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  Gravity Battle  (Read 13389 times)
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Offline kevglass

« JGO Spiffy Duke »

Medals: 272
Projects: 25
Exp: 18 years

Coder, Trainee Pixel Artist, Game Reviewer

« Reply #60 - Posted 2004-10-13 05:10:47 »

Coo, I'll take a look at this asap. Are you sure it wasn't just a one off occurance? I know you probably checked this already but the screen transitions have been that way for so long it seems odd...

For those keeping track I've had a bit of trouble keeping up motivation. However, I now have 2 feature additions and whole bunch of "real" levels (40 in total) to design.

Oh and I keep forgetting to contact Chaz about doing some graphics for me.. doh!.

1) Does anyone have any opinions on whether the game is now feature/enemy rich enough now?

2) Does the game now play as you'd expect?

3) Is the game enjoyable/addictive/fun? I've been playing it so long now those words have lost all meaning for me. Smiley

Thanks for the valuable feedback so far, with luck the demo version should be complete in a few weeks and full/demo version available a month or so after that.


Offline Malohkan

Senior Devvie

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

« Reply #61 - Posted 2004-10-14 02:33:27 »

I just played up to the level where you're supposed to not be detected.  I got detected, hit Replay, and the game froze Sad

I like it a lot though!  It is fun to play, but I would like different control modes.

If you check out my game, Robo, you'll see a Toggle Controls button at the top left.  You can use 3 different control modes.  The first being my favorite, using arrows, and there's also the Asteroids style controls you have in your game, and also another one that has the ship turn to face the mouse cursor and mouse keys thrust or reverse.  I'd really like to play the game using the default control movement because I'm far more comfortable with it.

Although I am getting very used to the current scheme, I have more fun with the default Robo controls, so if that could be an option, I think multiple control methods would be a plus Smiley

I really think the gameplay is great, though.  The unique objectives in each map is really interesting so I never feel bored because I keep doing new things, but at the same time I feel like I'm getting better at the game because my skill with the controls is improving.

Keep up the good work!  I hope you get some art improvements soon Wink

Admin and Game Developer at
Play Rimscape!    |    Play Conquer!
Offline dranonymous

Junior Devvie

Hoping to become a Java Titan someday!

« Reply #62 - Posted 2004-10-28 00:47:35 »

Yeee haw!  Another great version of the game.  Smiley

The latest findings -

- When you delete a pilot, you should probably have a confirmation dialog or such.

- Maybe add a password or something to keep other pilots from playing your ship.

- When things explode, it would be nice if the particles would stop when they hit a wall rather than go behind it.

- Its definately time to add more sounds!
-- Shots
-- Explosions (different types)
-- Pickups
-- Door activations

- Cargo Run: Great hidden areas!

- U-Bend: Really niffty idea about going in the water.  I did discover I could earn negative money.  Somehow I damaged my ship and it wanted to fix it.  This caused me to end up with a negative balance.

- Is there anyway to see how damaged your ship is?

- Where did the shield meter go?

- When there isn't any cargo to pickup, it would look better if you removed the orange square.  For levels which you pickup people and such, obviously put it back.

- How do the repair costs work?  Does the ship lose manuerverability or shoot less or such when its damaged?  Are you going to put an indicator to show where the ship is damaged?

- Check Point Racer: You can cheat and beat the level, because when you collect the next blue circle it adds more time.  Just run out of time and then collect the 4'th, then 5'th one to win.  Smiley

- If you back out to the pilot selection screen and choose a new pilot, it will still show the accomplishments of the old pilot in the level select screen.  Ie pilot 1 finished level X.  Make a new pilot then play him and it will show he also finished that level.

- When I went to play Rocky IV, everything went into slow motion.  I opened the task manager and for some reason just opening it, fixed the problem.  I had just bought radar at then end of the level before.  It also caused the level select to be slow.  This was pretty inconsistent and I could make it do it off and on.

- Have you thought of a switch weapons button?  Maybe the lazer has super long range, but isn't as strong.  So you'd want to switch weapons, depending on how close you are to an enemy.  Maybe missiles can hurt you if they explode too close.

- Time to add something to the credits screen.  Smiley

Dr. A>
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline kevglass

« JGO Spiffy Duke »

Medals: 272
Projects: 25
Exp: 18 years

Coder, Trainee Pixel Artist, Game Reviewer

« Reply #63 - Posted 2004-10-28 05:53:58 »

Crikey DrA, I hadn't even annonced a new version! Smiley You're great you are.

Fantastic feedback as always from everyone. I'll hopefully get it all in the final version. I'm actually in the process of turning what looks/feels more like a hobby game into a sellable product. They'll be a demo with online ordering (with lots of help from Cas and PuppyGames). Graphics and Sound updates are on the way.

The new system for score and shields etc... I've had a few bits of feedback that indicate that failing a level isn't much fun. So, in theory, I'm trying to make it so you can fail a level. Maybe you don't do very well, but you always get through a level. Instead of dieing you score gets decremented by your "Repair" cost. I'm trying to think how to indicate damage with capping the indicator (smoke coming out of the ship had been one suggestion).

So in short, when you complete a level your score is worked out from:

(What you picked up on the level * Time Factor bonus) - (Repair cost)

The only bit of feedback above that I might not act on would be passwording pilots. As much as I see its a possible need the idea of someone wanting to annoy by playing "your" pilot just seems silly to me Smiley

Thanks again for all the useful feedback and I hope you enjoy the full game (when its out Smiley)


Offline dranonymous

Junior Devvie

Hoping to become a Java Titan someday!

« Reply #64 - Posted 2004-10-28 12:32:36 »

Not a problem.  Its always fun to play GB, especially since things always change for the better.  Smiley

I'm hoping I'll get a copy once you start selling it to millions of people.   Cool

I'll see about playing some of the other levels you made and give some feedback there.

Are you still thinking of having two types of ships?  If the only thing it did was change the apperance, I'd vote for it.  I'm amazed at how many games allow you to do tons of customizing and it doesn't affect gameplay at all. (ATV Offroad Fury I/II, Champions Of Norrath, GTA, Quake and the derivatives, etc)

Dr. A>
Offline kevglass

« JGO Spiffy Duke »

Medals: 272
Projects: 25
Exp: 18 years

Coder, Trainee Pixel Artist, Game Reviewer

« Reply #65 - Posted 2004-11-12 05:53:03 »

Before Laptop Death:

I'm trying to feature cut at the moment so I'm limiting what I do and don't add. I'm also hoping some new graphics will be along in the not too distant future.

I've just uploaded a version with hiscore table support and online purchasing (which obviously doesn't work yet). However, based on some the conversation in Online Game Development I might have rather alot of refactoring to do before any sort of release so I can compile the final thing into an exe (i.e. remove any use of AWT)

A few new levels are ready but not uploaded yet. Any time now...


Offline kevglass

« JGO Spiffy Duke »

Medals: 272
Projects: 25
Exp: 18 years

Coder, Trainee Pixel Artist, Game Reviewer

« Reply #66 - Posted 2004-11-27 18:52:12 »

An update :-

My laptop died and I've now recovered the lost data. GB is progressing although I've reduced the number of levels that will be in the final version with the hope that they'll be better quality.

A new version will be uploaded once the 7 level demo is complete.


Offline kevglass

« JGO Spiffy Duke »

Medals: 272
Projects: 25
Exp: 18 years

Coder, Trainee Pixel Artist, Game Reviewer

« Reply #67 - Posted 2004-12-02 17:51:52 »

Here it is.. the beginings of the final demo version of the game. The new upload contains a first episode populated with levels for the final game. Added:

a) Sound Effects
b) Background Music
c) Levels

Known issues:

a) At least one level might run slowly on low end systems, its simply because its massive. If it does I'll probably just change it.

b) After selecting your episode the pause can be quite long, I'll be adding a loading screen here.

c) If you using integrated sound you might find at times slight jerks due to the amount of sound going on.

Scores on things and damage inflicted have yet to be tweaked.

Feedback appreciated,


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