Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Chaoslab

[java] Nebuloids

This topic is 6310 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi there Guys! Well the game I have been coding is now 99% finished! Just a few minor things to do! Nebuloids :-) Edited by - Chaoslab on July 15, 2001 7:44:32 PM

Share this post


Link to post
Share on other sites
Advertisement
Looks like fun but:

Applet size is HUGE!

and slow the thing DOWN! woah.. moving WAY too fast.. scarily fast in fact..

Other than that, nifty stuff like the graphics.

Mark

----
Vector7 Software Engineering
www.vector7.com.au
----

Share this post


Link to post
Share on other sites
Neurotic did not understand how to move slowly. You just move the pointer near the spaceship.

Very fun and addicting as say Prod. It''s late, I must sleep so I must stop after 7 levels...

Just one thing : with a lot of spaceships/rocks on the screen, it becomes slower. (I have a fast connection, so the size of the applet don''t affect me)

Share this post


Link to post
Share on other sites
I have added some better timing code....

So the game runs at a more playable speed on faster computers....

And it was a pain as System.currentMillis() has a resolution of 50 ms which is not good enough for over about 18 fps.

For your peoples info I solved this by starting another thread and using it as a timer and getting it to increment an int every 10 ms which works very well....

And you can press ''M'' & ''m'' to increase and decrease mouse sensitivity.

The final release will be some time before the weekend is out.

And then the high score server next week!

:-)

Share this post


Link to post
Share on other sites
Email me and I can send you an thread based timer that will auto correct to the right fps, works pretty well. Probably very similar to what you have except it re-adjusts the delay based on overhead.

eric at snowmoon dot com

Share this post


Link to post
Share on other sites
Java.util.Timer ( just checked ) appears to be based on Thread.wait() and currentTimeMillis(). These are great, if the underlying JVM supports high resolution on these timer calls. On a system like win98 these utilities could never be used to get better then ~18fps. The timer class that I have developed works quite smoothly up till ~60 events/sec and can work ok up to 100 events/sec even under win98.

The appear for more high level events like running a task once a day, or blinking a cursor 3 times a second. Not for the uber-fast fps flipping most games need.

Share this post


Link to post
Share on other sites
Hey snowmoon, do you think I could take a look at the source for you timer class?

War doesn''t determine who is right, war determines who is left.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!