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  2D Rally Game  (Read 12803 times)
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Offline kevglass

JGO Kernel


Medals: 163
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #30 - Posted 2008-05-19 18:39:16 »

Awww, and it was just getting fun too! Smiley

Kev

Offline me

Senior Member


Projects: 4


Java games rock!


« Reply #31 - Posted 2008-05-19 19:31:55 »

@sws26

Nice controls and atmosphere!

Maybe you should make checkpoints on the track!?!
Once I saw your map I drove towards the clock (right uppercorner)
for a minute and then  to the Second mark and I finished in 1.35 ...

Best regards from

M.E.


M.E.
--------
Offline ChrisM

JGO Coder


Medals: 1
Projects: 1


END OF LINE.


« Reply #32 - Posted 2008-05-19 20:38:05 »


On the other hand, I totally disagree with kevglass, 2D games aren't the future of the industry on my view. GTA 4 is not in 2D as far as I know if you want to talk about commercial games.

Finally, I don't say that 2D Java games are not interesting and I promote them when I write some articles on gaming websites, I don't promote only TUER, Tower Defence Game and Bloodridge, I promote Ultratron and many other 2D games too.

Well, who the heck states that GTA IV is the future of anything?  Talk to the Flash Director community.  Nothing in 3D there and it is HUGE.  While 2D may not be the future of the games industry it is, undeniably, a massive part of it.  Peggle comes to mind.....

For the record, yes, it would be AWESOME to see a high end 3D commercial game done entirely in Java, but I'll also take the high end 2D as well.  And I am willing to bet that the 2D ones can, more than likely, find a wider audience.

-Chris

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline gouessej
« Reply #33 - Posted 2008-05-19 21:10:25 »

Aw, I was going to point out the misspelling of drivel. But, I was going to do it in an amusing fashion.

Because...

This topic is way off topic, and looking too much like a two-person argument. Could you guys either start a new thread for this discussion or keep it in PMs? And also, you two are some of the most active and respected people in this community and you're not exactly being civil with each other. Maybe chill out a bit?
Me? Respected? Are you joking? My "game" is not a game, it is a joke, it is a bad tech demo according to many people here. It is a big shit, it looks like a raycasting engine... Oups (french), I have forgotten to precise that the maximum speed has been multiplied by about 11 (after 20 months of work) thanks to the use of JOGL even without any space subdivision system. At least it is an ugly unplayable useless 3D program that looks like a raycaster but faster. Please, if you want, you can do like many Linux users, send me emails with insults and threats, don't bother javagaming with these things (Demonpants, I need you for www.javagametome.com rather than here).

On the other hand, this 2D rally game is nice! What's wrong?

Offline ShannonSmith
« Reply #34 - Posted 2008-05-19 22:25:40 »

Once I saw your map I drove towards the clock (right uppercorner)
for a minute and then  to the Second mark and I finished in 1.35 ...

Yeah only started the game last weekend so lacking a lot of polish and not preventing cheating yet. Basically I will check if you have gone too far off the track and helpfully return you to the point you left it.
Offline SwampChicken
« Reply #35 - Posted 2008-05-20 05:56:09 »

Just out of curiosity,

Haven't played it yet, but in your opinion, how much *more* work would it be to replicate your car game in java only (ie: without using slick)?

LOL @  3d zealots.
Take a close look at the Nintendo DS, most of their best-sellers are 2D. Ever wonder why?
3D is simply another approach & does not automatically equate to more fun, and those that think it does should play more games.
Offline ShannonSmith
« Reply #36 - Posted 2008-05-20 07:50:35 »

Without slick I would have to write a new particle engine for the dust effect, which wouldn't be too much work but I'm afraid lwjgl is a must. There is no way to draw what I am without polygons and texture coordinates. If you wanted to convert it to Java2D basically you would be looking at writing a software rasterizer which is quite a lot of work. Just out of curiosity why do you ask?
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #37 - Posted 2008-05-20 07:59:57 »

You could do it without much trouble with Java2D. Graphics2D and AffineTransform have most of the LWJGL you're using.

See my work:
OTC Software
Offline SwampChicken
« Reply #38 - Posted 2008-05-20 08:30:06 »

Without slick I would have to write a new particle engine for the dust effect, which wouldn't be too much work but I'm afraid lwjgl is a must. There is no way to draw what I am without polygons and texture coordinates. If you wanted to convert it to Java2D basically you would be looking at writing a software rasterizer which is quite a lot of work. Just out of curiosity why do you ask?


The reason I ask is that I'm in the process of attempting my own version of  "spy hunter" using java alone & I'm trying to learn it's extents before playing around with 3rd party add-ons. (Otherwise I won't be able to determine which new abilities are handy).

Anyway, I'm trying to get things to move a bit more fluidly before I posting the complete source in here somewhere so I can give you guys a laugh on how bad a remake can be, how inefficient code can get, and generally how not to code.  Trust me, I'm laughing (and crying) just looking at it right now.

Someone here has to offset all the good code here with some bad...
Wink
Offline ShannonSmith
« Reply #39 - Posted 2008-05-20 09:33:06 »

You could do it without much trouble with Java2D. Graphics2D and AffineTransform have most of the LWJGL you're using.

Unfortunately the track is rendered as a polygon strip which I can't think of a way to do in Java2D. Could possibly use a
TexturePaint but I suspect it would look like crap because it wouldn't follow the direction track and would probably be intolerably slow.

SwampChicken - Java2D is actually pretty nice once you get than hang of it. If you are doing a SpyHunter clone you may want to look
at doing a tile based engine which is the way the original spy-hunter would have been done.


Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline ShannonSmith
« Reply #40 - Posted 2008-05-20 10:20:06 »

Added some trees. Not particularly happy with them, drawing organic stuff is hard. Also the collision detection is a bit wonky but it should stop corner cutting.

Offline ben

Junior Member


Projects: 1



« Reply #41 - Posted 2008-05-20 10:21:48 »

Nice work with the rally game. The car has a really good 'feel' to it, which is essential in making any racing game feel fun IMHO. As it happens, I am also working on a rally/offroad racing type of game, so I can really appreciate the effort you must have put into tweaking the car handling, to great effect. I hope you continue to develop it.

Keep it up!
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #42 - Posted 2008-05-20 17:11:17 »

Unfortunately the track is rendered as a polygon strip which I can't think of a way to do in Java2D. Could possibly use a
TexturePaint but I suspect it would look like crap because it wouldn't follow the direction track and would probably be intolerably slow.

SwampChicken - Java2D is actually pretty nice once you get than hang of it. If you are doing a SpyHunter clone you may want to look
at doing a tile based engine which is the way the original spy-hunter would have been done.



Hmm, that makes things a little harder, yes. I think you still could with Java Polygons, or BufferedImage. You can just represent the road as a BufferedImage and refresh pixels in it as you drive by. Slow, but doable.

Also, I think your game could really use a mini-map.

See my work:
OTC Software
Offline BloodRain

Junior Member





« Reply #43 - Posted 2008-05-23 20:46:31 »

Nice game . I also think that a minimap is the next thing you should do.
Offline Jesja

Junior Member


Projects: 1



« Reply #44 - Posted 2008-09-07 15:54:34 »

Strafe Fighter! Yeah! This is very cool! Is very similar to what I am doing, maybe a little smoother and more feature rich in the gui. I like very much the gui details, that youve included so many plantets, and the way the ship moves.

And I like very much this type of game, especially if youre going to add trade/explore elemtents. Clearly, despite what other people on this forum might have suggested to you in the past, this is the project you should develop.

On you website you mention releasing the source. If you do, I would be immensely intressted in having a look at what solutions you use comparing to mine.

And please have a look at my game, youll gonna recognize stuff! (just hope itll run on your system)
http://www.java-gaming.org/topics/callisto-carnival-space-thruster/19126/view.html


Try the Callisto Carnival - Stunning space thruster
http://jenslidestrom.webs.com
Offline martineriksen

Junior Member





« Reply #45 - Posted 2008-09-07 19:48:48 »

Cool stuff! How about combining the two so you get a rally game where you can shoot at opponent like super cars? That would be golden!

Suggestions:

- you need skidmarks in the rally game. Considered doing the map as one big bitmap that you then can alter?

- dust effects as mentioned. I just coded a small particle system for a small game and I was really impressed with how good effects you got with very little work.

2D vs 3D: Java 3D is not as accessible as Java 2D. People have to download special package with Java3D which is fine for games with longer appeal. But casual web-games started in the browser need to be super accessible to reach the masses. Also I dont think there is any need to utilize 3D in a 2D game. Keep it Simple Stupid...

Would love to hear more about any frameworks you have used to make this? Or is it all home-made? I just finished Beta version of a small game - check it out. Although the games look very different I think we have gone through the same considerations both beeing Java2D:

http://martineriksen.net/games.html


Offline ShannonSmith
« Reply #46 - Posted 2008-09-08 17:18:05 »

Jesja, StrafeFighter source code is now up on google code http://www.java-gaming.org/topics/strafefighter-source-code/19179/view.html.

martineriksen - One big bitmap is not going to happen it would be several hundred megabytes for a small track. Also skidmarks would be easy to implement as individual textured polygon strips overlaid on top of the track. As for Java2D it is really not capable for this type of thing and going for an OpenGL based library makes things MUCH easier for all of 700K added to the download.
If you are using webstart I don't see many downsides to using a native 3D library for what it brings to the table. If you are looking at applets then native libraries can be problematic and I would tend to avoid them but I don't deploy games via applets. Both StrafeFighter and Rally2D were written using Slick which has pretty much everything you need for a 2D game.
Offline Jesja

Junior Member


Projects: 1



« Reply #47 - Posted 2008-09-08 20:56:37 »

Jesja, StrafeFighter source code is now up on google code http://www.java-gaming.org/topics/strafefighter-source-code/19179/view.html.
Cool. Looking forward to looking into it.

Try the Callisto Carnival - Stunning space thruster
http://jenslidestrom.webs.com
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