kevglass
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Posted
2010-12-02 23:36:04 » |
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Just started one:  Sorta working. Kev
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CyanPrime
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Reply #1 - Posted
2010-12-03 04:05:34 » |
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Looks nice. Can't wait to try it ^_^
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Markus_Persson
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Reply #2 - Posted
2010-12-03 09:16:14 » |
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I approve of this!  *thumbs up*
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Games published by our own members! Check 'em out!
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Eli Delventhal
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Reply #4 - Posted
2010-12-03 23:39:05 » |
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It seemed to randomly speed up for a moment. Is that purposeful or is your FPS a little finicky?
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Morre
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Reply #5 - Posted
2010-12-04 11:12:00 » |
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The frame size is weird for me in opera, only shows about half of the game (unfortunately the right half, so you don't even see the runner).
Worked fine in chrome, looks nice, though of course it could use being more challenging. Also, like Demonpants said, it seems to run a little choppily for some reason. Not too bad, but nonetheless. May I ask what rendering is used? I'm thinking pre-rendering the ground shapes to images and then using those rather than rendering the entire grid each time might speed things up, but I'm not sure if you're already doing this.
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kevglass
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Reply #6 - Posted
2010-12-04 23:31:01 » |
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kevglass
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Reply #7 - Posted
2010-12-05 23:54:09 » |
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I'm getting a lot of screen tear at the moment, I've tried comment out blocks of rendering, other pipelines, cutting down GC and using a Canvas and Buffered/Renderering ... all to no avail. Any got time to have a look? http://pastebin.com/r3cYL8FAKev
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Riven
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Reply #8 - Posted
2010-12-06 00:09:02 » |
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The problem is that you create a new thread, and call 1
| appletGraphics.drawImage(bg, 0, 0, null); |
on it. In AWT/Swing nothing works properly if not called from the EDT. It seems your years using Slick / LWJGL have made you forgot all these nice things.
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Riven
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Reply #9 - Posted
2010-12-06 00:11:21 » |
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For a 4K entry, you should really try to implement all your drawing and logic inside paint(g). Surely you must still use double-buffering, but it is basically what it comes down to.
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Games published by our own members! Check 'em out!
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kevglass
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Reply #10 - Posted
2010-12-06 00:31:20 » |
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Hmm, ok, but the drawImage method returns a boolean which tells you whether it's been fully loaded or lot (which as far as I understood it was what the potential for EDT/Threading issues here. In this case it always returns true.
In the past I'd used paint() but this time I went straight off Markus's Left4kDead which doesn't seem to have the issue?
Kev
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pjt33
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Reply #12 - Posted
2010-12-06 10:36:17 » |
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The problem is that you create a new thread, and call 1
| appletGraphics.drawImage(bg, 0, 0, null); |
on it. In AWT/Swing nothing works properly if not called from the EDT. That's not true. Nothing is guaranteed to work properly if not called from the EDT, but I think all the frameworks people used last year do their rendering in the same way, outside the EDT.
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kevglass
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Reply #13 - Posted
2010-12-06 11:20:02 » |
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Yeah, I tried the add canvas/bufferstrategy route. Painful and no changes unfortunately  Kev
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Riven
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Reply #14 - Posted
2010-12-06 11:58:28 » |
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Aren't you simply updating the image while it's being drawn?
For debugging purposes, try to: 1. create a new BufferedImage every frame, and draw that on the applet Graphics instance 2. override update( g ); and put this.paint( g ); in the body.
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kevglass
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Reply #15 - Posted
2010-12-06 12:12:13 » |
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Thats where I started with it, but it doesn't seem to be whats happening.
I just tried 1 and 2 above, no change.
Kev
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zammbi
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Reply #17 - Posted
2010-12-06 12:46:18 » |
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No tearing here and I'm on a Intel graphics card. Maybe try some graphics settings like: System.setProperty("sun.java2d.d3d", "false").
There seems to be a bug where you fall through the roof.
p.s 989m
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Eli Delventhal
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Reply #18 - Posted
2010-12-06 17:04:03 » |
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This latest update put my FPS to shit. Like, 1 FPS. Unplayable. Mac OS X 2.8 Ghz Intel Core i7, 8 GB RAM, Java 6, Safari.
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Eli Delventhal
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Reply #20 - Posted
2010-12-06 17:10:27 » |
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Still an impossibly bad FPS for me.
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kevglass
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Reply #21 - Posted
2010-12-06 17:41:42 » |
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zeroone
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Reply #22 - Posted
2010-12-06 17:59:02 » |
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I am experiencing tearing in this version. In fact, it appears to be shaking up and down rapidly. Is that by design?
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kevglass
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Reply #23 - Posted
2010-12-06 18:02:43 » |
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The shaking up and down is intentional  The tearing is horizontal. Kev
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Eli Delventhal
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Reply #24 - Posted
2010-12-06 19:56:25 » |
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Nice, we're back to playability. Good fun! The birds could maybe be a but more distinctive, but otherwise it's quite enjoyable.
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TheMatrix154
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Reply #25 - Posted
2010-12-06 20:10:03 » |
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Nice, as always  It would be cool to control the length of the jump, e.g. hold the mouse button for longer jumps. p.s. 1222m
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Pyrodragoon
Junior Member  
Art calculated with java...
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Reply #26 - Posted
2010-12-06 22:53:11 » |
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Nice game - is it actually a game ? But it's fun somehow and a real challenge, so lets call it a game  As said above, I like the parallax scrolling, too. 2240m btw. Keep going!!
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TheMatrix154
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Reply #27 - Posted
2010-12-06 23:29:25 » |
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2408 :p yes, it's already a game. now we need some highscores but not into 4k... but who knows what the ol' grandmaster can do? 
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kappa
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Reply #28 - Posted
2010-12-06 23:54:36 » |
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It would be cool to control the length of the jump, e.g. hold the mouse button for longer jumps.
+1 
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Riven
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Reply #29 - Posted
2010-12-06 23:57:27 » |
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I think that would be very annoying actually, because you can only control the jump height (IRL) before you leave the ground. Often you have to jump 'last minute' in this game, which would mean you barely have time to press the mouse for any time whatsoever. I'd say: long jump when both clicking the left and right mouse button. Ultra superman jump when clicking left/right/scrollwheel? 
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