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  Galaxy Traders 6  (Read 5540 times)
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Offline MickeyB

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Posts: 547


my game will work, my game will work!


« on: 2003-12-01 07:23:06 »

I have completed some code for Galaxy Traders 6 (GT6)  You can use arrow keys to fly around and esc to exit.

You should be able to mouse click objects in sector to target.  I was having trouble with the device settings
but with some research and some of Jeff's code I found in the forums, I think I may have gotten it situated.

The code is on http://www22.brinkster.com/mbowles/gt6.htm

Please let me know what you think and more importatnly if you have any errors with it.

I apologize for the web host, I should have a more accessible spot soon.  There is a bat for Win users, though you may have to mod for your classpath.  Otherwise its:  java GT6.GT6
It is compiled with java 1.4.1_02.  

M

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Offline Hansdampf

Sr. Member
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Posts: 412
Medals: 2


too offending?


« Reply #1 on: 2003-12-01 08:33:08 »

no errors
you could remove the static stars and move them at different speed to make it more spacy

lots of sillystupid games: http://www.emaggame.com
Offline MickeyB

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Posts: 547


my game will work, my game will work!


« Reply #2 on: 2003-12-01 09:35:38 »

thanks!!
very true about the stars.  There are actually 5-10 "stars" out there that do move, but that isnt enough to notice.

Otherwise did it run ok?  smooth? etc?

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Games published by our own members! Go get 'em!
Offline Mojomonkey

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Posts: 540
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ooh ooh eee eeee


« Reply #3 on: 2003-12-01 09:50:32 »

Ran very smooth, very clean, no problems, glitches or annoyances. Keep it up.

Don't send a man to do a monkey's work.
Offline MickeyB

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Posts: 547


my game will work, my game will work!


« Reply #4 on: 2003-12-01 09:54:41 »

thanks a ton!  will do!

M

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Offline swpalmer

JGO Kernel
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Posts: 3438
Medals: 4


Where's the Kaboom?


« Reply #5 on: 2003-12-01 10:11:36 »

OS X 10.3.1 Java 1.4.2 DP1

Ran ok, felt mighty slow though.

Offline MickeyB

JGO Ninja
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Posts: 547


my game will work, my game will work!


« Reply #6 on: 2003-12-01 11:42:04 »

you are my first mac test.  Glad it loaded and ran.  It is set for a 2-3 pixel per iteration movement so not very fast.  If you hold shift with up arrow, it should move faster.  I guess I need to add a framerate to the top.
thanks!!

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Offline moogie

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Java games rock!


« Reply #7 on: 2003-12-01 16:14:47 »

Worked very well for me, there was an occasional white flash, but appart from that, looking good!

System:

java RTE 1.4.1_01

------------------
System Information
------------------
Time of this report: 12/2/2003, 10:42:23
      Machine name: ARRAGORN
  Operating System: Microsoft Windows 2000 Professional (5.0, Build 2195) Service Pack 4
          Language: English (Regional Setting: English)
System Manufacturer: Compaq
      System Model: DSDT
              BIOS: 686Y2 v1.04
         Processor: Intel(R) Pentium(R) 4 CPU 1.50GHz
            Memory: 384MB RAM
         Page File: 299MB used, 427MB available
Primary File System: NTFS
   DirectX Version: DirectX 8.1 (4.08.01.0881)
DX Setup Parameters: Not found
    DxDiag Version: 5.01.2600.0881 32bit Unicode



---------------
Display Devices
---------------
       Card name: NVidia Vanta
    Manufacturer: NVidia
       Chip type: NV5
        DAC type: Integrated RAMDAC
       Device ID: Enum\PCI\VEN_10DE&DEV_002C&SUBSYS_007210DE&REV_15
  Display Memory: 16.0 MB
    Current Mode: 1280 x 1024 (32 bit) (75Hz)
         Monitor: Plug and Play Monitor
 Monitor Max Res: 1600,1200
     Driver Name: nv4.dll
  Driver Version: 5.00.2160.0327 (English)
     DDI Version: Unknown
Driver Attributes: Final Retail
Driver Date/Size: 12/8/1999 03:13:38, 530192 bytes
   Driver Signed: Yes
 WHQL Date Stamp: n/a
             VDD:
        Mini VDD: nv4.sys
   Mini VDD Date: 10/28/1999 01:53:38, 345040 bytes
Device Identifier: {D7B71E3E-436C-11CF-2972-0228BAC2C835}
       Vendor ID: 0x10DE
       Device ID: 0x002C
       SubSys ID: 0x007210DE
     Revision ID: 0x0015
        Registry: OK
    DDraw Status: Enabled
      D3D Status: Not Available
      AGP Status: Not Available
DDraw Test Result:
D3D7 Test Result:
D3D8 Test Result:

-------------
Sound Devices
-------------
     Description: SoundMAX Digital Audio
       Device ID: PCI\VEN_8086&DEV_2445&SUBSYS_008A0E11&REV_12
 Manufacturer ID: 1
      Product ID: 100
            Type: WDM
     Driver Name: smwdm.sys
  Driver Version: 5.12.01.3038 (English)
Driver Attributes: Final Retail
   Driver Signed: No
   Date and Size: 10/25/2001 15:39:28, 465096 bytes
     Other Files:
 Driver Provider: Analog Devices
  HW Accel Level: Standard
        Registry: OK
Sound Test Result:

-----------
DirectMusic
-----------
DLS Path: C:\WINNT\SYSTEM32\drivers\GM.DLS
 Version: 1.00.16.0002
   Ports:
          Microsoft Synthesizer, Software (Not Kernel Mode), Output, DLS, Internal, Default Port
          SoundMAX Digital Audio, Software (Kernel Mode), Output, DLS, Internal
          Microsoft MIDI Mapper [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
          Microsoft GS Wavetable SW Synth [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
Registry: OK
Music Test Result:






Offline wiederke

Jr. Member
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Posts: 76


Thx to James Gosling.


« Reply #8 on: 2003-12-02 04:01:10 »

Hi,

very nice!!!

At the first start my screen was fragmented. The second time are started the game everything was fine.
It would be cool if you could set the destination of the spacecraft wit the mouse.

- Dell Laptop (Latitude C600)
- Win2000
- ATI Mobility M3


ciao torsten
Offline MickeyB

JGO Ninja
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Posts: 547


my game will work, my game will work!


« Reply #9 on: 2003-12-02 08:51:13 »

cool, thanks!

Yeah, one of my first thoughts was to have the ship destination set by mouse click, but I haven't gone as far as working out the "when to rotate, when to move forward" and any other physics.  WOuld be nice to have it completely mouse driven, with the occasional trip to the keyboard to enter numbers for trades/purchases/etc...

It is now an executable jar!

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Games published by our own members! Go get 'em!
Offline MickeyB

JGO Ninja
***

Posts: 547


my game will work, my game will work!


« Reply #10 on: 2003-12-04 13:39:04 »

not much of an update...
http://www22.brinkster.com/mbowles/gt6.htm

added FPS counter, basic targeting system(use backward quote, left of 1 key), create more objects for future play.


MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Offline moogie

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Posts: 775
Medals: 5


Java games rock!


« Reply #11 on: 2003-12-04 16:35:55 »

I know it is not your fault, blame windows Wink but when hitting the shift key in rapid succession 5 times brings up the "sticky keys" alert in Windows.

This dumps you back to the desktop and it seems that you cannnot get back to the game Sad

It may be necessary to get some jini to disable this 'feature'.
Offline kevglass
« League of Dukes »

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Posts: 5214
Medals: 49


Mentally unstable, best avoided.


« Reply #12 on: 2003-12-04 23:43:12 »

JNI not JINI, JINI's a whole different basket.

The easiest solution is don't use Shift as something that needs to be hit alot, i.e. fire.

Kev

Offline MickeyB

JGO Ninja
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Posts: 547


my game will work, my game will work!


« Reply #13 on: 2003-12-05 06:07:12 »

thanks moogie and kev...the shift key, right now, switchs from regular speed to high speed.  This will be changed to another type of control(nums across top maybe) when I complete the startshipcomponent and starshipengine classes.


thanks again!

M

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Offline outlander78

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Posts: 15


Java games rock!


« Reply #14 on: 2003-12-15 17:41:00 »

Great looking game - or at least the start of one!

I have two questions for you (if you don't mind):

1.  How do you rotate the images in place?  Mind sharing that code snippet?

2.  Is there a Galaxy Traders 5 we can play with while you work on version 6?

cheers,
Andrew

Please try my retro computer game, oshs (Old School Hack and Slash), and let me know what you think.  (Updated May 18th)
Offline MickeyB

JGO Ninja
***

Posts: 547


my game will work, my game will work!


« Reply #15 on: 2003-12-16 08:31:55 »

Quote
Great looking game - or at least the start of one!

I have two questions for you (if you don't mind):

1.  How do you rotate the images in place?  Mind sharing that code snippet?

2.  Is there a Galaxy Traders 5 we can play with while you work on version 6?

cheers,
Andrew


Rotation is done with Graphics2D's AffineTransform...

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// rotate players ship
if(rotateRight) facing += 0.05;
if(rotateLeft) facing -= 0.05;
// other sin and cos calcs for positioning
AffineTransform at = new AffineTransform();
// translation here
// now rotate
at.rotate(facing,shipWidth>>1,shipHeight>>1);                  
g.setTransform(at);
// now paint the player


The actual rotation calc may end up in the server later on.


Actually there was a Galaxy Traders 5, it was a 640*480 applet with a 400*400 canvas with very simple 2d graphics.  It is no longer up and running, though it did have a decent player base, or at least what I thought was one.  600+ players in the database with an average of 10-12 online at a time with peaks at 15+ and lows of 1-2.

Galaxy Traders 4 was a Browser based game(like a lot of the space trade comabt clones out there). It was originally titled Starship Traders 4, but at release time the guy hosting it for me discovered someone was already using the name.

Startship Traders 3 was a text mud.(attmpeted to make this a BBS game on The Underground BBS)

Startship Traders 2 was a C64 slightly graphical single player game done in qbasic.

Startship Traders 1 was a table top game, using D&D's d20 system.

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Offline outlander78

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Posts: 15


Java games rock!


« Reply #16 on: 2003-12-16 09:43:08 »

Thanks for the code - I have a lot to learn when it comes to Graphics2D (and on many other topics, I'm sure! Smiley ).

cheers,
Andrew

Please try my retro computer game, oshs (Old School Hack and Slash), and let me know what you think.  (Updated May 18th)
Offline MickeyB

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***

Posts: 547


my game will work, my game will work!


« Reply #17 on: 2003-12-27 07:35:22 »

I have the server started, and would like any feedback you can provide.  Chat is real-time/multi, ship movement is server based but you can only see yourself.
Instuctions: http://www22.brinkster.com/mbowles/gt6/

Game jar: (should work :-/) http://www22.brinkster.com/mbowles/gt6/gt6.jar

Thanks a ton!

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Offline MickeyB

JGO Ninja
***

Posts: 547


my game will work, my game will work!


« Reply #18 on: 2004-01-20 05:59:16 »

I put the server back up again as I have added teh basics for seeing others inthe same sector.  Any feedback would be great, but specifically looking for:
1 - could you connect?
2 - did screen look ok, or was it skewed "leftward" i e text squished to the left.
3 - did you see anyone else?
4 -  did chat work?

Thanks a ton!

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Offline DrBizzar0

Full Member
**

Posts: 175


Raj raj!


« Reply #19 on: 2004-01-20 07:44:35 »

I get this message after a few seconds and then the game shuts down.

Quote
All known internet servers are offline. Server lookup coming soon! Shutting down client in 5 seconds!
Offline MickeyB

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***

Posts: 547


my game will work, my game will work!


« Reply #20 on: 2004-01-20 16:09:27 »

should be working now, sorry for the confusing.


MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Offline MickeyB

JGO Ninja
***

Posts: 547


my game will work, my game will work!


« Reply #21 on: 2004-01-22 16:15:13 »

I have posted a new client. I apologize to those who signed up yesterday the 21st. My format file was overwritten so you guys will have to click the register button. Again this is not a huge update. Better network code, rotation of remote players now used locally(you should see others rotate as well as move in the x and y dirs), and an improved "docking" screen to show what is coming up.

Client version control is in place that notifies you when your client is out of date( I have not set up an auto download as of yet).

Again, just connecting, moving around a bit, clicking some of the control buttons and logging out is a great help on my end, thanks!!

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Offline blahblahblahh

JGO Kernel
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Posts: 4575


http://t-machine.org


« Reply #22 on: 2004-03-02 13:48:57 »

1  
Your system would not accept one of 5 different display modes, exting...


On a geforce2. Whatever screen modes you're checking, they're obviously not very good choices if a GF2 cannot reproduce them...

malloc will be first against the wall when the revolution comes...
kul_th_las
Guest
« Reply #23 on: 2004-03-04 08:33:58 »

Is there a schedule as to when the servers are up? I'd like to try your game, but recieve the "All known internet servers are offline" message.
Offline MickeyB

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Posts: 547


my game will work, my game will work!


« Reply #24 on: 2004-03-10 17:36:45 »

I have a geforce 2 ans it runs fine.  The max resolution I was detecting in full screen mode was 800*600.  I have modified to a windowed mode for testing, so it should not be an issue now.

As for server time, I try to keep the server up all the time and only restart it when I have made a significatn client change as then talk to each other for version check.  Webstart version now available as well.
http://68.57.89.45:11211/gt6/gt6.jnlp, though not well tested.

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Offline MickeyB

JGO Ninja
***

Posts: 547


my game will work, my game will work!


« Reply #25 on: 2004-03-12 18:14:06 »

Trade code nearly complete.  You can now buy and sell products at space stations and when you log out, any product/cargo you still have is saved.  You can pick up where you left off when you return.

Next stuffs:
-flesh out player skills and ship parts.
-add multiple sectors and flesh out some other stations so trade is a little more fun.
-work on weapons and shields...leading to limited combat
-gadgets...little things to add to your ship like scanners, cloaks, etc.
-begin planet development

Webstart link is in above post.

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Offline blahblahblahh

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Posts: 4575


http://t-machine.org


« Reply #26 on: 2004-03-12 18:41:18 »

Quote
I have a geforce 2 ans it runs fine.  The max resolution I was detecting in full screen mode was 800*600.  I have modified to a windowed mode for testing, so it should not be an issue now.


Works fine now.
Quote

Webstart version now available as well.
http://68.57.89.45:11211/gt6/gt6.jnlp, though not well tested.


Webstart works fine.

But...

This game *looks* great, but the UI is absolutely dreadful. I felt like I was playing a game on a CPC-464 again, where games often had controls that didn't work and you had to press things in a certain order to get a game to start (with no advice) or the "press S to start" should have read "press F to start" etc. (this isn't what happened, but it felt as frustrating as those games were).

Right now, you have what looks like it might be a great game but isn't. These are all negative comments, but don't be disheartened; they're all UI issues.

  • The decision to not allow mice is very strange, and will probably make some people refuse to play the game, but I think for me it would be OK if the keyboard controls actually worked and worked well. (see following comments...)
  • The opening menu has a highlight on the selected menu item that is so subtle it took me > 30 seconds just to discover that it was even there. I think something like 20 pixels changed from black to green, and some more changed from "bright green" to "very bright green".
  • Your KB-menus are broken in places - e.g. when registering, if you hit up after registering, the selection vanishes (nothign selected) and the "hit enter" message vanishes too. You have to hit either up then down or down to get back to the enter message
  • You have no cursor. This is such a standard of UI's for the last 30+ years that people find it hard to work without them. Primarily they tell you where you can start typing. This is especially true in your text GUI where it looks very similar to many games GUIs that are the same but you have to hit enter on a selection to make the cursor appear; this is not your fault, but it's an expectation that many players have so it would be a good idea IMHO not to confuse them
  • You need to fix your networking protocols - I had a > 0.5 second lag for anything to happen and I'm on broadband with no other network transfers at the same time.
  • It's very non-intuitive to move around. Just pressing the up arrow does *nothing at all*; you have to hold it down for a little while (it seemed just a hundred ms or so was enough...). This means it took a *very* long time to discover I could move.
  • Worse, your decision to ban the mouse means that when you jump into the game there is a reasonable expectation that the player is still in your focus-based text menu system - especially since the messages on the screen talk about "selecting a system", and something in the middle of the screen is highlighted. With nothing happening in response to cursor key presses, I thought I had to select a planet using cursors, but nothing seemed to be happening, By accident I eventually held down the up arrow for a while and discoverd the tiny ship.

malloc will be first against the wall when the revolution comes...
Offline MickeyB

JGO Ninja
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Posts: 547


my game will work, my game will work!


« Reply #27 on: 2004-03-13 05:44:30 »

ouch.....uhmmm, I quit!

Points well takin on the non-mouse/keyboard only issues.  I decided to go with a keyboard only game so you could sit with your hands on the keyboard to play and they would never have to leave the keyboard.  Apparantly not the best solution.  :-/

BTW, I did post an instructions page on my website, which is available at the beginning of this thread.

As for the network code, its a byte array packet type thing that I borrowed through GNU and have spoken with the author.  His implementation allowed for some very neat usage that I liked and would take a while to circumvent.  It may very well be true that I am not implementing it well.  Many things seem instantaneous when the packet is created and sent immediatle when you fire off a command, but movement packets are sent once every frame.
The server takes these, which are speed and direction, and is continually computing your location.  Then, at an attempt to match framerate, the server sends a packet to each player for each player(in the same sector) with there location info.  I have not implemnted any dead reconing...it is purely, here is where things are from the server.  ANY tips would be greatly appreciated.

With the exception of the network issues below, I could revert back to my old login, which was its own Frame with textfields and buttons(very easy and intuitive) and I could add mouse usage (it already exists, just does a system println of x y location of cursor) will a small effort.  I may do this and get back with you guys.  I would love to have kevglasses networl smoothness in his miniadventure!

Thanks

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Offline kevglass
« League of Dukes »

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Posts: 5214
Medals: 49


Mentally unstable, best avoided.


« Reply #28 on: 2004-03-13 05:50:11 »

If you were serious I'll happily make the (uncommented and slightly out of date) source available on the web.

All I do it send a TCP packet 5 times a second for every actor in each direction if they've moved and the target client can see them. Then I do some smoothing on the client so that no-one ever actually "jumps" they always walk smoothly. It means the client might be out of sync by a "5th of a second + lag" but doesn't matter too much if its not a twitcher.

Kev

Offline MickeyB

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Posts: 547


my game will work, my game will work!


« Reply #29 on: 2004-03-13 06:48:51 »

That would be great! thanks!

My packets are going about 30 times a second!  And, as you saw from blahblahblah, it was a half second wait until his ship actually started moving.  

Client sends his move to client 30 times a second and server, calcs all moves, gets locations, then sends those to each client in the sector only if he can see him as well.

I have reverted to my old login frame so login/register should be a little easier and more intuitive.  No other mods to gui have been made yet.

I also noticed the "white screen."  I must have some class loaded graphics messed up.  When I run my jar that is in the webstart directory, I get the login, then a white screen, then my space screen.  When I run my local jar,  I get my "grpahics loading, please wait" screen and never get a white screen. hmmmmm

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
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