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  TUER: Truly Unusual Experience of Revolution, FPS using JOGL  (Read 202488 times)
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Offline gouessej
« Reply #1020 - Posted 2012-06-26 21:05:59 »

Hi

The source code is a bit messy but I have succeeded in detecting collisions between the projectiles and the enemies.

So... many... multiposts!
I assume you can read. I rarely post here several times per day, I post some updates. I don't see any multiposts.

I don't see the point, maybe I should sleep much.

Otherwise, I just tested the new version, with a little difficulty I must say because of a very slow framerate on my poor laptop (10 fps, sometimes it freezed completely) !
That's my fault. It is very slow without my optimizations, I have not yet ported them to Ardor3D.

What I noticed (but I think I'll teach you nothing)  :
- I tried to take a gun, heard the pick noise, but hadn't it and couldn't shoot.
You have to pick the right ammunition and the right weapon. Of course you cannot use cartridges with the pistol. Use the scroll or some keys to select a weapon, they are indicated in the menu.

- The models are pretty cool !
Feel free to use them, they are under "free" licence(s). My skills with Blender are lower than yours  Lips Sealed

- The black fog is too near !
Something is still wrong with the collisions between the player and the walls.

- No slide collisions on the walls (I remember it was implemented on old versions...) and no collision at all outside Cry .
You're right.

- The outside scenery is beautiful !
I might move it into a separate level as it was just a test.

- Problem with the skybox, which doesn't follow the camera.
I might move it too and I don't use it correctly.

But you really improved the game since the last time I tried ! Now I'll take a look on your sources Grin .
Thanks but there are still a lot of things to improve, it is even not as playable as the "old" alpha version.

Which fog? I couldn't see any fog at all...(Core i7 2600K@4Ghz, 16GB, Java 7.something, GeForce 680, Windows 7 64bit)... Huh I agree on the sliding thing...once you hit a wall, you get stuck, which is very annoying and not what you would expect.
Yes it is really annoying. I implemented collisions with the walls very quickly, I will have to rewrite them, it is crappy and not accurate enough.

I have not yet updated the demo of the pre-beta version. I will do so when the source code is more beautiful.

Thank you for the feedbacks and sorry for the late reply. I didn't notice your posts. There are obviously tons of wrong things in my game and it is still under development, I will take into account your comments.

Offline Sickan

Senior Member


Medals: 8



« Reply #1021 - Posted 2012-06-26 21:08:47 »

Hi

The source code is a bit messy but I have succeeded in detecting collisions between the projectiles and the enemies.

So... many... multiposts!
I assume you can read. I rarely post here several times per day, I post some updates. I don't see any multiposts.
I just reacted on the utter lack of discussion over a whole page.
Offline gouessej
« Reply #1022 - Posted 2012-06-26 23:20:01 »

Hi

The source code is a bit messy but I have succeeded in detecting collisions between the projectiles and the enemies.

So... many... multiposts!
I assume you can read. I rarely post here several times per day, I post some updates. I don't see any multiposts.
I just reacted on the utter lack of discussion over a whole page.
Ok but it would be really problematic if nobody read these posts... which is not the case  Grin

I have only updated the source code, feel free to kill people as it is now working. I'm so happy, it is far from perfect but it is better than nothing.

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Offline gouessej
« Reply #1023 - Posted 2012-06-27 18:51:04 »

Hi

I have just updated the demo. Don't forget to look at the key bindings in the menu before playing if you don't know how to select weapons, reload, etc...

Offline matheus23

JGO Kernel


Medals: 106
Projects: 3


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« Reply #1024 - Posted 2012-06-27 18:52:27 »

Could you please add a downloadable .zip file or something like that?
JNLP's don't work for me, but blame linux/me/icedtea for that.

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline Mike

JGO Ninja


Medals: 71
Projects: 1
Exp: 5 years


Java guru wanabee


« Reply #1025 - Posted 2012-06-27 18:53:49 »


My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline gouessej
« Reply #1026 - Posted 2012-06-27 20:42:13 »

Could you please add a downloadable .zip file or something like that?
I won't do that because a fat JAR is less reliable than Java Web Start (I already explained it several times in other threads), a zip archive is not satisfying because my script would not work in some particular cases (Java installed but not in the path, 32 bits vm on a 64 bits machine, etc...). I prefer helping you to fix your problem.

JNLP's don't work for me, but blame linux/me/icedtea for that.
OpenJDK works fine for me:
Quote
java version "1.6.0_22"
OpenJDK Runtime Environment (IcedTea6 1.10.Cool (fedora-28.b22.1.mga1-i386)
OpenJDK Client VM (build 20.0-b11, mixed mode)
I use OpenJDK and Icedtea for several years now. I can try to solve your problem. Please let me know which distro you use, which version of OpenJDK and which version of Icedtea. What do you mean by "JNLP's don't work for me"? If you don't succeed in using them from your web browser, try to do it in command line:
Quote

I will write a bug report if something is really broken in OpenJDK. I blame nobody and nothing, I just want Java Web Start and NetX to work fine. Best regards.

Edit.: Check if you have already installed icedtea-web package. If so, enable logging and tracing in Icedtea Web Control Panel and let me know which error message(s) you get in the log.

Offline gouessej
« Reply #1027 - Posted 2012-06-29 23:24:35 »

matheus23, have you solved your problem?

Offline matheus23

JGO Kernel


Medals: 106
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« Reply #1028 - Posted 2012-06-29 23:34:07 »

The javaws command works perfectly.
Maybe It's Chromiums fault. Haven't tried it on Firefox yet...

So I have played your game now. Couldn't play it tough... I still have problems with XRandr and fullscreen applications. If LWJGL's XRandr stuff is disabled, all the DisplayModes other than the 2-monitor wide display mode fail, and cause the application to stop immediatly.
That alone is not too bad: I SHOULD still be able to play it in 2 screens, but the game is only showing on one screen. I really don't know why... Unplayable right now Sad

BTW:
Archlinux, latest.
And:
Quote
$ java -version
java version "1.6.0_24"
OpenJDK Runtime Environment (IcedTea6 1.11.2) (ArchLinux-6.b24_1.11.2-1-x86_64)
OpenJDK 64-Bit Server VM (build 20.0-b12, mixed mode)

And thanks for your support Smiley

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline ra4king

JGO Kernel


Medals: 336
Projects: 2
Exp: 5 years


I'm the King!


« Reply #1029 - Posted 2012-06-29 23:35:19 »

You do know Chrome downloads the JNLP now instead of launching it. You have to launch the JNLP file directly Wink

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Offline CyanPrime
« Reply #1030 - Posted 2012-06-30 02:09:05 »

You really should take the like 5 mins to write a launcher for the 3 big OSes and make this a desktop app. No one wants to wait 10 mins to download a web-game. Also, JWS and applets suck, but that's out of scope of this topic.

How goes development? You really should display a screenshot or video of what you got so far. :3
Offline Cero
« Reply #1031 - Posted 2012-06-30 02:28:39 »

Wanted to try
however major problem is, all my desktop setups have multiple screens. TUER splits the game onto both screens
you cant play like that =D

Offline gouessej
« Reply #1032 - Posted 2012-06-30 09:40:12 »

Hi

The javaws command works perfectly.
Maybe It's Chromiums fault. Haven't tried it on Firefox yet...
I'm glad to learn that  Grin

So I have played your game now. Couldn't play it tough... I still have problems with XRandr and fullscreen applications. If LWJGL's XRandr stuff is disabled, all the DisplayModes other than the 2-monitor wide display mode fail, and cause the application to stop immediatly.
I don't use LWJGL but NEWT (JOGL) uses XRandr too, like LWJGL native windowing system. If I don't use NEWT, I cannot use the full screen mode under GNU Linux because of an AWT bug (the task bar is drawn above the window).

That alone is not too bad: I SHOULD still be able to play it in 2 screens, but the game is only showing on one screen. I really don't know why... Unplayable right now Sad
Why is it unplayable right now? It is intentional, I ask NEWT to use only the primary screen by default to work around some (native) bugs with the support of multiple monitors when its order has been changed.

BTW:
Archlinux, latest.
And:
Quote
$ java -version
java version "1.6.0_24"
OpenJDK Runtime Environment (IcedTea6 1.11.2) (ArchLinux-6.b24_1.11.2-1-x86_64)
OpenJDK 64-Bit Server VM (build 20.0-b12, mixed mode)

And thanks for your support Smiley
You're welcome.

You do know Chrome downloads the JNLP now instead of launching it. You have to launch the JNLP file directly Wink
That's Google's fault, I provided them a patch to fix that, one of its employees prefered suggesting a weaker patch. When you come here, you can see that I show a nice message to explain the situation:
Quote
Google Chrome is not supported. Launch the game with your file browser or install it with another web browser.
You can find more information about this bug of Google Chrome here.
Google is still trying to kill Java, it still shows a scary warning when I try to run my game with Chrome:
Quote
Ce type de fichier risque d'endommager votre ordinateur. Voulez-vous vraiment enregistrer tuer.jnlp?
Quote
This type of file may harm your computer. Do you really want to save tuer.jnlp?
Then you have to click on the arrow on the right and choose "Open". After that, the game works fine.

You really should take the like 5 mins to write a launcher for the 3 big OSes and make this a desktop app. No one wants to wait 10 mins to download a web-game. Also, JWS and applets suck, but that's out of scope of this topic.
There is no automatic update in native installers and IzPack. It means that if I use one of them, when a player runs my game, an obsolete version will be used instead of the latest one whereas my game is far from finished. Your suggestion would be interesting for a polished and stable game, TUER is neither polished nor fully stable. TUER is seen as a "web" game but it is rather a desktop application that can be launched from the web. Java Web Start does not suck, I can work around some of its broken features and actually, Google sucks. Anyway, your suggestion would not reduce the time spent to download the game, the very first versions of TUER (available as zip archives) took ages to download. TUER will use more and more sound samples (ogg) and models, it will take much time to run. I don't intend to make a very casual game with a very few artworks and tiny levels, therefore people will have to spend some time in installing it or give up and rather play with "smaller" games.

How goes development? You really should display a screenshot or video of what you got so far. :3
I will put some screenshots into my next article and I will ask Sven to help me to make a video as my machines are too slow.

Wanted to try
however major problem is, all my desktop setups have multiple screens. TUER splits the game onto both screens
you cant play like that =D
TUER attempts to use only the primary screen. If your operating system shows your both screens as a single wide screen, it will use it as is. I will try to fix that, maybe I misuse NEWT but I'm not sure I will succeed.

Offline matheus23

JGO Kernel


Medals: 106
Projects: 3


You think about my Avatar right now!


« Reply #1033 - Posted 2012-06-30 09:48:49 »

Wanted to try
however major problem is, all my desktop setups have multiple screens. TUER splits the game onto both screens
you cant play like that =D
TUER attempts to use only the primary screen. If your operating system shows your both screens as a single wide screen, it will use it as is. I will try to fix that, maybe I misuse NEWT but I'm not sure I will succeed.

Which is just the problem I had. Maybe I haven't pointed out clearly...

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline gouessej
« Reply #1034 - Posted 2012-06-30 16:08:43 »

Wanted to try
however major problem is, all my desktop setups have multiple screens. TUER splits the game onto both screens
you cant play like that =D
TUER attempts to use only the primary screen. If your operating system shows your both screens as a single wide screen, it will use it as is. I will try to fix that, maybe I misuse NEWT but I'm not sure I will succeed.

Which is just the problem I had. Maybe I haven't pointed out clearly...
I see what you meant, don't worry. I use the wrong instance of com.jogamp.newt.Screen (the default one) when creating an instance of com.jogamp.newt.opengl.GLWindow. If NEWT (through XRandR) doesn't report only 2-monitor screens, I will be able to find a way to get 1-monitor screens, otherwise I won't be able to fix this bug.

Offline Cero
« Reply #1035 - Posted 2012-06-30 22:42:49 »

well you know, windows here
when I get the screens via lwjgl or anything else, it shows 3 screen with their own resolution; or 2 depending on where I test =D

so imo there shouldnt be any reason why any program would think its one big screen

Offline gouessej
« Reply #1036 - Posted 2012-07-01 12:37:52 »

Hi

well you know, windows here
I won't be able to test under Windows.

when I get the screens via lwjgl or anything else, it shows 3 screen with their own resolution; or 2 depending on where I test =D

so imo there shouldnt be any reason why any program would think its one big screen
I use the default "screen", the screen that you use before launching my game, the 2-monitor wide screen. That's why you have this problem. I have only one screen and no Microsoft Windows operating system, I will fix that but not as fast as I would like to do it. If choosing the single primary screen was absolutely trivial, I would already have done it. Blindly fixing bugs without being able to reproduce them is not easy.

Offline gouessej
« Reply #1037 - Posted 2012-07-01 13:33:05 »

This fix requires an enhancement of NEWT, it will be done later:
http://forum.jogamp.org/How-to-choose-the-primary-screen-with-NEWT-td4025361.html

Offline gouessej
« Reply #1038 - Posted 2012-07-02 19:07:45 »

Hi

matheus23's problem with Chrome comes from these bugs:
http://icedtea.classpath.org/bugzilla/show_bug.cgi?id=804
http://icedtea.classpath.org/bugzilla/show_bug.cgi?id=811

Updating Icedtea / OpenJDK should fix them.

Offline matheus23

JGO Kernel


Medals: 106
Projects: 3


You think about my Avatar right now!


« Reply #1039 - Posted 2012-07-02 19:09:29 »

Hi

matheus23's problem with Chrome comes from these bugs:
http://icedtea.classpath.org/bugzilla/show_bug.cgi?id=804
http://icedtea.classpath.org/bugzilla/show_bug.cgi?id=811

Updating Icedtea / OpenJDK should fix them.

Awesome... Still updating right now, but I hope these also fix the Applet bugs !!! Cheesy

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline gouessej
« Reply #1040 - Posted 2012-07-02 20:07:06 »

Hi

matheus23's problem with Chrome comes from these bugs:
http://icedtea.classpath.org/bugzilla/show_bug.cgi?id=804
http://icedtea.classpath.org/bugzilla/show_bug.cgi?id=811

Updating Icedtea / OpenJDK should fix them.

Awesome... Still updating right now, but I hope these also fix the Applet bugs !!! Cheesy
Actually, I'm disappointed, something is missing in these fixes, it won't solve the problem. There is not yet any support of applets using JNLP with OpenJDK (plain applets still work), another contributor of JogAmp has been trying to fix that.

Offline gouessej
« Reply #1041 - Posted 2012-07-03 00:09:05 »

I have just updated the source code. The enemies can suffer a bit before dying, several frame sets are used. I will add some sound samples for their pain and I will update the demo of the pre-beta version tomorrow.

I would like to remove the limitation mentioned by EgonOlsen, I don't know what I broke when porting the code to Ardor3D.

Offline gouessej
« Reply #1042 - Posted 2012-07-04 01:06:23 »

Hi

I've just updated the demo. Now, you can hear the soldier increasingly suffering after several shots.

Offline gouessej
« Reply #1043 - Posted 2012-07-09 20:42:46 »

Hi

Icedtea 1.2.4 fixes matheus23's problem, I have upgraded to Mageia Linux 2 in order to use it. However, Chrome wrongly respects the setting "Always enable".

Cyanprime, I'm lazy, I will use JDIC to create such native installers... they will use Java Web Start under the hood.

Offline gouessej
« Reply #1044 - Posted 2012-07-14 15:06:43 »

Hi

RedLine RPM (Java RPM library) will be used next month to make an RPM for my game.

I've just updated the source code. Now the soldier has got a shotgun but still no artificial intelligence. The roadmap will be updated soon too.

Offline Sickan

Senior Member


Medals: 8



« Reply #1045 - Posted 2012-07-14 15:39:31 »

Hi

RedLine RPM (Java RPM library) will be used next month to make an RPM for my game.

I've just updated the source code. Now the soldier has got a shotgun but still no artificial intelligence. The roadmap will be updated soon too.
Does he just hold it for no reason or does he fire it randomly in all directions? I hope for the second.
Offline gouessej
« Reply #1046 - Posted 2012-07-14 17:50:11 »

Hi

RedLine RPM (Java RPM library) will be used next month to make an RPM for my game.

I've just updated the source code. Now the soldier has got a shotgun but still no artificial intelligence. The roadmap will be updated soon too.
Does he just hold it for no reason or does he fire it randomly in all directions? I hope for the second.
Currently, he holds it for no reason and I will fire in any person in his sight in a few days.

Offline gouessej
« Reply #1047 - Posted 2012-07-19 10:49:11 »

Hi

I'm currently working on the (minimal) artificial intelligence and I plan to update the road map very soon

I need your help to measure the frame rate of my game on different computers. I will resume my work on my biggest optimizations and I would like to know the actual performance of several versions of my game before modifying the spatial subdivisions. Please run the alpha version and the prebeta version, tell me the frame rate you get (it is displayed in the game, please don't use Fraps), give me some information about your hardware (operating system, CPU frequency, number of cores, graphics card, driver version especially if you're under GNU Linux, etc). I will make some tries to evaluate the impact of my improvements before fully implementing them by manually modifying the map.

You can try the alpha version here: http://tuer.sourceforge.net/alpha/tuer.jnlp

You can try the pre-beta version here: http://tuer.sourceforge.net/very_experimental/tuer.jnlp

N.B: As the bug with several screens has not been fixed, please perform these tests with a single one. Thank you.

Edit.: I have forgotten to disable the vertical synchronization in the pre-beta version.

Offline gouessej
« Reply #1048 - Posted 2012-07-21 15:55:17 »

Hi

The road map has been updated:
http://gouessej.wordpress.com/2012/07/21/mise-a-jour-de-la-feuille-de-route-de-tuer-update-of-the-road-map-for-tuer/

Please let me know any spelling mistake or wrong use of English words. Best regards.

Offline EgonOlsen
« Reply #1049 - Posted 2012-07-22 11:51:42 »

The alpha fluctuates between 500 and 1000 fps...either 500 or 1000, nothing in between. Looks like as if the fps counter is flawed in that one. The newer version runs @ around 120fps.

System: Core i7 2600K @ 4Ghz, Windows 7 64bit, 16GB, Java 7.something, GeForce GTX 680, resolution 1920*1200

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