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  Gravity Battle  (Read 11457 times)
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Offline Orangy Tang

JGO Kernel


Medals: 56
Projects: 11


Monkey for a head


« Reply #30 - Posted 2004-08-28 19:31:30 »

Neat game, any plans to add some thrust-style retrival missions?

I tried controller support in LWJGL a couple of months ago and it was b0rked, I'll give it a try in your game and see if things have been fixed since then...

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #31 - Posted 2004-08-29 07:54:12 »

You mean fly in, rescue someone, return them home type thing? Or something else?

I've got a bunch more ideas for levels which I think is going to be my next step. Implement a test level for each idea and push them out here, get some feedback.

Kev

Offline Orangy Tang

JGO Kernel


Medals: 56
Projects: 11


Monkey for a head


« Reply #32 - Posted 2004-08-29 13:00:44 »

Yeah, thats the kind of thing. Although Thrust has the extra complication of having the 'thing' to be rescued dangling from a rope under the ship, making ship controll go all wonky. Grin

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
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Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #33 - Posted 2004-08-29 13:08:45 »

Too complicated for me I think Smiley Maybe once everything else is done..

Kev

Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #34 - Posted 2004-08-30 14:35:55 »

Some more updates:

* 3 new levels (albeit all test at the moment)
* Timing bugs fixed
* Controller support configurable
* Setup/Controls/Level status muffined
* Bonuses now vary in points value
* Cargo hold added (see Pod People 1)

All levels are still test but I'm hoping for feedback on ideas. More ideas on the way..

Still having trouble making the lights any "brighter". Need to implement some sort of gamma correction thing I think but no idea where to start.

Kev

PS: Playing on a joypad on the TV is great! (http://www.cokeandcode.com/gravitybattle/javaconsole)

Offline dranonymous

Junior Member




Hoping to become a Java Titan someday!


« Reply #35 - Posted 2004-08-30 17:50:23 »

You are a coding machine!  You keep pumping out the updates.

A list again.  Tell me if you're tired of getting my comments and I'll stop pretending I'm the worlds best video game player.  Smiley

- I love the animation of the sheep blinking.  I don't like how hard it is to get those darn sheep into the pen.  :/  The easiest way for me to do it was to try and go under them and push them up.  Gravity really makes this task difficult.  The pen was touching one sheep, but it wasn't close enough to be counted as in.

- On the asteroid level you have 2 sizes, but it takes the same amount of shots to blow them up.  Maybe make it take more for the larger ones.

- The difuse the bombs level is a great idea!  Maybe make the bombs have different starting times.  Like going near the first one makes the second one start timing.

- The 'alien mother ship' was very frustrating because you can't thrust laterally.  Maybe create a lateral left/right thrust controller by z and x or such.

- The controller status is swell.

- After you win a level or die, let spacebar or enter skip the Level Completed animation or else shorten the animation.

- If you die, give the choice to replay the level, instead of having to pick it again from the menu.

- I noticed some frame lag at times, which I hadn't before.  My antivirus might have been running, so I'll double check this.

HTH - Dr. A>

PS - Gameplay is still solid and graphics look fine.


Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #36 - Posted 2004-08-30 17:57:50 »

Quote

A list again.  Tell me if you're tired of getting my comments and I'll stop pretending I'm the worlds best video game player.  


Don't ever think that, the clear and concise feedback is really helping. I also appreciate people pointing out things that arn't good as much as things that are.

I'll try and sort this stuff out.. Wink

Kev

Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #37 - Posted 2004-09-01 21:16:19 »

Another nice new version, additions include:

- Fixes to the muffin code
- 1 Extra level (requires unlocking)
- Level keys, find them hidden on levels to open locked levels
- Level Replay - if you fail you can replay straight away
- Varying hit points on asteroids
- Radar now shows entities locations aswell as terrain (this might become a ship option)
- Level status reset in options
- Versioned level packs, you should find your best times and completion status resets on playing this time.

More to come.. feedback appreciated.

Kev

Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #38 - Posted 2004-09-02 07:58:23 »

Slight update, I'd noticed on some systems pretty awful frame rates. If you're having problems of this nature I've just added a toggle for colour depth. Changing this over might help.

Note: It's not always the case that smaller bit is faster. My GF2 likes 32 bit mode but not 16 bit mode.

Kev

Offline weston

Junior Member





« Reply #39 - Posted 2004-09-03 05:13:56 »

I got an error when trying to run the new version, could just be the new java version and not your game though  Smiley.

I'm now using "1.5.0-rc" and heres the error:

Unexpected exception: java.lang.reflect.InvocationTargetException

The trace:

java.lang.reflect.InvocationTargetException
     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.continueLaunch(Unknown Source)
     at com.sun.javaws.Launcher.handleApplicationDesc(Unknown Source)
     at com.sun.javaws.Launcher.handleLaunchFile(Unknown Source)
     at com.sun.javaws.Launcher.run(Unknown Source)
     at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path
     at java.lang.ClassLoader.loadLibrary(Unknown Source)
     at java.lang.Runtime.loadLibrary0(Unknown Source)
     at java.lang.System.loadLibrary(Unknown Source)
     at org.lwjgl.Sys.initialize(Sys.java:123)
     at org.lwjgl.Sys.<clinit>(Sys.java:90)
     at org.lwjgl.opengl.Display.<clinit>(Display.java:63)
     at org.newdawn.grav2.GameWindow.<init>(GameWindow.java:88)
     at org.newdawn.grav2.GameWindow.main(GameWindow.java:363)
     ... 11 more

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

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #40 - Posted 2004-09-03 07:01:08 »

Just tried the webstart on a fresh windows machine under 1.4 seems fine. I'm assuming this is a RC1 problem.

Kev

Offline Bombadil

Senior Member





« Reply #41 - Posted 2004-09-03 07:12:35 »

Well, this is going to become a very nice game. Congratulations Kev, you're a talented spare time games developer. :-)  Can't wait to see it with dedicated textures.

Basically it runs well on my machine, however when Webstart has to download a new version and the config (like fullscreen option) is reset, your game reports an "failed to initialise resources" error on the first start.
If I re-start it afterwards via Webstart again (then from cache I suppose), it works fine, as does any further start of the game.
It's Java 1.4.2_05-b04 with an unfortunate ATI Radeon 9600.

Btw, the font looks clear and pretty. Are these textures or is this a Lwjgl feature?
Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #42 - Posted 2004-09-03 07:15:20 »

Just textures. Strange it fails to start on first webstart although a friend also reported that.

I also saw the loading screen pause until clicked for the first time earlier.

My opinion, Webstart really is poo Wink

Got a couple more features to go in (water for one) then some full size levels. I'm actually getting a bit stalled at the moment Sad

Kev

Offline dranonymous

Junior Member




Hoping to become a Java Titan someday!


« Reply #43 - Posted 2004-09-03 18:04:30 »

More thoughts -

- It gets better each time you adjust things!  Smiley

- The small asteroids seem to take more hits to blow up, than the big ones.  Seems backwards to me.  You also don't get any points for blowing them up. Sad  Maybe 50 an asteroid or something.

- If you go to the main menu and then choose play, then pick a level.  You will start off with the same score you had when you exited the game from last time.  By exited, I mean don't finish a level and go back to the main menu.  The score resets correctly when you start the app over again.

- In light fantastic, when your ship's light and the light's light overlap, it doesn't get any brighter in the overlap area.  It would be more 'natural' for the area to get brighter.

- The locked levels is a great idea!  Maybe make the locks stay with the level as your rotate the levels around.

- In areas where you have to travel down, such as a slanted tunnel, your ship control is worthless.  I always have to point my ship up and backdown the tunnel to keep from hitting walls.  In one of the areas without lights, the radar is the only thing that saves you, since you can't see where you are going.  I would suggest putting in a reverse thrust, for the down arrow.  It would be much less powerful than the main jets, but would help TREMENDOUSLY in making the ship manueverable.

- As a fun thing to do, you can stick to the walls, by slowly approaching them and then just holding thrust on.  Since you're shields don't drain, then maybe make a 'docking' station, where you could refuel/recharge/drop off pod people, etc.

- The loading screen issue is caused by JWS poping up the 'Do you want to integrate this..." dialog.  Once you answer the question, the game will start normally.  I've seen this alot with apps that start full screen.  You don't get a chance to see the dialog.

- Whats the orange box in the top left for?  You may have covered this.

- There isn't any place to see a highscore or how many lives you have.  I'm assuming more than one person might play this at the same computer.

- The question after you die on a level is perfect!

- There doesn't seem to be the jerking I saw with the last version.

Great job!

Dr. A>
Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #44 - Posted 2004-09-08 11:59:39 »

Just uploaded a version that *should* work on linux. Its built against the 0.92 LWJGL build. Not much added apart from pilot profiles and the episode selection screen, I'll do another update soon with some news stuff to play with and responses to the feedback so far.

I don't know if it actually works on Linux yet, let me know.

Thanks for the continued feedback,

Kev

Offline endolf

JGO Coder


Medals: 7


Current project release date: sometime in 3003


« Reply #45 - Posted 2004-09-08 12:53:38 »

Hi
 I'm still having trouble even running it on some boxes. When it fails I can alt-tab to and see that there are 4 javaw processes, one for the webstart app manager, one for the console, one for grav and one that is entitled unexpected error, it won't come to the front of the screen so I can't see it, but it appears there are more than one buttons on it (from trying to switch to it, then using tab to change buttons, and space to hit it), although they do different things, non of them get it working, one bails out totally, and one seems to change the res back, but only part of the screen is recovered, and it's still not working. It happens whilst the loading screen is up. The webstart console log contains

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Java Web Start 1.4.2_03 Console, started Wed Sep 08 13:51:50 BST 2004
Java 2 Runtime Environment: Version 1.4.2_04 by Sun Microsystems Inc.
Logging to file: <insert dir here>webstart.log
No previous setup found
Trying for 32 - Obtained 32 BPP
Failed to start controller
No previous control configuration found.


which doesn't seem to be much help?

Windowed mode would be very very very very very useful right now, even if it's a hidden, debug only version of the jnlp with some option or something set Smiley

Endolf

Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #46 - Posted 2004-09-08 13:20:50 »

Ok, all JNLP is now in "devmode" which basically means you don't get to start in fullscreen mode ever.

Kev

Offline endolf

JGO Coder


Medals: 7


Current project release date: sometime in 3003


« Reply #47 - Posted 2004-09-08 14:01:47 »

Ok, mouse still seems borked, but I can now using keyboard get to a usefull message. Nvidia GeForce 2 MX, using the 6177 drivers (Just updated for you Smiley)

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java.lang.UnsatisfiedLinkError: wglAllocateMemoryNV

      at org.lwjgl.opengl.NVVertexArrayRange.wglAllocateMemoryNV(Native Method)

      at com.shavenpuppy.jglib.opengl.nvidia.NvidiaMemory.doCreate(NvidiaMemory.java:89)

      at com.shavenpuppy.jglib.Resources.allocate(Resources.java:379)

      at com.shavenpuppy.jglib.Resource.create(Resource.java:158)

      at com.shavenpuppy.jglib.opengl.nvidia.AGPMemory.reserve(AGPMemory.java:98)

      at com.shavenpuppy.jglib.opengl.nvidia.NvidiaInitializer.initialize(NvidiaInitializer.java:59)

      at org.newdawn.grav2.GameWindow.init(GameWindow.java:240)

      at org.newdawn.grav2.GameWindow.<init>(GameWindow.java:94)

      at org.newdawn.grav2.GameWindow.main(GameWindow.java:381)

      at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

      at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)

      at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)

      at java.lang.reflect.Method.invoke(Method.java:324)

      at com.sun.javaws.Launcher.executeApplication(Unknown Source)

      at com.sun.javaws.Launcher.executeMainClass(Unknown Source)

      at com.sun.javaws.Launcher.continueLaunch(Unknown Source)

      at com.sun.javaws.Launcher.handleApplicationDesc(Unknown Source)

      at com.sun.javaws.Launcher.handleLaunchFile(Unknown Source)

      at com.sun.javaws.Launcher.run(Unknown Source)

      at java.lang.Thread.run(Thread.java:534)


Endolf

Offline endolf

JGO Coder


Medals: 7


Current project release date: sometime in 3003


« Reply #48 - Posted 2004-09-08 14:33:33 »

new stack trace

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java.lang.UnsatisfiedLinkError: wglAllocateMemoryNV

      at org.lwjgl.opengl.NVVertexArrayRange.wglAllocateMemoryNV(Native Method)

      at com.shavenpuppy.jglib.opengl.nvidia.NvidiaMemory.doCreate(NvidiaMemory.java:89)

      at com.shavenpuppy.jglib.Resources.allocate(Resources.java:379)

      at com.shavenpuppy.jglib.Resource.create(Resource.java:158)

      at com.shavenpuppy.jglib.opengl.nvidia.AGPMemory.reserve(AGPMemory.java:98)

      at org.newdawn.grav2.GameWindow.init(GameWindow.java:241)

      at org.newdawn.grav2.GameWindow.<init>(GameWindow.java:94)

      at org.newdawn.grav2.GameWindow.main(GameWindow.java:384)

      at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

      at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)

      at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)

      at java.lang.reflect.Method.invoke(Method.java:324)

      at com.sun.javaws.Launcher.executeApplication(Unknown Source)

      at com.sun.javaws.Launcher.executeMainClass(Unknown Source)

      at com.sun.javaws.Launcher.continueLaunch(Unknown Source)

      at com.sun.javaws.Launcher.handleApplicationDesc(Unknown Source)

      at com.sun.javaws.Launcher.handleLaunchFile(Unknown Source)

      at com.sun.javaws.Launcher.run(Unknown Source)

      at java.lang.Thread.run(Thread.java:534)

Offline Malohkan

Senior Member




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


« Reply #49 - Posted 2004-09-08 17:08:25 »

I played a couple levels, went to the options screen, changed to windowed mode, switched back to fullscreen mode (both of which took a good few seconds), then clicked on the Exit, and it didn't change my resolution back, but instead turned the game into a small window with a black screen and I couldn't close it unless I forced killed Java.

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

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #50 - Posted 2004-09-08 19:05:27 »

What OS? What machine?

- Did it really take seconds to swap modes? Not that I see this as a problem since you'll probably choose how you want to play once.

- How did you "click" on exit? Theres no mouse control. Did you X the window some how?

Kev

Offline Malohkan

Senior Member




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


« Reply #51 - Posted 2004-09-09 00:07:43 »

I meant I clicked (pressed) the key to exit, meaning Enter, sorry bout that Wink  I didn't X the window though.  I tried after it went to the little black screen but it wouldn't let me kill it.

As for the slow switching, yeah I don't think that's a problem.  Just seemed slower than I was used to in other games.

I'm on Windows XP SP2 on a 2ghz Celeron, Toshiba laptop.  64mb Intel graphics controller (bahh! Smiley )  Java 1.4.2_05

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

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #52 - Posted 2004-09-09 06:57:08 »

Coo, I'm going to take that as a positive, you could play it on a Intel Graphics Controller!!!!

Woooooooot!

Kev

Offline Malohkan

Senior Member




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


« Reply #53 - Posted 2004-09-09 15:12:34 »

hehehe.  For the record, AlienFlux on my box flies with no hiccups or anything.  I don't think the animation can get any smoother.  So that's what I compare all the rest of the games to now when I play Smiley

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

JGO Kernel


Medals: 340
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #54 - Posted 2004-09-09 15:48:19 »

I r0xor  Kiss

Cas Smiley

Offline endolf

JGO Coder


Medals: 7


Current project release date: sometime in 3003


« Reply #55 - Posted 2004-09-09 16:06:51 »

Quote
I r0xor  Kiss


And modest too Wink

Endolf

P.S. Grav works now on that machine Smiley

Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #56 - Posted 2004-09-10 07:39:08 »

Well, I managed to get Linux up and running and Grav runs there too Smiley

Kev

Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #57 - Posted 2004-09-26 20:53:38 »

Finally, another update! Its been a busy few weeks preventing me getting anywhere near code. However, here's a lovely weekend of updates:

- 3 Extra test levels (2 of which might even become actual levels)
- 3 additional mission types
- Pilot profiles
- Episode system
- Getting stuck on walls bug fixed (?)
- Upgrades system (you now need to find spanners to get upgrades)
- Missles upgrade
- Pulse cannon upgrade
- Retro thrusters upgrade
- Radar has now moved to a two phase upgrade.

Any feedback (good/bad/ugly) appreciated as always. Additionally, thanks to those who have sent feedback via email, always nice to hear thoughts.

Kev

Offline MickeyB

Senior Member




my game will work, my game will work!


« Reply #58 - Posted 2004-10-03 15:34:34 »

finally got to sit down and play this.  WOw.  very nice, addictive and very smooth.  and.....once again I feel like a real newb!  Smiley

M

w2k, amd athlon 1.1 ati 9600
java 1.5

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Offline dranonymous

Junior Member




Hoping to become a Java Titan someday!


« Reply #59 - Posted 2004-10-13 04:48:50 »

kev -

I tried the latest build and the frame frate for the level select screen is in the dumps.  All the other transition menu effects appear fine.  The expanding effect you have takes about 10 - 15 seconds.   Tongue  I tried to choose another level and the rotation of the level boxes took forever.

Dr. A>
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