Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (539)
Games in Android Showcase (132)
games submitted by our members
Games in WIP (603)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1] 2 3
  ignore  |  Print  
  Gravity Battle  (Read 12220 times)
0 Members and 1 Guest are viewing this topic.
Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Posted 2004-08-22 18:43:07 »

Didn't get much feedback from my post in Game Design so I thought I might try here. Its still eary on and currently its windows only (waiting for LWJGL builds).

EDIT: Linux builds now available.

http://67.18.194.226/kev/grav2/grav2pg.jnlp

Controls:

EDIT: Controls are now fully configurable

Thurst - cursor up
Turn left - cursor left
Turn right - cursor right
Fire - CTRL

EDIT: Still looking for level ideas!

Looking for feedback, ideas, problems.

Cheers for any responses,

Kev

Offline oNyx

JGO Coder


Medals: 2


pixels! :x


« Reply #1 - Posted 2004-08-22 19:48:52 »

Java 2 Runtime Environment: Version 1.4.2_05 by Sun Microsystems Inc.
Logging to file: F:\javaws.log
Failed to start controller
Unable to find level data file

Well, I have a controller... but I guess it's just not implemented yet.

The game itself works great and the controls feel also just right. Good work Smiley

Some things (add salt were needed):
  • The now loading font looks ugly (like trashed alpha).
  • Color code the time (or something else) right now it's easy to run out of time without noticing (until it's too late).
  • Some people might "not like" the shape of the ship (I don't mind - it's just a ship... but there are people which takes everything as offense as they can).
  • The light effect (level 3 and above) is pretty neat. However, I would make it brighter, the spot itself smaller and the falloff as wide(and dim) as it's right now. It won't make a big difference except higher contrast between the lit and shadow areas. A nice addition would be having additional light from the flames (makes some spots easier, too)
  • And... uhm... the last level. You can reach the "end of the world" there at the top of the level. It stops scrolling and you can collide with the world bounds. Thinks like that should be avoided were possible, because they don't match the usual flow. It's hard to explain, but you can trust me there. Once you've etablished some kind of rules you shouldn't break them - at least not for technical reasons (like end of the map).

弾幕 ☆ @mahonnaiseblog
Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #2 - Posted 2004-08-22 19:58:21 »

Quote

Some people might "not like" the shape of the ship (I don't mind - it's just a ship... but there are people which takes everything as offense as they can).


What is it with you peoples minds! Smiley You're the forth to imply that from the shape and I'd not even thought about it. Hopefully all the graphics will be getting updated in the future when I find the cash to buy some.

Quote

And... uhm... the last level. You can reach the "end of the world" there at the top of the level. It stops scrolling and you can collide with the world bounds. Thinks like that should be avoided were possible, because they don't match the usual flow. It's hard to explain, but you can trust me there. Once you've etablished some kind of rules you shouldn't break them - at least not for technical reasons (like end of the map).


Erg, yes, ah.. the level actually has a row of wall tiles at the top that you can't quite see (well actually I've just upadted it so you can scroll that far now Smiley)

Other ideas gratefully recieved, thanks.

Kev

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Malohkan

Senior Devvie




while (true) System.out.println("WOO!!!!");


« Reply #3 - Posted 2004-08-23 00:38:36 »

collisions seemed a little backwards to me.  

If you're moving right and down and you run into a horizontal wall below you, it bounces you back left and up...  Shouldn't, in an actual collision, it bounce you up but not affect your horizontal momentum?

As a side effect of this unrealistic effect, if you run into a corner facing up and left, and you try to get out, if you go up, since you're touching the right wall, it bounces you back down.  Then if you try to get out by going left, since you're touching the bottom wall, it bounces you right.  It doesn't follow physics and it makes it take a while just to get away from the wall.

I happen to like the art and graphics effects Smiley

Admin and Game Developer at
GameLizard.com
Play Rimscape!    |    Play Conquer!
Offline Matzon

JGO Knight


Medals: 19
Projects: 1


I'm gonna wring your pants!


« Reply #4 - Posted 2004-08-23 03:33:50 »

I like it!
However:
* Music gets *very* annoying at level three - just heard the same thing too many times in a tight loop. I like the feel of the mudic though - just needs to last 60-100 secs instead.
* Bouncing, already explained - kinda annoying
* Graphics - looks like 320x240 graphics, scaled to 640x480 ?

First time I navigate a menu symbol, it feels like it takes 200ms, while it only takes 50 ms after that first initial move. Sounds starting or ?

Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #5 - Posted 2004-08-23 05:21:14 »

Ok, next thing on the list is to get collisions resolved. Least I have some direction now...

Graphics: Ari Feldman, at least for now. Yep, they're originally designed for 320x200 but the res thats running is 800x600.

Probably is the sounds loading on the menu, I'll see if I can cache them without playing them at the same time.

Music, agreed. Still trying to source some longer loops of the same style. I guess this will get sorted when I find cash to buy the resources (art/music)..

Brialliant feedback tho, thanks.. especially the detail on the bouncing.

Cheers,

Kev

Offline dranonymous

Junior Devvie




Hoping to become a Java Titan someday!


« Reply #6 - Posted 2004-08-23 15:42:23 »

Great from what I can see!

Some observations/questions/thoughts -

- If you go to the botom of Lvl2, the screen keeps scrolling up and you see the background image.

- Same as above on lvl 3 at the top right (near one of the lights)

- Love the light effect on lvl3.  Maybe puts lights on the ship and then make a center cone in front of the ship to show where the lights verlap, making it brighter there.

- The bullets seem to be affected by gravity.  If they are 'physical' bullets, makes sense.  If they are 'lazer like' weapons, then I don't like it as much.  I wasn't sure from the graphics which one you intended.

- Add a radar like display.  It doesn't have to have all the terrain in it, just something which gives you a rough idea of where you are and where the baddies/goals/etc are.

- You've already heard about the physics/bounce thing.

- The asteroids in lvl2 were grey, but the goal asteroid (with the # remaining to blast) was yellow.  Should probably be the same color.

- Nice end of lvl effect with the rotating text.

- Nice lvl selection screen.  I like the layout and transparency effect you have on them.

- Controls seemed responsive all the time.  Smiley

- I didn't understand the spaceship theme with some grass terrain.  The graphics were fine and all, it just seemed odd to have green grass in space.

- The jws screen shows (PG) in the title.  Does this mean there's a version rated R or maybe G with more/less violence?  Smiley

- I'd echo the sound comments.  You said it was very early on, so no real negatives.

HTH,
Dr. A>
Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #7 - Posted 2004-08-23 15:58:18 »

Quote

If you go to the botom of Lvl2, the screen keeps scrolling up and you see the background image.

Same as above on lvl 3 at the top right (near one of the lights)


Yep, this is actually how I'd intended it, althought I want the background to scroll a little more. You think it looks too ugly I take it?

Quote

The bullets seem to be affected by gravity.  If they are 'physical' bullets, makes sense.  If they are 'lazer like' weapons, then I don't like it as much.  I wasn't sure from the graphics which one you intended.


Tooing and frowing on this one, probably going to make it as you say dependant on the weapon you're using.

Quote

You've already heard about the physics/bounce thing.


Yeah, it proving to be more of a problem than I'd thought.

Quote

The jws screen shows (PG) in the title.  Does this mean there's a version rated R or maybe G with more/less violence?  


Smiley THe PG stands for PuppyGames, since its hosted at Cas's place at the moment. If I do get as far as releasing it as a game proper I'll be doing it under the PG banner.

I love the radar idea!

Kev

Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #8 - Posted 2004-08-23 17:15:28 »

Swift website here:

http://www.cokeandcode.com/gravitybattle/

Kev

Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #9 - Posted 2004-08-24 05:41:08 »

Mad, just had to post it somewhere. Just tried GB on my work machine. It has a onboard Intel graphics chipset of some sort that reports to support OpenGL.

Runs better than on my old GF2 32MB! Whys that then?

Weird, but cool.

Kev

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline MasterOfDisaster

Junior Devvie




O_o


« Reply #10 - Posted 2004-08-24 08:19:08 »

Quote


What is it with you peoples minds! Smiley You're the forth to imply that from the shape and I'd not even thought about it. Hopefully all the graphics will be getting updated in the future when I find the cash to buy some.


i also don't understand that. the graphics look perfect for me.

Offline dranonymous

Junior Devvie




Hoping to become a Java Titan someday!


« Reply #11 - Posted 2004-08-24 12:36:35 »

Kev - about the background being visible.  I think it would be ok, but only if it did it everywhere or in a specific place.

When you start lvl2 for example, you are at the top of the area.  The wall is at the top of the screen.  It 'looks' to the player like this is what should happen when they get to the 'edge' of the arena.  Then when you play, some places do this and others show you alot of the background.

What I would do is make it so that normally you don't see the background.  Then make a 'tunnel' where you are going maybe left or right and the background is all around you.  Here is some ASCII art to try and show you -

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
*                *        *                 *                          *  |---------------------
       *                              *        *       *          *       *         |
   *                 *           *                *      *      |
-----------------------------|

                          <=(Ship)

-----------------------------|
*          *                *          *             *          |
   *               *               *             *          *   |
   *       *           *                    *           *       |---------------------


The ship is going left and the * are background image.  Castlevania on the Playstation makes great use of this effect, where you are in a castle and when you get near the towers at the sides of the castle you can see a little bit.  Then they have 'tunnels/bridges' where you can see alot of the area.

In the above you could go to the top and bottom of the big area, but it would only show you a little of the background.    It kinda makes it more of a wow factor for when you get to see alot of it.  Like - Woooa, I wonder whats out there?

My 2 Cents.

Dr. A>

PS - I don't mean to get rid of where the background comes through the 'holes' in the board, just at the edges.
Offline Hansdampf

Senior Devvie


Projects: 3


too offending?


« Reply #12 - Posted 2004-08-24 19:25:46 »

nice game

the ship bounces off the walls when the shieldradius touches them, you could change it to a lower radius or ship-pixel-collisions, so its less bouncy.

here a game I used to play a lot:
http://www.dosgamesarchive.com/download/game/132
has less physics than yours but runs smooth on a 286 Smiley

lots of sillystupid games: http://www.emaggame.com
Offline misterX

Junior Devvie




java forever!


« Reply #13 - Posted 2004-08-24 19:43:25 »

crashed here.
the app started, tried to change the resolution of the screen and then crashed.
I had the time to see "failed to...(?)" in the console before it disappeared, but that's all.

running on XP with jre 1.5 beta 2
Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #14 - Posted 2004-08-25 04:21:01 »

Have to put the crash down to 1.5 beta.

Do people really not like the bounce back? I know currently the physics isn't right (fixed locally) but is it too annoying generally?

Quote

has less physics than yours but runs smooth on a 286  


Yeah, yeah, yeah, and I had a version on my commodore 64 that ran perfectly fine too..  Wink

Kev

Offline Matzon

JGO Knight


Medals: 19
Projects: 1


I'm gonna wring your pants!


« Reply #15 - Posted 2004-08-25 04:38:49 »

Quote
Do people really not like the bounce back? I know currently the physics isn't right (fixed locally) but is it too annoying generally?

I find it annoying atm. I would like to be able to skip on surfaces - this isn't currently possible.

Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #16 - Posted 2004-08-25 04:58:38 »

Right, what exactly do you mean by "skip"? Do you mean slide along them?

Kev

Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #17 - Posted 2004-08-25 04:59:19 »

Just had a feature thought, how about some surfaces that bounce and some that don't?

Hmm, maybe not.. since the shield is implied to be the thing causing the bounce...

Kev

Offline bbqplatypus

Senior Newbie




Linux games rock!


« Reply #18 - Posted 2004-08-25 19:00:44 »

Purty Good.

Learn the laws of physics though.

Sorry, it's true.

You need to.

Write on!!!

Posted by Sir Joe Knaak of the Royal Barbequed Platypus Order.

BBQ Platypus is a registered trademark of BBQ Platypus Studios, Inc.



Seriously, it is.
Offline TheAnalogKid

JGO Coder


Projects: 2



« Reply #19 - Posted 2004-08-26 13:24:47 »

Hey Kev very good job!

I like the kind of game. It's very smooth and the visual effetcs are really good.

I think what I like most is the changing gameplay level after level.

I agree with a previous post about the collision. I think if the ship collides at the bottom then it shouldn't bounce a lot. You should try to make it realistic as much as possible concerning the gravity force. This way your game will be even more engaging.

Do you support joysticks? I tried the game at work so I only have a keyboard. I imagine playing with a joystick would be a lot more fun.

And yes the music is too repetitive but I like the style.

Keep up the very good work and I think that what will make the real difference compared to other games of this genre is the originality and variety of the game play. We want to be surprised you know.

Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #20 - Posted 2004-08-27 18:42:33 »

Just updated it, bunch more stuff... plus a new challenge (only a test level still).

* Colour coded count down on the timer
* Little radar
* Physics (fixed?)
* Several bug fixes
* New level type (covert)
* Lots of level editor updates (not that you guys get to see that bit Wink) - EDIT: Unless anyone wants to.

Kev

Offline oNyx

JGO Coder


Medals: 2


pixels! :x


« Reply #21 - Posted 2004-08-27 19:24:29 »

ugly loading font *check*
color coded time *check* Smiley

Physics seem to be better now as far as I can tell. I bounced each time into a correct looking direction.

The light effect doesn't work anymore Huh (for me at least - gf2mx with opengl 1.3 compatible drivers)

Oh and the radar is a good idea Smiley

edit: oh and blow up the ship if you run out of time Wink

弾幕 ☆ @mahonnaiseblog
Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #22 - Posted 2004-08-28 01:27:25 »

Quote

The light effect doesn't work anymore  (for me at least - gf2mx with opengl 1.3 compatible drivers)


Eeep! I've not changed anything with the lighting system at you should only need OpenGL 1.0 to get it (it just used vertex colours). It doesn't work on any level?

EDIT: Ah ha, it was just the ship's light not working? The level lighting continues to work? Found a bug, fixed, updated. In the covert ops one you don't get a light for your ship.

Quote

edit: oh and blow up the ship if you run out of time  


Or just press ESC Smiley Thought it was fairer to let the player have a look round the level if they ran out of time, hopefully makes it easier next time.

Thanks for the check back Smiley

Kev

Offline weston

Junior Devvie





« Reply #23 - Posted 2004-08-28 02:22:23 »

Ah, crash physics feel much better now Smiley

for(int i = 1; i > 0; i++)
{
System.out.println(i+" cups of java downed");
}
Offline oNyx

JGO Coder


Medals: 2


pixels! :x


« Reply #24 - Posted 2004-08-28 06:39:03 »

The light stuff works again (yea ment the light of the ship). Well, the first level is pitch black except a red glowing thingy somewere at the bottom (left), but the rest looks ok again.

>Thought it was fairer to let the player have a look round the
>level if they ran out of time, hopefully makes it easier next
>time.

Yea, well the thing is if the mission says "collect all stuff before you run out of time" and you collect everything but run out of time... and then exit... you "sucessfully" finished the mission. So either blow the ship up or don't mark it as "done" if you ran out of time.

弾幕 ☆ @mahonnaiseblog
Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #25 - Posted 2004-08-28 06:43:22 »

Ah, doh! Smiley

Thanks.

Kev

Offline ajmas

Junior Devvie




Miles away from here!


« Reply #26 - Posted 2004-08-28 14:26:17 »

I get the following error on MacOS X 10.3.x:

An error occurred while launching/running the application.

Title: Gravity Battle 2 (PG)
Vendor: Kev Glass - New Dawn Software
Category: Unexpected Error

no lwjgl in java.library.path
Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #27 - Posted 2004-08-28 14:39:57 »

Sorry, (its in the first post), its Windows only at the moment due to lack of LWJGL builds atm.

Kev

Offline dranonymous

Junior Devvie




Hoping to become a Java Titan someday!


« Reply #28 - Posted 2004-08-28 16:05:15 »

It gets better with each viewing!  Smiley

Things I noticed this time, though not neccessarily gripes.

- On the Light Fantastic level, your bullets are grey'ish, everywhere else they are yellow.  If you turn on a light, your bullet color doesn't change.  I wasn't sure if the lighting was supposed to make your bullets not look yellow or not.

- All the bonus things (gems and such) give the same amount of points.  Maybe mix it up.

- You can 'land' on a flat spot.  Your shields will kick on and just stay that way, but you don't lose any shield power.

- I like the cargo level where you go behind the columns.  It makes the scene more alive to go in front of some things and behind others.

- You can thank my daugher for this one - make a pause key.  Its hard to tell a 3 year old to wait until you blow up or win, since it will probably take more than 0.5 seconds.  Smiley

- The radar is great!  What about putting in a radar upgrade you could get in the level that lets you see where the bad guys are or the goals (boxes, people, lights).

-  You could add a ship select.  Attributes between the ships could be: thrust power, shield strength, how bright the ship lights are, how good the radar is, how fast the ship shoots, how powerful the shots are.

- Put in an easter egg.  Smiley

- Physics seem 'right' now.

- I can't figure out what the red bar is for (fuel, shots left?)

- I like the blow up the ship idea when you run out of time too.  To make it interesting, you could make the ship become a dull color and still let them fly around (sort of a ghost ship idea)

- When the loading screen comes up.  It puts a few dots on the screen, but then I have to click to make it continue.

Great coding!

Dr. A>
Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #29 - Posted 2004-08-28 17:16:27 »

Red bar is fuel (probably going to be removed, not really worth being there).

Updated again:

* Sounds/Music/Fullscreen configuration menu
* Control configuration menu
* Gamepad support (buttons only)
* Pause key! (P)

Kev

Pages: [1] 2 3
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

rwatson462 (33 views)
2014-12-15 09:26:44

Mr.CodeIt (23 views)
2014-12-14 19:50:38

BurntPizza (51 views)
2014-12-09 22:41:13

BurntPizza (84 views)
2014-12-08 04:46:31

JscottyBieshaar (45 views)
2014-12-05 12:39:02

SHC (59 views)
2014-12-03 16:27:13

CopyableCougar4 (60 views)
2014-11-29 21:32:03

toopeicgaming1999 (123 views)
2014-11-26 15:22:04

toopeicgaming1999 (114 views)
2014-11-26 15:20:36

toopeicgaming1999 (32 views)
2014-11-26 15:20:08
Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!