Java-Gaming.org    
Featured games (79)
games approved by the League of Dukes
Games in Showcase (477)
Games in Android Showcase (107)
games submitted by our members
Games in WIP (536)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1] 2 3
  ignore  |  Print  
  4Kanabalt  (Read 9289 times)
0 Members and 1 Guest are viewing this topic.
Online kevglass

JGO Kernel


Medals: 121
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Posted 2010-12-02 23:36:04 »

Just started one:



Sorta working.

Kev

Offline CyanPrime
« Reply #1 - Posted 2010-12-03 04:05:34 »

Looks nice. Can't wait to try it ^_^
Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #2 - Posted 2010-12-03 09:16:14 »

I approve of this! Cheesy *thumbs up*

Play Minecraft!
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Online kevglass

JGO Kernel


Medals: 121
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #3 - Posted 2010-12-03 15:20:18 »

Retitled based on suggestions, 4Kanabalt.

First ditch testing:

http://dl.dropbox.com/u/1668516/fourkay/kanabalt.html

Kev

Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #4 - Posted 2010-12-03 23:39:05 »

It seemed to randomly speed up for a moment. Is that purposeful or is your FPS a little finicky?

See my work:
OTC Software
Offline Morre

JGO Knight


Medals: 2
Projects: 10


I'm Dragonene on IRC.


« Reply #5 - Posted 2010-12-04 11:12:00 »

The frame size is weird for me in opera, only shows about half of the game (unfortunately the right half, so you don't even see the runner).

Worked fine in chrome, looks nice, though of course it could use being more challenging. Also, like Demonpants said, it seems to run a little choppily for some reason. Not too bad, but nonetheless.
May I ask what rendering is used? I'm thinking pre-rendering the ground shapes to images and then using those rather than rendering the entire grid each time might speed things up, but I'm not sure if you're already doing this.

Online kevglass

JGO Kernel


Medals: 121
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #6 - Posted 2010-12-04 23:31:01 »

Updated:

http://dl.dropbox.com/u/1668516/fourkay/kanabalt.html

Kev

Online kevglass

JGO Kernel


Medals: 121
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #7 - Posted 2010-12-05 23:54:09 »

I'm getting a lot of screen tear at the moment, I've tried comment out blocks of rendering, other pipelines, cutting down GC and using a Canvas and Buffered/Renderering ... all to no avail.

Any got time to have a look?

http://pastebin.com/r3cYL8FA

Kev

Offline Riven
« League of Dukes »

JGO Overlord


Medals: 746
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #8 - Posted 2010-12-06 00:09:02 »

The problem is that you create a new thread, and call
1  
 appletGraphics.drawImage(bg, 0, 0, null);

on it. In AWT/Swing nothing works properly if not called from the EDT.

It seems your years using Slick / LWJGL have made you forgot all these nice things.

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings
Offline Riven
« League of Dukes »

JGO Overlord


Medals: 746
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #9 - Posted 2010-12-06 00:11:21 »

For a 4K entry, you should really try to implement all your drawing and logic inside paint(g). Surely you must still use double-buffering, but it is basically what it comes down to.

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Online kevglass

JGO Kernel


Medals: 121
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #10 - Posted 2010-12-06 00:31:20 »

Hmm, ok, but the drawImage method returns a boolean which tells you whether it's been fully loaded or lot (which as far as I understood it was what the potential for EDT/Threading issues here. In this case it always returns true.

In the past I'd used paint() but this time I went straight off Markus's Left4kDead which doesn't seem to have the issue?

Kev

Offline CommanderKeith
« Reply #11 - Posted 2010-12-06 00:42:19 »

Have you tried a BufferStrategy with 2 or 3 back buffers? I think that's the only way to get page-flipping which stops tearing, and even then it's not guaranteed because the machine might not support it.

http://download.oracle.com/javase/6/docs/api/java/awt/image/BufferStrategy.html

The game looks good, i like the parallax scrolling.

Offline pjt33
« Reply #12 - Posted 2010-12-06 10:36:17 »

The problem is that you create a new thread, and call
1  
 appletGraphics.drawImage(bg, 0, 0, null);

on it. In AWT/Swing nothing works properly if not called from the EDT.
That's not true. Nothing is guaranteed to work properly if not called from the EDT, but I think all the frameworks people used last year do their rendering in the same way, outside the EDT.
Online kevglass

JGO Kernel


Medals: 121
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #13 - Posted 2010-12-06 11:20:02 »

Yeah, I tried the add canvas/bufferstrategy route. Painful and no changes unfortunately Sad

Kev

Offline Riven
« League of Dukes »

JGO Overlord


Medals: 746
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #14 - Posted 2010-12-06 11:58:28 »

Aren't you simply updating the image while it's being drawn?

For debugging purposes, try to:
1. create a new BufferedImage every frame, and draw that on the applet Graphics instance
2. override update( g ); and put this.paint( g ); in the body.

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings
Online kevglass

JGO Kernel


Medals: 121
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #15 - Posted 2010-12-06 12:12:13 »

Thats where I started with it, but it doesn't seem to be whats happening.

I just tried 1 and 2 above, no change.

Kev

Offline CommanderKeith
« Reply #16 - Posted 2010-12-06 12:19:13 »

I think it's not possible to reliably sync to the refresh rate, it's a missing feature of java2D.

See this bug:
http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=6378181

and this discussion:
http://www.java-gaming.org/topics/why-java-games-look-choppy-vertical-retrace/14696/view.html

I know that designers get around it by blurring their video... but that's too much work for real time 4k games i suppose, although you guys seem to fit a lot of stuff in! Smiley

Anyway, I don't really notice the screen tear Kev, I think it looks great.

Offline zammbi

JGO Coder


Medals: 4



« Reply #17 - Posted 2010-12-06 12:46:18 »

No tearing here and I'm on a Intel graphics card.
Maybe try some graphics settings like: System.setProperty("sun.java2d.d3d", "false").

There seems to be a bug where you fall through the roof.

p.s 989m 

Current project - Rename and Sort
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #18 - Posted 2010-12-06 17:04:03 »

This latest update put my FPS to shit. Like, 1 FPS. Unplayable.

Mac OS X 2.8 Ghz Intel Core i7, 8 GB RAM, Java 6, Safari.

See my work:
OTC Software
Online kevglass

JGO Kernel


Medals: 121
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #19 - Posted 2010-12-06 17:08:56 »

Updated: http://dl.dropbox.com/u/1668516/fourkay/kanabalt.html

Think I got the bug with the roof zammbi. Unfortunately the tearing is visible on linux as well as windows but I'll give the sun.java2d.d3d setting a go.

Cheers,

Kev

Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #20 - Posted 2010-12-06 17:10:27 »

Updated: http://dl.dropbox.com/u/1668516/fourkay/kanabalt.html

Think I got the bug with the roof zammbi. Unfortunately the tearing is visible on linux as well as windows but I'll give the sun.java2d.d3d setting a go.

Cheers,

Kev
Still an impossibly bad FPS for me.

See my work:
OTC Software
Online kevglass

JGO Kernel


Medals: 121
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #21 - Posted 2010-12-06 17:41:42 »

Updated again: http://dl.dropbox.com/u/1668516/fourkay/kanabalt.html

Kev

Offline zeroone
« Reply #22 - Posted 2010-12-06 17:59:02 »

I am experiencing tearing in this version.  In fact, it appears to be shaking up and down rapidly.  Is that by design?
Online kevglass

JGO Kernel


Medals: 121
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #23 - Posted 2010-12-06 18:02:43 »

The shaking up and down is intentional Smiley

The tearing is horizontal.

Kev

Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #24 - Posted 2010-12-06 19:56:25 »

Nice, we're back to playability.

Good fun! The birds could maybe be a but more distinctive, but otherwise it's quite enjoyable.

See my work:
OTC Software
Offline TheMatrix154

Junior Member


Medals: 2



« Reply #25 - Posted 2010-12-06 20:10:03 »

Nice, as always  Smiley
It would be cool to control the length of the jump, e.g. hold the mouse button for longer jumps.

p.s. 1222m

Offline Pyrodragoon

Junior Member




Art calculated with java...


« Reply #26 - Posted 2010-12-06 22:53:11 »

Nice game - is it actually a game ?
But it's fun somehow and a real challenge, so lets call it a game  Wink
As said above, I like the parallax scrolling, too.
2240m  btw.

Keep going!!
Offline TheMatrix154

Junior Member


Medals: 2



« Reply #27 - Posted 2010-12-06 23:29:25 »

2408 :p yes, it's already a game.
now we need some highscores but not into 4k... but who knows what the ol' grandmaster can do?  Grin

Offline kappa
« League of Dukes »

JGO Kernel


Medals: 74
Projects: 15


★★★★★


« Reply #28 - Posted 2010-12-06 23:54:36 »

It would be cool to control the length of the jump, e.g. hold the mouse button for longer jumps.

+1 Smiley
Offline Riven
« League of Dukes »

JGO Overlord


Medals: 746
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #29 - Posted 2010-12-06 23:57:27 »

I think that would be very annoying actually, because you can only control the jump height (IRL) before you leave the ground. Often you have to jump 'last minute' in this game, which would mean you barely have time to press the mouse for any time whatsoever.

I'd say: long jump when both clicking the left and right mouse button.

Ultra superman jump when clicking left/right/scrollwheel? Smiley

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings
Pages: [1] 2 3
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

CogWheelz (8 views)
2014-07-30 21:08:39

Riven (20 views)
2014-07-29 18:09:19

Riven (14 views)
2014-07-29 18:08:52

Dwinin (12 views)
2014-07-29 10:59:34

E.R. Fleming (32 views)
2014-07-29 03:07:13

E.R. Fleming (12 views)
2014-07-29 03:06:25

pw (42 views)
2014-07-24 01:59:36

Riven (42 views)
2014-07-23 21:16:32

Riven (29 views)
2014-07-23 21:07:15

Riven (30 views)
2014-07-23 20:56:16
HotSpot Options
by dleskov
2014-07-08 03:59:08

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:58:24

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:47:22

How do I start Java Game Development?
by ra4king
2014-05-17 11:13:37

HotSpot Options
by Roquen
2014-05-15 09:59:54

HotSpot Options
by Roquen
2014-05-06 15:03:10

Escape Analysis
by Roquen
2014-04-29 22:16:43

Experimental Toys
by Roquen
2014-04-28 13:24:22
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!