MBrenaman
Jr. Member   Posts: 63
Javanaut
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on:
2004-05-21 00:00:17 » |
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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.comAlso, 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-
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-Mathew Brenaman
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oNyx
JGO Kernel      Posts: 2943 Medals: 5
pixels! :x
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Reply #1 on:
2004-05-21 01:47:23 » |
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> And I want to add more features, but I can't think of any. Webstart  Btw it flickers occasionally... therefore I guess that you use dirty rectangles. Well, you can still use doublebuffering in that case.
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MBrenaman
Jr. Member   Posts: 63
Javanaut
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Reply #2 on:
2004-05-21 01:51:22 » |
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It flickers? I am using double buffering 
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-Mathew Brenaman
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Games published by our own members! Go get 'em!
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oNyx
JGO Kernel      Posts: 2943 Medals: 5
pixels! :x
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Reply #3 on:
2004-05-21 03:47:58 » |
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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)
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nonnus29
JGO Ninja    Posts: 687
Giving Java a second chance after ludumdare fiasco
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Reply #4 on:
2004-05-21 06:58:20 » |
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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...
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MBrenaman
Jr. Member   Posts: 63
Javanaut
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Reply #5 on:
2004-05-21 12:30:09 » |
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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.
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-Mathew Brenaman
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DrBizzar0
Full Member   Posts: 175
Raj raj!
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Reply #6 on:
2004-05-21 12:30:12 » |
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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?
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MBrenaman
Jr. Member   Posts: 63
Javanaut
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Reply #7 on:
2004-05-21 13:04:59 » |
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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  .
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-Mathew Brenaman
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ribot
Sr. Member   Posts: 306
Ribot - mobile UI specialist
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Reply #8 on:
2004-05-21 14:58:44 » |
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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?
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MBrenaman
Jr. Member   Posts: 63
Javanaut
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Reply #9 on:
2004-05-21 18:34:03 » |
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Yea just one big long survival level....
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-Mathew Brenaman
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Games published by our own members! Go get 'em!
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ribot
Sr. Member   Posts: 306
Ribot - mobile UI specialist
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Reply #10 on:
2004-05-21 19:05:06 » |
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Quickly reviewing the game from my Apple, I found no faults.  OS 10.3.3, Java 1.4.2
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DrBizzar0
Full Member   Posts: 175
Raj raj!
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Reply #11 on:
2004-05-22 03:11:27 » |
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Yes, much better now.  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.
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blahblahblahh
JGO Kernel      Posts: 4575
http://t-machine.org
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Reply #12 on:
2004-05-22 04:37:00 » |
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Aw, come on! Why don't you mention the original? 
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...
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malloc will be first against the wall when the revolution comes...
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MBrenaman
Jr. Member   Posts: 63
Javanaut
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Reply #13 on:
2004-05-22 05:31:37 » |
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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  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
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-Mathew Brenaman
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blahblahblahh
JGO Kernel      Posts: 4575
http://t-machine.org
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Reply #14 on:
2004-05-22 05:41:16 » |
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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  "Paratrooper"  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.
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malloc will be first against the wall when the revolution comes...
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20thCenturyBoy
Full Member   Posts: 118
Ooh my head hurts...
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Reply #15 on:
2004-05-22 08:21:09 » |
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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
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MBrenaman
Jr. Member   Posts: 63
Javanaut
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Reply #16 on:
2004-05-22 09:09:35 » |
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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? 
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-Mathew Brenaman
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ribot
Sr. Member   Posts: 306
Ribot - mobile UI specialist
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Reply #17 on:
2004-05-22 11:11:43 » |
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Some form of firepower Powerup? Hi-score board, particle based explosions (hehe).
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20thCenturyBoy
Full Member   Posts: 118
Ooh my head hurts...
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Reply #18 on:
2004-05-22 21:21:31 » |
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Wow what are you running.
P3 1GHz, GeForce4200Ti 512MB RAM
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MBrenaman
Jr. Member   Posts: 63
Javanaut
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Reply #19 on:
2004-05-22 22:05:45 » |
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How very odd 20thcb? And the highscore board is going up (like the other games)
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-Mathew Brenaman
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kevglass
« League of Dukes » JGO Kernel      Posts: 5214 Medals: 49
Mentally unstable, best avoided.
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Reply #20 on:
2004-05-23 03:31:55 » |
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I get the same sort of results as 20thCB, I'm on:
WinXP, MSVM, Radeon 9000 Mobility.
Kev
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ribot
Sr. Member   Posts: 306
Ribot - mobile UI specialist
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Reply #21 on:
2004-05-23 06:15:57 » |
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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.
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MBrenaman
Jr. Member   Posts: 63
Javanaut
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Reply #22 on:
2004-05-23 07:49:43 » |
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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).
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-Mathew Brenaman
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blahblahblahh
JGO Kernel      Posts: 4575
http://t-machine.org
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Reply #23 on:
2004-05-23 08:55:18 » |
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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)
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malloc will be first against the wall when the revolution comes...
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DrBizzar0
Full Member   Posts: 175
Raj raj!
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Reply #24 on:
2004-05-23 13:42:39 » |
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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?
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MBrenaman
Jr. Member   Posts: 63
Javanaut
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Reply #25 on:
2004-05-23 16:59:43 » |
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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....
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-Mathew Brenaman
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MBrenaman
Jr. Member   Posts: 63
Javanaut
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Reply #26 on:
2004-05-24 02:47:50 » |
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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).
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-Mathew Brenaman
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vredungmand
Jr. Member   Posts: 54
Java games rock!
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Reply #27 on:
2004-05-25 08:36:34 » |
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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.
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MBrenaman
Jr. Member   Posts: 63
Javanaut
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Reply #28 on:
2004-05-25 10:07:39 » |
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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. 
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-Mathew Brenaman
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vredungmand
Jr. Member   Posts: 54
Java games rock!
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Reply #29 on:
2004-05-25 10:34:45 » |
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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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