Omnimaga

General Discussion => Technology and Development => Computer Projects and Ideas => Topic started by: nemo on December 06, 2010, 10:59:00 am

Title: Juggernaut
Post by: nemo on December 06, 2010, 10:59:00 am
Hello, as some of you may know i am making a computer game in java. its name is Juggernaut. it's going to be similar to a cross between zTrumpet's Exodus (level-wise) and Valve's Portal, combining both their storylines.

Juggernaut is a platformer in which you are an alien and you crashed your ship on an unknown planet. the Juggernaut (supreme force on the planet) has taken you hostage. the Juggernaut enjoys watching people go through trials, and so you have a series of rooms similar to zTrumpet's exodus levels. these are the levels where you learn the controls and rules of the game. then, similar to portal, there's a tricky level in which you were meant to die, but if you play it right.. you escape. then the levels get substantially more difficult and soon you escape, only to be confronted by the Juggernaut, who has stuck you in a timed level, where you must think faster than the clock to escape, and end up stealing a ship to go home.
here's a screenshot of the title screen, it's rather dark. the blood drops fall at differing velocities.

a calculator port is possible and would be written in axe, but wouldn't be started until at least february 15th (the deadline for the contest this project is in).
Title: Re: Juggernaut
Post by: DJ Omnimaga on December 06, 2010, 01:22:01 pm
This seems interesting, I hope to see more developement on this. I can't wait for screenshots of the gameplay as well. :)

You should port this to Axe afterward. ;D
Title: Re: Juggernaut
Post by: Builderboy on December 06, 2010, 01:53:29 pm
Sounds awesome!  I can't wait to see some screeneis of some of the tests and trials ^^
Title: Re: Juggernaut
Post by: nemo on December 07, 2010, 10:25:46 pm
update! this is how the general feel of the room is going to be. this would be the feel of a testing room. all spritework done by yours truly  :), even though it takes forever  :banghead: gems are nearly complete. you can collect them, but there is the occasional glitch, of which i have a hunch to fix. i'm just lazy. oh, and i know it looks like my character might make it up to get that gem. He wont. it's an impossible jump, i'm testing his limits.
Title: Re: Juggernaut
Post by: DJ Omnimaga on December 08, 2010, 04:01:40 am
Oh, so this is where you're using that little blue/green guy? Nice! ;D

Will movement be tile by tile or will it be pixel by pixel?
Title: Re: Juggernaut
Post by: nemo on December 12, 2010, 11:24:14 am
yup, this is for him, and he does move pixel by pixel. (: andd more progress! gems are collectable! enemies are on the board! they're animated, and restricted to their platform. collision detection with enemies is implemented, but not enforced, because as of now there's no way to kill enemies. new flag tile was added.

edit: 900th post! and the game almost has 666 lines of code! (you lost by the way).
edit2: new gem bug  :banghead::banghead:
edit3: i'm cautious to say i fixed it.. but fixed it..
Title: Re: Juggernaut
Post by: DJ Omnimaga on December 13, 2010, 01:21:00 am
Nice! This looks hard, though... O.O
Title: Re: Juggernaut
Post by: Yeong on December 13, 2010, 08:40:45 am
collect gems...reach the flag....EXODUS!
Title: Re: Juggernaut
Post by: ztrumpet on December 13, 2010, 08:50:05 am
This looks really nice!  It'll be neat to see how this does in a contest. ;D
Title: Re: Juggernaut
Post by: nemo on December 13, 2010, 03:39:41 pm
collect gems...reach the flag....EXODUS!

yes!!

This looks really nice!  It'll be neat to see how this does in a contest. ;D

i'm wondering too. last year's winner was a some typing-speed game.. and 2nd place was hangman, and third was an algebra suite. the directions do say they allow games, but i'm afraid they're discriminated against for not being as educational. i.e. a typing game, hangman and an algebra suite can all be seen as educational in one way or another. i'm thinking of adding some psychological cutscenes, but i'm not too sure.

DJ, this one actually wouldn't be too difficult a level once i implement the laser. just like in Exodus, you can jump on top of the block right above you. as a picture:
Code: [Select]
   Y
  |_|
X        you can jump up to the Y
Title: Re: Juggernaut
Post by: nemo on December 13, 2010, 05:27:48 pm
Lasers? i think yes. you can kill enemies! the laser is a highly sophisticated, detailed, meticulously made spri-wait nope. it's just a 10x6 block with Gimp's "Pinewood" pattern filled in. but looks pretty good.

and... the 666th line of my code, the most evil:
Code: [Select]
}

intense.

screenshot which was very hard to make because holding up arrow key + right arrow key + pressing z + printscrn == hard:


Boom. Headshot.

Title: Re: Juggernaut
Post by: Builderboy on December 13, 2010, 05:31:08 pm
Hahahahahahahahaha epic lazer headshot ^^ I do hope you win and they don't discriminate against games tho :(
Title: Re: Juggernaut
Post by: nemo on December 13, 2010, 05:34:25 pm
It seems like they might. i'm not 100% sure because i can't get executables of the actual contest winners. it just seems the winners are more educationally inclined, though that could be because the games submitted were poorly made, or there were few. i know that a half-made RPG was an "honorable mention", but i don't plan on giving a half-made platformer.

the great thing was i didn't even know i had a headshot. i was hoping the laser showed up ;)
Title: Re: Juggernaut
Post by: ztrumpet on December 13, 2010, 05:37:35 pm
That's an epic laser. ;D
Title: Re: Juggernaut
Post by: DJ Omnimaga on December 14, 2010, 03:17:33 am
Looks nice! I think the laser should be slightly brighter, though. Maybe make it flash when being shot?
Title: Re: Juggernaut
Post by: nemo on December 14, 2010, 03:02:25 pm
Looks nice! I think the laser should be slightly brighter, though. Maybe make it flash when being shot?

hmm.. i think i'll have the laser have an "animation". where the contrast oscillates.

but i did change the laser i little. here's a new screenshot. also, enemies are explosive and leave a trail of fire (though that isn't completely implemented yet).

Title: Re: Juggernaut
Post by: DJ Omnimaga on December 14, 2010, 11:35:24 pm
Ah I see, oscillating contrast would be a good idea. I also like the fire idea. :D
Title: Re: Juggernaut
Post by: nemo on December 17, 2010, 11:21:56 pm
oscillating brightness = implemented. oscillating contrast didn't look very good, but brightness looks nice. also, remember in zTrumpet's Exodus when you could get a better version of the laser? really it was just fancy graphics, but in my game it has a purpose. the normal laser can only shoot 5 blocks long. then, you can acquire the super laser.. enter screenshot. the laser's colored portion oscillates in hue. you'll notice the inside is green and the outside is purple-ish, this is because the hues on the outside oscillate as the complementary hue to the inside.

also, i've implemented RLE compression and decompression for the levels, drastically cutting the size down from 400 bytes to 116.. for the test map, so that's not 100% accurate. it'll still be significant though. i anticipate at least a 25% compression, probably more.

Title: Re: Juggernaut
Post by: DJ Omnimaga on December 17, 2010, 11:47:29 pm
Nice!

It would look better like the following, though :evillaugh: (j/k)
Title: Re: Juggernaut
Post by: nemo on December 17, 2010, 11:50:15 pm
hahah i was thinking of doing that (i remember you suggesting it too), but one time i made a snake game where every piece of the snake, the background, the edges and the apple were all flashing random colors and my teacher got mad at me, because then the game might send epileptics into a seizure :/ i could try a simple flash but i don't think it's worth the effort.
Title: Re: Juggernaut
Post by: DJ Omnimaga on December 18, 2010, 12:49:54 am
Yeah I was kidding lol. Don,t do that. :P One simple flash when hitting a boss can be ok but not such seizure-inducing effect. :P
Title: Re: Juggernaut
Post by: c.sprinkle on December 19, 2010, 03:09:25 am
This is nice. I also appreciate it when someone other than me uses te word "juggernaut".
And now I see what the enemy sprite was for. :)
Title: Re: Juggernaut
Post by: nemo on December 19, 2010, 07:07:31 pm
screenshot look familiar? first level of exodus right there. of course i wouldn't include it (it'd be a ripoff) but i'll probably include the 3 levels i made for exodus, with tweaks for Juggernaut's physics. also, since there's no spike sprite yet i just put the cave background at the bottom. it's mostly eye candy, too, since the locks aren't implemented. but, i made it very easy to change the map data so it'll be done by tonight.

note: tile art is not final as of yet

edit: oops, i forgot to put the flag sprite on there.. just imagine it's there lol.
Title: Re: Juggernaut
Post by: DJ Omnimaga on December 19, 2010, 07:13:13 pm
Nice, I like the ideas so far. :D

Will there be levels larger than the screen that scrolls? You should include the entire Metroid II: Evolution map. :P
Title: Re: Juggernaut
Post by: nemo on December 19, 2010, 07:16:26 pm
unfortunately i won't make levels that scroll. i had it sent up so i would (i was originally going to make a sidescroller, then decided not to). the levels are 21 blocks wide by 19 tall, which is a fair playing area i think.
Title: Re: Juggernaut
Post by: DJ Omnimaga on December 19, 2010, 10:15:38 pm
Ah ok, I was just curious. :D
Title: Re: Juggernaut
Post by: nemo on December 21, 2010, 01:57:02 am
i made a map editor! right now it is far from idiot proof. you can have 100 locked purple tiles if you want. but error checking will be implemented, along with redo/undo and enemy support. and then i will be happy person because i will no longer edit my maps looking at a block of text like this:
Code: [Select]
EEEEEEEEEEEEEEEEEEEEE
E0000000000000000000E
E900000000000000000:E
EEEE0000000000000EEEE
E888E0000EEE0000E000E
E888E00000000000E000E
E888EEE0000000EEE000E
EE88E00000000000E000E
E888>0000EEE0000?007E
EEEEE00000000000EEEEE
E0000E000000000E0000E
E;00000000000000000<E
EE0EE4EEEEEEEEE5EE0EE
E0000000EEEEE0000000E
E0000000EEEEE0000000E
E0000000EEEEE0000000E
E0000000EEEEE0000000E
EDDDDDDDEEEEEDDDDDDDE
EEEEEEEEEEEEEEEEEEEEE

needless to say.. it gets ugly. so here's a screenshot, featuring the second cave background.
Title: Re: Juggernaut
Post by: aeTIos on December 21, 2010, 04:29:24 am
uh, yes. the map editor is much easier to use i think
I lost The Game :hyper:
Title: Re: Juggernaut
Post by: Munchor on December 21, 2010, 05:44:29 am
Hey nemo, as you know I'm also interested in Java, but this is the first time I see this project. Good luck on it. Until now, you've made some good work :D

If you need any help (Java or Spriting) I could try to help. I also made a falling block that I will upload in the other topic for you :)
Title: Re: Juggernaut
Post by: ztrumpet on December 21, 2010, 10:15:53 am
screenshot look familiar? first level of exodus right there.
O0 Awesome! :w00t:  It looks great, and it's really wild to see that level in your game. :)  It's quite cool.

I like the look of the editor. :D
Title: Re: Juggernaut
Post by: Munchor on December 21, 2010, 10:35:07 am
Yes, the map editor is awesome!
Title: Re: Juggernaut
Post by: DJ Omnimaga on December 21, 2010, 04:46:58 pm
Nice nemo! I remember editing maps for my VB game ROL0 and it was hectic. X.x

Does this means there may eventually be external level support? That would be cool. Regardless, this is coming along nicely.
Title: Re: Juggernaut
Post by: nemo on December 21, 2010, 04:54:23 pm
Nice nemo! I remember editing maps for my VB game ROL0 and it was hectic. X.x

Does this means there may eventually be external level support? That would be cool. Regardless, this is coming along nicely.

yep, external var support will be supported. otherwise i'd probably just leave the editor as it is, because i know what i'm doing while someone who doesn't might add 30 purple switches :P. i also remade the title screen to have the options New, Load, Help, Custom Level, Map Editor, Quit.
Title: Re: Juggernaut
Post by: Munchor on December 21, 2010, 05:03:02 pm
Nice nemo! I remember editing maps for my VB game ROL0 and it was hectic. X.x

Does this means there may eventually be external level support? That would be cool. Regardless, this is coming along nicely.

yep, external var support will be supported. otherwise i'd probably just leave the editor as it is, because i know what i'm doing while someone who doesn't might add 30 purple switches :P. i also remade the title screen to have the options New, Load, Help, Custom Level, Map Editor, Quit.

I'm not getting... Everybody can use the map editor?
Title: Re: Juggernaut
Post by: nemo on December 21, 2010, 05:18:17 pm
yes, once i release the program you will be able to use the map editor, make your own levels, edit them and play them. i will release the program sometime after February 15th, because that is the date the programming contest ends. i've also thought about having the editor export compressed code which you can copy paste, and then make a website where you can paste the code so other people can download your level and play it themselves.... This probably wont be implemented because i do not know how to make a website.
Title: Re: Juggernaut
Post by: DJ Omnimaga on December 21, 2010, 09:52:46 pm
Cool to hear! I can't wait to try the game. :D
Title: Re: Juggernaut
Post by: nemo on December 22, 2010, 05:59:31 pm
map editor almost done! today has been a day of error checking... error checking for faulty tiles, error checking for faulty input (Hot_Dog's Correlation Font Compiler)... i'm done with error checking for the day. no screenie, but you know you want to see the 666th line of code:
Code: [Select]
public Enemy(int tileX, int tileY){

also, i broke 1000 lines today. i'm at 1057. it's crazy managing this much code...
Title: Re: Juggernaut
Post by: DJ Omnimaga on December 22, 2010, 11:49:13 pm
Woah that's a lot of lines of code! :O

Glad to see this progressing more. :)
Title: Re: Juggernaut
Post by: Munchor on December 23, 2010, 05:20:47 am
map editor almost done! today has been a day of error checking... error checking for faulty tiles, error checking for faulty input (Hot_Dog's Correlation Font Compiler)... i'm done with error checking for the day. no screenie, but you know you want to see the 666th line of code:
Code: [Select]
public Enemy(int tileX, int tileY){

also, i broke 1000 lines today. i'm at 1057. it's crazy managing this much code...

My longest program is 300 and I can't handle it without printing it, but woah 1000? I couldn't possibly handle that. They're in separate files, right?
Title: Re: Juggernaut
Post by: jnesselr on December 23, 2010, 04:29:24 pm
on a side note (This might have been answered before, sorry if I didn't see it), what java editor do you use?
Title: Re: Juggernaut
Post by: ztrumpet on December 23, 2010, 04:36:12 pm
also, i broke 1000 lines today. i'm at 1057. it's crazy managing this much code...
I just checked Exodus:
prgmEXODUS - 858 lines
prgmEXODEDIT - 262 lines
So, I made 1000 if I put them together. :P
Title: Re: Juggernaut
Post by: Munchor on December 23, 2010, 04:37:38 pm
on a side note (This might have been answered before, sorry if I didn't see it), what java editor do you use?

I use NetBeans, nemo uses JCreator.
Title: Re: Juggernaut
Post by: AngelFish on December 23, 2010, 04:39:06 pm

also, i broke 1000 lines today. i'm at 1057. it's crazy managing this much code...

And Windows 7 has 50 Million lines of code :P
Title: Re: Juggernaut
Post by: Munchor on December 23, 2010, 04:40:29 pm

also, i broke 1000 lines today. i'm at 1057. it's crazy managing this much code...

And Windows 7 has 50 Million lines of code :P

Is that a approximate value or a certain value?
Title: Re: Juggernaut
Post by: AngelFish on December 23, 2010, 04:41:43 pm
Approximate. I don't think anyone wanted to write out the precise value.
Title: Re: Juggernaut
Post by: Munchor on December 23, 2010, 04:43:04 pm
Approximate. I don't think anyone wanted to write out the precise value.

Windows vista is probably 5000000 and 7 is 3/5 of that xD (completely random values).

EXODUS IS A Basic Program with 1000 lines? WOW. I'm chocked.
Title: Re: Juggernaut
Post by: nemo on December 24, 2010, 02:10:38 pm
map editor almost done! today has been a day of error checking... error checking for faulty tiles, error checking for faulty input (Hot_Dog's Correlation Font Compiler)... i'm done with error checking for the day. no screenie, but you know you want to see the 666th line of code:
Code: [Select]
public Enemy(int tileX, int tileY){

also, i broke 1000 lines today. i'm at 1057. it's crazy managing this much code...

My longest program is 300 and I can't handle it without printing it, but woah 1000? I couldn't possibly handle that. They're in separate files, right?

nope, they're in the same file. i've just memorized approximately where certain sections of code are. ctrl+g allows me to jump to any line i want.
on a side note (This might have been answered before, sorry if I didn't see it), what java editor do you use?

as scout said, i use JCreator LE. it's lightweight but i also have eclipse if i'm in need of more features.
Title: Re: Juggernaut
Post by: DJ Omnimaga on December 26, 2010, 04:55:59 pm
The Nspire OS most likely has 500000 lines of code or so, but only 20% of them are actually used in anything in the OS.
Title: Re: Juggernaut
Post by: nemo on December 26, 2010, 11:32:27 pm
more progress! level editor is practically complete. the screenshot is the first level of Juggernaut. there will probably be two other "introductory" levels like this before some thinking is required to solve the levels. by the way, the redo/undo/help/save/load/exit buttons were designed by me (: i'm quite proud of them. bilinear gradient + dodge/burn + saturation in GIMP = success. i'm thinking of changing the main menu to them.
Title: Re: Juggernaut
Post by: c.sprinkle on December 27, 2010, 11:08:24 am
This is nice! When is the deadline for the contest?
Title: Re: Juggernaut
Post by: nemo on December 27, 2010, 11:11:31 am
This is nice! When is the deadline for the contest?

thanks! the deadline is the 15th of February, so i have a lot of time to work on the navigation system, which i'm a little nervous about because i need to make my classes play nice with each other.
Title: Re: Juggernaut
Post by: c.sprinkle on December 27, 2010, 11:14:12 am
How soon will it be playable?
Title: Re: Juggernaut
Post by: nemo on December 27, 2010, 11:20:59 am
How soon will it be playable?

the engine is pretty much finished. i won't be releasing the game until after the deadline though. here's a list of things i need to do:

Menu
-add navigation and sub-menus
-add custom level support
-implement saving/loading levels
-use buttons instead of rectangles (see first post)

Level Editor
-add ctrl+z and ctrl+y shortcuts for undo and redo, respectively
-implement saving/loading of custom levels

Gameplay
-support half-broken blocks
-turn on the ability to die (it's implemented, just turned off for testing purposes right now)
-add in transitions between levels
-fix small physics bug. happens just enough to be noticeable and annoying, but still rare.
Title: Re: Juggernaut
Post by: c.sprinkle on December 27, 2010, 11:26:17 am
I will be really excited to see this.
Title: Re: Juggernaut
Post by: DJ Omnimaga on December 27, 2010, 05:38:38 pm
Nice nemo. Just make sure the first levels aren't too hard. An example of too hard is the first level in Donut Quest and the Beta of Exodus 0.95, as well as Pyrix 1.0. The difficulty curve should be reachable by everyone IMHO.
Title: Re: Juggernaut
Post by: nemo on December 27, 2010, 09:02:28 pm
Nice nemo. Just make sure the first levels aren't too hard. An example of too hard is the first level in Donut Quest and the Beta of Exodus 0.95, as well as Pyrix 1.0. The difficulty curve should be reachable by everyone IMHO.

i hope it will be.

also, i need some input. what key should be for shooting the laser? ideally, i'd use Spacebar. but for some reason, it causes conflicts with the right arrow key. right now i'm using Z but it's kind of awkward. i'm thinking of using F for people who use the homerow.
Title: Re: Juggernaut
Post by: c.sprinkle on December 27, 2010, 09:10:36 pm
That would make sense. F for FIRE THE LASER ----------------------------------->
Title: Re: Juggernaut
Post by: nemo on December 27, 2010, 10:32:47 pm
alright, i think this is the final main menu. suggestions?
This is the one submenu:
Play
-Slot 1 (Empty)
-Slot 2 (Lvl 3)
-Slot 3 (Completed)
-Custom

the other three options act as you'd expect.

edit: i just realized these are the exact same options as i had first... the main menu has jumped around from Play, Help, Quit to New, Load, Help, Quit to New, Load, Help, Level Editor, Quit and now back to this.
Title: Re: Juggernaut
Post by: DJ Omnimaga on December 28, 2010, 01:44:49 am
Nice, although for some reasons there seems to be some white stuff surrounding buttons. As for the laser key I am used to have Z for jumping and X for shooting, but otherwise I don't have any other suggestions right now.
Title: Re: Juggernaut
Post by: nemo on December 28, 2010, 12:43:15 pm
Nice, although for some reasons there seems to be some white stuff surrounding buttons. As for the laser key I am used to have Z for jumping and X for shooting, but otherwise I don't have any other suggestions right now.

yeah, the white stuff is because when i edited them in GIMP the background was white, and the buttons were automatically anti-aliased into the white background. i tried to take most of it off.
Title: Re: Juggernaut
Post by: nemo on December 29, 2010, 09:45:18 pm
i think i've designed the final level where you're still captive by the juggernaut. he'll probably have a little soliloquy about how he's tempting you with all those switches and you can't get to them (evil laugh). i'm not 100% sure it's solvable but.. hey. i'll find out after i implement breakable blocks. also, i want to add more enemies but don't know where.

edit: implemented breakable blocks. this level is brutal... i'm having tons of trouble finishing it.
Title: Re: Juggernaut
Post by: DJ Omnimaga on December 30, 2010, 12:19:07 pm
Wow that's pretty colored! O.O

Nice, though. I am really curious how hard this will be to solve. :O
Title: Re: Juggernaut
Post by: yunhua98 on December 30, 2010, 12:20:42 pm
hmm...  looks good!
although, do you want me to edit the crumbled blocks so the bottom and top fit together so the crack looks continuous?
Title: Re: Juggernaut
Post by: Builderboy on December 31, 2010, 01:53:42 am
You can fix the aliasing if you use the magic pen tool and fiddle with the feather and threshold :)
Title: Re: Juggernaut
Post by: nemo on December 31, 2010, 01:50:07 pm
Wow that's pretty colored! O.O

Nice, though. I am really curious how hard this will be to solve. :O


it turns out the screenshot is impossible. i did make a version that's possible, but it's really frustrating so i think i'll have a couple levels already "custom" just meant to be really difficult and challenging, but not part of the game.
hmm...  looks good!
although, do you want me to edit the crumbled blocks so the bottom and top fit together so the crack looks continuous?

thanks! and no, the crumbled blocks are ok. thanks for offering though
You can fix the aliasing if you use the magic pen tool and fiddle with the feather and threshold :)

is this with photoshop? i use gimp

Title: Re: Juggernaut
Post by: nemo on January 02, 2011, 07:40:10 pm
major progress today, i managed to get the program to work in a self contained jar file, and figured out how saving/loading is going to work, and set up the structure to make it very easy to implement. also i've begun making levels, and i figure if i make one per day i should have plenty to choose from by the time the contest finishes.
Title: Re: Juggernaut
Post by: Builderboy on January 03, 2011, 02:00:57 am
You can fix the aliasing if you use the magic pen tool and fiddle with the feather and threshold :)
is this with photoshop? i use gimp

Nope thats the gimp :) Magic pen is my favorite tool ^^
Title: Re: Juggernaut
Post by: DJ Omnimaga on January 04, 2011, 03:09:14 am
major progress today, i managed to get the program to work in a self contained jar file, and figured out how saving/loading is going to work, and set up the structure to make it very easy to implement. also i've begun making levels, and i figure if i make one per day i should have plenty to choose from by the time the contest finishes.
Good to hear, I hope you finish in time for the contest (and not lose data). :)
Title: Re: Juggernaut
Post by: nemo on January 06, 2011, 07:31:59 pm
update: loading, deleting, and saving levels is perfected. now i just need to make levels, figure a way to incorporate the storyline, save to the save file, and run custom levels along with transitioning between levels. whew. ok, here's the most evil line (666):
Code: [Select]
panel.setCharacterImage(charAnimationLeft[2]);
which.. means the character is jumping left.

and here is a screenshot
Title: Re: Juggernaut
Post by: Munchor on January 07, 2011, 09:47:21 am
I haven't been to this thread in a long time, nice updates :D
Title: Re: Juggernaut
Post by: nemo on January 07, 2011, 11:24:25 pm
so, i revamped the menu system and now it is more maintainable and extendable. however, in-game when you press pause then you press resume, there is a massive slowdown, which only gets worse the more times you pause then resume. i pressed ctrl+alt+del and noticed that my program is taking from 60-90% of the CPU, generally over 80%, which is very undesirable. i've yet to come across the culprit of the slowdown, but i believe it is that everytime i return to the game, there is a "savestate" of all the variables and flags, and they are all wastefully recreated. this is a problem for another day though.
Title: Re: Juggernaut
Post by: Munchor on January 08, 2011, 08:51:35 am
so, i revamped the menu system and now it is more maintainable and extendable. however, in-game when you press pause then you press resume, there is a massive slowdown, which only gets worse the more times you pause then resume. i pressed ctrl+alt+del and noticed that my program is taking from 60-90% of the CPU, generally over 80%, which is very undesirable. i've yet to come across the culprit of the slowdown, but i believe it is that everytime i return to the game, there is a "savestate" of all the variables and flags, and they are all wastefully recreated. this is a problem for another day though.

That's quite a lot nemo, I mean, for a maze Java game. Is fullscreen available?
Title: Re: Juggernaut
Post by: nemo on January 08, 2011, 01:55:00 pm
so, i revamped the menu system and now it is more maintainable and extendable. however, in-game when you press pause then you press resume, there is a massive slowdown, which only gets worse the more times you pause then resume. i pressed ctrl+alt+del and noticed that my program is taking from 60-90% of the CPU, generally over 80%, which is very undesirable. i've yet to come across the culprit of the slowdown, but i believe it is that everytime i return to the game, there is a "savestate" of all the variables and flags, and they are all wastefully recreated. this is a problem for another day though.

That's quite a lot nemo, I mean, for a maze Java game. Is fullscreen available?

it's not a maze, it's more like Exodus. i did come up with a solution though which will slowdown the game slightly overall, but it will be consistent. no random slowdowns, hopefully. i'm using platform graphics so fullscreen would be very, very slow. also, i'm not sure how to use the graphics card via java.

edit: woohoo, slowdown is nonexistent. only problem is a few glitches with menu interaction now
Title: Re: Juggernaut
Post by: nemo on January 08, 2011, 07:25:31 pm
level 12 of Exodus has been ported to Juggernaut, because i made level 12 of Exodus. the menu system is complete and doesn't take up unnecessary memory and doesn't slow the program down. now to port the other two levels i made for Exodus. of course, level 12 accomodates for Juggernauts physics so there are a few differences, but the way to solve it is fundamentally the same.
Title: Re: Juggernaut
Post by: DJ Omnimaga on January 08, 2011, 07:32:35 pm
Awesome! I didn't check the forums much lately and missed most updates, but I'm glad to see new progress :)

EDIT: I also noticed you have 1000+ posts. Congrats ;D
Title: Re: Juggernaut
Post by: ztrumpet on January 09, 2011, 11:26:01 am
Looks great!  Nice job! ;D
Title: Re: Juggernaut
Post by: Munchor on January 14, 2011, 07:24:29 pm
(http://www.omnimaga.org/index.php?action=dlattach;topic=5595.0;attach=5453;image)

I know this is a Maze Game, but I still don't like the look of floating diamonds.
Title: Re: Juggernaut
Post by: nemo on January 14, 2011, 09:00:56 pm
I know this is a Maze Game, but I still don't like the look of floating diamonds.

but it isn't a maze game... it's a puzzle platformer.
Title: Re: Juggernaut
Post by: Munchor on January 14, 2011, 09:01:25 pm
I know this is a Maze Game, but I still don't like the look of floating diamonds.

but it isn't a maze game... it's a puzzle platformer.

It's a platformer? Then floating diamonds make even less sense, sorry.
Title: Re: Juggernaut
Post by: nemo on January 14, 2011, 09:17:02 pm
I know this is a Maze Game, but I still don't like the look of floating diamonds.

but it isn't a maze game... it's a puzzle platformer.

It's a platformer? Then floating diamonds make even less sense, sorry.

yeah what made you think it was a maze game? floating platforms make just as little sense as floating diamonds but that's why they call it a platformer, floating platforms.
Title: Re: Juggernaut
Post by: Munchor on January 14, 2011, 09:18:30 pm
Oh yeah, like the floating cubes in Mario! I'm mistaken.
Title: Re: Juggernaut
Post by: ztrumpet on January 15, 2011, 07:35:01 pm
Can you make the diamonds look like they are spinning? :D

and the flag look like it's flapping in the breeze? ;D
Title: Re: Juggernaut
Post by: nemo on January 15, 2011, 09:54:27 pm
Can you make the diamonds look like they are spinning? :D

and the flag look like it's flapping in the breeze? ;D

i was thinking about it, and i wish i could, but my engine isn't designed to handle that. plus i only have a month before i have to submit it to the contest, and i have midterms and track is starting up soon, so i want to get this finished first then see what i can polish up on.
Title: Re: Juggernaut
Post by: DJ Omnimaga on January 16, 2011, 03:55:04 pm
I personally like the diamonds as they are now. Mario had floating coins anyway. :P If the view was a bit 3D-ish, like Donkey Kong country, then I guess a shadow would've been nice, although right now they're fine. Too bad you can't make them spin, as it would've been cool. It still looks nice as it is now, though.
Title: Re: Juggernaut
Post by: nemo on January 26, 2011, 08:54:28 pm
this is pretty much finished. i have a beta circulating around my friends, and they're giving me feedback. just about everything is implemented. i did decide however to ignore a storyline and just call it a puzzle game, and rather than spend time putting the storyline in i'm going to polish the game. no screenshot, since there really isn't anything new to see. i'm not posting the beta here because i can't take the risk that a guest will download it and claim it as their own
Title: Re: Juggernaut
Post by: DJ Omnimaga on January 27, 2011, 03:14:34 am
Cool to hear it's pretty much finished. And yeah I understand about guests, we never know, especially for such project. You're still planning to post the final version once you can, though, right? :P
Title: Re: Juggernaut
Post by: Munchor on February 10, 2011, 09:45:33 am
this is pretty much finished. i have a beta circulating around my friends, and they're giving me feedback. just about everything is implemented. i did decide however to ignore a storyline and just call it a puzzle game, and rather than spend time putting the storyline in i'm going to polish the game. no screenshot, since there really isn't anything new to see. i'm not posting the beta here because i can't take the risk that a guest will download it and claim it as their own

Cool! I can't wait to try it ;D
Title: Re: Juggernaut
Post by: DJ Omnimaga on February 28, 2011, 02:57:18 am
Hey nemo I noticed you were less active lately, but how has this project been going lately? Were you planning to post it here too when finished? Are you still coding calc stuff as well?
Title: Re: Juggernaut
Post by: Munchor on February 28, 2011, 08:57:03 am
Yeah, he's been a bit away, but I can't wait to play this, and to see the source too :)
Title: Re: Juggernaut
Post by: nemo on March 01, 2011, 07:39:58 pm
juggernaut is pretty much finished. i was going to submit it for the contest but my computer science teacher thought the deadline was a month away and didn't mail the entry form (you needed a teacher to enter the contest to ensure that you wrote all the code of the entry). after that i lost motivation on the project, though it's relatively playable it has a few physics bugs, a couple problems loading levels and menu issues, which would need a complete overhaul because the code really isn't written very well. i've learned a lot about JFrame's and how they work and how to use them, so i'm making another 2D platformer similar to juggernaut but with more advanced game features, like several types of enemies, bullets, moving platforms, swinging axes, fireballs etc.

unfortunately, i'm not pursuing calc stuff much. i still make little utilities for my math class but i'm not coding any games right now.
Title: Re: Juggernaut
Post by: DJ Omnimaga on March 01, 2011, 11:00:50 pm
I see. I'M sorry to hear about that. Are you planning to still release what you have anyway? It would maybe be nice to try. Or maybe someone could continue it eventually.

Also I hope you eventually return into calc stuff. Even if you stop forever, are you still plannign to post on Omni in the future? It would suck to see you go. :(