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  LWJGL - Tower Defence Game  (Read 11088 times)
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Offline bobjob

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David Aaron Muhar


« Posted 2008-03-27 23:04:27 »

Topic has been updated to a new Thread:
http://www.java-gaming.org/topics/lwjgl-rts/19691/view.html



I am currently working on a Tower Defence Game.

http://users.on.net/~bobjob

for slower computers:
http://users.on.net/~bobjob/Safemode.jnlp



Latest Update: Multiplayer (need to assign IP manually)

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Offline bobjob

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David Aaron Muhar


« Reply #1 - Posted 2008-03-27 23:17:35 »

oh and, Due to the game been made using LWJGL it only works on Windows, Mac and Linux

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Offline DzzD
« Reply #2 - Posted 2008-03-27 23:23:36 »

dont understand the whole rules but seems that it will be really cool and attracting

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Offline irrisor

Junior Member





« Reply #3 - Posted 2008-03-27 23:46:44 »

building in wave time would be cool
Offline bobjob

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« Reply #4 - Posted 2008-03-27 23:51:59 »

building in wave time would be cool
yeah, i stopped building during waves, because the player can trick the units to go back and forward as the unit tries to find another route.

dont understand the whole rules but seems that it will be really cool and attracting

yeah you cant loose, the aim is to not let units through to the end. i havnt yet made it possible to fail, as the unit leek limit doesnt matter.

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Offline CommanderKeith
« Reply #5 - Posted 2008-03-29 06:08:28 »

Good concept, it's always fun building stuff up.

I reckon you could add more types of towers, and make the units comaing out a little different.  Maybe the units could attack the towers too?

It looks quite good, especially the running units. What's the deal with the yellow road stripe that beams down though?

Offline bobjob

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« Reply #6 - Posted 2008-03-29 09:55:38 »

Good concept, it's always fun building stuff up.
Cheesy cool thanx.

I reckon you could add more types of towers, and make the units comaing out a little different.  Maybe the units could attack the towers too?
eventually it will end up being a strategy game. But instead of making an RTS outright, Im making the game modes for it, im working backwards and making minigames for each new element i add.

It looks quite good, especially the running units. What's the deal with the yellow road stripe that beams down though?
the yellow line is the next path the units will take, as the building get more complex and maze like, the yellow path shows were the units will travel through to get to the other side.

oh and also CommanderKeith, I tested out your 2d shoot em up - Very Cool. Read there your from Sydney, Im also an aussie from Melb (cool more aussie game programmers).

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Offline DzzD
« Reply #7 - Posted 2008-03-29 15:54:20 »

Quote
oh and also CommanderKeith, I tested out your 2d shoot em up - Very Cool. Read there your from Sydney, Im also an aussie from Melb (cool more aussie game programmers).

hey I went to Kew near to melbourne when I was 16 , so 14 years ago  Cry, time is going sooo fast....

Offline EgonOlsen
« Reply #8 - Posted 2008-03-29 23:12:23 »

Doesn't work on the EEEPC with 16bpp Linux desktop. I assume this is related to no 32bit mode available on Linux when the desktop itself is set to 16, but i'm nt sure because i'm not getting any error message...it just quits.. Sad

Offline bobjob

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« Reply #9 - Posted 2008-03-29 23:17:27 »

Doesn't work on the EEEPC with 16bpp Linux desktop. I assume this is related to no 32bit mode available on Linux when the desktop itself is set to 16, but i'm nt sure because i'm not getting any error message...it just quits.. Sad
sweet thanx for the warning. yeah i set default bpp to 24 or higher. Didnt know that there were linux with only 16. I'll lower the limit if its run on a linux system.

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Offline bobjob

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« Reply #10 - Posted 2008-03-30 00:50:35 »

added support for 16bpp

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Offline EgonOlsen
« Reply #11 - Posted 2008-03-30 10:03:02 »

It still fails with no exception or anything printed to the console. Maybe the resolution of 800*480 of this machine is too low?

Offline gouessej

« In padded room »



TUER


« Reply #12 - Posted 2008-03-30 11:54:47 »

I got "Error 101: java.lang.IllegalStateException function not available". I'm under Mandriva Linux 2007, I use Firefox, I have an ATI Radeon 9250 Pro. What can I do to fix it?

Offline CommanderKeith
« Reply #13 - Posted 2008-03-30 16:08:18 »


oh and also CommanderKeith, I tested out your 2d shoot em up - Very Cool. Read there your from Sydney, Im also an aussie from Melb (cool more aussie game programmers).


Excellent, sounds like there's 4 or 5 aussies here. Let's meet up and talk geek the next time we're in each other's city! 

Offline bobjob

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« Reply #14 - Posted 2008-03-30 21:46:12 »

It still fails with no exception or anything printed to the console. Maybe the resolution of 800*480 of this machine is too low?
it starts off in 800*600 but if it isnt found it should start off with another resolution.

I got "Error 101: java.lang.IllegalStateException function not available". I'm under Mandriva Linux 2007, I use Firefox, I have an ATI Radeon 9250 Pro. What can I do to fix it?
thanx for the error details. so far Im not sure what the problem is, could be a few things. Error 101, is the default error. Im gonna look into it.


Excellent, sounds like there's 4 or 5 aussies here. Let's meet up and talk geek the next time we're in each other's city! 
lol, sounds good.

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Offline gouessej

« In padded room »



TUER


« Reply #15 - Posted 2008-03-31 06:46:30 »

thanx for the error details. so far Im not sure what the problem is, could be a few things. Error 101, is the default error. Im gonna look into it.
Has it been caused by another exception? Can you rather display this exception when something is wrong in order to allow to see more precisely what does not work?

Offline bobjob

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« Reply #16 - Posted 2008-03-31 08:24:59 »

Has it been caused by another exception? Can you rather display this exception when something is wrong in order to allow to see more precisely what does not work?
i condensed the web deploy version, and got rid of alot of the debug output. ill try post a better version.

also have you got the java console open when running?
and do other LWJGL applications work with your OS/Video Card?

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Offline gouessej

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TUER


« Reply #17 - Posted 2008-03-31 13:02:52 »

i condensed the web deploy version, and got rid of alot of the debug output. ill try post a better version.

also have you got the java console open when running?
and do other LWJGL applications work with your OS/Video Card?
Yes, and no exception trace is printed. When I click on "OK" when the confirm dialog appears, the Java console gets closed. I will try to look for something in the trace and log files. Other LWJGL and mainly JOGL applications work perfectly on my PC under Mandriva Linux 2007 with an ATI Radeon 9250 Pro. I tested a lot of Java games using hardware acceleration. Even my own game that uses JOGL works perfectly here  Grin . I played with LWJGL version of Jake 2 too and I had no problem.

N.B: your game crashed too under Debian Etch + ATI XPress 200. It is even worse because the dialog box does not appear and the Java console gets closed. I think in that case it comes from the driver, not from your game.

Offline bobjob

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David Aaron Muhar


« Reply #18 - Posted 2008-03-31 23:54:44 »



hey I went to Kew near to melbourne when I was 16 , so 14 years ago  Cry, time is going sooo fast....
LOL, Im currently workn right next to Kew, (Richmond). Kew is a dodgy area Cheesy

Yes, and no exception trace is printed. When I click on "OK" when the confirm dialog appears, the Java console gets closed. I will try to look for something in the trace and log files. Other LWJGL and mainly JOGL applications work perfectly on my PC under Mandriva Linux 2007 with an ATI Radeon 9250 Pro.
GARRR!!!! I WANNA CRY! Dang i gotta get a copy of linux to test it. Thought it was working fine. could be anything.
I uploaded a version that should output the printstack.

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Offline Wildern

Junior Member





« Reply #19 - Posted 2008-04-01 01:37:57 »

I just tried on my Linux box.
First, the mouse input was a bit weird, if I got close to the center of the buttons, the mouse would zoom off to a corner.

When I clicked through to launch the game, I got the following error:
"Error 101: java.lang.ArrayIndexOutOfBoundsException: 0"

Stack trace isn't too helpful, but here it is.

Java Web Start 1.6.0_03
Using JRE version 1.6.0_03 Java HotSpot(TM) Client VM

Server Started
network: Connecting socket://59.167.74.126:6111 with proxy=DIRECT
Couldnt get I/O for the connection
Server Closed
java.lang.ArrayIndexOutOfBoundsException: 0
   at game.g.h(Unknown Source)
   at game.g.c(Unknown Source)
   at game.gui.f.a(Unknown Source)
   at game.gui.l.b(Unknown Source)
   at game.gui.GUI.o(Unknown Source)
   at game.gui.GUI.l(Unknown Source)
   at game.gui.GUI.<init>(Unknown Source)
   at game.gui.GUI.main(Unknown Source)
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
   at java.lang.reflect.Method.invoke(Method.java:597)
   at com.sun.javaws.Launcher.executeApplication(Launcher.java:1272)
   at com.sun.javaws.Launcher.executeMainClass(Launcher.java:1218)
   at com.sun.javaws.Launcher.doLaunchApp(Launcher.java:1065)
   at com.sun.javaws.Launcher.run(Launcher.java:105)
   at java.lang.Thread.run(Thread.java:619)
Offline bobjob

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« Reply #20 - Posted 2008-04-01 07:14:15 »

I just tried on my Linux box.
network: Connecting socket://59.167.74.126:6111 with proxy=DIRECT
Couldnt get I/O for the connection

Oh thats interesting Cheesy, OOps its tryn to connect to my Internet IP, instead of the local loop back. i forgot to change it back. i wanted to monitor network trafic for multiplayer.

Not sure why the mouse is acting up, ill try another way to deal with Mouse events.

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Offline gouessej

« In padded room »



TUER


« Reply #21 - Posted 2008-04-01 07:24:45 »

GARRR!!!! I WANNA CRY! Dang i gotta get a copy of linux to test it. Thought it was working fine. could be anything.
I uploaded a version that should output the printstack.

I got no output trace, only this in the log file:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!DOCTYPE log SYSTEM "logger.dtd">
<log>
</log>

It doesn't help a lot  Sad
it is even worse than before as I don't see your confirm dialog anymore. It is reproducible on several different versions of Linux.

Keep cool, I needed a few months to allow my own game to work under Microsoft Vista. I wish you to succeed.

Offline bobjob

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« Reply #22 - Posted 2008-04-01 13:50:46 »

cool thanx man.

Iv got to get around to install a version of linux on this computer, then I should be able to determine the instance that is causing the error.

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Offline EgonOlsen
« Reply #23 - Posted 2008-04-01 23:09:20 »

It now works on th EEEPC, which is a Linux system too. Except for the sound, but that's normal behaviour for OpenAL. I haven't tried a single application (including my own stuff) using OpenAL that didn't produce sound garbage on this machine.

Offline bobjob

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« Reply #24 - Posted 2008-04-02 00:00:53 »

It now works on th EEEPC, which is a Linux system too. Except for the sound, but that's normal behaviour for OpenAL. I haven't tried a single application (including my own stuff) using OpenAL that didn't produce sound garbage on this machine.

good to know. Ill put in a option to play sound without openAL

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Offline gouessej

« In padded room »



TUER


« Reply #25 - Posted 2008-04-02 08:43:51 »

I got this :

Server Started
Player Has Entered the Server
Server Closed
java.lang.IllegalStateException: Function is not supported
   at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:69)
   at org.lwjgl.opengl.ARBProgram.glDeleteProgramsARB(ARBProgram.java:115)
   at resource.glsl.a.h(Unknown Source)
   at game.d.e(Unknown Source)
   at game.d.<init>(Unknown Source)
   at game.g.h(Unknown Source)
   at game.g.c(Unknown Source)
   at game.gui.f.a(Unknown Source)
   at game.gui.l.b(Unknown Source)
   at game.gui.GUI.o(Unknown Source)
   at game.gui.GUI.l(Unknown Source)
   at game.gui.GUI.<init>(Unknown Source)
   at game.gui.GUI.main(Unknown Source)
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
   at java.lang.reflect.Method.invoke(Method.java:597)
   at com.sun.javaws.Launcher.executeApplication(Launcher.java:1272)
   at com.sun.javaws.Launcher.executeMainClass(Launcher.java:1218)
   at com.sun.javaws.Launcher.doLaunchApp(Launcher.java:1065)
   at com.sun.javaws.Launcher.run(Launcher.java:105)
   at java.lang.Thread.run(Thread.java:619)

My 3D card doesn't support glDeleteProgramsARB. You should check it first before using it. I'm sure there is a way of checking if an extension is available through LWJGL.

The following piece of code (coming from TUER) shows how I check if I can use VBO in JOGL:

if(gl.isExtensionAvailable("GL_ARB_vertex_buffer_object")
   && gl.isFunctionAvailable("glBindBufferARB")
   && gl.isFunctionAvailable("glBufferDataARB")
   && gl.isFunctionAvailable("glDeleteBuffersARB")
   && gl.isFunctionAvailable("glGenBuffersARB"))
       {delegate=new StaticVertexBufferObjectFactory(gl);
        rescueDelegate=null;
       }

Offline ryanm

Senior Member


Projects: 1


Used to be bleb


« Reply #26 - Posted 2008-04-02 10:11:49 »

It now works on th EEEPC, which is a Linux system too. Except for the sound, but that's normal behaviour for OpenAL. I haven't tried a single application (including my own stuff) using OpenAL that didn't produce sound garbage on this machine.

Have a go with replacing libopenal.so with openal-soft (there's a pre-built binary linked to from this thread.
EEEPCs seems to be flying off the shelves, so having a working lwjgl on it can only be a good thing.
Offline bobjob

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David Aaron Muhar


« Reply #27 - Posted 2008-04-02 10:21:45 »

Have a go with replacing libopenal.so with openal-soft (there's a pre-built binary linked to from this thread.
I just put in my own software version, but ill take a look at openal-soft

My 3D card doesn't support glDeleteProgramsARB. You should check it first before using it. I'm sure there is a way of checking if an extension is available through LWJGL.
There is an option in Settings-Graphics to turn Bump mapping off. But im thinkn it might not be the shader, i think the destroy function was called wrongly due to another function terminating.
I changed the function so it wont get called, if the shaders arnt created.

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Offline gouessej

« In padded room »



TUER


« Reply #28 - Posted 2008-04-02 12:02:45 »

No I got this now:

java.lang.IllegalStateException: Function is not supported
   at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:69)
   at org.lwjgl.opengl.ARBProgram.glDeleteProgramsARB(ARBProgram.java:115)
   at resource.glsl.a.h(Unknown Source)
   at game.d.e(Unknown Source)
   at game.d.<init>(Unknown Source)
   at game.g.h(Unknown Source)
   at game.g.c(Unknown Source)
   at game.gui.f.a(Unknown Source)
   at game.gui.l.b(Unknown Source)
   at game.gui.GUI.o(Unknown Source)
   at game.gui.GUI.l(Unknown Source)
   at game.gui.GUI.<init>(Unknown Source)
   at game.gui.GUI.main(Unknown Source)
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
   at java.lang.reflect.Method.invoke(Method.java:597)
   at com.sun.javaws.Launcher.executeApplication(Launcher.java:1272)
   at com.sun.javaws.Launcher.executeMainClass(Launcher.java:1218)
   at com.sun.javaws.Launcher.doLaunchApp(Launcher.java:1065)
   at com.sun.javaws.Launcher.run(Launcher.java:105)
   at java.lang.Thread.run(Thread.java:619)


I can't change the bump settings in the menu, it keeps on  Sad

Offline bobjob

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David Aaron Muhar


« Reply #29 - Posted 2008-04-02 12:12:28 »

I can't change the bump settings in the menu, it keeps on  Sad
oh SNAP. i think i fixed it.

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