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 Post subject: Bullet Hell Game
PostPosted: Sat Nov 21, 2009 10:31 pm 
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So its basically Danmaku aka Bullet Hell shooter. Ripping off sprites and music from the Touhou franchise. (I did remix the music at least). You control Cirno the fairy of ice and blast the other fairies out of the sky. Simple concept.

It's still in progress, the engine itself is pretty robust but there are a good number of things that need to be added.
  1. Stages will be defined with XML files for faster creation of levels.
  2. Stages need to "pause" for points of dialog.
  3. Add sound effects.
  4. This is a big one. The player can change the pattern of bullets they shoot by entering key combination. So at the moment it just uses the default dual forward firing. But there will be other attack patterns like wide array firing. To change attack patterns you enter combos such as:
    Left, Left, Up, Down, Down = Wide Attack
    Up, Up, Up, UP = Focus Attack
    Left, Right, Left,Right = Back Attack
    Of course the trade of is that in order to change the attack patterns you have to move your avatar. Which might be difficult given the high number of enemy bullets.
  5. Death animations
  6. Fix the thousands of bugs that are sure to come up


I still haven't learned how to make a Web start, I dunno I must be stupid I still can't get it to work, but it is my goal to learn how over winter. So it's sadly in a giant zip file.
Bullet Hell Game

A couple of screen caps:
Image
Image
Image
As always comments and crit are greatly appreciated.

**Edit link now points to newest web start

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Last edited by Chronocide on Thu Dec 17, 2009 9:13 pm, edited 2 times in total.

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 Post subject:
PostPosted: Mon Nov 23, 2009 7:04 am 
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Your link is broken, your forgot the ".com" :)


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 Post subject:
PostPosted: Mon Nov 23, 2009 7:14 am 
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Biki wrote:
Your link is broken, your forgot the ".com" :)

Duly noted. Fixed it; but it should have worked without the ".com"

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 Post subject:
PostPosted: Mon Nov 23, 2009 1:09 pm 
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From looking at the screenshots, the game wont fit on my screen. :)

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 Post subject:
PostPosted: Mon Nov 23, 2009 3:24 pm 
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Gwinnell wrote:
From looking at the screenshots, the game wont fit on my screen. :)


I dont this is the actual length of the game, it wouldnt fit on anyones computer ;)


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 Post subject:
PostPosted: Mon Nov 23, 2009 3:35 pm 
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ah this is really nice, agreed the game window is a bit too long to fit on some computers screens (needs to be about a 100px shorter).

also the hit box is a bit large for a bullet hell game, its usually 1px*1px in size on bullet hell games.


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 Post subject:
PostPosted: Mon Nov 23, 2009 7:33 pm 
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Huh I figured that 1680 x 1050 was the norm now. Also I wanted to encourage the user to play in portrait mode, you would be surprised how much that adds to the feel of the game. But I agree I will shorten it up a bit and have it auto scale to the players screen.
Dimensions are currently 400 x 800 btw.

kappa wrote:
also the hit box is a bit large for a bullet hell game, its usually 1px*1px in size on bullet hell games.

Agreed, the size is too large; it made certain test easier and I forgot to shrink it down again. The actual size will probably be 2.5 x 2.5

Thanks for comments guys I will try to address these issues as quick as possible.
Also curious if anyone knows where I can find wrapped Images to use as backgrounds the cloudy sort of one I have right now really sucks and also I will need more then one back ground image anyway.

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 Post subject:
PostPosted: Fri Dec 11, 2009 10:41 pm 
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Good news.
I finally figured out how to get web start mostly working.
you can get it here: http://stratumhost.com/jeremy/bhg/bulletHell.php

There are a bunch of broken things in it that I have to resolve now that it's running in web start but it can be considered playable just saving games and settings is currently borked.

Working on decreasing the screen height and looking into using that free online high score system Mar3k made http://slick.javaunlimited.net/viewtopic.php?t=1499

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 Post subject:
PostPosted: Sat Dec 12, 2009 9:41 pm 
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Really cool, but some things made it hard to enjoy:
1) you need to shoot more rapidly.
2)The player's collision box is way too big. For games like this it should be 1px.


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 Post subject:
PostPosted: Sun Dec 13, 2009 3:43 am 
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Thanks for the note on faster shooting speed, I will fix that.
Again the large hit box is just for testing purposes, I promise it will come down in size soon.

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 Post subject:
PostPosted: Wed Dec 16, 2009 6:35 am 
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New version is out :D
Bullet Hell

Changes:
Visible
-Screen size is smaller I think it should be small enough
-Hit Circle is smaller
-Firing speed is faster
Invisible
-Re factored entity system
-Improved broad phase collision it's not faster but it requires me to do less work
-Some infrastructure for scripting

Coming Soon
-multiple shooting patterns and Combos

As always please tell me what you think
Also you will probably have to remove the old version if you downloaded it, otherwise you will just get your cached old version.

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 Post subject:
PostPosted: Wed Dec 16, 2009 5:31 pm 
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Code:
java.security.AccessControlException: access denied (java.io.FilePermission data\sg0.sav write)
   at java.security.AccessControlContext.checkPermission(Unknown Source)
   at java.security.AccessController.checkPermission(Unknown Source)
   at java.lang.SecurityManager.checkPermission(Unknown Source)
   at java.lang.SecurityManager.checkWrite(Unknown Source)
   at java.io.FileOutputStream.<init>(Unknown Source)
   at java.io.FileOutputStream.<init>(Unknown Source)
   at bulletHell.SaveGameManager$SaveMemento.save(SaveGameManager.java:101)
   at bulletHell.SaveGameManager.save(SaveGameManager.java:292)
   at bulletHell.gamestate.SaveLoadMenu.keyPressed(SaveLoadMenu.java:171)
   at org.newdawn.slick.state.StateBasedGame.keyPressed(StateBasedGame.java:440)
   at org.newdawn.slick.Input.poll(Input.java:1151)
   at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:635)
   at org.newdawn.slick.AppGameContainer.gameLoop(AppGameContainer.java:408)
   at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:318)
   at bulletHell.BulletHellGame.main(BulletHellGame.java:214)
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
   at java.lang.reflect.Method.invoke(Unknown Source)
   at com.sun.javaws.Launcher.executeApplication(Unknown Source)
   at com.sun.javaws.Launcher.executeMainClass(Unknown Source)
   at com.sun.javaws.Launcher.doLaunchApp(Unknown Source)
   at com.sun.javaws.Launcher.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)



It did play a lot better though.


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 Post subject:
PostPosted: Wed Dec 16, 2009 6:22 pm 
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Yeah I know as I mentioned earlier
Quote:
There are a bunch of broken things in it that I have to resolve now that it's running in web start but it can be considered playable just saving games and settings is currently borked.


The problem is that I don't know how to save anything to the local machine when running from webstart and that is kind of important for saving progress and settings. I will fix that so it just does nothing rather than crash in the next revision.

If anybody has any info on saving to the local machine when using webstart please enlighten me. Ideally I want to put stuff in C:\Documents and Settings\user\Application Data\ folder or equivalent on other OSes.

And thank you CyanPrime for the ultra fast feedback. :D

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 Post subject:
PostPosted: Wed Dec 16, 2009 7:46 pm 
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Hi :)

Nice game (maybe a bit hard).

Chronocide wrote:
The problem is that I don't know how to save anything to the local machine when running from webstart and that is kind of important for saving progress and settings.


Why not using the SavedState class ? (this class is independent from local or webstart file save). You can find the doc here:
http://slick.cokeandcode.com/javadoc/org/newdawn/slick/SavedState.html


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 Post subject:
PostPosted: Wed Dec 16, 2009 9:36 pm 
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Yeah it's a bullet hell game so hard is sort of de rigueur.
Also I am trying to make sure it will run well even under harsh scenarios such as 5k bullets on screen.

Thanks for the link to the SavedState class It's usually the case that whatever your looking for is right under your nose. I will give that a try.

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