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Anon666
Sr. Member   Posts: 256
aka Abuse/AbU5e/TehJumpingJawa
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Reply #1 on:
2006-02-11 15:52:13 » |
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how the hell do you get the last gem on level1? :S
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Markus_Persson
JGO Kernel      Posts: 2092 Medals: 10
Mojang Specifications
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Reply #2 on:
2006-02-11 15:53:38 » |
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There are (should be) six! Edit: .. no, there are five.  But all are reachable.
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Games published by our own members! Go get 'em!
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jojoh
JGO Ninja    Posts: 554 Medals: 6
games4j.com
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Reply #3 on:
2006-02-11 16:28:53 » |
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Very impressive to get all that into 4K!
I felt like there was a bit of a drag to have to tiptoe forward to be ablet to battle as few badies as possile at a a time. Makes it more tedious than actionpacked. Still createive idea and nice looking.
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kevglass
« League of Dukes » JGO Kernel      Posts: 5214 Medals: 49
Mentally unstable, best avoided.
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Reply #4 on:
2006-02-11 16:38:09 » |
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Looks great but unfortunately runs at about 4 fps here.
1.6ghz, 512meg, ATI 7000 IGP.
Kev
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DonaldEKnuth
Full Member   Posts: 127
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Reply #5 on:
2006-02-11 16:44:42 » |
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Very impressive game!  Where do you live Markus? I need to visit you and eat your brain to gain your knowledge!
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oNyx
JGO Kernel      Posts: 2943 Medals: 5
pixels! :x
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Reply #6 on:
2006-02-11 16:52:27 » |
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Loads... first screen is drawn... but it doesnt react. If I minimze and maximize again the frame remains white (waited several minutes). Tried it several times... didnt work  win2k sp4, k7 500, ati 9100 (cat 5.9), 1.5.0_06, dx0.9c
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Markus_Persson
JGO Kernel      Posts: 2092 Medals: 10
Mojang Specifications
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Reply #7 on:
2006-02-11 16:53:25 » |
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New version up with faster framerate, different levels (I changed the seed!), and slower enemies on the first couple of levels! Jojoh: Yeah, I know.. It gets a bit tedious unless you charge in. But charging in never ends well.  Got any ideas on how I could actiony up the game? kevglass: Is the new version better? DonaldEKnut: Sweden, but.. please don't eat my brain. :-(
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Markus_Persson
JGO Kernel      Posts: 2092 Medals: 10
Mojang Specifications
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Reply #8 on:
2006-02-11 16:55:07 » |
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k7 500 Is that your cpu (500 mhz)? It'd probably run very slow on 500 mhz.. but it should at least RUN. No webstart logs?
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f.l.x
Sr. Member   Posts: 305
there is no place like 127.0.0.1
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Reply #9 on:
2006-02-11 17:14:45 » |
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awesome, as allways :p
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Games published by our own members! Go get 'em!
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oNyx
JGO Kernel      Posts: 2943 Medals: 5
pixels! :x
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Reply #10 on:
2006-02-11 17:39:05 » |
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k7 500 Is that your cpu (500 mhz)? It'd probably run very slow on 500 mhz.. but it should at least RUN. No webstart logs? Yes, my machine is really that slow. And no logs... there wasnt an exception or whatsoever (otherwise I would have posted it).
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DonaldEKnuth
Full Member   Posts: 127
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Reply #11 on:
2006-02-11 17:43:23 » |
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I've got one suggestion, you could make the ship control a bit easier. A perfect example would be "Gravity Force" on the Amiga, if you ever have played it.
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nonnus29
JGO Ninja    Posts: 687
Giving Java a second chance after ludumdare fiasco
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Reply #12 on:
2006-02-11 18:42:54 » |
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I've got one suggestion, you could make the ship control a bit easier. A perfect example would be "Gravity Force" on the Amiga, if you ever have played it.
I haven't played that game, but Dachon awakened my solar jetman skills from about 20 years ago. Another excellent entry Markus, great gameplay, good graphics, great game! It ran fine on p3 866 with jre 5.
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jojoh
JGO Ninja    Posts: 554 Medals: 6
games4j.com
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Reply #13 on:
2006-02-11 19:10:57 » |
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Jojoh: Yeah, I know.. It gets a bit tedious unless you charge in. But charging in never ends well.  Got any ideas on how I could actiony up the game? No, I was trying to come up with some constuctive idea, but couldn't really come up w anything resonable for 4K game. Possibly let badies move a bit more random so they don't get stuck. They would then constantly get closer to you if you stand still/move slow. Then you'd probably have to slow them down a bit as well. Game is hard enough as it is while taking it slow A* mutation for AI would be nice, but can't see how that would be possible to cram in. But I'ts really a bit of taste as well (action vs. strategy), some might like it the way it is. Pretty cool how you are pushed back when shooting  Used that quite a bit to kill badies below and "hover" on the recoil, and like the life/health idea, works really well. DonaldEKnut: Sweden, but.. please don't eat my brain. :-(
Since it's been brought up. Whereabout? I've lived in Mästa and Borlänge.
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DonaldEKnuth
Full Member   Posts: 127
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Reply #14 on:
2006-02-11 20:21:30 » |
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I live in Västerås (of Sweden) in case someone would want to know.  My girlfriend hails from Borlänge.
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CaptainJester
JGO Neuromancer     Posts: 1138 Medals: 8
Make it work; make it better.
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Reply #15 on:
2006-02-11 22:04:16 » |
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New version up with faster framerate, different levels (I changed the seed!), and slower enemies on the first couple of levels! Jojoh: Yeah, I know.. It gets a bit tedious unless you charge in. But charging in never ends well.  Got any ideas on how I could actiony up the game? Remove the gravity effect. That would make it easier and players would play faster. Make it more like space with no gravity. Ship will keep moving in the same direction, but gets a little friction.
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oNyx
JGO Kernel      Posts: 2943 Medals: 5
pixels! :x
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Reply #16 on:
2006-02-11 22:47:46 » |
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New version works. Seems to load faster, too.
The gravity makes it a bit unplayable (maybe the timing is to blame?).
And space+cursor keys=bad bad bad bad. You cant press up+left+space at the same time with cherry keyboards.
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Markus_Persson
JGO Kernel      Posts: 2092 Medals: 10
Mojang Specifications
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Reply #17 on:
2006-02-12 05:07:39 » |
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The gravity is the POINT of the game, heh. Guess you didn't play many games in this genre back in the day. =)
Also, Stockholm.
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Morre
JGO Ninja    Posts: 507
I'm Dragonene on IRC.
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Reply #18 on:
2006-02-12 05:41:00 » |
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More swedes, eh? :> Stockholm, sort of. That, and my summer house is just outside Borlänge. Quite a coincidence, this.
Looks very impressive, although a bit slow for my taste. I'd prefer higher speeds and more efficient shots (so that you'll blow up more ground when you fire, but the speeds are high enough that it doesn't affect the difficulty).
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Alan_W
JGO Ninja    Posts: 734 Medals: 8
Java tames rock!
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Reply #19 on:
2006-02-12 07:09:33 » |
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Nice game. Ran on my Mac Ok. I'm having some trouble with fine turn control. Possibly this will work better on a faster machine. More likely I'm just awful as per normal
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Time flies like a bird. Fruit flies like a banana.
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DonaldEKnuth
Full Member   Posts: 127
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Reply #20 on:
2006-02-12 08:18:47 » |
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Markus: Well it's a tad bit to hard to control. You should adjust it a bit, it would really improve the gameplay.
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Anon666
Sr. Member   Posts: 256
aka Abuse/AbU5e/TehJumpingJawa
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Reply #21 on:
2006-02-12 08:48:47 » |
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Its playing just right now, excellent!
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darkprophet
JGO Neuromancer     Posts: 1171
Go Go Gadget Arms
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Reply #22 on:
2006-02-12 10:14:52 » |
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way too fast on my machine. A single 360 rotation takes about 0.2 of a second. I think timing is to blame..
P4 2.26, Radeon 9200, 1.6b69
DP
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Markus_Persson
JGO Kernel      Posts: 2092 Medals: 10
Mojang Specifications
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Reply #23 on:
2006-02-12 10:24:10 » |
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Seems unlikely that the timing code would be off.. 1 2 3 4 5 6
| while (lastTime < System.currentTimeMillis()) { lastTime += 20; }
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Anon666
Sr. Member   Posts: 256
aka Abuse/AbU5e/TehJumpingJawa
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Reply #24 on:
2006-02-12 18:03:19 » |
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Seems unlikely that the timing code would be off.. 1 2 3 4 5 6
| while (lastTime < System.currentTimeMillis()) { lastTime += 20; }
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um, isn't that loop abit flawed? If the game logic takes longer than 20ms, that loop will go on forever. Also, the number of game logic updates per render = (gameLogicTime+renderTime)/20. So on a machine that renders slowly, they will indeed get uncontrollably fast (and jerky) game logic.
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jojoh
JGO Ninja    Posts: 554 Medals: 6
games4j.com
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Reply #25 on:
2006-02-12 18:43:48 » |
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Start of each level 3 and 4 is just madly difficult I think... Haven't made it past that  Once the onslaught in start is done, it gets relatively easy. Maybe reduce badies surrounding startingpoint? There are also a few spots of "thin/small" demolishable walls that can't be seen, but that one still collides against.
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Markus_Persson
JGO Kernel      Posts: 2092 Medals: 10
Mojang Specifications
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Reply #26 on:
2006-02-13 02:24:38 » |
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Also, the number of game logic updates per render = (gameLogicTime+renderTime)/20.
So on a machine that renders slowly, they will indeed get uncontrollably fast (and jerky) game logic.
How do you figure? The number of updates per second = 1000/20. Exactly.
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Markus_Persson
JGO Kernel      Posts: 2092 Medals: 10
Mojang Specifications
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Reply #27 on:
2006-03-02 10:36:14 » |
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Hahaargh, cute. I totally forgot to submit this game. Ah well, less competition for miners4k, I guess. 
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