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EgonOlsen
JGO Strike Force    Posts: 821 Medals: 6
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Reply #1 on:
2004-03-11 23:21:18 » |
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It's totally unplayable with VSync off... 
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vrm
Full Member   Posts: 211
where I should sign ?
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Reply #2 on:
2004-03-12 00:08:17 » |
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Exception in thread "main" java.lang.UnsupportedOperationException: Cannot change display mode at java.awt.GraphicsDevice.setDisplayMode(GraphicsDevice.java:250) at D.<init>(Unknown Source) at D.main(Unknown Source)
Linux, XFree 4.3, JDK 1.4.2
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Games published by our own members! Go get 'em!
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princec
« League of Dukes » JGO Kernel      Posts: 8076 Medals: 91
Eh? Who? What? ... Me?
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Reply #3 on:
2004-03-12 01:15:06 » |
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That's one crazy small jar! Smoov too. Cas 
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Herkules
JGO Kernel      Posts: 1522 Medals: 1
Friendly fire isn't friendly!
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Reply #4 on:
2004-03-12 01:38:46 » |
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Its a miracle to me how game coders can make it that easy..... I use 4k for the gameloop/timing framework at least. Of for the keyboard input framework. Or for the entity management framework. 
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wiederke
Jr. Member   Posts: 76
Thx to James Gosling.
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Reply #5 on:
2004-03-12 03:41:00 » |
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Incredible how to bring a whole game in 4K!!!
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DrBizzar0
Full Member   Posts: 175
Raj raj!
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Reply #6 on:
2004-03-12 04:16:59 » |
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Jupp, impressive stuff
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blahblahblahh
JGO Kernel      Posts: 4575
http://t-machine.org
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Reply #7 on:
2004-03-12 04:24:29 » |
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Its a miracle to me how game coders can make it that easy..... I use 4k for the gameloop/timing framework at least. Of for the keyboard input framework. Or for the entity management framework.  ...I've got a 4k 3D renderer with multiple lightsources and dynamic terrain lying around somewhere here  . I kind of gave up when it got to the point where I couldn't get it to animate anything interesting (I had a couple of mountains that grew out of the ground, then sank into it again, ad infinitum, while a sun went round in circles). I was also a bit disheartened when I saw someone else had done similar but with smooth shading and translucent water with wave animations  . Their source code was nearly all bitwise operations, unsurprisingly  .
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malloc will be first against the wall when the revolution comes...
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swpalmer
JGO Kernel      Posts: 3438 Medals: 4
Where's the Kaboom?
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Reply #8 on:
2004-03-12 06:19:17 » |
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Works perfectly on OS X 10.3.2 JRE 1.4.2*
Yep, it is amazing what some people can do in 4k. I remember when I did the 4k contest at CFXWeb.net that there were some really impressive entries. (I think that is where the terrain demo that blah^3 mentioned was unveiled)
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blahblahblahh
JGO Kernel      Posts: 4575
http://t-machine.org
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Reply #9 on:
2004-03-12 06:46:05 » |
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Works perfectly on OS X 10.3.2 JRE 1.4.2*
Yep, it is amazing what some people can do in 4k. I remember when I did the 4k contest at CFXWeb.net that there were some really impressive entries. (I think that is where the terrain demo that blah^3 mentioned was unveiled) Indeed  .
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malloc will be first against the wall when the revolution comes...
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Games published by our own members! Go get 'em!
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jbanes
JGO Neuromancer     Posts: 1178
"Java Games? Incredible! Mr. Incredible, that is!"
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Reply #10 on:
2004-03-12 08:02:40 » |
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Exception in thread "main" java.lang.UnsupportedOperationException: Cannot change display mode at java.awt.GraphicsDevice.setDisplayMode(GraphicsDevice.java:250) at D.<init>(Unknown Source) at D.main(Unknown Source)
Linux, XFree 4.3, JDK 1.4.2 Sorry, but until Linux supports full screen you're just kind of SOL. If I get time at some point, I'll maybe see about making a Windowed version for Linux. (Question: The whole point of Open Source is to scratch an itch, right? So why hasn't anyone submitted code to the Blackdown project to fix full screen mode?)
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jbanes
JGO Neuromancer     Posts: 1178
"Java Games? Incredible! Mr. Incredible, that is!"
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Reply #11 on:
2004-03-12 08:06:56 » |
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Works perfectly on OS X 10.3.2 JRE 1.4.2* Excellent! I tested it on my OS X laptop, so I knew it worked on 10.2.6. Good to know that nothing's screwed up in 10.3. BTW, is it a bit too easy on your Mac? Part of what makes it a difficult game is the speed. On my Mac I'm able to keep going for much longer because I have more time to react.
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erikd
JGO Kernel      Posts: 2561 Medals: 7
Maximumisness
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Reply #12 on:
2004-03-12 08:31:51 » |
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The screen turns white with the game on the upper left part of the screen (Intel video, java 1.4.2_03). Otherwise it works okay. Gameplay could be a bit faster IMO (especially the player's ship).
Erik
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jbanes
JGO Neuromancer     Posts: 1178
"Java Games? Incredible! Mr. Incredible, that is!"
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Reply #13 on:
2004-03-12 09:43:33 » |
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The screen turns white with the game on the upper left part of the screen (Intel video, java 1.4.2_03). Otherwise it works okay. Gameplay could be a bit faster IMO (especially the player's ship).
That's odd. It sounds like your system doesn't support 640x480x32 mode. Are you able to change your desktop settings to that mode? What OS version are you using?
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erikd
JGO Kernel      Posts: 2561 Medals: 7
Maximumisness
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Reply #14 on:
2004-03-12 09:58:00 » |
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I think that PC does support that mode (it's my desktop at work, and I'm not at work anymore), but I'll check on monday. It's running win2k BTW. At home it runs great. Very smooth and all. Great blocky old school arcade like graphics  Erik
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erikd
JGO Kernel      Posts: 2561 Medals: 7
Maximumisness
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Reply #15 on:
2004-03-12 10:03:51 » |
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It's totally unplayable with VSync off... Turn it on then  But seriously, this kind of game *demands* vsync. Either the game should display a 'no vsync available' warning/error dialog or something and then bail out or fall back to throttle without vsync.
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jbanes
JGO Neuromancer     Posts: 1178
"Java Games? Incredible! Mr. Incredible, that is!"
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Reply #16 on:
2004-03-12 11:24:21 » |
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But seriously, this kind of game *demands* vsync. Either the game should display a 'no vsync available' warning/error dialog or something and then bail out or fall back to throttle without vsync.
Then it wouldn't fit in 4K! For example, I originally had code to turn off the mouse cursor. Unfortunately, it added so many class references that there was no way to keep the game under 4K. My solution was to use the Robot class to stick the cursor in the lower right hand corner. Trust me, there's no room for error detection. 
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erikd
JGO Kernel      Posts: 2561 Medals: 7
Maximumisness
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Reply #17 on:
2004-03-12 12:21:46 » |
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Um yeah, I can imagine it wouldn't fit in 19 bytes hehe. So EgonOlsen should just enable vsync then  OTOH, I think the game deserves a version without a 4k limit. Also with all the cool effects of the original (the laser and explosions in the original are so cool!  ). Ah well, maybe I should pick up CottAGE again some day and add defender support. Erik
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jbanes
JGO Neuromancer     Posts: 1178
"Java Games? Incredible! Mr. Incredible, that is!"
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Reply #18 on:
2004-03-12 13:12:49 » |
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Um yeah, I can imagine it wouldn't fit in 19 bytes hehe. So EgonOlsen should just enable vsync then  OTOH, I think the game deserves a version without a 4k limit. Heh. You'll have to find somebody else. I'm exhausted from trying to cram that much in 4K. 
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jbanes
JGO Neuromancer     Posts: 1178
"Java Games? Incredible! Mr. Incredible, that is!"
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Reply #19 on:
2004-03-14 14:33:22 » |
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Everyone may be interested to know that the results are in for the 4K Game Programming contest. Defender 4000 scored second only to Abuse's Shootey Transparency Thingy, and was given the prize for the best overall game! Special thanks to Mlk for hosting the contest! :-)
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mlk
Full Member   Posts: 123
Muppet!
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Reply #20 on:
2004-03-22 22:34:40 » |
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Special thanks to Mlk for hosting the contest! :-)
Anytime  I wonder if I should cross post the next J4K here as well?
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