2D Rally Game

The beginnings of a 2D Rally game:

[url=http://www.angryoctopus.co.nz/rally2d/rally.jnlp]

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Also an update to StrafeFighter

  • Enemies that shoot at you
  • Shields
  • Collision detection
  • Purple Nebula this time

I really need to stop starting new games…

[url=http://www.angryoctopus.co.nz/strafefighter/strafefighter.jnlp]

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The rally game is so nice! :slight_smile: Do that one, it’s cool :slight_smile:

Kev

Thanks Kev, coming from you that is nice complement given it is using Slick (love the particle engine). Btw I was going to post this in the Slick forum as well but can’t seem to log in, is there some issue at the moment?

JRE 1.6 only? :frowning:

It is at the moment but there is only one function I am using that is 1.6 only (Math.copySign()) and obviously that can be easily replaced. I’ll put up a 1.5 friendly version soon.

Edit: Done, should work in 1.5 now.

Both are really good looking games, nice work.

In StarfeFighter, it’s hard to actually shoot guys because you end up just zooming past each other all the time.

The Rally game is great, it looks and feels nice and the controls are good. You shouldn’t call it Rally2D though, it looks like it’s almost 3D! :slight_smile: I think it’s the way the car looks and the way the camera smoothly zooms in and out.

Cheers, now if I can just finish one. The combat in StrafeFighter will need some serious tweaking before it is fun, the AI at the moment is pretty basic and I think that is were I need to focus my energy. To avoid jousting style matches the enemy ships will have to do some rather tricky maneuvers to make sure your velocities don’t diverge too much.
As for the Rally game it took me a good while to tweak the driving to a level I was happy with. I really wanted a feeling of controlled speed which is hard in 2D because you can’t see the track coming which is why the zooming/panning works the way it does. Rally2D is just a temporary name until I can come up with something a little more interesting/unique.

By the way if anyone is interested in how I did any of this stuff I have been thinking of trying my hand at writing an article. I was thinking either procedural generation (the planets/nebula in StrafeFighter) or creating art for the artistically inept (the ships / rally car).

Do you allow me to add your games on the Java™ game tome? I will test them under Linux to be sure they work fine. Does someone test them under Macintosh?

Both of these would be really useful. It’s something we really don’t have enough of in Java gaming, content and game specific type tutorials.

Kev

gouessej - Yeah no problem, although they are both far from playable, both just concept demos at this stage.

I have been writing a tutorial about the creation of TUER in French and I may translate it in English. Do you think it could interest anyone here?

It’d definitely be an interesting read. Everyone has to produce content for games so the other ones above in particular make a lot of sense. TUER might make sense an article, but tutorial wise I’m not sure how many other people would be trying to achieve a similar game as you are with TUER.

Kev

PS. Java Game Tome comes up with broken images for me.

New version up, added a proper track and a timer. My time is 2m 6.67s and should be pretty easy to beat.

Confirmed that it works on Mac OS X.

Looks great! Are the tracks randomly generated and infinite or is there an end to them?

Tracks are finite and loaded from an SVG file (just randomly squiggled in Inkscape). The current track is takes about 2-3 mins to drive. Here is a map:

Ah, that makes sense. I figured it was random because I was expecting it to loop, and it just seemed to keep going upwards. :stuck_out_tongue:

The rallye game is really cool. I love the steering and the dust spray :slight_smile:

How about obstacles and crashes?

We should encourage people to write 3D games in Java. If someone reuses my engine, he could write a “game” in some weeks if he understands the tutorial. Writing a map requires only a few minutes. Think about the credibility of Java gaming if people writes only 2D games :’(

The Java™ Game Tome is still under construction. The script that fills the database has not yet been launched, it contains data about at least 60 games. Be patient. Thanks for trying.

(Op, sorry for borrowing your thread)

No, I totally disagree (and frankly this attitude is getting really annoying). What we should focus on is encouraging people (and providing them the tools) to write fun, innovative and most importantly polished games with whatever rendering approach suits what they’re doing. The most important thing, if the goal is to increase the credibility of Java for games development, is seeing polished modern looking completed games coming out (see Milpa for instance. The number of development sites I’ve seen Pulp and Milpa raises the profile of java game development more than any 3D tech demo of the latest over hyped GL feature).

To be brutally honest, I don’t think that TUER looking like a average software ray casting engine from the 1990s but actually using GL underneath is really a good advert for java for games development. More over I see it as unlikely that many people would want to use it as a basis for a new FPS given there are more complete and modern looking options like Jake2 and Agency9’s Megacorps.

I’m not sure what your personal objectives (I assume skill improvement and personal growth) but please don’t try and push personal likes and dislikes as an approach to making java more viable for games development. The commercial game development world has recently woken up and realised quite how important casual, web and specifically 2D game play games are to the future of the industry, isn’t it about time you did?

Kev

PS. And for interest I’ve developed complete and modern 2D and 3D games (both commercially) in Java, before you start trying to throw the technical competence nonsense around that you did on the AnalogKid’s thread. I’m more than able to develop 3D games (especially with the great tools we’re provided in Java), I simply find 2D a more expressive rendering approach than generic souless 3D models.

Totally agree, we should be encoraging good games regardless of 2d or 3d. It’s not the nineties any more where people are impressed by bad 3d - good, polished games are where it’s at.

sws26 : Really fun. ;D The handling is spot on, and the track is quite interesting too. It’s a bit big to learn the course though, perhaps multiple shorter courses rather than one big one might be an idea?