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  Incredibuilder  (Read 46238 times)
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Offline badlogicgames
« Reply #90 - Posted 2009-02-11 00:16:37 »

nope, no tearing. which is to be expected as there's no rapid movement like in a first person shooter. i guess that i'm a keyboard type of guy and am used to the typical w,a,s,d controls Smiley. i think i could easily move the blocks via they keyboard and brake them with the mouse. having to move the blocks with the mouse introduces to much mouse movement. in general the mouse paths are to long for me. using the keyboard with my left hand for block movement would allow me to keep the mouse in those areas where i have to hammer down incorrectly placed blocks with my right hand. however, in order to easily hit the space bar i'd need the typical w,a,s,d key mapping where w would be for rotation, a and d for moving left and right and ds for dropping the block..

but as i said that's just me.

http://www.badlogicgames.com - musings on Android and Java game development
Offline TheAnalogKid

JGO Coder


Projects: 3



« Reply #91 - Posted 2009-02-11 03:04:49 »

OK, hmm, I might allow playing either with mouse only or with mouse/keyboard combo later via player control setup. I won't implement it now for sure but maybe I'll do it later. I'll see.

Thanks!

Offline TheAnalogKid

JGO Coder


Projects: 3



« Reply #92 - Posted 2009-02-12 20:04:36 »

Hey,

I've uploaded version 0.49.6. It has significant new features to ease the input scheme (has discussed with marzec) and to enhance some levels:
- you can now use WSAD keys or the arrows to move and rotate the falling piece. The mouse only and 2 key schemes are always available so you can switch to the scheme you want at any time. Also, the tutorial and help texts were updated accordingly.
- some levels have new colors and/or are bigger. This makes them more interesting IMHO.

Hope this will help people who are having difficulties with the mouse only input scheme.

Thanks

Games published by our own members! Check 'em out!
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Offline badlogicgames
« Reply #93 - Posted 2009-02-14 17:24:24 »

awesome! works perfectly for me.

http://www.badlogicgames.com - musings on Android and Java game development
Offline TheAnalogKid

JGO Coder


Projects: 3



« Reply #94 - Posted 2009-02-14 18:03:11 »

Cool!

Thanks

Offline Gudradain
« Reply #95 - Posted 2009-02-18 02:49:23 »

Hello,

I just test your game and it was pretty fun. Good graphic, good concept, nice job.

I mostly play using the key control (wasd) and using the mouse only for knife and hammer.

Here are my suggestion :

1. The tutorial at the begin might be a bit long. So if you can make it smaller it would be better. I like when I can get start with a game in 5-10 sec if possible (especially for small arcade game). I would suggest a simple list of control so the player just check it and can get start right away. Maybe simply put a legend on the side or a help button that pop-up the legend. Also, because I didn't read the tutorial I didn't knew how to switch between hand/hammer... The space bar work really fine but maybe you could also put button with the hand, hammer and knife on the side and we can click on it to select what component we use. With this you could also mark the component the player can't use for this level with a big X for example so the player see rapidly what component he can or can't use.

2. When you have the hammer it's too easy (no matter how the level look like). I always end up with a bunch of time ahead of me. (like 45 sec)

3. The knife mostly feel like a pain in the ass (sorry). Comparing to the hammer the knife is really hard to use. Every game with a knife I finish like 10 sec before the timer max.

That's all. In conclusion it's a fun game but I don't really get what is the final goal. (Is it to get the more point you can?)
Offline TheAnalogKid

JGO Coder


Projects: 3



« Reply #96 - Posted 2009-02-18 03:18:05 »

Hi Gudradain,

thanks!  Smiley

Quote
The tutorial at the begin might be a bit long. So if you can make it smaller it would be better. I like when I can get start with a game in 5-10 sec if possible (especially for small arcade game). I would suggest a simple list of control so the player just check it and can get start right away. Maybe simply put a legend on the side or a help button that pop-up the legend.
Hmm, don't really know. I'm not too sure the player would understand with only a list of controls. But I'll try to summarize the tutorials.

Quote
The space bar work really fine but maybe you could also put button with the hand, hammer and knife on the side and we can click on it to select what component we use. With this you could also mark the component the player can't use for this level with a big X for example so the player see rapidly what component he can or can't use.
Good idea for all of that.

Quote
When you have the hammer it's too easy (no matter how the level look like). I always end up with a bunch of time ahead of me. (like 45 sec)
Well, that's not that easy for everybody. Many people find it really hard. Weird isn't? Anyway, it might too easy now in this current version. What's funny about this comment is that I just changed something today to make sure it's not too easy: each block you brake or block you move, you lose 1 second. I'm wondering if I change it for 2 seconds? Is 1 second enough? This is in the version in development only.

Quote
The knife mostly feel like a pain in the ass (sorry). Comparing to the hammer the knife is really hard to use. Every game with a knife I finish like 10 sec before the timer max.
Yeah, I know it's hard, but it's a great challenge isn't?  Smiley I don't think it's because the tool is hard to use, it's because of the challenge. You can either move 2 blocks at a time, put them in the recycling bin or move them from the floor.

Final goal? The challenge. With the seconds penalty when you use the tools you'll be forced to think what to do with the pieces.

Offline TheAnalogKid

JGO Coder


Projects: 3



« Reply #97 - Posted 2009-03-05 15:42:31 »

Hey!

Version 0.50 is there. Here are the highlights:
- each time you use a tool it costs you 2 seconds so be careful of what you do because it can quicky drains the time :-)
- the orignal knife tool was resurected since each block you move has a time cost. Each block you throw in the recycling bin costs 3 seconds instead of 2.
- the other knife is now called the double knife.
- 6 new levels for a total of 23
- almost all the levels were enlarged for more fun.
- the 5 first levels are unlocked when the game is played for the first time. This means that you're no longer required to play the tutorials.
- some levels were rebuilt for the better.

Play, play, play and tell me what you think.

Thanks!

Offline TheAnalogKid

JGO Coder


Projects: 3



« Reply #98 - Posted 2009-03-30 17:44:03 »

Hello,

here are the key highlights in version 0.51:
- introduction of game modes: time mode (already exists), money mode and vs computer (not available yet)
- money game mode: instead of playing against time you play against a limited budget. You have all the time you want to build your construction but each piece costs money. Each new piece stays at the top until you press S, down arrow or click DROP. The tutorial texts were adjusted to this new game mode.
- difficulty level. You can now chose among 5 difficulty levels in level selection screen. The levels are novice, experienced, intermediate, advanced and expert. Each of these levels vary the initial time in time mode and the budget in money mode.
- no more support for mouse input to move falling pieces. This is the result of too many people that weren't comfortable with the mouse to move falling pieces.
- VS computer in development. I still don't know if I'll continue it due to the level of development complexity this mode implies.

Offline hexatronic

Senior Newbie





« Reply #99 - Posted 2009-03-31 17:21:26 »

I really like this game and I think it has a lot of potential. I don't think you really need money mode, time mode on its own is fine.

The tutorial/keys confused the hell out of me but once I got them it was a lot of fun. The game obviously requires both keyboard and mouse. You could maybe have rightclick be drop rather than a button.

The presentation is very polished.

I also felt slightly nauseous with the spinning background at the start, and the buttons do seem to vibrate.

Well done for coming up with such an original twist!

cheers,

josh


Splatter them with toxic venom: www.squirtysquirty.co.uk
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline TheAnalogKid

JGO Coder


Projects: 3



« Reply #100 - Posted 2009-03-31 17:39:51 »

Hey thanks a lot hexatronic!

Quote
I don't think you really need money mode, time mode on its own is fine.
Well, I introduced money mode because some players don't like to be stressed by time to solve the puzzles. They rather prefer to take all the time they want to place the pieces and interact with them.

Quote
The tutorial/keys confused the hell out of me but once I got them it was a lot of fun
OK, please help me and tell me what's confusing. I'll adjust the texts then.

Quote
You could maybe have rightclick be drop rather than a button.
Good idea but the this solution wouldn't work for all Mac owners since not all of them have a 2 buttons mouse.

Quote
I also felt slightly nauseous with the spinning background at the start, and the buttons do seem to vibrate.
Nausea should disappear once you've used the menus for a while. About button vibration I don't know what's causing it honestly. Any idea?

Offline hexatronic

Senior Newbie





« Reply #101 - Posted 2009-03-31 18:24:55 »

OK, please help me and tell me what's confusing. I'll adjust the texts then.
Allowing WASD plus cursor, I guess this is to support both left and righthanded players. But introducing these in the order that you do is too much information. I would just introduce ASD first, then W, then either allow the keys to be programmable or add a note that alternatively you can use the cursor keys. Also there's nothing intuitive about W / up for rotate, but it seems you're forced into this because you want the basic tetris controls to be done with a single hand so that the other hand can use the mouse (dunno how to improve this). 

"Drop the piece inside the red rectangle" -- I should be able to clear this message with a mouse click, and then press the drop button. Also, by default it should be lined up to drop inside the rectangle.

"I recommend .... at your left" -- this comment is unnecessary at this early stage.

"The construction doesn't respect the plan" is a bit annoying because in the absence of hammer / knife, the initial sequence of shapes might make this unlikely. I feel as though I am doing something wrong when I am just learning the controls. Make the initial shapes so simple (maybe just square blocks of 4) that the construction will respect the plan unless I drop outside the shape. It's too much to ask the user to plan ahead at this stage -- this is just a tutorial.

The drop button should be disabled while a dialog is up and the dialogs should always be absent when you're actually supposed to do something. This was a big source of confusion. Or you could just move the instructions away from the play area, e.g. to the left.

At the end of the first part of the tutorial the default "skip" action (left click) restarts the tutorial, whereas most users are likely to want to move on at this stage. Have the default action move on and escape restart.

Second tutorial level: using the hammer costs 2 secs in time mode but time mode is disabled. This is too complicated, you're just trying to introduce the hammer. Forget about the costs / time limits (including the "-2 secs" fading text) and don't mention them until a later level; introduce them at the start of that level.

Also, a minor bug: I get some flickering widgets, including the tutorial dialogs, and the blue bars at the side of the play area. This may be related to the fact that I alt-tabbed out of the game, then back in?

Fine to support single mouse button users but for those of us blessed with 2 buttons, right click to drop would be nice!

Also, tool pointer should change to something else while over the drop button, otherwise it seems as though I want to smash it (!)

For the knife, the state machine is a bit weird, it unnecessarily requires two presses. Selection of the cut square should be finalised at the point when the mouse button is first pressed, a ghosted square should appear while you drag it, and then it should be placed with the button being released again. Also the knife icon should change during the drag period (and perhaps change again if the current destination square is disallowed).

I guess you could consider changing the knife to a robotic grabber or something, just an alternative metaphor I guess.

cheers,

josh





Splatter them with toxic venom: www.squirtysquirty.co.uk
Offline TheAnalogKid

JGO Coder


Projects: 3



« Reply #102 - Posted 2009-04-01 15:26:20 »

Hey josh,

thanks so much again for your precious comments! You seem to have a lot of experience in game design. Your comments are so useful to improve my game, but at the same time I can't eat all of them without digesting them and while you have very strong arguments you represent only one opinion so I kind of need to validate them with more players/game developers.

You also made me laugh while reading your post.  Smiley

I need more time to provide a better reply to your suggestions because your post is really big and I'm so busy at work with all those crazy deadlines!

Offline TheAnalogKid

JGO Coder


Projects: 3



« Reply #103 - Posted 2009-05-12 23:38:45 »

Please move Incredibuilder to the WIP forum.

Thanks

Offline TheAnalogKid

JGO Coder


Projects: 3



« Reply #104 - Posted 2009-09-04 15:44:43 »

Hey folks, a new incredibuilder version is up on my site!

New features:
- Applet support only
- 800x600 resolution
- New graphics (still incomplete though)
- New fonts
- Better tutorials and shorter too
- A few more levels

Caveats:
- French language temporary not available. Will be fixed soon.
- New graphics incomplete but not an issue
- Session persistence broken. Will have to switch to classic applet persistence API.  Sad
- Progress bar at start no longer visible, don't know why. Issue with applet only.

Stay tuned for the game on gamejolt and games4j!

EDIT: the game is now on gamejolt!

Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #105 - Posted 2009-09-05 04:05:43 »

There appears to be a bug where you can rotate a piece so that it overlaps with the pieces already there, and it gets stuck  there..  with red Xs both where the piece falls outside the target shape AND where it overlaps with the pieces in the shape that were already there.  Then you use the hammer to knock out the Xs (to reveal empty spaces or the original pieces that it overlapped), but it then it won't recognise when you've made the target shape.

Offline TheAnalogKid

JGO Coder


Projects: 3



« Reply #106 - Posted 2009-09-06 18:47:00 »

Could you provide more details please?
- level number
- how the pieces are placed in the constructions
- detailed repro steps (sorry I have difficulties to understand)

Thanks to report the bug.

Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #107 - Posted 2009-09-06 23:51:56 »

It happened on more than one level,so I don't think that mattered - though it might matter which tool is used to get rid of the overlaping blocks, I suppose.  I recall using the hammer.

To reproduce:
-rotate a piece when rotating it will cause it to overlap with blocks already placed in the pattern
-this gives blocks in the pattern a red X, and some red Xs outside of the pattern
-hammer out the red Xs, when you hammer out a red X is will leave behind either a blank space (for the Xs that were outside the pattern) or a filled in block (where the X resulted from 'overlap')
-at this point everything looks normal.. the level may be unfinished still, but all "errors" apepar to be accounted for
- finish the level as expected, but it won't be recognised as completed

I'll try again to see how easy it is to reproduce - I did it twice when I tried the other day.

Offline TheAnalogKid

JGO Coder


Projects: 3



« Reply #108 - Posted 2009-09-07 15:27:34 »

OK I understand now. I'll try to repro it and fix it after.

Thanks for reporting that.

Offline TheAnalogKid

JGO Coder


Projects: 3



« Reply #109 - Posted 2009-09-07 16:25:00 »

When you say outside the pattern, is it outside the background blocks (light grey blocks) as well? Also, have you played the applet version?

EDIT: I'm not able to repro it.  Undecided Which level does it happen?

Offline Mike

JGO Wizard


Medals: 69
Projects: 2
Exp: 5 years


Java guru wanabee


« Reply #110 - Posted 2009-09-07 16:44:54 »

I get the following error:

Fatal error occured (7): org.newdawn.slick.AppletGameContainer


Looks like an error I had with Lwjgl applets after upgrading to J6U15. I downloaded the nightly build of lwjgl applet launcher and it works fine now. Maybe an idea?

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline TheAnalogKid

JGO Coder


Projects: 3



« Reply #111 - Posted 2009-09-07 16:49:15 »

Quote
I downloaded the nightly build of lwjgl applet launcher and it works fine now.
How does it relate to my game? Did you mix threads?

Offline Mike

JGO Wizard


Medals: 69
Projects: 2
Exp: 5 years


Java guru wanabee


« Reply #112 - Posted 2009-09-07 18:13:30 »

How does it relate to my game? Did you mix threads?

Sorry for the misunderstanding. That was how I fixed my lwjgl game that had the same error since J6u15.

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline TheAnalogKid

JGO Coder


Projects: 3



« Reply #113 - Posted 2009-09-07 19:03:40 »

OK thanks.

Have you found any issue in my game so far?

Anybody, I need feedback about how difficult the game is. If it's easy or too easy, please think about casual gamers and in this point of view what do you think?

Offline Mike

JGO Wizard


Medals: 69
Projects: 2
Exp: 5 years


Java guru wanabee


« Reply #114 - Posted 2009-09-07 19:47:07 »

Sorry, can't play it as this error comes from the applet loader before your applet initiates.

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline TheAnalogKid

JGO Coder


Projects: 3



« Reply #115 - Posted 2009-09-07 19:50:12 »

 Undecided I didn't understand that first.

Clear you java plug-in cache and retry please.

Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #116 - Posted 2009-09-07 20:29:23 »

When you say outside the pattern, is it outside the background blocks (light grey blocks) as well? Also, have you played the applet version?

EDIT: I'm not able to repro it.  Undecided Which level does it happen?

The rotated piece is always entirely within the game board.. it gets "stuck" as soon as you rotate it, presumably because after rotating, part of the piece overlaps already placed blocks in the target shape.

I can no longer launch the game... visiting that page locks up Firefox until I use task manager to kill the "java" or the java plugin2 process.  It puts up a security dialog that doesn't respond to button presses (or rollover for that matter) and then the java plugin is hung.  I may need to reboot.. Using Java 1.6.0_16 on Windows 7-RC (64-bit, but using 32-bit JRE)

Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #117 - Posted 2009-09-07 20:49:35 »

trying on OpenSolaris...  1.6.0_15

Failed a level (9 or 10?) hit retry.. hit one of WASD while it was restarting the level and got this:
1  
2  
3  
4  
5  
org.newdawn.slick.SlickException: Game.update() failure - check the game code.
   at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:622)
   at org.newdawn.slick.AppletGameContainer$Container.runloop(AppletGameContainer.java:503)
   at org.newdawn.slick.AppletGameContainer$ContainerPanel.start(AppletGameContainer.java:221)
   at org.newdawn.slick.AppletGameContainer$1.run(AppletGameContainer.java:95)

Offline Mike

JGO Wizard


Medals: 69
Projects: 2
Exp: 5 years


Java guru wanabee


« Reply #118 - Posted 2009-09-08 16:01:04 »

Undecided I didn't understand that first.

Clear you java plug-in cache and retry please.

I did Smiley Didn't help. Maybe it's linked to the other problem just reported?

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline TheAnalogKid

JGO Coder


Projects: 3



« Reply #119 - Posted 2009-09-08 23:35:10 »

Guys, do you have a stack trace that points to one of my classes? The traces you provided give info only on Slick classes. I suspect that you didn't provide the complete traces. And give me details about your OS, browser and hardware please.

Thanks

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