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  MorePong  (Read 3643 times)
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Offline BurntPizza

« JGO Bitwise Duke »


Medals: 271
Exp: 5 years



« Reply #30 - Posted 2014-02-23 22:16:05 »

In Linux Mint 14 VM:

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$ java -jar MorePong.jar
Detecting Linux OS
Exception in thread "main" java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path
        at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1856)
        at java.lang.Runtime.loadLibrary0(Runtime.java:845)
        at java.lang.System.loadLibrary(System.java:1084)
        at org.lwjgl.Sys$1.run(Sys.java:73)
        at java.security.AccessController.doPrivileged(Native Method)
        at org.lwjgl.Sys.doLoadLibrary(Sys.java:66)
        at org.lwjgl.Sys.loadLibrary(Sys.java:95)
        at org.lwjgl.Sys.<clinit>(Sys.java:112)
        at org.lwjgl.openal.AL.<clinit>(AL.java:59)
        at projectmanager.audio.Audio.create(Audio.java:27)
        at projectmanager.Project.load(Project.java:246)
        at morepong.Main.<init>(Main.java:24)
        at morepong.Main.main(Main.java:16)


You'll find plenty on StackOverflow if you google "no lwjgl in java.library.path"
Offline Danny02
« Reply #31 - Posted 2014-02-23 22:27:08 »

I see that you silently catch some exceptions, perhaps some of these would be helpful.
Offline Drenius
« Reply #32 - Posted 2014-02-24 16:38:43 »

Well it seems like it does not extract the natives correctly or it does not change the library path... Will have to look at this some more.
I'm sorry for this, this is the first published game made with my little lib/framework/engine/... so there are of course still some bugs...
@Danny02: Really need to improve error checking and add doc and all that... Just got it to the point it should have worked.
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Offline Drenius
« Reply #33 - Posted 2014-02-25 16:29:51 »

Update:
Should now finally work on Linux too! Simply making sure folder paths end with path seperators did the trick...
Also changed the look of the 3 and 4 player mode score bar and reorganized some internal stuff.
Offline Danny02
« Reply #34 - Posted 2014-02-25 19:33:52 »

yep works now^^
Offline Drenius
« Reply #35 - Posted 2014-02-25 19:40:01 »

Thats good, thanks for testing!
Does anybody have any suggestions?
Offline JVallius
« Reply #36 - Posted 2014-02-26 19:02:03 »

Sometimes balls moves very fast or slow. When a ball come with speed of lightning it is impossible to catch when paddle is so slow. Is this feature intentional? If my memory serves me right, in the original Pong the ball speed was constant.

The game area could be a little larger, imho. May improve the gameplay.

Offline Drenius
« Reply #37 - Posted 2014-02-26 19:09:25 »

You are supposed not to be able to get every ball but have to choose wisly where you move instead. They are also supposed to have different velocities, but with a limit.
Those fast balls are a bug. Will try to fix that now...
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 271
Exp: 5 years



« Reply #38 - Posted 2014-02-26 23:23:39 »

Those fast balls are a bug. Will try to fix that now...

You could just check each ball every frame (or only during collisions) and cap the velocity, no? It's kind of a hack, but if you can't figure it out or simply can't make the physics accurate enough, it should be fine.
Offline Drenius
« Reply #39 - Posted 2014-02-27 15:43:02 »

Every ball has a vec2f for velocity and another one for position. I use a little function that adds either the directional velocity for x/y, or, if one is higher than LIMIT, LIMIT instead of it (GLSL min()...);
Now it checks each velocity of each ball every frame and it seems to do what it is supposed to.

Writing this I realised that I should use LIMIT for x+y velocity instead of seperating them...
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Offline kpars

JGO Kernel


Medals: 107
Projects: 4
Exp: 4 years


Extreme Typist.


« Reply #40 - Posted 2014-02-27 16:41:21 »

Just played it.

Looks like a really fun game! I would probably make it a bit more fast-paced, but disregarding that it's a great game! Cheesy

- Jev


Offline Drenius
« Reply #41 - Posted 2014-02-27 19:57:46 »

Another update. Those 'lightning' balls should be removed now and some collisions are improved.
Also added the ability to change the balls speed:
While holding F3 the score bar turns into a controller bar and you can increase/decrease it by pressing up/down.
The board  (also the other ones in multiplayer) is controlled by the AI as long as you are holding F3, but you get or lose no points so you have a little preview for the new speed.
This does not affect the board velocity!
Offline kpars

JGO Kernel


Medals: 107
Projects: 4
Exp: 4 years


Extreme Typist.


« Reply #42 - Posted 2014-02-27 20:30:04 »

Also added the ability to change the balls speed:
While holding F3 the score bar turns into a controller bar and you can increase/decrease it by pressing up/down.

That's a clever design choice. +1.

- Jev

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