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Galaxy Traders 6
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Galaxy Traders 6
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tom
JGO Neuromancer
Posts: 1113
Medals: 5
Re: Galaxy Traders 6
«
Reply #30 on:
2004-03-13 07:27:50
»
The movement was very choppy. I think it would be better if you let the client calculate the movement, and send the absolute position to the server. Or do somehting to make it easer to control the ship.
Could not get anything to work except move. Nothing happened when I pressed "/", "d" or "~", nomather where I were.
Btw. you need to change the "~" key. On my keyboard I have to type "Left ALT"+"A key left of enter", then press space, to show it in a text editor. Maybe the tab key instead?
When I pressed Esc a sending logout request was printed to the console. I lost control of the ship, but the frame still shows and it still renders. Had to kill it in the task manager. I would like it to quit right away when I wan't to exit. There should be no need to send a logout message to the server. Instead the server can detect the proken socket.
I don't mind it being a keyboard only game, but it needs a help system. There should be "press F1 for help" in a visible place when you start. The there should be a menu describing how to play, key shortcuts etc.
Looks like it could be a nice game. Keep it up.
Undead Arena
MickeyB
JGO Ninja
Posts: 547
my game will work, my game will work!
Re: Galaxy Traders 6
«
Reply #31 on:
2004-03-13 07:56:27
»
Thanks tom. What OS? The send logout is in addition to disposing of the frame, so it should have disappeared. hmmm
THanks again... more to come as I make some big code changes in the next few days to incorporate some recent comments/suggestions in this thread!
MickeyB
Current Project:
http://www22.brinkster.com/mbowles/
tom
JGO Neuromancer
Posts: 1113
Medals: 5
Re: Galaxy Traders 6
«
Reply #32 on:
2004-03-13 07:59:36
»
WinXP, java 1.4.2_03
Undead Arena
Games published by our own members! Go get 'em!
kevglass
« League of Dukes »
JGO Kernel
Posts: 5214
Medals: 49
Mentally unstable, best avoided.
Re: Galaxy Traders 6
«
Reply #33 on:
2004-03-13 09:14:50
»
Mini Adventure source :-
http://www.cokeandcode.com/miniad/src/
Kev
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MickeyB
JGO Ninja
Posts: 547
my game will work, my game will work!
Re: Galaxy Traders 6
«
Reply #34 on:
2004-03-13 14:52:18
»
thanks tom and thanks kev!!
MickeyB
Current Project:
http://www22.brinkster.com/mbowles/
MickeyB
JGO Ninja
Posts: 547
my game will work, my game will work!
Re: Galaxy Traders 6
«
Reply #35 on:
2004-03-14 15:06:21
»
Kev...my java code, when done at work is clean, modular, etc... but when I am building a game, my code is convoluted and mish mash...too exicted about the game and graphics are not my thing...
but your game code is beautiful! I am truly jealous of your code layout and design. !!
MickeyB
Current Project:
http://www22.brinkster.com/mbowles/
kevglass
« League of Dukes »
JGO Kernel
Posts: 5214
Medals: 49
Mentally unstable, best avoided.
Re: Galaxy Traders 6
«
Reply #36 on:
2004-03-15 00:04:24
»
Um, thanks I guess
Probably due to a lot of practice.
EDIT: Badly needs comments tho.
Kev
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MickeyB
JGO Ninja
Posts: 547
my game will work, my game will work!
Re: Galaxy Traders 6
«
Reply #37 on:
2004-03-15 15:03:22
»
I have added some instructions on the trade screen, added a cursor to any active typing location and provided mouse click selecting in the main sector screen, i.e. when you are flying you can use the mouse to select space stations, then 'd' to dock.
Mouse functions in trade menu coming soon. Any comments appreciated!
Thanks!
MickeyB
Current Project:
http://www22.brinkster.com/mbowles/
blahblahblahh
JGO Kernel
Posts: 4575
http://t-machine.org
Re: Galaxy Traders 6
«
Reply #38 on:
2004-03-15 15:38:38
»
The new login works fine, although for some reason the bottom 1/3 of all the letters in the name, password, alias boxes was being cut-off?
(nb: The cursors worked well enough that I forgot that had been a problem originally
. This is how it should be - people don't even notice the UI, it's just "there"
.)
Have you updated the network code yet? It seems to be exactly the same. The instructions in top right are helpful (but I'd suggest that when someone comes into the game for the first time, you have those instructions appear in the middle of the screen with a "press any key to continue" prompt, or flash momentarily to draw attention, etc - if you've never played before, there's a lot on screen and it might take a while to spot those instructions) and the mouse aiming makes a big difference, so that this time I made it into a dock (although I had to randomly bash the keyboard - didn't rememeber what the dock key was. Shortcuts are great once you've used the game/app a lot, but for beginners the non-shortcut way should be more obvious (howabout a 5 second popup every time you move over a dockable thing and/or each time you select a dockable thing that says "Fly over the thing and press D to dock"?) but the netcode problems meant that trading was impossible:
Press t to trade. Nothing happens.
move up and down lots. Nothing happens.
Nothing happens.
Nothign happens
Suddenly trade list scrolls.
Get excited, press up / down again
...(nothing happens for several seconds)...
etc
I think that is probably the numero uno problem at the moment
malloc will be first against the wall when the revolution comes...
MickeyB
JGO Ninja
Posts: 547
my game will work, my game will work!
Re: Galaxy Traders 6
«
Reply #39 on:
2004-03-15 16:05:54
»
thanks, feedback is great. Once you press t for trade, you should be able to use the arrows to move the list up and down. Right arrow buys item in box, left, sells if you have them. It will be mouse driven soon!!!!
Mouse press on space station or space object will launch a usage menu over the object soon as well.
No network code changes yet....soon, as soon as I figure out what to do lol
Thanks!
MickeyB
Current Project:
http://www22.brinkster.com/mbowles/
Games published by our own members! Go get 'em!
MickeyB
JGO Ninja
Posts: 547
my game will work, my game will work!
Re: Galaxy Traders 6
«
Reply #40 on:
2004-03-17 11:16:58
»
still havent made any network changes, but did test logging in from my office over a 64k line and it ran pretty well. Trades were instantaneous, movement, though it had some jerks, was pretty good. Chat was instantaneous as well as teh initial space station load, which is sent in its entirety from the server when you press d. weird.
MickeyB
Current Project:
http://www22.brinkster.com/mbowles/
MickeyB
JGO Ninja
Posts: 547
my game will work, my game will work!
Re: Galaxy Traders 6
«
Reply #41 on:
2004-03-22 16:56:26
»
Some new network code, applying a few things learned on another great thread here.
and.....dip dip dip dah! All trade and banking functions are now mouse driven!! Food is really the only decent trade item as I flesh out some trade ports but that is later on. You should experience very little lag when using the arrow keys to fly your ship. As always, all comments/critiques welcome!
MickeyB
Current Project:
http://www22.brinkster.com/mbowles/
MickeyB
JGO Ninja
Posts: 547
my game will work, my game will work!
Re: Galaxy Traders 6
«
Reply #42 on:
2004-03-24 06:12:52
»
Just a note...will be adding a secondary navigation style to the game this week, so those of you returning over and over, keep it up and thanks!! Still not as lucky as kevglass
, have 54 user profiles in my system, but have only seen a simultaneous usage of 2 at a time. :-/
Thanks again.
MickeyB
Current Project:
http://www22.brinkster.com/mbowles/
MickeyB
JGO Ninja
Posts: 547
my game will work, my game will work!
Re: Galaxy Traders 6
«
Reply #43 on:
2004-03-25 17:32:00
»
A few new things...you can now travel thru the first jumpgate to another sector and back again. Trade ports better stocked.
Help has been added for the F1 key.
MickeyB
Current Project:
http://www22.brinkster.com/mbowles/
MickeyB
JGO Ninja
Posts: 547
my game will work, my game will work!
Re: Galaxy Traders 6
«
Reply #44 on:
2004-03-31 16:40:32
»
I apologize for the continual post about little changes, but you know how it is when you build something one way, play with it, test it and it either doesnt do what you want it to do or you just don't like it....well that happens a lot here....
Anyway, a few more things in the game...all mouse driven except flight (arrow keys) and when you need to type chat or numbers...
Help fleshed out a little more too...
MickeyB
Current Project:
http://www22.brinkster.com/mbowles/
MickeyB
JGO Ninja
Posts: 547
my game will work, my game will work!
Re: Galaxy Traders 6
«
Reply #45 on:
2004-04-03 19:25:17
»
Update to client and server. Simple experience has begun for trades. Travel through the jumpgate is different. Fly over and stop inside gate. Click mouse on gate then click the highlighted yellow button in the lower left. Then click a destination.
MickeyB
Current Project:
http://www22.brinkster.com/mbowles/
blahblahblahh
JGO Kernel
Posts: 4575
http://t-machine.org
Re: Galaxy Traders 6
«
Reply #46 on:
2004-04-04 06:47:51
»
Just tried the latest version. Coming along nicely.
no lag problems; perfectly responsive
(maybe this is just luck, or maybe you fixed the net code?)
The help is great
Pressing Esc should either be ignored in help or quit the help - people are used to hitting esc to get out of help screens, but in GT6 it just quits the game! This could easily be mistaken for a crash
Text is all a bit too small on high-res monitors
. Suggest you eventually add a "choose resolution" or similar which just scales all text, graphics etc (e.g. on my monitor, the current game only takes up 1/4 of the screen)
For stats, suggest you do something elite never did - automatically record how much money you paid for each of the things in your hold! Otherwise, the player has to get out pen and paper and write it down
. Stupid (elite). Also lets you do funky stuff like in the trade screen have an extra column "Profit" which is +ve, 0, or -ve depending on what you paid for the items originally. Note: if you want to preserve some of the reward for people who are careful, you only need to record the *total* amount paid for the cargo, so if someone bought 1t for 10, and 1t for 90, it would record 100 for 2t, and in the display this would show up as "50 per 1t".
malloc will be first against the wall when the revolution comes...
MickeyB
JGO Ninja
Posts: 547
my game will work, my game will work!
Re: Galaxy Traders 6
«
Reply #47 on:
2004-04-05 07:55:44
»
thanks!
Network code was reworked, have just a few more components of the dead reckoning to tweek.
Glad Help was helpful
I have added the esc button closes help suggestion.
I went from fullscreen to 800*600. May add a 1024 by 768 down the road.
Trade...this is always a strange and unique area. At first I considered the, pick a product, make an offer, haggle, then settle on a price and award exp based on success. Settled on the buy one item at a time. It is faster, allows for quick in and out of station to move on to next. Interface was better geared for mouse driven usage so you didnt have to go back to keyboard so often. My eventually do a blend. When you enter station, you choose whether to buy outright(pay asking price) or haglle mode.?!
Going to try and flesh our player and ship in the next few days, then add shipyards for modifying ship or updgrading(for a price, of course). Then asteroid interface for mining. Then planet and moon interfaces...these will be extensive.
Political system has changed 8 times already, so it is not even in code yet, as have the races.
MickeyB
Current Project:
http://www22.brinkster.com/mbowles/
MickeyB
JGO Ninja
Posts: 547
my game will work, my game will work!
Re: Galaxy Traders 6
«
Reply #48 on:
2004-04-16 16:15:42
»
Another update. You can land on the Moons and mine for ore, planets coming soon along with more Moon functionality.
Reworked the main game loop with some of the Space Invaders tutorial in mind (thanks kev).
Login should be cleaner as well.
as always, feedback is priceless!
MickeyB
Current Project:
http://www22.brinkster.com/mbowles/
kevglass
« League of Dukes »
JGO Kernel
Posts: 5214
Medals: 49
Mentally unstable, best avoided.
Re: Galaxy Traders 6
«
Reply #49 on:
2004-04-16 16:35:55
»
Scary, the jar is now 666k in size! Fear the demons!
GT6 is really starting to come together now, I'm finding myself actually understanding whats going on
Couldn't find another space station to get to, but did have alot of fun flying round making trails.
Trading is looking good, still a little unintuitive but I did at least (after a short while) work out how to buy some stuff
Some sort of mini-map would be good. For my taste at least some of the stars in the background could move...
Still, its looking good, want to start making more fortune now! At the risk of turning into B^3, have you got an entry on Java Games Factory yet? If not, why not?, the visitors will want to see this one! And its even webstarted! (
http://grexengine.com/sections/externalgames/
)
Nice Job!
Kev
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MickeyB
JGO Ninja
Posts: 547
my game will work, my game will work!
Re: Galaxy Traders 6
«
Reply #50 on:
2004-04-20 11:19:34
»
Thanks!! Comments like that truly drive the creative effort!!
Ask and you shall receive...a minimap, though I call it a sector scan, is now up. It is stationary of the entire "known" sector and your ship moves around in it.
more to come soon!
M
MickeyB
Current Project:
http://www22.brinkster.com/mbowles/
swpalmer
JGO Kernel
Posts: 3438
Medals: 4
Where's the Kaboom?
Re: Galaxy Traders 6
«
Reply #51 on:
2004-04-20 19:26:22
»
Looking good. Works nice on the Mac, but you should use a NumberFormatter for the velocity reading. sometimes it goes to a zillion digits 4.0000000000000002
Digital Video
Welcome to reality
Sanity
MickeyB
JGO Ninja
Posts: 547
my game will work, my game will work!
Re: Galaxy Traders 6
«
Reply #52 on:
2004-04-21 06:39:20
»
Thanks, been meaning to do the formatting. Originally it was only so I cousl see acceleration, but I may leave it, as other ship will be slower or faster.
Thanks for the Mac note...I have no way of testing on a Mac.
M
MickeyB
Current Project:
http://www22.brinkster.com/mbowles/
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