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Wrathnut

[java] Try my Demo

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Wrathnut    466
Hi everyone. I finally did manage to figure out what was wrong with my game engine under JR 1.4.x environment, For anyone that is interested I was using the Tab key to activate a level. The problem is that in 1.4.x the Tab key is consumed, so it will never reach the applet/application. Pretty lame if you ask me.. I would like to thank bslayerw, and NuffSaid for helping me think along a diferent line, otherwise I might have been stumped on this one for a long time.. But back to business now. If I could get some feedback on the load times, playability, and framerate of my demo I would really appreciate it. If you could also post your machine specs and OS that will help me greatly. The game is located at: http://www.mlecmn.net/~abutcher/Demo5/ As usual all criticism is encourage, even if it sounds negative in text, or just plain is negative. Otherwise how would we ever learn our mistakes? On a side note I did finally get the JRE 1.4 installed and atleast on my machine the demo runs choppy as hell. But when I play it in JRE 1.1 it is smooth as silk. So I am particularly interested in the 1.4 environment, but if you have a different runtime please let me know what is going on anyway!! Anime:Drugs would be cheaper.

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pythonfan    122
I liked it. It took a long time to load on my machine, but that''s most likely my problem. The sound effects were good, and right on, along with the visual effects. The music would go on and off for me, so you might want to check into that. Quite good overall.

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IllMind    122
Hi I tryied your applet and I think its pretty cool. Im running WinXP with the Java 1.4 SDK and i have a 1.2 gig processor and a Cable connection. As far as the technical stuff, it went great. I don''t recall any noticeable flicker or slowdowns, went smoothly. Now for...

[constuctive crit]
Now the game itself was kinda borring. The graphics were ok for a amature game, but the gameplay could use some more features. I honestly didnt get very far, just played through a bit if the first level. One cool feature that could be added is the ability to switch weapons. When I got the missle power up I wanted to also be able to use the regular guns. Maybe add a primary and secondary weapon where primary are bullet weapons (machine gun, spread shot, lazer beam shooter ) and secondary are missle types (dumb, heat seeking, nukes). Then when you pick up the power ups it allows you to switch which primary and secondary weapons you use. Also I got a boost powerup which i didnt really notice any effects from, may be you could add icons on the HUD indicating what powerups you have. Also as far as load times, I think they are much more bearable when you can watch a progress bar to see how far along the loading process is. As far as doing this I think Java1.4 has some sort of ProgressBar object (dont know what it is actually called) that displays the % of the wait time durring loading, however i cant help you with it because i have yet to try and implement it myself (but i will once my project gets further along).
[/constructive crit]

Anyways, just getting a playable game up and running is pretty cool, and now you can add a bunch of features to improve the gameplay. I say its a good start and i hope my feedback helps!

Keep up the good work!

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sjelkjd    171
Out of curiousity, did you compile with any sort of optimizations? I ran your program through a java decompiler and i got back all the original source, with original variable names and everything.

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Wrathnut    466
IllMind - I like you idea of primary and secondary weapons. I will see if I can''t get that incorporated into the game soon.
I have also been planning on making the hud completely graphical, minus the score window. And when I get the primary and secondary weapons done then it will be completely necessary to list the power-ups, and weapons acquired there ^_^.
As for a progress bar, I am doing my dev in JDK 1.1 so I will have to hand roll my own it won''t be completely accurate but more understandable then numbers flashin in the top of the screen. So I think that is a must have also.

Hehe now for the boring part.. Yea the first level IS a bit boring by design, to get the player accustomed to playing the game and controlling the weapons and ship. There are actually only 2 AI types at work(aside from the boss) in the 1st level. More AI types appear as you progess through the game, like the 2nd lvl has some kamikazi/heat-seeker drones. But for now this is only a 2 level demo(Till I get some more artwork done).

I''m not trying to be defensive here, it was actually a design choice. But if enough people think it is too boring I would be more than happy to spice it up a bit.

But I love the suggestions! Keep em coming in and maybe I will actually have a fun game to play when it''s all said and done ^_^

sjelkjd- I used the release mode in MS VJ++ to compile, as far as I can tell now this doesn''t really optimize much of anything, it just strips the comments or white spaces out(I think). Which in-turn makes the compiled class sizes smaller. Not sure which decompiler you were using but when I''ve used JAD in the past you can see original comments too.

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NuffSaid    122
I want Faye Valentine!!!!

It runs fine on my 1.2Ghz Tualatin Celeron running WinXP with Sun Java 1.4.1_01.

For gameplay you might want to add the Big cannon gun thing that Spike''s ship has. It could be the 2nd weapon, and will take some time to recharge between uses. And when fired, it''ll launch a long laser beam right across the screen and that''ll last for 2 - 3 seconds. During this time, if you move the ship up and down you''ll be able to sweep the screen of enemies

sjelkjd: I don''t think that code optimizers do much when generating byte code. That''s because most of the optimization occur at runtime, done by the JVM (HotSpot or JIT). What you''re looking for is a byte code obfuscator, which should make it much harder to see the source of a Java class file.

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Petr Stedry    122
Ok, here comes the critics

With this kind of giant, slow-moving object you can hardly evade the high-speed meteors and due to the small screen size you have almost no time to react to incoming enemy ships.

So my suggestion is:

  • The ship should be smaller (and or add more ship types - bomber, scout, battleship with distinct weapons/armor/speed settings).
  • Enlarge the "screen" (make it about twice as wide and 50% taller).
  • It might be good to focus the game not only on destroying things if you put more ships in. The scout could just get points for picking up objects, or the battleship could gain point for protecting allied craft from destruction.
  • Use your fantasy


and don''t forget to have FUN!

Petr Stedry

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Kentaro    122
Was the collision detection for the ship done with a rectangle? Sometimes, a meteor will disappear and do damage before its graphic actually touches the ship''s. It seems close enough that it was a rectangle.

If pixel-accurate collision detection was required, I wonder how it''d be implemented in Java...

BTW: I had some fun with the applet but I must agree with Petr about the ship being too large and too slow to avoid anything.

This isn''''t life in the fast lane, it''''s life in the oncoming traffic.
-- Terry Pratchett

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Themonkster    159
cool game.

Like others have said needs a bit more.

try putting top and bottom bits in lit ground and stuff.

like project-x for the amiga.

Also some funker music maybe some light jazz. might be a bit different from the norm trance type affair.

more weapons and power ups.

ship extends and gets bigger and faster with more power ups and weapons.

webstart version for people that like full screen gaming.

cheers

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Wrathnut    466
Hey guys, thanks for the great response and suggestions, let me address a few points here. One things first though.. If you haven''t seen the original Anime or the cartoon network version this game is based on that.

NuffSaid- You''ll be pleased to konw that Faye is on the way! I have been doing some sketches(on paper since about last month) of her ship. Later in the game I want to the player to be able to pilot faye''s ship and jet''s ship also.
As for his big cannon I have been trying to figure a way to implement it that will work within my current architecture, only a matter of time...

Petr Stedry- Actually the ship is smaller than my first few demos, but an optional webstart version is possible I think, since that could be full-screen.
There will be more ships to pilot in later levels.
You are also right about needing to focus in something else besides destruction, otherwise it will get old fast, for non Otaku.

kentaro - Yea collision detection is being done with bounding boxes. I have seen an article from a member of this forum that deals with pixel perfect col-det, but I am afraid It will make a huge frame-rate hit for me. But I need to explore it further. I will see if I can''t find the link for you.

Themonkster- Unfortunately I don''t think I will be adding any real backgrounds to this game.. I need to be dial-up friendly and as it stands I am already pushing that boundary for the amount of media I am using.
I like your idea of using jazz for the game bgm, I will rip a few samples from my Bebop cd and see if I can''t find something that isn''t too annoying to loop.
^_^ there are more weapons, but I didn''t put em in the first few levels cause I thought it made them pointlessly easy. But I am sure if I think about it I can make something that won''t do that.
I do like the idea of an option webstart version too. I will play with that.

pythonfan- Thanks a million man!


Thanks again for all the feedback and criticism guys. You all are the best!!


Anime:Drugs would be cheaper.

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