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  Epic Stubble Man [WIP][DEMO] updated 1/16  (Read 1915 times)
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Offline Shane75776

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« on: 2012-01-10 03:58:07 »

The name may not be final, am open to suggestions.

Epic Stubble Man is my first attempt at a platformer game, I designed this game to be fun and
challenging at the same time.

-It has mechanics set up so levels can be set up like a puzzle, having to do certain things
first or in a specific order thats not given in order to successfully complete a level or by
testing how well you can get up, over and around many different types of obstacles to
reach the goal.

-In-order to complete a level, you must aquire any and all "stars" that may be placed
within the level.

-You are given 3 lives per level. If you are lose all your lives, you are bumped back a level. this may change in the end product

The game is nearing 80% done with coding and about 50% done with art.

Features-
Falling Platforms - Fall if you touch them, can be used to crush spikes.
Bridges -2 modes, continuous and non-continuous. Move left and right.
Elevators -2 modes, continuous and non-continuous. Move up and down.
Spikes - Can not be touch on the sides or the point. but can be touch on the bottom part.
Vines - Not solid, anything but the player can touch and go through them. player will die if he touches them
zombies - Move left and right, if you touch them you die.

Currently has 12 levels, 6 of which are tutorial levels. I plan on making a lot more and better
levels when I finish this game completely.

F11 and F12 can be used to skip forward and backwards through levels. Be sure not to try and leave
the level range else it will crash the game.


[Video of me going through some of the levels]











DOWNLOAD LINK
Epic Stubble Man [Demo].jar Updated 1/16/2012 :: Highscores works now :: Splash Screen between levels :: Music/Sounds added
Offline ReBirth

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« Reply #1 on: 2012-01-10 08:39:50 »

Nice design. I found a small bug. On start of tutorial, without moving, I jumped and my char trapped in the "wall". I ould get out by jump again.

Offline Shane75776

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« Reply #2 on: 2012-01-10 10:46:47 »

Nice design. I found a small bug. On start of tutorial, without moving, I jumped and my char trapped in the "wall". I ould get out by jump again.

Yea there are still a few little bugs that im slowly weeding out. This was new to me from the start
so the collision handling is constantly getting tweaked as I go along.

But, hopefully when its completely done, there shall be no glitches  Grin
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Offline ReBirth

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« Reply #3 on: 2012-01-10 10:49:40 »

FYI, I tried in other "wall above head" but it only happened on wall right above your starting point. Hope you find it Smiley

Offline Shane75776

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« Reply #4 on: 2012-01-10 10:53:02 »

FYI, I tried in other "wall above head" but it only happened on wall right above your starting point. Hope you find it Smiley

Yea I have an idea on whats going on. It has happened to me a few times also so once I clean up the code
since its quite messy at the moment I should have it fixed.
Offline Shane75776

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« Reply #5 on: 2012-01-11 13:36:19 »

Updated the game a little. In this update I added sounds to it.

All sounds were hand created by me, and are not final and will likely change later on.

for instance, the jumping sound will probably change, reminds me of mario to much lol
Offline GabrielBailey74

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« Reply #6 on: 2012-01-11 15:15:40 »

Holy ****, that games should be named 'Epic Lagg Man', geeze bro..

Offline Shane75776

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« Reply #7 on: 2012-01-12 01:17:10 »

Your machine must be pretty terrible then. I get 0 lagg and all my friends who have
played it have never had any lag.

Albeit, I need to rework some of the collision detection but it should not be slowing it down that much at all, if any.

so yea, your the first case =\
Online ra4king

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« Reply #8 on: 2012-01-12 01:26:07 »

Lags a bit on my beast gaming machine... :/
I can see the game suddenly slow down at times.

Offline Shane75776

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« Reply #9 on: 2012-01-12 01:34:52 »

Lags a bit on my beast gaming machine... :/
I can see the game suddenly slow down at times.

huh odd. im showing a constant 400+ fps at any given moment.

its likely how im doing my collision detection, which I know is not the best way. hmm, looks like revising that is next on the list.
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Offline Shane75776

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« Reply #10 on: 2012-01-12 01:40:43 »

Well my collision detection does not seem to be causing this problem.
I commented all of it out and my frames did not go up at all. stayed in the same area they always have.


Any ideas/possibilities that could be causing this issue?
Offline ReBirth

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« Reply #11 on: 2012-01-12 01:44:22 »

FYI, ra4king also had similiar problem on my game where everyone else played it well. Problem on VM? Huh
how about your sleep code?

Offline Shane75776

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« Reply #12 on: 2012-01-12 01:47:38 »

yea I just figured it out. I looked in my task manager to see how much ram it was eating, was not eating hardly any, but it was
using 30% of my processor.

Then, looking back at my collision thread I forgot to add a sleep to my while loop so it was consuming
the processor.

now, its using about 2%.

Ill upload a new jar here about 10 seconds. let me know if it fixes the problem Smiley
Offline Shane75776

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« Reply #13 on: 2012-01-12 01:57:50 »

Alright, I uploaded the updated version now with a sleep in the collision thread, hopefully that fixes it.

If not let me know please.
Online ra4king

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« Reply #14 on: 2012-01-12 18:42:53 »

Hehe works fine now Smiley

@ReBirth
It's not a problem with the JVM I had with you, my computer ran your game at 300FPS, which caused things to go wonky Wink

Offline ReBirth

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« Reply #15 on: 2012-01-12 21:56:03 »

LoL he forgot to put sleep. Careful, it'll die exhausted Wink

Offline Shane75776

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« Reply #16 on: 2012-01-12 22:38:06 »

LoL he forgot to put sleep. Careful, it'll die exhausted Wink
Lol

Yea, good thing it came up else I would have finished the game never knowing that there was a
problem in it lol
Offline lordberzerker97

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« Reply #17 on: 2012-01-13 00:28:14 »

 Ah my friend. This game has a slight bug in it. In the level where you first meet the zombies, they would go through walls and fly off the map.
Offline Shane75776

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« Reply #18 on: 2012-01-13 03:30:03 »

Hmm. never had that happen before, might be because of the sleep I added. possibly made it sleep to much, but i myself have
not seen that happen before.


Thanks for letting me know though, ill test it out and if its the sleep, ill try and reduce it as much as I can.
Offline ReBirth

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« Reply #19 on: 2012-01-13 06:40:03 »

Usually sleep affect the speed of movement, and in special case like what happened to me can also affect logic a bit.

Offline Shane75776

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« Reply #20 on: 2012-01-13 10:19:06 »

Well in the case of my game here, I have a seperate thread doing all the collision handling for map objectects against map objects.

so zombies would be under that category, and because they have never done this before until after
I added the sleep, thats why I think its the problem, and can probably be fixed if I just
reduce the sleep time.
Offline Shane75776

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« Reply #21 on: 2012-01-14 03:03:59 »

UPDATED

-Added a Menu (my first ever state based game menu)
-Added an auto save feature (Whenever you exit to the menu, it auto-saves your current level and lives)

Navigate with WASD
ENTER to select
ESC to exit/save to the menu

Mainly looking for feedback on the menu, things anyone thinks I should add if anything.

Menu art may change later.



Offline Shane75776

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« Reply #22 on: 2012-01-15 17:14:22 »

Updated again.

*Highscores now work correctly and compare old scores to new.
*Added a splash screen between rounds.
*Added background music and misc sounds.
*Added the ability to "walk" by pressing and holding the 'shift' key while moving.

*Removed tutorial text, will be replaced with something else here soon.


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