kevglass
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Reply #30 - Posted
2003-07-31 18:32:53 » |
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Its a top idea (Cas did mention something earlier about arrows around the edge), colouring would be a nice touch tho.. TBH, at the moment I've having network troubles, so funky feature updates are on hold  Kev
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kevglass
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Reply #31 - Posted
2003-08-03 06:53:52 » |
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Astroprime has hit version 0.15a  Had to tell someone. Its got multiplayer, collisions, shooting and asteroids. I've also made the play area loop round to prevent not being able to find people. In addition, I've reduced the max speed that you can thrust up to. However, you can still get going faster by ramming into asteroids (storing up momentum) and then bouncing off them later on  Most of the features listed in the thread have been added to the agenda and will be going in. Thanks again for all the help. I'm carrying on, even though I'm not quite sure whats going to make this game fun. I'm also having some annoying bugs cropping up that can't be reproduced easily which is leading me to believe that my code integrity isn't that great. So I'll be spending quite a while documenting the code and understanding whats going on before a large phase of refactoring.. http://www.cokeandcode.com/astroprimeThanks again folks.. Kev
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Markus_Persson
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Reply #32 - Posted
2003-08-03 08:56:08 » |
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It doesn't run for me any more. =( I just get a white screen. Fullscreen.
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Games published by our own members! Check 'em out!
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kevglass
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Reply #33 - Posted
2003-08-03 10:30:24 » |
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This is getting annoying, I've been trying to fix an issue with starting in full screen (well generally actually) that causes all the textures to come out pure red.
I've updated the version back to the old method of doing init. Should work ok now..
Kev
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benny
Junior Devvie  
Java rocks! But then again anime rocks too!
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Reply #34 - Posted
2003-08-05 16:42:05 » |
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Yah know, for the Java Web Start problem, I just used j2re 1.4.1_04. The j2sdk1.4.2 with NetBeans didn't setup my j2re so I had to download a separate version. Fullscreen works fine for me. Actually everthing works fine. 
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Windows XP Professional Pentium II 450 MHz with 256 MB of SD-RAM 64 MB GeForce4 MX-440 SE
Arnold Schwarzenegger runs for governor: Lets cut violence in half with a laser guided machine gun across the barren, charred wastelands--for the children.
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kevglass
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Reply #35 - Posted
2003-08-06 08:50:51 » |
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Considering skipping the battle/combat only game and going stragiht for the MMO. I have a feeling this would be far more interesting to players..
Any thoughts appeciated..
Kev
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Markus_Persson
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Reply #36 - Posted
2003-08-06 09:16:30 » |
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Why don't you start a thread in Your Games Here for announcements? I missed this one because of the obscure thread name.  It seems to work better now, but that desktop integration popup seems to kill it. I had to taskswitch to click it, then switch back to the game.
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krypto
Junior Devvie  
while(true) { self.caffeinate (); }
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Reply #37 - Posted
2003-08-06 09:30:55 » |
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I still get red rectangles only. S3 savage ddr 8mb ram
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kevglass
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Reply #38 - Posted
2003-08-06 09:38:59 » |
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I'm going to write a test case for this red rectangle thing. It seems to be that the wrong mode is being selected by the GLCapabilities chooser, but when I tried to fix this, it screwed up a bunch of other stuff.
As and when I've got this test case ready, could you test it for me Krypto?
Kev
PS. I'll open a topic on Your Games Here pretty soon, just want to make one more update b4 then.
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krypto
Junior Devvie  
while(true) { self.caffeinate (); }
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Reply #39 - Posted
2003-08-06 10:08:00 » |
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sure 
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Games published by our own members! Check 'em out!
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troggan
Junior Devvie  
no guts no glory
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Reply #40 - Posted
2003-08-06 15:19:57 » |
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Could you inform me too 'bout that testcase? i have an old pc with a matrox card that has trouble with that, too 
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kevglass
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Reply #41 - Posted
2003-08-06 16:08:12 » |
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Krypto (and anyone else who keeps getting red textures).. Could you try the contents of: http://www.cokeandcode.com/astroprime/test/JoglModeTest.zip You'll be presented with the list of modes jogl thinks you support. Select one that seems good and try it.. you should get a "Jogl Test" message on the screen. Keep hold of the standard output, it'll list the mode that was request, the mode jogl would have normally chosen and will display the mode you're selecting... Let me know if any of the modes actually get you normal text on your graphics card.. Thanks for any help, Kev
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troggan
Junior Devvie  
no guts no glory
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Reply #42 - Posted
2003-08-06 17:40:33 » |
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1) Shouldn't we move the Thread? I think it doesn't belong in Game Play ;-) ?! 2) I tried your stuff, but all I get is a strange Jogl exception. I tried to fix it, but I didn't get a solution to it: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39
| -------------------------- Target was: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ] -------------------------- Would have chosen: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ] -------------------------- net.java.games.jogl.GLException: Error swapping buffers at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.swapBuffers(WindowsOnscreenGLContext.java:140) at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:193) at net.java.games.jogl.GLCanvas.reshape(GLCanvas.java:119) at java.awt.Component.setBounds(Unknown Source) at java.awt.BorderLayout.layoutContainer(Unknown Source) at java.awt.Container.layout(Unknown Source) at java.awt.Container.doLayout(Unknown Source) at java.awt.Container.validateTree(Unknown Source) at java.awt.Container.validate(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) Exception in thread "main" net.java.games.jogl.GLException: Error swapping buffers at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.swapBuffers(WindowsOnscreenGLContext.java:140) at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:193) at net.java.games.jogl.GLCanvas.reshape(GLCanvas.java:119) at java.awt.Component.setBounds(Unknown Source) at java.awt.BorderLayout.layoutContainer(Unknown Source) at java.awt.Container.layout(Unknown Source) at java.awt.Container.doLayout(Unknown Source) at java.awt.Container.validateTree(Unknown Source) at java.awt.Container.validate(Unknown Source) at java.awt.Window.show(Unknown Source) at JoglTest.<init>(JoglTest.java:41) at JoglTest.main(JoglTest.java:139) |
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kevglass
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Reply #43 - Posted
2003-08-06 18:10:28 » |
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I used to get that with an old driver, its just a shutdown problem...
Did you try using any of the modes?
Kev
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troggan
Junior Devvie  
no guts no glory
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Reply #44 - Posted
2003-08-07 04:02:53 » |
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The problem is not a shutdown problem. i don't get a list of available modes. it crashes direct at start. the text is everything i get :-(
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kevglass
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Reply #45 - Posted
2003-08-07 04:37:19 » |
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Erg,
sorry to have assumed, I'll look at it as soon as I get back from work.
Kev
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swpalmer
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Reply #46 - Posted
2003-08-07 14:59:16 » |
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It doesn't run for me any more. =( I just get a white screen. Fullscreen. Just tried it and got the same thing.. windowed mode worked .. Then for some reason I couldn't shoot anymore, after 2 shots. I may have hit alt or something t take the focus away for a second.. but it was back, cause I could still steer the ship.
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kevglass
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Reply #47 - Posted
2003-08-07 15:01:58 » |
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There's a comms issue that I'm working on. Frankly, my network code appears to be a bit pap.. rewriting as we speak (the flying bit is controlled client side, so you could still fly but not shoot).
Kev
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kevglass
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Reply #48 - Posted
2003-09-10 12:54:34 » |
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Sorry to revive an old thread, but having just seen Herk's JPilot prototype I've decided to air a thought I've been having on Astroprime and hopefully solicit some feedback. I've been wondering about removing the flying bit altogether and making it literally a space trading game, i.e. no control over ship over and above a few strategic decisions and course plotting. Although I've already gone down the track of supporting multiplayer flying within the universe I'm wondering whether I really need this. The main reason I've come down to this is 2D. If I'm going to allow players to fly in 2D do they really care about the flying bit at all. I mean, if it were 3D and totally immersive I can imagine people wanting to fly the ship. I enjoy flying the ship in 2D or at least what I've played already, but I'm simply wondering whether its worth including for the masse of players? This is also currently leading me to want to jump to another project (yet again). The current web site is: http://www.newdawnsoftware.com/astroprimeAny thoughts, feedback or slating appreciated.. Kev
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swpalmer
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Reply #49 - Posted
2003-09-10 16:29:01 » |
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I personally don't like pure strategy games, so I would prefer the flying around stayed.
E.g. I would play Elite or Frontier... but without the interactive direct control, you might as well have a text only game.
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troggan
Junior Devvie  
no guts no glory
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Reply #50 - Posted
2003-09-11 04:36:11 » |
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I love flying in 2D. And I don't say that only because I develop the 2d stuff with you  . I love playing the old-style games. And it's easier to create a good lookin 2d game than a 3d game. If you go 3d, you have to go with all the latest effects, more work for you  . troggan
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