely if you're working you can afford the €20 or so a month?

(almost?) ALL commercial games use hardware rendering. You know why.
As you say (almost) all commercial games use hw but is it a coincidence that the only really successful java game doesn't?

People make games and games make people
Offline appel

JGO Wizard


Medals: 68
Projects: 4


I always win!


« Reply #83 - Posted 2007-08-01 13:45:49 »

Nice game SimonH! Congrats!


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Offline gouessej
« Reply #84 - Posted 2007-08-01 16:32:25 »

As you say (almost) all commercial games use hw but is it a coincidence that the only really successful java game doesn't?
You're right. On my website, there are 2 links to successful java games using hardware rendering, it includes the famous Jake2. I hope I will succeed. Egon helped me because I don't own any Microsoft OS but I never asked him to touch my source code and I rely on my neighbours who use Vista to test my game and solve the problem. I know that the choice of rendering is not the only choice to do for a game but the performances can be hugely better by using hardware rendering. If I succeed in using Pixel Buffer Objects, I will be honoured to help you to modify your engine to use only this kind of optimisation to improve your game if you're really interested.

Offline EgonOlsen
« Reply #85 - Posted 2007-08-01 17:30:21 »

Where do you see room for improvement by using PBOs in a software renderer? It renders into an int[]-array and blits that to screen. How can a PBO improve this process? And even if it could: where's the point in a software renderer that uses OpenGL for something? You can go fully hardware if OpenGL is available and you want to use it. But that's something that he can already do if he wish. No need for PBOs here either. So what's your point?

Online SimonH
« Reply #86 - Posted 2007-08-01 17:38:16 »

Forgive my ignorance but what is a Pixel Buffer Object?

People make games and games make people
Offline EgonOlsen
« Reply #87 - Posted 2007-08-01 18:08:24 »

You can find more info here: http://www.opengl.org/registry/specs/ARB/pixel_buffer_object.txt
The overview section has some examples of how to improve performance of some operations with it.

Online SimonH
« Reply #88 - Posted 2007-08-01 18:48:09 »

Right... So no performance plus for software rendering then; bufferAccessTime==userMemoryAccessTime
All a bit deep for me, I prefer the AI side of things!

People make games and games make people
Offline gouessej
« Reply #89 - Posted 2007-08-03 10:58:33 »

Right... So no performance plus for software rendering then; bufferAccessTime==userMemoryAccessTime
All a bit deep for me, I prefer the AI side of things!
Maybe you're wrong on something. When I used only raycasting and no hardware acceleration, I had only 0.5 FPS. When I use raycasting and hardware acceleration (only glDrawPixels()) in the slow mode, on the same computer, I have between 1 and 4 FPS. By using the PBO, I should have the same performance in the worst case. Then, if you used at least the very little piece of hardware acceleration currently used in the slow mode of my game even without PBO, it would improve the performance. If you're not convinced, download the source code of the ancestor of "TUER" which is called "Art Attack" (raycasting + software rendering), put it in full screen and it will be between 2 and 8 times slower than the slow mode of TUER.

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