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 Post subject: Fuzzy
PostPosted: Thu Jun 23, 2011 9:16 pm 
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Slick Zombie

Joined: Wed Apr 02, 2008 1:32 pm
Posts: 1317
Location: Italy
Image

Image

Image

Image

Image

Fuzzy is a classic platformer I'm developing in spare time using my and Tommy MarteEngine and Slick.


Version 1.0: click here download and play it

Works only on Windows!

Controls: arrows or WASD plus X to jump

What you can find in this demo ?

- 10 levels!
- basic platformer stuff,
- 3 enemies,
- death/reload level,


If you can provide any sort of feedback it will be appreciated! Thank you!

p.s.: self-motivating post on blog and forum always help :D
p.s: I've deleted old alpha demo link you can still find it here

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Last edited by Gornova81 on Sun Sep 04, 2011 2:56 pm, edited 4 times in total.

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 Post subject:
PostPosted: Thu Jun 23, 2011 11:11 pm 
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Nice graphics! I can see that you have the beginnings to a great game.

I would suggest modifying the behavior of the camera so that it doesn't stick exactly to the movements of the player. It should be lazy, almost stuck on a rubber-band if you can imagine that. The way it is right now makes me dizzy.

The transparent blocks threw me off a few times. I suppose this is part of some feature you have yet to implement.

Good work!


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 Post subject:
PostPosted: Fri Jun 24, 2011 7:04 am 
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Slick Zombie

Joined: Wed Apr 02, 2008 1:32 pm
Posts: 1317
Location: Italy
raeleus wrote:
Nice graphics! I can see that you have the beginnings to a great game.


thanks!

Quote:
I would suggest modifying the behavior of the camera so that it doesn't stick exactly to the movements of the player. It should be lazy, almost stuck on a rubber-band if you can imagine that. The way it is right now makes me dizzy.


Yes I agree, on my todo list now!

Quote:
The transparent blocks threw me off a few times. I suppose this is part of some feature you have yet to implement.

Good work!


yes is a feature :D

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 Post subject:
PostPosted: Fri Jun 24, 2011 8:40 am 
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Posts: 534
Hi /o

The game looks pretty funny, I like platformers so you can do nothing from with me xD

An idea is to make the player a bit slower, It felt hard to control him... or you want that for bigger levels, not sure ^^ (or raeleus idea, I kinda do that too)

A also found two bugs. The first one is that when I hold the UP-Boutton the jump sound occurs twice. That only happens if you hold the whole jump.

The other is strange... in the first level I came from the top-right corner to the top-left corner, when there was a sudden flickeringstuffnotsure. It might just happend on my PC :/ And I can't redpuduce because it happen to fast...

Anyway, fun to play !

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 Post subject:
PostPosted: Fri Jun 24, 2011 9:47 am 
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Joined: Sun Nov 12, 2006 8:40 pm
Posts: 578
screenshots look nice however didn't work on my little old computer, got the error pasted below. Probably related to you using textures larger than 512x512 which aren't supported on old cards (Slick does provide the BigImage class to easily bypass this problem if you so wish).

Code:
Microsoft Windows XP [Version 5.1.2600]
(C) Copyright 1985-2001 Microsoft Corp.


C:\Documents and Settings\<user>\Desktop\fuzzy-alpha-demo>java -jar fuzzymain.jar
Fri Jun 24 10:34:22 BST 2011 INFO:Slick Build #269
Fri Jun 24 10:34:22 BST 2011 INFO:LWJGL Version: 2.0b1
Fri Jun 24 10:34:22 BST 2011 INFO:OriginalDisplayMode: 1024 x 768 x 32 @60Hz
Fri Jun 24 10:34:22 BST 2011 INFO:TargetDisplayMode: 640 x 480 x 0 @0Hz
Fri Jun 24 10:34:22 BST 2011 INFO:Starting display 640x480
Fri Jun 24 10:34:22 BST 2011 INFO:Use Java PNG Loader = true
Fri Jun 24 10:34:22 BST 2011 INFO:Controllers not available
Fri Jun 24 10:34:22 BST 2011 DEBUG:Setting ResourceManager base directory to 'da
ta/fuzzy'
Fri Jun 24 10:34:22 BST 2011 DEBUG:Trying to load sound file 'jump.wav' at key '
jump'...
Fri Jun 24 10:34:22 BST 2011 INFO:Initialising sounds..
Fri Jun 24 10:34:22 BST 2011 INFO:- Sound works
Fri Jun 24 10:34:22 BST 2011 INFO:- 64 OpenAL source available
Fri Jun 24 10:34:22 BST 2011 INFO:- Sounds source generated
Fri Jun 24 10:34:22 BST 2011 DEBUG:Trying to load sound file 'pickupstar.wav' at
key 'pickupstar'...
Fri Jun 24 10:34:22 BST 2011 DEBUG:Trying to load sound file 'allstarscollected.
wav' at key 'allpickedup'...
Fri Jun 24 10:34:22 BST 2011 DEBUG:Trying to load image file 'block.png' at key
'block'...
Fri Jun 24 10:34:22 BST 2011 DEBUG:Trying to load image file 'blockRed.png' at k
ey 'player'...
Fri Jun 24 10:34:22 BST 2011 DEBUG:Trying to load image file 'sky.png' at key 'b
ackground'...
Fri Jun 24 10:34:22 BST 2011 ERROR:Attempt to allocate a texture to big for the
current hardware
java.io.IOException: Attempt to allocate a texture to big for the current hardwa
re
        at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTex
tureLoader.java:292)
        at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTex
tureLoader.java:231)
        at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTex
tureLoader.java:171)
        at org.newdawn.slick.Image.<init>(Image.java:189)
        at org.newdawn.slick.Image.<init>(Image.java:165)
        at org.newdawn.slick.Image.<init>(Image.java:153)
        at org.newdawn.slick.Image.<init>(Image.java:131)
        at it.marteEngine.c.a(Unknown Source)
        at it.marteEngine.test.fuzzy.FuzzyMain.initStatesList(Unknown Source)
        at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:157)
        at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390)
        at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314)
        at it.marteEngine.test.fuzzy.FuzzyMain.main(Unknown Source)
Fri Jun 24 10:34:22 BST 2011 ERROR:Failed to load image from: data/fuzzy/sky.png

org.newdawn.slick.SlickException: Failed to load image from: data/fuzzy/sky.png
        at org.newdawn.slick.Image.<init>(Image.java:192)
        at org.newdawn.slick.Image.<init>(Image.java:165)
        at org.newdawn.slick.Image.<init>(Image.java:153)
        at org.newdawn.slick.Image.<init>(Image.java:131)
        at it.marteEngine.c.a(Unknown Source)
        at it.marteEngine.test.fuzzy.FuzzyMain.initStatesList(Unknown Source)
        at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:157)
        at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390)
        at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314)
        at it.marteEngine.test.fuzzy.FuzzyMain.main(Unknown Source)
Caused by: java.io.IOException: Attempt to allocate a texture to big for the cur
rent hardware
        at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTex
tureLoader.java:292)
        at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTex
tureLoader.java:231)
        at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTex
tureLoader.java:171)
        at org.newdawn.slick.Image.<init>(Image.java:189)
        ... 9 more
Fri Jun 24 10:34:22 BST 2011 ERROR:failed to load ressource file 'data/fuzzy/res
ources.xml': Unable to load resource configuration file
Fri Jun 24 10:34:22 BST 2011 ERROR:Resource loading failed!
org.newdawn.slick.SlickException: Resource loading failed!
        at it.marteEngine.test.fuzzy.FuzzyMain.initStatesList(Unknown Source)
        at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:157)
        at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390)
        at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314)
        at it.marteEngine.test.fuzzy.FuzzyMain.main(Unknown Source)


just curious why its a Windows only release? supporting linux and mac is just a matter of adding their natives to the main directory and users can click the FuzzyMain.jar file to run the game.


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 Post subject:
PostPosted: Fri Jun 24, 2011 4:15 pm 
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Joined: Fri Jun 10, 2011 1:38 am
Posts: 15
Location: Mendoza, Argentina
Quote:
- 2 enemies,
- no-death,


probably it's not implemented yet... but when i hit an enemy nothing happens.

+1 modifying the behavior of the camera
btw NICE GAME keep working on

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 Post subject:
PostPosted: Sat Jun 25, 2011 4:14 am 
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Joined: Thu Nov 18, 2010 4:04 pm
Posts: 24
Location: France
Nice game, good beginning!

I would decrease the player's gravity. I think he jumps and falls too fast, which makes his jumps hard to control. I have nothing else to add.

It works fine on Vista, but I also have the texture bug which crashes the game on my old computer (Windows XP).


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 Post subject: Nice Game
PostPosted: Sat Jun 25, 2011 12:01 pm 
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Posts: 66
Location: Germany
Nice looking plattformer game! My little tips:
  • Often it's not clear if there is a ground -maybe a mini map will help, ore a special death ground color.
  • Moving is a little bit glitchy -I often walk over the edge. The smallest step you can do is too big/too fast.
  • When pressing jump twice, the jumping sound also also double sound should be by default on -makes it nicer on start.
  • The first level starts very challenging. Include more steps, ore change the level order -the second level was easer than the first.
  • level 2 is a little bit confusing which stones are soild and which not


Go on!,
Greets Tobse

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 Post subject:
PostPosted: Sat Jun 25, 2011 6:20 pm 
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Joined: Sun Nov 12, 2006 11:18 pm
Posts: 890
Location: Germany
I like it.

I especially like it that you don't see immediately if there's a ground or not. I mean, it is recognizable - you just have to look carefully. But it's a good idea for increasing the difficulty.

Also I don't mind the gravity or speed - I think it's completely okay that every platformer has it's own player speed and gravity. For example see Sonic games or Mario games. Learning the world physics is part of the game IMHO.

The monster graphics should better match the style of the level blocks and the main character.

You could add some more particle effects for collecting stars or jumping for example. More colors, more bling :lol:

Regarding the camera: our Marte engine camera has a maximum speed factor as a parameter. If you set that to some value > 0 you should get a smoother following camera for free :wink:
Otherwise create a separate follower object that uses tweens to follow the player and the camera follows the new follower object.

Bugs: Yesterday on level 2 it happened that I collected two stars quickly and the counter only showed 1 star collected :shock:
I also had the double sound effect when jumping.

Keep on going, Gornova - it's a fun game!

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 Post subject:
PostPosted: Sun Jul 03, 2011 1:05 am 
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Graphics: 9
Gameplay: 6
Control: 7

I think this can be fun games. continue to improve!

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 Post subject:
PostPosted: Mon Jul 04, 2011 7:34 pm 
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Slick Zombie

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Hi again, I'm working on camera, so here alpha 2. In this alpha changes only camera, so if you want just test it and give a feedback.

Note: pressing 1, you can see camera-free-movement rectangle

Download alpha demo now

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 Post subject:
PostPosted: Tue Jul 05, 2011 7:06 am 
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That solves part of the problem. Jumping no longer makes my head spin. The camera movement still isn't fluid enough. It should chase the player: think about the camera as having a speed accelerated toward the player's position. Also, horizontal movement shouldn't affect the vertical position of the camera. This resulted in jumpy camera movement when the player is just moving left and right.

With lack of a better way to explain this, this aborted project shows the way I envision camera movement. The only difference is that my camera is aimed ahead of the player as it is supposed to be a shooter. I don't have any understandable source code though, sorry.


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 Post subject:
PostPosted: Wed Jul 06, 2011 10:01 am 
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Posts: 42
Cool game, I like platformers.

But personally I prefer "alpha 1 megaman style" camera. I always though that if I make a "non linear" 2d platformer (I mean you can travel in the world all level long) the camera would be like that. But raelus ninja game's camera is a good idea (to fast I think), look at this one: http://www.youtube.com/watch?v=PRjzqc2l6Yw it's like raelus game's one but smoother.

@raelus: I love the progress bar, overall graphics and ninja's dance :).

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 Post subject:
PostPosted: Wed Jul 06, 2011 4:27 pm 
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Thanks, it took me forever to make. I do agree that my camera moves too fast.


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 Post subject:
PostPosted: Thu Jul 07, 2011 10:09 pm 
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Love this so much :)

Great Job!

Kev


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