HeroesGraveDev
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Reply #60 - Posted
2012-12-13 00:58:28 » |
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I am aware of the LWJGL bug.
I have just given up on Apple. Everything they do is anti-indie-developer. If it weren't for my 2 friends who use Apple and eveyone else still using java 6, I would just leave it at java 7.
I have been looking into bundling a JVM with the application to satisfy people who can't be bothered downloading java 7 themselves. It is not hard to use 2 versions of java on a computer.
In response to your comment on why Java 7 is pointless for games, yes, there is barely anything new that I would use, but on the other hand, why not?
Anyway, when I reach Alpha, I'll have a cross platform version (.jar), a Windows .exe (bundled jvm) a Linux whatever* (bundled jvm), and hopefully a Java 6 version for Mac if my friends show some interest.
Does anyone know if you can use java 7 on a Mac through a bundled jvm?
*Yeah, I'm supposed to be using Linux as my main OS, but there is no real replacement for Paint.NET as of now.
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Vladiedoo
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Reply #61 - Posted
2012-12-13 01:10:57 » |
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GeForce GTX 560 Ti Current Installed Driver: 306.97 (up to date)
If this matters, I am currently making my own LWJGL game which compiles just fine on my computer.
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HeroesGraveDev
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Reply #62 - Posted
2012-12-13 03:13:07 » |
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Newest prototype download in the main post. New stuff: - Special attacks for everything. - Can only change classes when killed. - Special attack key is now the down arrow, not X. - A bit of balancing. (It's now harder  ) Java 6 build coming as soon as possible. Have fun.
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Games published by our own members! Check 'em out!
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HeroesGraveDev
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Reply #63 - Posted
2012-12-13 04:04:08 » |
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Java 6 compatible version now availableSee opening post. Could someone check if it works on OSX? (and check if it works at all?  ) Enjoy!
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Screem
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Reply #64 - Posted
2012-12-13 21:05:15 » |
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There's a problem with only changing classes when killed: If you change to a monster, you can't be killed.
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HeroesGraveDev
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Reply #65 - Posted
2012-12-13 21:46:18 » |
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There's a problem with only changing classes when killed: If you change to a monster, you can't be killed.
I am aware of that. It is really only for testing purposes and so people can get an idea of where the game is going.
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mclldrd
Senior Newbie  Exp: 3 years
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Reply #66 - Posted
2012-12-13 21:55:15 » |
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I can confirm it works on OSX 10.8, with Java 6. Love the particle explosions!
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HeroesGraveDev
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Reply #67 - Posted
2012-12-13 22:38:11 » |
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What bugs me is that this game was playable and really fun after only three days of development. And Ludum Dare is almost here. I could have entered this in the jam had I saved the idea until then (but changed it to fit the theme).
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DeathJockey
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Reply #68 - Posted
2012-12-14 03:18:00 » |
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You should pay more attention to some graphics, like the terrain textures for example. I'd change the background gradient to more sky-like texture if I could. Try avoiding programmer's graphics. Its... not attractive. This was done by me in 2 minutes, and it looks a whole lot better. Good work on gameplay though. 
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5c0jt
Junior Newbie
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Reply #69 - Posted
2012-12-14 03:54:43 » |
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Personally, I prefer his grass textures, they're very nice! Again, really good work with the game so far HGD.
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Games published by our own members! Check 'em out!
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HeroesGraveDev
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Reply #70 - Posted
2012-12-14 04:07:06 » |
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You should pay more attention to some graphics, like the terrain textures for example. I'd change the background gradient to more sky-like texture if I could. Try avoiding programmer's graphics. Its... not attractive. This was done by me in 2 minutes, and it looks a whole lot better. Good work on gameplay though.  Nice!  The sky is temporary. After Ludum Dare I'll have some time to do some larger-scale amounts of pixel art. I will redo the grass (I may try something similar to your idea)
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HeroesGraveDev
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Reply #71 - Posted
2012-12-14 05:59:49 » |
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New Prototype Build out! Features:- Respawn Cooldown. You have to wait 2 seconds before you can respawn.
- A tower. Defend it and it will defend you.
- A real level. Tower one side, goblin pit on the other.
- Goblin swarm. They may be weak alone, but in a huge bunch, you may have a problem.
- Doors. You can walk/shoot through them, but enemies won't be able to get you until they bash it open.
- Ladders. Now you can climb.
- Coins. They're pointless at the moment, but at least they give the game a purpose. Collect more than the Goblins
- Chests. Store your coins!
- Guardians only. No more being a monster. You have to be a good guy now
An some other fixes/balancing. I also re-textured grass after the above suggestions. I love the new look. I will attempt to have a real background done shortly after the Ludum Dare.
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Apo
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Reply #72 - Posted
2012-12-14 09:27:30 » |
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I really like the look of that game. Keep up the good work.
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JESTERRRRRR
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Reply #73 - Posted
2012-12-14 23:11:24 » |
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huge fan of pixel art, and yours is brilliant, love it
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HeroesGraveDev
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Reply #74 - Posted
2012-12-15 00:45:55 » |
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Thanks for all the Awesome feedback! Last night I balanced all the characters and added a use for coins. I also did a bit of AI for Guardians. A bit more work and I'll have Level 1 complete.
I am considering switching from procedural generation to pre-made levels to avoid annoying levels which put a cliff next to the tower or mess with the AI of the archers (shooting at a wall for example).
Ludum Dare starts in an hour or so, so no more work until Tuesday (Wednesday if I want to do more work and enter the jam) (By the way, it's Saturday afternoon for me at the moment. Sorry if anyone gets confused by the time zones.)
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masteryoom
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Reply #75 - Posted
2012-12-15 05:18:37 » |
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Just a question about your sprite sheet, how do you get rid of the white in the game?
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masteryoom
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Reply #76 - Posted
2012-12-15 05:33:06 » |
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I have just given up on Apple. Everything they do is anti-indie-developer. If it weren't for my 2 friends who use Apple and eveyone else still using java 6, I would just leave it at java 7.
I use Java 7. 
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HeroesGraveDev
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Reply #77 - Posted
2012-12-15 06:22:58 » |
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Just a question about your sprite sheet, how do you get rid of the white in the game?
The particles or the space around the characters? If the former, I color them using OpenGL. If the latter, that "white" is completely transparent.
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RobinB
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Reply #78 - Posted
2012-12-15 09:05:15 » |
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Sorry huge error (OPENGL 4.2): (I dont know what you are doing with drawarrays, but with my own and other games this just works.) 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 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90
| # # A fatal error has been detected by the Java Runtime Environment: # # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000068f64bf0, pid=2892, tid=2424 # # JRE version: 7.0-b147 # Java VM: Java HotSpot(TM) 64-Bit Server VM (21.0-b17 mixed mode windows-amd64 compressed oops) # Problematic frame: # C [nvoglv64.DLL+0x7f4bf0] # # Failed to write core dump. Minidumps are not enabled by default on client versions of Windows # # If you would like to submit a bug report, please visit: # http: # The crash happened outside the Java Virtual Machine in native code. # See problematic frame for where to report the bug. #
--------------- T H R E A D ---------------
Current thread (0x000000000287b000): JavaThread "main" [_thread_in_native, id=2424, stack(0x0000000002930000,0x0000000002a30000)]
siginfo: ExceptionCode=0xc0000005, reading address 0x0000000000000000
Registers: RAX=0x0000000000000006, RBX=0x0000000002a2eb90, RCX=0x0000000000000000, RDX=0x0000000000376a28 RSP=0x0000000002a2eb28, RBP=0x0000000000000000, RSI=0x000000000c267d3c, RDI=0x0000000002a2ec38 R8 =0xfffffffff3d982b4, R9 =0x000000000c267d4c, R10=0x0000000068770000, R11=0x0000000000000000 R12=0x0000000000376980, R13=0xfffffffffd947df0, R14=0x0000000002a2efa0, R15=0x000000000287b000 RIP=0x0000000068f64bf0, EFLAGS=0x0000000000010297
Top of Stack: (sp=0x0000000002a2eb28) 0x0000000002a2eb28: 0000000068f64d02 0000000002a2ecd8 0x0000000002a2eb38: 0000000068f64dc5 00000000801dac01 0x0000000002a2eb48: 0000000002a2ecd8 0000000000000004 0x0000000002a2eb58: 0000000000000000 0000000000000000 0x0000000002a2eb68: 0000000068f6573c 0000000000376840 0x0000000002a2eb78: 0000000000000028 0000000000000006 0x0000000002a2eb88: 00000000086ec600 0000000000000000 0x0000000002a2eb98: 0000000000000000 0000010900000000 0x0000000002a2eba8: 0000000000000000 0000000000000000 0x0000000002a2ebb8: 0000000000000000 0000000000000020 0x0000000002a2ebc8: 0000140600000002 0000000000000028 0x0000000002a2ebd8: 0000000000000000 0000140600000003 0x0000000002a2ebe8: 0000000100000028 0000000000000000 0x0000000002a2ebf8: 0000140600000004 0000000100000028 0x0000000002a2ec08: 0000000000000000 0000140600000003 0x0000000002a2ec18: 0000000100000028 0000000000000000
Instructions: (pc=0x0000000068f64bf0) 0x0000000068f64bd0: 4b 8b 04 01 ff c1 49 83 c1 08 49 89 41 f8 3b 4a 0x0000000068f64be0: 08 7c ed f3 c3 33 c9 39 4a 08 7e 17 4d 2b c1 90 0x0000000068f64bf0: 43 8b 04 01 ff c1 49 83 c1 04 41 89 41 fc 3b 4a 0x0000000068f64c00: 08 7c ed f3 c3 0f 1f 00 3d 4b 7f 00 3d 4b 7f 00
Register to memory mapping:
RAX=0x0000000000000006 is an unknown value RBX=0x0000000002a2eb90 is pointing into the stack for thread: 0x000000000287b000 RCX=0x0000000000000000 is an unknown value RDX=0x0000000000376a28 is an unknown value RSP=0x0000000002a2eb28 is pointing into the stack for thread: 0x000000000287b000 RBP=0x0000000000000000 is an unknown value RSI=0x000000000c267d3c is an unknown value RDI=0x0000000002a2ec38 is pointing into the stack for thread: 0x000000000287b000 R8 =0xfffffffff3d982b4 is an unknown value R9 =0x000000000c267d4c is an unknown value R10=0x0000000068770000 is an unknown value R11=0x0000000000000000 is an unknown value R12=0x0000000000376980 is an unknown value R13=0xfffffffffd947df0 is an unknown value R14=0x0000000002a2efa0 is pointing into the stack for thread: 0x000000000287b000 R15=0x000000000287b000 is a thread
Stack: [0x0000000002930000,0x0000000002a30000], sp=0x0000000002a2eb28, free space=1018k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) C [nvoglv64.DLL+0x7f4bf0]
[error occurred during error reporting (printing native stack), id 0xc0000005]
Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j org.lwjgl.opengl.GL11.nglDrawArrays(IIIJ)V+0 j org.lwjgl.opengl.GL11.glDrawArrays(III)V+20 j heroesgrave.guardian.world.Sky.render()V+334 j heroesgrave.guardian.main.Main.render()V+31 j heroesgrave.guardian.main.Main.start()V+110 j heroesgrave.guardian.main.Main.main([Ljava/lang/String;)V+87 v ~StubRoutines::call_stub |
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sproingie
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Reply #79 - Posted
2012-12-16 02:52:31 » |
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Likely a driver bug, since this is otherwise a very well-worn codepath in LWJGL. Try updating your driver and see if it still occurs.
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masteryoom
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Reply #80 - Posted
2012-12-16 03:08:55 » |
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Just a question about your sprite sheet, how do you get rid of the white in the game?
The particles or the space around the characters? If the former, I color them using OpenGL. If the latter, that "white" is completely transparent. Oh. It was the latter  . And I really hate this new rule!!! (About the quotes).
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RobinB
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Reply #81 - Posted
2012-12-16 12:07:51 » |
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Likely a driver bug, since this is otherwise a very well-worn codepath in LWJGL. Try updating your driver and see if it still occurs.
Downloaded newest driver, still same error. Latest Driver GeForce GT 540M -- GeForce 306.97 Driver Version: 306.97 WHQL Release Date: October 10, 2012
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ra4king
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Reply #82 - Posted
2012-12-16 19:29:26 » |
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Likely a driver bug, since this is otherwise a very well-worn codepath in LWJGL. Try updating your driver and see if it still occurs.
Downloaded newest driver, still same error. Latest Driver GeForce GT 540M -- GeForce 306.97 Driver Version: 306.97 WHQL Release Date: October 10, 2012 Ok so I have a GTX 580 with the same driver version and decided to test and I got the same exact error. I have used this function numerous times without problems, so this game must be using this function in a wrong way.
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HeroesGraveDev
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Reply #83 - Posted
2012-12-17 01:47:17 » |
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I'm using the GL11 version of vertex arrays. (As shown in the VBO/VAO tutorial in the articles board)
I am aware that it is deprecated, and will attempt to either use OGL3 Vertex Arrays, or switch it all to VBOs (not sure if that is a good idea for performance.)
I will see what is best.
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masteryoom
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Reply #84 - Posted
2012-12-17 05:19:58 » |
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I'm not aware that it is deprecated  *searches up on google* I looked at the LWJGL GL11 API, and there is nothing about GL11 being deprecated  .
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Jimmt
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Reply #85 - Posted
2012-12-17 05:23:37 » |
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I'm not aware that it is deprecated  *searches up on google* Do you even know LWJGL? Just interested...
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masteryoom
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Reply #86 - Posted
2012-12-17 05:25:05 » |
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Yes, I was searching if GL11 was deprecated.
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HeroesGraveDev
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Reply #87 - Posted
2012-12-17 05:26:38 » |
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I'm not aware that it is deprecated  *searches up on google* I looked at the LWJGL GL11 API, and there is nothing about GL11 being deprecated  . Not all of it is deprecated, just parts of it. Including immediate mode and that kind of vertex arrays.
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masteryoom
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Reply #88 - Posted
2012-12-17 05:27:15 » |
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You can still use it though.
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HeroesGraveDev
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Reply #89 - Posted
2012-12-17 05:30:28 » |
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You can still use it though.
Yes, but it is no longer supported causing glitches like the above.
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