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 Post subject: Shapetronic.
PostPosted: Tue Apr 05, 2011 8:59 pm 
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Joined: Sun Mar 27, 2011 6:44 pm
Posts: 87
Location: Finland
BETA IS HERE.
http://www.students.tut.fi/~hamala26/shapetronic.html

Image

I would appreciate for any feedback.

Current features:
- Fully playable 4 level + extra.
- Physics.
- Bosses
- Scores.
- Particle effects.
- Polished outfit.
- Sound effects.
- Photographic background images. More images at http://astroanarchy.zenfolio.com/
- Music from great piano virtuoso William Cushman.


Last edited by pitbuller on Mon May 02, 2011 7:59 pm, edited 1 time in total.

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 Post subject:
PostPosted: Fri Apr 08, 2011 9:17 pm 
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Joined: Sun Mar 27, 2011 6:44 pm
Posts: 87
Location: Finland
- lots of refactoring. Why I allways forget that without good objects desing everything goes ugluy after 500lines of code. Lesson learned, again.
- Bosses. They are big. They are heavy. And they are shooting blazing kryptonite towards you.
- Action Text's
- More levels.
- Better graphics.
- Polishing.


Hardest part is drawings. I can't do shit and thats why drawings don't match that well.


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 Post subject:
PostPosted: Tue Apr 12, 2011 8:15 pm 
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Joined: Sun Mar 27, 2011 6:44 pm
Posts: 87
Location: Finland
- Fullscreen support, works even at applet
- Pause. Also I implemented autopause if player not active for long time.
- three levels, three bosses
- aswd key supports
- new dynamic memory solution
- more particles


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 Post subject:
PostPosted: Tue Apr 12, 2011 9:25 pm 
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Joined: Wed Mar 09, 2011 10:40 pm
Posts: 49
Might I recommend some sort of dropshadow or border on your gameplay elements, to make them "pop" from the background? Is this some sort of breakout game? If so, I'm looking forward to see your take on the genera.


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 Post subject:
PostPosted: Wed Apr 13, 2011 9:10 am 
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Joined: Sun Mar 27, 2011 6:44 pm
Posts: 87
Location: Finland
Uberrated wrote:
Might I recommend some sort of dropshadow or border on your gameplay elements, to make them "pop" from the background? Is this some sort of breakout game? If so, I'm looking forward to see your take on the genera.

There is now active particle effect on every object that move. Game have pretty strong breakout game theme but add plenty of elements to mix.
Some of unique elements: Physics, gravity, bosses, massive levels.
I will consider dropshadows if i can make it works.
Image


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 Post subject:
PostPosted: Wed Apr 13, 2011 11:04 am 
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Joined: Sun Mar 27, 2011 6:44 pm
Posts: 87
Location: Finland
How I should implement saving? I only want save how far the player have advanced before so no need to restart at level 1 everytime. So I only need one integer parameter.

First I think about cookies but it's look too messy. Can applet store cookies without permission? Should I use java script? php? Server? I don't know nothing about web programming so everythin seems so hard or complicated.


If I don't find good way I implemented some oldschool password hack.


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 Post subject:
PostPosted: Wed Apr 13, 2011 11:31 am 
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Joined: Tue Jun 19, 2007 7:35 am
Posts: 233
Location: Germany
Should be possible via Cookie.
You just need to add a "MAYSCRIPT" tag to your applet-Tag ( html ). Then you can use JSObject ( netscape ) package ( you have to add plugin.jar from you jdk for building only ).

Found this in google: http://www.rgagnon.com/javadetails/java-0172.html

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 Post subject:
PostPosted: Wed Apr 13, 2011 11:41 am 
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Posts: 574
Just a note about MAYSCRIPT in the applet tag, its only needed for Java versions older than 1.6.0_10 (such versions of Java no longer work on Chrome or FF), all versions of java thereafter don't need it as the javascript bridge is enabled by default.

Another option you may want to consider exploring instead of cookies, is if you use JNLP to deploy your applet you can use Muffins to save information (think of them as larger cookies). Slick has built in functionality (SavedState) to save data as Muffins.


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 Post subject:
PostPosted: Wed Apr 13, 2011 2:16 pm 
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Posts: 87
Location: Finland
http://www.java-gaming.org/index.php?topic=24016.0
I don't understand it but it work. Muffin isn't good becouse I don't want to do webstart, applet is way to go.


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 Post subject:
PostPosted: Wed Apr 13, 2011 2:22 pm 
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Posts: 574
pitbuller wrote:
Muffin isn't good becouse I don't want to do webstart, applet is way to go.

Do note I wasn't referring to java webstart but applets deployed with JNLP (embedded in the browser).


Last edited by kappa on Wed Apr 13, 2011 2:38 pm, edited 1 time in total.

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 Post subject:
PostPosted: Wed Apr 13, 2011 2:36 pm 
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kappa wrote:
Do note I wasn't referring java webstart but applets deployed with JNLP (embedded in the browser).


Is that related to this blog entry from ArielSan and ruben01 of Gemserk?

Or did you mean something different? Could you please explain a bit more? Storing muffins from applets would be pretty helpful indeed :wink:

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 Post subject:
PostPosted: Wed Apr 13, 2011 2:44 pm 
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Tommy wrote:
Is that related to this blog entry from ArielSan and ruben01 of Gemserk?

Or did you mean something different? Could you please explain a bit more? Storing muffins from applets would be pretty helpful indeed :wink:


No, wasn't referring to the JNLP AppletLoader.

As of java plugin2 (java 1.6.0_10+) you can deploy applets using JNLP files, this has the advantage that it exposes all of the Java Web Start Api's (like Muffins) to Java Applets.

More info here.

Will hopefully write a tutorial some day on how to use the LWJGL AppletLoader with JNLP Applets but its essentially the same as the normal method with the addition that a jnlp_href parameter is added which points to a JNLP file that points to lwjgl_util_applet.jar and lzma.jar.


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 Post subject:
PostPosted: Thu Apr 14, 2011 2:57 pm 
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Joined: Sun Mar 27, 2011 6:44 pm
Posts: 87
Location: Finland
I learned cookies fianlly but not yet implemented those. Maybe if time will allow.
Managed to do neat looking motion blur.

Which is best or easiest way to profiler gpu/cpu usage? Is there some slick spesific bottlenecks? I don't want code more eye candy if I have rip all those off for optimizing my game for low end machines.


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 Post subject:
PostPosted: Fri Apr 15, 2011 1:50 pm 
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Posts: 87
Location: Finland
Is it normal that my game just call org.lwjgl.opengl.WindowsContextImplementation.nSwapBuffers all the time.
77.7% of time is just callin that metdod. Google only point me to minecraft error whine forums so my understanding of this is pretty limited.

Code:
Flat profile of 88.80 secs (8536 total ticks): main

  Interpreted + native   Method                       
21.2%     0  +  1788    org.lwjgl.opengl.WindowsContextImplementation.nSwapBuffers
  0.2%    18  +     0    net.phys2d.raw.Body.isResting
  0.2%     0  +    15    org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat
  0.2%     0  +    14    org.lwjgl.opengl.WindowsDisplay.defWindowProc
  0.2%     0  +    13    org.lwjgl.opengl.WindowsContextImplementation.nCreate
  0.1%     0  +     6    org.lwjgl.opengl.WindowsDisplay.nUpdate
  0.1%     5  +     0    java.util.ArrayList.size
  0.0%     4  +     0    java.util.Hashtable.<init>
  0.0%     1  +     2    org.lwjgl.opengl.GLContext.getFunctionAddress
  0.0%     0  +     3    org.lwjgl.WindowsSysImplementation.nGetTime
  0.0%     0  +     2    java.lang.Float.floatToRawIntBits
  0.0%     0  +     2    java.lang.Throwable.fillInStackTrace
  0.0%     0  +     2    org.lwjgl.openal.AL10.nalBufferData
  0.0%     0  +     2    java.lang.Object.clone
  0.0%     1  +     1    java.lang.ClassLoader.defineClass1
  0.0%     0  +     2    java.lang.ClassLoader.findBootstrapClass
  0.0%     0  +     2    java.io.WinNTFileSystem.getBooleanAttributes
  0.0%     0  +     2    sun.misc.Unsafe.copyMemory
  0.0%     0  +     2    org.lwjgl.opengl.GL11.nglLoadIdentity
  0.0%     0  +     2    org.lwjgl.opengl.GL11.nglTexImage2D
  0.0%     2  +     0    net.phys2d.raw.collide.ColliderFactory.createColliderFor
  0.0%     0  +     2    org.lwjgl.opengl.GL11.nglGetError
  0.0%     1  +     0    java.util.Vector.<init>
  0.0%     1  +     0    com.jcraft.jorbis.Residue2.inverse
  0.0%     0  +     1    org.lwjgl.openal.ALC10.alcOpenDevice
23.0%    56  +  1883    Total interpreted (including elided)

     Compiled + native   Method                       
  6.5%   520  +    25    net.phys2d.raw.Arbiter.<init>
  2.2%    39  +   150    net.phys2d.raw.collide.BoxBoxCollider.collide
  1.7%   142  +     5    net.phys2d.raw.collide.LineBoxCollider.collide
  1.2%    95  +     3    net.phys2d.raw.shapes.Box.getPoints
  1.0%    81  +     1    net.phys2d.raw.CollisionSpace.resolve
  0.8%    71  +     0    java.util.ArrayList.indexOf
  0.7%    57  +     0    org.newdawn.slick.particles.ParticleSystem.update
  0.4%    33  +     0    net.phys2d.raw.Arbiter.equals
  0.3%     0  +    29    net.phys2d.raw.Contact.<init>
  0.2%    17  +     1    org.newdawn.slick.particles.ParticleSystem.render
  0.2%    16  +     0    net.phys2d.raw.collide.ColliderFactory.createCollider
  0.2%    13  +     0    com.jcraft.jorbis.Mdct.mdct_kernel
  0.2%    13  +     0    net.phys2d.raw.Arbiter.applyImpulse
  0.2%    13  +     0    com.jcraft.jorbis.DspState.synthesis_blockin
  0.1%    11  +     0    org.newdawn.slick.openal.OggInputStream.readPCM
  0.1%     9  +     1    net.phys2d.math.Matrix2f.transpose
  0.1%    10  +     0    com.jcraft.jorbis.Mdct.backward
  0.1%     9  +     0    org.newdawn.slick.openal.OggInputStream.read
  0.1%     8  +     0    com.jcraft.jorbis.CodeBook.decode
  0.1%     8  +     0    org.newdawn.slick.openal.OggInputStream.read
  0.1%     7  +     0    net.phys2d.raw.Collide.collide
  0.1%     7  +     0    org.newdawn.slick.particles.ConfigurableEmitter.updateParticle
  0.1%     6  +     0    net.phys2d.raw.strategies.QuadSpaceStrategy$Space.getQuadSpaces
  0.1%     5  +     0    net.phys2d.raw.collide.LineCircleCollider.collide
  0.0%     4  +     0    net.phys2d.raw.World.step
17.1%  1219  +   222    Total compiled (including elided)

         Stub + native   Method                       
56.5%     0  +  4763    org.lwjgl.opengl.WindowsContextImplementation.nSwapBuffers
  0.8%     0  +    70    java.lang.System.arraycopy
  0.6%     0  +    48    org.lwjgl.opengl.GL11.nglPushMatrix
  0.5%     0  +    38    org.lwjgl.opengl.GL11.nglColor4f
  0.2%     0  +    17    org.lwjgl.opengl.GL11.nglTexCoord2f
  0.2%     0  +    17    org.lwjgl.WindowsSysImplementation.nGetTime
  0.2%     0  +    16    sun.misc.Unsafe.copyMemory
  0.2%     0  +    14    org.lwjgl.opengl.GL11.nglVertex3f
  0.1%     0  +     8    org.lwjgl.opengl.GL11.nglEnable
  0.1%     0  +     8    org.lwjgl.opengl.GL11.nglTranslatef
  0.1%     0  +     5    java.lang.Object.getClass
  0.0%     0  +     4    java.lang.Thread.currentThread
  0.0%     0  +     4    java.lang.Class.getComponentType
  0.0%     0  +     3    org.lwjgl.opengl.GL11.nglBindTexture
  0.0%     0  +     3    org.lwjgl.openal.AL10.nalGetSourcei
  0.0%     0  +     3    org.lwjgl.opengl.GL11.nglCallList
  0.0%     0  +     3    java.util.zip.Inflater.inflateBytes
  0.0%     0  +     2    org.lwjgl.opengl.GL11.nglEnd
  0.0%     0  +     2    java.lang.reflect.Array.newArray
  0.0%     0  +     2    org.lwjgl.opengl.GL11.nglLoadIdentity
  0.0%     0  +     2    org.lwjgl.opengl.WindowsDisplay.nUpdate
  0.0%     0  +     2    org.lwjgl.opengl.GL11.nglBegin
  0.0%     0  +     1    java.util.zip.ZipFile.getEntry
  0.0%     0  +     1    org.lwjgl.opengl.GL11.nglLineWidth
  0.0%     0  +     1    org.lwjgl.opengl.GL11.nglBlendFunc
59.8%     0  +  5041    Total stub (including elided)

  Thread-local ticks:
  1.3%   113             Blocked (of total)
  0.0%     2             Class loader


Global summary of 88.80 seconds:
100.0%  8701             Received ticks
  1.5%   130             Received GC ticks
  0.3%    27             Compilation
  0.4%    38             Other VM operations
  0.0%     2             Class loader


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 Post subject:
PostPosted: Sat Apr 16, 2011 11:47 am 
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Joined: Thu Mar 03, 2011 6:22 pm
Posts: 534
yes, normally every game loop^^

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