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4K Game Competition - 2010
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FortressFall4k
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FortressFall4k
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soothsayer
JGO n00b
Posts: 19
FortressFall4k
«
on:
2009-12-15 13:51:24
»
First of all thank you for watching and playing my little game.
I got an opinion in reference to my game. Since I did not use pack200 you can not wait wonder. But I was wonder what can I stuff to the game without pack200.
This is not the only game, which I would like to submit during the competition. This is just an experience to show my physics engine.
If I released the source code everyone would write his very own physics game. This would be a great challenge. But I do not know what the rules allow.
steveyO
Sr. Member
Posts: 310
Medals: 4
Re: FortressFall4k
«
Reply #1 on:
2009-12-15 14:07:19
»
Its very nice, and suprisingly addictive, however it needs some gameplay.. maybe a timer or limited amount of shots or something.
www.bullsquared.com
Play java (applet) games!
www.chessclockpro.com
Free Online Chess Clock
Groboclown
Jr. Member
Posts: 95
Medals: 2
Re: FortressFall4k
«
Reply #2 on:
2009-12-15 14:21:52
»
I really enjoyed it, too. I think even something as simple as a "Total shots used" per level would be nice as something to challenge the player ("how can I reduce my shot count?").
A good read.
Games published by our own members! Go get 'em!
moogie
JGO Strike Force
Posts: 775
Medals: 5
Java games rock!
Re: FortressFall4k
«
Reply #3 on:
2009-12-15 15:41:18
»
Quote from: soothsayer on
2009-12-15 13:51:24
First of all thank you for watching and playing my little game.
I got an opinion in reference to my game. Since I did not use pack200 you can not wait wonder. But I was wonder what can I stuff to the game without pack200.
This is not the only game, which I would like to submit during the competition. This is just an experience to show my physics engine.
If I released the source code everyone would write his very own physics game. This would be a great challenge. But I do not know what the rules allow.
I dont think that there is any restriction about source code sharing in the rules, and i personally think sharing the source code is a great way to give the community. I have always shared my source code for each entry i have submitted over the years
Ranger
Sr. Member
Posts: 340
Medals: 1
Re: FortressFall4k
«
Reply #4 on:
2009-12-15 15:55:00
»
Great fun! Completed all 3 levels. Would be nice if there was more.
SimonH
JGO Strike Force
Posts: 896
Medals: 14
Re: FortressFall4k
«
Reply #5 on:
2009-12-15 16:44:36
»
I like this too - strangely satisfying!
I'd like the cannonballs to be a bit heavier and I agree that the puzzles could be more inventive, but generally this is very nice!
Go on - use pack200 & put some more levels in!
Stickmen Wars 2
is in development.
Meanwhile try
Bloodridge
Alan_W
JGO Ninja
Posts: 734
Medals: 8
Java tames rock!
Re: FortressFall4k
«
Reply #6 on:
2009-12-15 16:47:33
»
I enjoyed that so much I played through twice. The physics is very good indeed. The only trouble is I wanted more.
Time flies like a bird. Fruit flies like a banana.
soothsayer
JGO n00b
Posts: 19
Re: FortressFall4k
«
Reply #7 on:
2009-12-16 04:07:32
»
Here is the source.
http://users.atw.hu/cppanddelphi/fortressfall4k/N.java
I do not want to modify levels now, but I think there is enough room for shot checking. I will implement it soon.
davidc
JGO n00b
Posts: 34
Re: FortressFall4k
«
Reply #8 on:
2009-12-17 11:47:18
»
Quote from: soothsayer on
2009-12-16 04:07:32
I do not want to modify levels now, but I think there is enough room for shot checking. I will implement it soon.
That's a shame, as the first level can get a bit tricky if one of the yellow blocks ends up in a big pile in the middle. I think an easier first level would be good.
Great concept though, the physics has given it the WOW factor for me.
soothsayer
JGO n00b
Posts: 19
Re: FortressFall4k
«
Reply #9 on:
2009-12-18 05:03:51
»
Quote from: davidc on
2009-12-17 11:47:18
That's a shame, as the first level can get a bit tricky if one of the yellow blocks ends up in a big pile in the middle. I think an easier first level would be good.
Great concept though, the physics has given it the WOW factor for me.
Thank you, but I am on hurry until next week. At the 1st level you should avoid that yellow blocks be a part of a pile.
Games published by our own members! Go get 'em!
CommanderKeith
JGO Wizard
Posts: 1455
Medals: 9
Re: FortressFall4k
«
Reply #10 on:
2009-12-18 05:15:16
»
Great game, very fun. Would be more satisfying if the cannon balls could be fired in a semi-automatic fashion, and the cannon balls remained after firing.
StraightEdge 2D polygon project
SydneyEngine multiplayer top-down view shooter
soothsayer
JGO n00b
Posts: 19
Re: FortressFall4k
«
Reply #11 on:
2009-12-18 05:56:51
»
Quote from: CommanderKeith on
2009-12-18 05:15:16
Great game, very fun. Would be more satisfying if the cannon balls could be fired in a semi-automatic fashion, and the cannon balls remained after firing.
Thank you too.
I am afraid I do not really know what semi-automatic fashion means exactly.
The game uses only 32 bodies, I do not allow to leave about cannon balls everywhere because I need to draw structures as well.
soothsayer
JGO n00b
Posts: 19
Re: FortressFall4k
«
Reply #12 on:
2009-12-30 11:39:18
»
I have updated my game. Now you can play 10 new levels and shot count restriction implemented too.
Happy New Year for everbody!
soothsayer
JGO n00b
Posts: 19
Re: FortressFall4k
«
Reply #13 on:
2010-03-26 08:05:21
»
http://users.atw.hu/cppanddelphi/fortressfall4k/physicstest.zip
Delphi source of my engine.
I have chosen Delphi because in Java I unable to use BiasedAngularVelocity properly, my game ignore it, but in Delphi it works fine. I did not search what is the reason since I had not time to reveal the solution.
The engine is really a mix of 2 ones, Box2d and Chipmunk engines, but collision detection is significant changed and different.
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