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  Crystals 1.30 beta  (Read 2255 times)
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Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Posted 2003-04-30 20:27:27 »

Version 1.30:

Note: I'll be very soon updating this again (hopefully within the next 24 hours) but I have just had a new deadline dropped on me for something else, even though it's gone 10pm local time; so the final build of Crystals is being put on hold.

http://grexengine.com/sections/people/adam/crystals.html

Fixes:
- Placement of player and all objects is now sorted out properly - so there's no chance of you dieing immediately at the start of a level. Note: the current random-layout system doesn't shy away from placing mines VERY close to you, which on a level with intelligent mines can be tantamount to instant death. This will probably be changed soon!

Features:
- extra backgrounds: spiral starfield, zooming starfield
- ...background for each level is chosen randomly
- new: intelligent-mines, which can move (they're red, so you can distinguish them easily)
- different levels have different "mine behaviours" for the intelligent mines
- simple graphics for the player; different versions for different players (note: I may remove this, and go back to vector graphics; I have ideas for some additional features which'll be evil to implement with images).


malloc will be first against the wall when the revolution comes...
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #1 - Posted 2003-05-01 15:33:35 »

Version 1.31:

A good score for this version:
 - anything over 50,000 (now that you can't cheat Smiley)

Fixes:
 - finally, the death of the mill/jbanes cheat
 - most known semi-randomly-occuring (and non-crashing) exceptions have been fixed - I would say "all" but a new one just cropped up Smiley

Features:
 - game-menu (nothing exciting going on here...yet...but it gives you a chance to start the game when you want, rather than be thrown into it immediately)
 - "wigglers" - intelligent mines that wiggle


malloc will be first against the wall when the revolution comes...
Offline mill

Junior Member




popcorn freak


« Reply #2 - Posted 2003-05-01 16:09:13 »

it's easier to point out the bad stuff rather than the good stuff, just so you know Smiley

if you die and there are MOMBS (Moving bOMBS) left, they attack my innocent lil' cross behind the message box telling me i'm dead, the bastards! dunno if it's meant that way. also, the crash (?) sound is played (pretty worthless bombs if you ask me hehe, shouldn't they explode?)


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Offline mill

Junior Member




popcorn freak


« Reply #3 - Posted 2003-05-01 16:13:50 »

more bugs..

* when one is dead and the boms still attack, the score is decreased!

* one time when i first started a new game, a bomb that was supposed to be moving didn't move.

* one time i died, instead of the starfield, it was all grey and it said "OWEST PANE". the "start new game" message box was visible though. i can send you the screenshot if ya like.

Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #4 - Posted 2003-05-01 16:37:30 »

Quote
more bugs..

* when one is dead and the boms still attack, the score is decreased!

* one time when i first started a new game, a bomb that was supposed to be moving didn't move.

* one time i died, instead of the starfield, it was all grey and it said "OWEST PANE". the "start new game" message box was visible though. i can send you the screenshot if ya like.


Thanks for the bugs Smiley.

1: menu problem - that's now fixed for the next version Smiley
2: bombs killing you after you're dead. I find this particularly amusing, but perhaps I ought to get rid of it Smiley. Especially when you get a really high score, and die on a level with swarmers - there could be 20 or 30 of the things, wearing your score down after you died. Cackle.
3: non-moving bomb. The current starting difficulty is 0 - which means "really really hard to die" Smiley. For difficulty 0, some of the intelligent bombs just act like normal bombs. So that's not really a bug - it's a feature Smiley.

While I'm at it...

Known bugs:
  1 - on levels with the intelligent bombs all moving in the same direction, when they go off the top or left of the screen, they don't come back
  2 - There's something screwed with the sound playback on my machine; might get cured by a reboot. If anyone else finds the sound starts doing funny things during a game, let me know, otherwise don't bother and I'll cross it off Smiley. Examples include: volume suddenly increasing, echo (reverb) effect suddenly starting, the same sound being played many times on top of itself (just soudns like a mess!). I suspect these are bugs somewhere in the JVM > linux sound library > hardware sound driver > laptop-sound card. So I'm not particularly worried unless someone else reports it too.
 3 - The "insanely difficult" levels quickly become "actually impossible with fewer than 5 lives to spare". At the moment, levels are 100% randomly created, with just the difficulty ratcheting upwards. I'm still not decided about how to do the level progression - and I've been thinking about it for weeks. I'm leaning towards a strong random element, but with some known quantities (e.g. what order the different kinds of intelligent bombs occur), so that if one level is particularly hard, the same level is always particularly hard for all players (this makes an online highscores table more relevant). Well maybe not "as hard for ALL players", but at least more consistent across different players than purely random. I want to have a couple of scores tables: e.g.:

  o Highest score
  o Highest level (sorted by total time taken to complete all the previous levels)
  o Highest bonus achieved

...and maybe some others (but not many; only a few different scoreboards). Comments and ideas, as ever, are welcome...

FYI: "LOWEST PANE" is just a message from my layers system, telling you that you can see the lowest (default: grey) layer - which normally means you forgot to insert a fully opaque layer! (or in this case, I removed the starfield when the game finished, and forgot to put a new background back when you returned to the menu. Oops)

malloc will be first against the wall when the revolution comes...
Offline mill

Junior Member




popcorn freak


« Reply #5 - Posted 2003-05-01 16:44:07 »

"So that's not really a bug - it's a feature"

you aren't the first to use that phrase hehe

Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #6 - Posted 2003-05-03 11:39:51 »

Version 1.32:

I just discovered that on my windows VM, the backgrounds are appearing as solid black. Can anyone confirm this? There are three different starfield backgrounds, and each level ALWAYS has a starfield. The 1.4.1 Linux VM displays them properly.

There's a bug which is sometimes awarding you maximum bonus for completing a level, which is impossible (unless you were cheating). If anyone can reproduce this reliably, let me know and I'll fix it.

Fixes:
 - Menu background doesn't disappear any more (used to vanish when you restarted the game)

 Features:
 - "wanderers" - mines that wander around randomly.
 - Highest scores table
 - Highest bonus achieved table
 - Hardest level played table

Coming soon:
 - Most lives lost table
 - Worst-level-ever table
 - Some new menu options (instructions, config)

malloc will be first against the wall when the revolution comes...
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #7 - Posted 2003-05-05 10:07:14 »

Want Multiplayer? Well, we're looking for multiplayer alpha and beta testers now...Head over to the forum (link below) and go to the Multiplayer topic for more info on what we're looking for.

Also, I've now setup a dedicated forum for the Beta test.

  http://grexengine.com/forums/

malloc will be first against the wall when the revolution comes...
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #8 - Posted 2003-05-06 05:27:09 »

Screenshot of the multiplayer version (still with quite a few bugs to iron out!)...

Click to Play


EDIT: I'd forgotten to update the "unlinked test copy", and it's now up at: http://grexengine.com/sections/people/adam/crystals-full-v1.399999.jar (as per described in a previous post, about how to get the current test build...)

malloc will be first against the wall when the revolution comes...
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #9 - Posted 2003-05-11 21:00:13 »

A new release is out with lots of bugfixes and some improvements. However, it's mainly just to see if people can help track down a problem where the collision-detection unpredictably stops working.

If I can get enough feedback to track it down (it happens too randomly for me to catch it when debugging), then I'll be most of the way to releasing a full update, including lots of new stuff that is 90% done right now.

This new release is 1.401 - and I've left the old one up in case this one has any nasty problems; this release is NOT fully tested (but should be faster and better than the previous one).

malloc will be first against the wall when the revolution comes...
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