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[java] Nebuloids

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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

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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
----

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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)

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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!

:-)

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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

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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.

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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.

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oooo i like, altho the window is too big for me browser to fit onto screen

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Guest Anonymous Poster
I will be making a smaller res''d version of nebs sometime soon!

But on another note I managed to fix a bug in the audio methods which caused the game to eventually freeze.

I did this by playing a continuos sound buffer containing the value 127....

So if anyone out there ever has any jdk1.1 sun.audio problems then give that a shot!

:-)

Yippie I can use my hand made sound effects after all!!!!

Oh yeah I have started the next game already be interesting to see how long it will take....

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Anyone interested in the timer code just drop me an e-mail...

eric (at) snowmoon dot com

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Fun small game, hooks you up quite good It reminds me of a game back in the 80''s we used to play on my friends Commodore 64. Could it have been Nebuloids?

Anyhow, only 8 movement directions is a bit limiting. Could you work it up to at least 16 possibly even 32? That way there wouldn''t be so big gaps where you can''t fire. If you are worried about loading that many bitmaps in an applet you could load just one bitmap and then rotate it programmatically to get the other directions.

-
JavaNerd

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Well it does show that I used to be a C=64 and Amiga coder....

Quite a few people ahs said "It''s just like an amiga game"!

Makes me feel warm and guiy inside!

:-)

I thought about the rotation thing and thought nah.... I do auto rotate 90/180/270 already and considering all of the graphics including the data files take up less than 35k and decompress to over 2.4m I think I have done well enough in that region!

And developing eldian has taken over 4 years (the game editor)

I am currently looking into doing my own blitting routines with real time effects (hence check out The Chaoslab and rotation would definately be part of it

And then I will code a 3d routine so I can Chaoslab textures real time in 3D.... Hmmmmmm brain toast!

:-)

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