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  mbrenaman.com (My java games)  (Read 3224 times)
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Offline MBrenaman

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Javanaut


« on: 2004-05-21 00:00:17 »

Hi everyone, I'm kinda new around here though I've posted once concerning php calls...

Well, I was reluctant to post this but check out some games I've written and tell me what you think.

http://mbrenaman.com

Also, there is a game I'm working on now

http://mbrenaman.com/ioinfection/

And I want to add more features, but I can't think of any.

Go ahead, be cruel. Throw large, sharp stones if you want to. Any critisism is welcome.

Thank you for your time-

-Mathew Brenaman
Offline oNyx

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pixels! :x


« Reply #1 on: 2004-05-21 01:47:23 »

> And I want to add more features, but I can't think of any.

Webstart Grin

Btw it flickers occasionally... therefore I guess that you use dirty rectangles. Well, you can still use doublebuffering in that case.

弾幕 ☆ @mahonnaiseblog
Offline MBrenaman

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Javanaut


« Reply #2 on: 2004-05-21 01:51:22 »

It flickers? I am using double buffering  Huh

-Mathew Brenaman
Games published by our own members! Go get 'em!
Offline oNyx

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pixels! :x


« Reply #3 on: 2004-05-21 03:47:58 »

Well, let's face it - applets are... erm... not so cool :>

(I only tested it because I accidently had java turned on in my browser)

弾幕 ☆ @mahonnaiseblog
Offline nonnus29

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Giving Java a second chance after ludumdare fiasco


« Reply #4 on: 2004-05-21 06:58:20 »

I kinda like applets for the nostalgia feeling; I thinks it neat to see what you can make that crappy old MS vm do.

I'm at work so I can't try your games yet...
Offline MBrenaman

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Javanaut


« Reply #5 on: 2004-05-21 12:30:09 »

Well speaking of the old VM, I do plan to eventually just make games for new plugin. But I'll never stop making applet... mwuhahahaha.

-Mathew Brenaman
Offline DrBizzar0

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Raj raj!


« Reply #6 on: 2004-05-21 12:30:12 »

Nice games!

I have a suggestion to Io infection, make the applet area wider than the game area. When I'm shooting things I tend to move the mouse cursor to the object I try to blow up and that leads to me getting outside the applet sometimes when I try to blow up droids close to the borders.

Oh and another thing, I die by a bomb from one of the ships everytime, not being close of a 100:ed infections. Maybe you could make the turret able to withstand a couple of hits before it blows up?
Offline MBrenaman

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Javanaut


« Reply #7 on: 2004-05-21 13:04:59 »

Excellent, feedback. I will work on that mouse thing though I never move the mouse that far from the turret.

I'll also give the turret a three hit life counter and see how that works out.

I do have a question though. Right now the turrets fire can kill itself. Should I take that out?

EDIT: I made the changes you suggested and its great, thank you so much  Grin .

-Mathew Brenaman
Offline ribot

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Ribot - mobile UI specialist


« Reply #8 on: 2004-05-21 14:58:44 »

All smooth and quite chaotic in io infection! One question - is there an end to the level, or is there just a single level where you have to survive as long as possible?

http://ribot.co.uk - design agency focused on mobile
http://www.retrospecs.co.uk - online vintage eyewear store
Offline MBrenaman

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Javanaut


« Reply #9 on: 2004-05-21 18:34:03 »

Yea just one big long survival level....

-Mathew Brenaman
Games published by our own members! Go get 'em!
Offline ribot

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Ribot - mobile UI specialist


« Reply #10 on: 2004-05-21 19:05:06 »

Quickly reviewing the game from my Apple, I found no faults.  Grin
OS 10.3.3, Java 1.4.2

http://ribot.co.uk - design agency focused on mobile
http://www.retrospecs.co.uk - online vintage eyewear store
Offline DrBizzar0

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Raj raj!


« Reply #11 on: 2004-05-22 03:11:27 »

Yes, much better now.   Cheesy

Hmmm yeah maybe you should take out the shoot your self stuff, when things begin to get hectic, I think it is easy to blow up your self.
Offline blahblahblahh

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« Reply #12 on: 2004-05-22 04:37:00 »

Aw, come on! Why don't you mention the original? Smiley

Quote


I do have a question though. Right now the turrets fire can kill itself. Should I take that out?


That's a very bad idea to leave in because you have to point almost straight up in order to hit the robots either side of you...

Also, I found it annoying that you don't actually shoot where the mouse cursor is. Instead, you shoot an initial angle equivalent to the angle between mouse and gun. In a game where the instructiosn say "point and shoot" but in fact the game is "point somwhere completely different and shoot" it's a bit annoying/unfair.

e.g. try and shoot a robot on the extreme left of the screen.

Also, instead of RSI-inducing continual clicking, you ought to have autofire. This is the 21st century. autofire of course allows the player to choose non-autofire just by letting go of the mouse button!

Nice remake, and I like how you've tried to make it a bit different (good graphics and sound effects too) but I think I still prefer the original...

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

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Javanaut


« Reply #13 on: 2004-05-22 05:31:37 »

Yes 3xblah, it is based on a game I played along time ago where the soldiers would parachute in and build up. I loved that game I tried to spin the concept. I just don't remember the name  Tongue

As for the point and fire, I guess I should rephrase that in the instructions.

I've added graphics to go along with the damage you take and you can now also shot below the horizon.

I found these to be great improvements.

EDIT: also you cant kill yourself either

-Mathew Brenaman
Offline blahblahblahh

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« Reply #14 on: 2004-05-22 05:41:16 »

Quote
Yes 3xblah, it is based on a game I played along time ago where the soldiers would parachute in and build up. I loved that game I tried to spin the concept. I just don't remember the name  Tongue


"Paratrooper" Smiley

Although...there was another remake about 10 years ago called "Ganja Wars" IIRC, where you played a cannabis farmer trying to protect his crop from the US marines; at the end of each level, the "God of Gange" would fly down in a rainbow and rejuvenate some of your weed...and if you did a "perfect" level you got upgrades, the best of which (even better than the rocket launcher) IIRC was the Super Spliff. LOL.

malloc will be first against the wall when the revolution comes...
Offline 20thCenturyBoy

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Ooh my head hurts...


« Reply #15 on: 2004-05-22 08:21:09 »

Ioinfection on MS JVM (XP, IE 6) is jerktastic, also I can see the pink background around the sprites.  Switching to Sun JVM 1.4.2 is much better, however there is still too much flickering of sprites for the game to be enjoyable. The graphics are nice though!

20thCB
Offline MBrenaman

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Javanaut


« Reply #16 on: 2004-05-22 09:09:35 »

Wow what are you running. Thats a totally new problem.... it runs fine on my old computer (~800mhz Pentium IE 6 Windows Xp)

EDIT: auto-firing has been added.. Who else has a change?  Cheesy

-Mathew Brenaman
Offline ribot

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Ribot - mobile UI specialist


« Reply #17 on: 2004-05-22 11:11:43 »

Some form of firepower Powerup? Hi-score board, particle based explosions (hehe).

http://ribot.co.uk - design agency focused on mobile
http://www.retrospecs.co.uk - online vintage eyewear store
Offline 20thCenturyBoy

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Ooh my head hurts...


« Reply #18 on: 2004-05-22 21:21:31 »

Wow what are you running.

P3 1GHz, GeForce4200Ti 512MB RAM
Offline MBrenaman

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Posts: 63


Javanaut


« Reply #19 on: 2004-05-22 22:05:45 »

How very odd 20thcb? And the highscore board is going up (like the other games)

-Mathew Brenaman
Offline kevglass
« League of Dukes »

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Mentally unstable, best avoided.


« Reply #20 on: 2004-05-23 03:31:55 »

I get the same sort of results as 20thCB, I'm on:

WinXP, MSVM, Radeon 9000 Mobility.

Kev

Offline ribot

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Posts: 306


Ribot - mobile UI specialist


« Reply #21 on: 2004-05-23 06:15:57 »

I'd move the "click on the applet to gain focus" text as it is not very readable at its current position.

Did it save my score of around 1300?

It would also be nice to distinguish the ship bullets from that of your own.

http://ribot.co.uk - design agency focused on mobile
http://www.retrospecs.co.uk - online vintage eyewear store
Offline MBrenaman

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Posts: 63


Javanaut


« Reply #22 on: 2004-05-23 07:49:43 »

Well before you had to start a new game to save your old score. Sorry I didnt mean leave that in. Also I fixed the text and removed some small bottlenecks. But I don't think that this is going to help plp using the old Microsoft Java Virtual Machine with slower cpu's.

Any pointers to some tutorials related to speed optimizing java would help (I'll look around).

-Mathew Brenaman
Offline blahblahblahh

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http://t-machine.org


« Reply #23 on: 2004-05-23 08:55:18 »

1. No autofire, and no sign of the other changes you mentioned ?!?

2. Why don't you submit it to http://grexengine.com/sections/externalgames/ ? Although it would be much much much better if you make a webstart version first (takes just a few minutes - there's an article in the articles section on that site with full step-by-step instructions)

malloc will be first against the wall when the revolution comes...
Offline DrBizzar0

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Posts: 175


Raj raj!


« Reply #24 on: 2004-05-23 13:42:39 »

With autofire and the ability to turn the turret much further down I think it's to easy now, got to 2000 points and stopped playing because I got bored. Maybe you could accelerate the rate of emergance of droids as the play time increases?
Offline MBrenaman

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Javanaut


« Reply #25 on: 2004-05-23 16:59:43 »

Well I've been twicking the game and I've been profiling it. At this point the most used method is collision() This is in a Sprite Class and something like a Bomber extends this class. Anyways here's what I use for collision detection


 public boolean collision(Sprite sprite){
   if((int)(y)+(height>>>1)+(collisionHeight>>>1)<(int)(sprite.y)+(sprite.height>>>1)-(sprite.collisionHeight>>>1)) return false;
   if((int)(y)+(height>>>1)-(collisionHeight>>>1)>(int)(sprite.y)+(sprite.height>>>1)+(sprite.collisionHeight>>>1)) return false;
   if((int)(x)+(width>>>1)+(collisionWidth>>>1)<(int)(sprite.x)+(sprite.width>>>1)-(sprite.collisionWidth>>>1)) return false;
   if((int)(x)+(width>>>1)-(collisionWidth>>>1)>(int)(sprite.x)+(sprite.width>>>1)+(sprite.collisionWidth>>>1)) return false;

   return true;
 }


Also drawing anything big with the MS JVM seems to eat up LOTS of time. Any suggestions on anything....

-Mathew Brenaman
Offline MBrenaman

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Posts: 63


Javanaut


« Reply #26 on: 2004-05-24 02:47:50 »

Sorry to double post but I totally revamped some stuff and I was wondering if the people who had "jerky" problems under the MS JVM, could run it one more time to see if its been fixed (at least a little I hope).

-Mathew Brenaman
Offline vredungmand

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Java games rock!


« Reply #27 on: 2004-05-25 08:36:34 »

I like your IO infection game - runs flawlessly on my macosx machine.

FYI - my collision detection looks like this:

public boolean collidesWith(SJGSprite s) {
   return ((getLeft() < (s.getLeft() + s.getWidth())) && ((getLeft() + getWidth()) > s.getLeft()) &&
       (getTop() < (s.getTop() + s.getHeight())) && ((getTop() + getHeight()) > s.getTop()));
}

I don't know if your optimisations with multiple if sentences and >>> matter - as you can see writing it in a single sentence and doing all data access through methods has not been a problem for me.

Are you searching through all sprites for collision detection with a single sprite? Maybe you can optimise that - change algorithm and data representation. Although it has never been necessary for the stuff I do.

Offline MBrenaman

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Posts: 63


Javanaut


« Reply #28 on: 2004-05-25 10:07:39 »

Yea, for the cannon balls (whatever you want to call em) I go through each on and check for collision with any active sprites. All sprites are stored in individual arrays like CannonBall[] cannonballs = new CannonBall[MAX_CANNONBALLS] and so on.. I use for loops to cycle through, test if active, then test anything else, then finally test collision.

Can you explain any other approach you maybe suggesting or maybe point me to some documentation or source. I would appreciate it. I want to do it the best possible way.  Smiley

-Mathew Brenaman
Offline vredungmand

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Java games rock!


« Reply #29 on: 2004-05-25 10:34:45 »

If you really want to look into it, then there is something in: Berg, van Kreveld, Overmars & Schwarzkopf: Computational Geometry, chapter 5: Orthogonal Range Searching.

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