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  LWJGL RTS  (Read 13010 times)
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Offline bobjob

JGO Knight


Medals: 10
Projects: 4


David Aaron Muhar


« Posted 2009-01-11 02:57:26 »

Warning its like 10meg.
Click to run WebStart

Please post your rig, and frames/ps or any issues you may run into. all feedback is greatly appreciated.
Press "F" during the game to view FRAMES PER SECOND.

Other Controls:
Escape: Menu on/off
Left Mouse: select button
Right Mouse: auto action
Mouse: move cursor or camera
MouseWheel: change camera angle.
MouseWheel + Shift: change camera zoom.
W,S,A,D: move camera
Q, E: rotate camera.
X: reset camera

Debug Options:
V: show wireframe on/off
B: enhance brightness on/off
N: normal mapping on/off
I,K,J,L,U,O: move lightsource

Other versions:
Safemode: Disables high quality special effects.



As well as the "Tower Defence" mode, it now also contains a "Campaign mode", were you can control units to attack the other units.

Other Demos displaying engine suppoty:
Demo1: A basic bump map model viewer
Demo2: A short movie optomised for openGL performance.
Demo3: Water shader example.

Old Thread (Only Tower Defence):
http://www.java-gaming.org/topics/lwjgl-tower-defence-game/18410/view.html

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Offline CommanderKeith
« Reply #1 - Posted 2009-01-11 09:17:50 »

Worked here, even on an intel video card.

You could probably make the player movement more intuitive by making warcraft3-like controls. ie left click selects units and right click tells them where to go or what to attack.

The graphics look good and the characters move pretty smoothly, nice

Offline bobjob

JGO Knight


Medals: 10
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David Aaron Muhar


« Reply #2 - Posted 2009-01-11 09:35:02 »

good to know it works with the intel video cards. Did the shader work(bump mapping).
You could probably make the player movement more intuitive by making warcraft3-like controls. ie left click selects units and right click tells them where to go or what to attack.

yeah, im still meditating Undecided on a nice way to implement auto functions, so i dont have to go back later and re code it all

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Offline gouessej
« Reply #3 - Posted 2009-01-11 12:02:49 »

I got an ArrayIndexOutOfBoundsException the first time I launched the campaign but now it works.

Offline SimonH
« Reply #4 - Posted 2009-01-11 15:11:32 »

Every time;
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java.lang.ArrayIndexOutOfBoundsException: 0
   at game.GameServer.startGame(GameServer.java:549)
   at game.GameServer.singlePlayerInit(GameServer.java:230)
   at game.gui.Menu.newGame(Menu.java:151)
   at game.gui.Menu.menuSelect(Menu.java:210)
   at game.gui.Input.checkMouse(Input.java:270)
   at game.gui.GUI.logic(GUI.java:486)
   at game.gui.GUI.run(GUI.java:354)
   at game.gui.GUI.<init>(GUI.java:116)
   at game.gui.GUI.main(GUI.java:55)
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
   at java.lang.reflect.Method.invoke(Unknown Source)
   at com.sun.javaws.Launcher.executeApplication(Unknown Source)
   at com.sun.javaws.Launcher.executeMainClass(Unknown Source)
   at com.sun.javaws.Launcher.doLaunchApp(Unknown Source)
   at com.sun.javaws.Launcher.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

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Offline Mr. Gol

Senior Member


Medals: 1



« Reply #5 - Posted 2009-01-11 16:56:32 »

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com.apple.JavaWebStart java.lang.ClassCastException: java.awt.image.DataBufferInt 
at game.loader.image.TextureLoader.loadImage(TextureLoader.java:303)
at game.loader.image.TextureLoader.load(TextureLoader.java:129)
at game.loader.image.TextureLoader.loadTexture2D(TextureLoader.java:62)
at game.loader.image.Texture.loadTexture(Texture.java:113)
at game.loader.image.Texture.loadTexture(Texture.java:75)
at game.loader.image.Texture.loadTexture(Texture.java:101)
at game.loader.image.Texture.loadTexture(Texture.java:44)
at game.gui.Menu.initGraphics(Menu.java:389)  


Running on Mac OS X.

Out of curiosity: why did you want to use LWJGL directly instead of some scene graph like jMonkeyEngine?
Offline SunshineKiller

Junior Member





« Reply #6 - Posted 2009-01-11 18:03:27 »

worked for me, looks nice and runs smoothly, only thing is i feel too close to the objects, maybe set another camera a little farther out? can't wait until there are some towers and stuff Smiley

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Offline bobjob

JGO Knight


Medals: 10
Projects: 4


David Aaron Muhar


« Reply #7 - Posted 2009-01-12 00:09:57 »

Every time;
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java.lang.ArrayIndexOutOfBoundsException: 0


This may be due to a firewall being on. The game connects to the host via the network, in this case the local loopback address(127.0.0.1)

worked for me, looks nice and runs smoothly, only thing is i feel too close to the objects, maybe set another camera a little farther out? can't wait until there are some towers and stuff Smiley
you can change the camera zoom with the mouseScroll + Shift, also W,S,A,D, Q, E

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Offline bobjob

JGO Knight


Medals: 10
Projects: 4


David Aaron Muhar


« Reply #8 - Posted 2009-01-12 00:12:06 »

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com.apple.JavaWebStart java.lang.ClassCastException: java.awt.image.DataBufferInt 


Running on Mac OS X.
Out of curiosity: why did you want to use LWJGL directly instead of some scene graph like jMonkeyEngine?
Im a bit worried about this one, Iv tried to write in a patch to use DataBufferInt in the texture loader. But I dont know if you operating System is Miss reading byte as Int, so therefore all i need to do is cast the int to a byte. Or if its reading 4 bytes as 1 Int. I patched it to do the latter.

I chose to go with just LWJGL, I guess I feel I have more control over what Im making. And if there is a problem I can go through and try fix it, because chances are its my own code. With a scene graph I may code something backwards (or something of the like) and get frustrated and never find out. I know the guys on the JME forums are helpful but I dont like to wait when fixing things.

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Offline SimonH
« Reply #9 - Posted 2009-01-12 01:36:42 »

This may be due to a firewall being on.

People have firewalls...

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Offline bobjob

JGO Knight


Medals: 10
Projects: 4


David Aaron Muhar


« Reply #10 - Posted 2009-01-12 02:06:12 »

People have firewalls...

As the game will eventually be made for net play the game should be unblocked anyway.

but I will make a way at the start to detect this and prompt the user to unblock the game.

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Offline gouessej
« Reply #11 - Posted 2009-01-12 07:47:03 »

I chose to go with just LWJGL, I guess I feel I have more control over what Im making. And if there is a problem I can go through and try fix it, because chances are its my own code. With a scene graph I may code something backwards (or something of the like) and get frustrated and never find out. I know the guys on the JME forums are helpful but I dont like to wait when fixing things.
Lol you could have found a better reason to refuse using JMonkeyEngine, it is reliable and personally, I succeeded in fixing almost all bugs (bugs that weren't in the LWJGL renderer) I found on my way except one. You succeeded in doing something very good without it, LWJGL fits into your need for the moment, this would be an excellent reason not to switch to any engine. I think that, if you realize you begin rewriting features that already exist in lots of engines, then you should wonder whether you should still use directly LWJGL instead of using an engine that relies on it, JMonkeyEngine or another one. Good luck Smiley Keep it up.

Offline bobjob

JGO Knight


Medals: 10
Projects: 4


David Aaron Muhar


« Reply #12 - Posted 2009-01-12 07:56:54 »

You succeeded in doing something very good without it, LWJGL fits into your need for the moment, this would be an excellent reason not to switch to any engine. I think that, if you realize you begin rewriting features that already exist in lots of engines, then you should wonder whether you should still use directly LWJGL instead of using an engine that relies on it, JMonkeyEngine or another one. Good luck Smiley Keep it up.

Cool thanx man. Yeah I understand if I wanted to get a game done relatively easy (which goes along well with one of the reasons I like java), JME would have been a way better option. But i really wanted to learn openGL and take that knowledge accross to any other language. Also Iv learnt so much along the way. Like in my FPS one of the first reasons i was extremely glad that i went with this approach, is when i had to shoot bullets or move the character against a triangle. The only reason I knew a way to do this effectively was because i was forced to learn some 3D math when building from the ground up.

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Offline h3ckboy

JGO Coder


Medals: 5



« Reply #13 - Posted 2009-02-26 08:27:31 »

u still working on this. I know it has been a while since last post but....

was kinda dissapointed when there was no1 online. this is a real good game. If you have stopped woht it, you should start back up. you have done a really good job.
Offline bobjob

JGO Knight


Medals: 10
Projects: 4


David Aaron Muhar


« Reply #14 - Posted 2009-02-26 19:42:14 »

u still working on this. I know it has been a while since last post but....

was kinda dissapointed when there was no1 online. this is a real good game. If you have stopped woht it, you should start back up. you have done a really good job.
thanx man, thats really encouraging.

Yeah im still working on the RTS engine.

heckboy if you wanna check out a good RTS made in LWJGL, download the tribal trouble demo. Its a really neat game.

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Offline h3ckboy

JGO Coder


Medals: 5



« Reply #15 - Posted 2009-02-26 21:15:44 »

would.... but it would take 20 min to download(or acutally to run).


glad to hear you still working on it. I tried the first lvl, is there some sorta trick to it. cause the guy was simply stronger than mine. so it was impossible to win.
Offline bobjob

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« Reply #16 - Posted 2009-02-26 21:31:28 »

its not really playable just yet. I think Ill do all of the balancing last, there still alot of tweeks that need to be done.

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Offline h3ckboy

JGO Coder


Medals: 5



« Reply #17 - Posted 2009-02-26 21:39:10 »

I played the cutom game. When I put my mouse over the palces to build and such in the side bar. The description went ofscreen

so I had very little idea wat I was buying.

besides that though good game.
Offline h3ckboy

JGO Coder


Medals: 5



« Reply #18 - Posted 2009-02-26 21:41:20 »

when I ran out of credits I did not lose. my credits just went to the negatives.


EDIT: I jsut lost at the end of the wave.
Offline bobjob

JGO Knight


Medals: 10
Projects: 4


David Aaron Muhar


« Reply #19 - Posted 2009-02-26 21:44:01 »

when I ran out of credits I did not lose. my credits just went to the negatives.


EDIT: I jsut lost at the end of the wave.
Tongue yeah it needs alot of improving

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Offline h3ckboy

JGO Coder


Medals: 5



« Reply #20 - Posted 2009-02-26 22:25:09 »

I am running on a slightly older verision causee I do not want to re-download the game.

is it possible for oyu to meka  webstart?

or would that not work wiht the game.
Offline bobjob

JGO Knight


Medals: 10
Projects: 4


David Aaron Muhar


« Reply #21 - Posted 2009-04-04 20:39:23 »

Uploaded a new version.

updates:
upgraded to LWJGL 2.1.0
Implemented "Fog of war": only simple squares for the moment
Tower Defence now has acceptable gameplay.

there is also a large campaign map, just used for path testing.

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Offline h3ckboy

JGO Coder


Medals: 5



« Reply #22 - Posted 2009-04-04 20:45:56 »

nice to see you still work on it Smiley.

can you make webstart?

it is kinda annoying to re-download the game.
Offline bobjob

JGO Knight


Medals: 10
Projects: 4


David Aaron Muhar


« Reply #23 - Posted 2009-04-04 20:49:58 »

yeah its got webstart link

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Offline gouessej
« Reply #24 - Posted 2009-04-05 15:39:17 »

Hi!

I have just tested the campaign mode. When do you plan to add the guys some intelligence?

Offline h3ckboy

JGO Coder


Medals: 5



« Reply #25 - Posted 2009-04-05 17:05:57 »

yeah there gunna be AI?

oh yeah, really great job!!

also, it owuld be easier if you could move and attack with a right click as well.
Offline SunshineKiller

Junior Member





« Reply #26 - Posted 2009-04-05 18:40:29 »

its getting better, ran a little slow for me. Hotkeys might help building faster and maybe a quick start for the next wave key if you finish early.

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Offline bobjob

JGO Knight


Medals: 10
Projects: 4


David Aaron Muhar


« Reply #27 - Posted 2009-04-05 23:14:46 »

I have just tested the campaign mode. When do you plan to add the guys some intelligence?
Ill tie up the tower defence mode soon, and then focus primaraly on making a proper campaign, that tells a story. (edit: added proper enemy AI)

also, it owuld be easier if you could move and attack with a right click as well.
yeah, still havnt implement friendly controls, I know its important, I just keep getting distracted with other things.

its getting better, ran a little slow for me. Hotkeys might help building faster and maybe a quick start for the next wave key if you finish early.
There is also a safemode they should run faster on older computers. By disabling bump mapping the game should also run better. But there is still room for alot of optimisations with the poly counts, the actual map is overkill on triangles were there not needed (can be viewed by pressing 'v').
The ready key is a good idea, it will be a bit of a challenge as the game is ment for network play. So I would have to do" if (everyoneReady()) nextWave() " sort of thing.

Thanx guys for the feedback.

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Offline bobjob

JGO Knight


Medals: 10
Projects: 4


David Aaron Muhar


« Reply #28 - Posted 2009-04-05 23:19:37 »

oh btw, did anyone notice Hayden Panettiere?

just so you know, i was putting on a face!

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Offline Cero
« Reply #29 - Posted 2009-04-16 14:48:13 »

Seems to work excellent on my system (bloom also activated)

AMD Athlon XP  3000+ (2118 MHz )
1024 MB  RAM
Radeon X1650
Windows XP Pro

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