Awesome, that was fast! It feels a lot more fluid now, imo. I can’t wait for you to finish this =D
I love the distortion effect on the waves, force fields and cloaked rail gun enemies.
Awesome, that was fast! It feels a lot more fluid now, imo. I can’t wait for you to finish this =D
I love the distortion effect on the waves, force fields and cloaked rail gun enemies.
Very nice. Works perfect on my Mac.
Controls are much better now.
Very nice!
I imagine it could evolve into something like the good old ‘Firepower’ on Amiga.
… until I hit browser reload
edit:
Exception in thread "Thread-10" java.lang.NullPointerException
at rasterizer.renderTerrain(rasterizer.java:315)
at rasterizer.rasterize(rasterizer.java:95)
at polygon3D.draw(polygon3D.java:268)
at terrain.draw(terrain.java:798)
at main.actionPerformed(main.java:193)
at Ticker.fireActionPerformed(Ticker.java:59)
at Ticker.run(Ticker.java:66)
at java.lang.Thread.run(Unknown Source)
When you click the refresh button, the destory() method is invoked in the
middle of the rendering piple line (I extend this method to delete the look up table, etc),
It is a bit annoying when it happens, but did it crash your browser as well?
No, and I’m sure you can fix it because leaving/re-entering the page works fine
[quote]No, and I’m sure you can fix it because leaving/re-entering the page works fine
[/quote]
fixed
By the Way can any of you guys try to keep refreshing the applet for a couple of time, see if it gives a
java out of memory exception?
You’re not gonna believe what just happened. I was reloading the Applet over and over again. On about the twentieth reload the applet left the window and reappeared in the top left hand corner of the screen! BTW I saw no memory issues in task manager.
This Applet stuff is getting hysterical, it really is.
–Mario
[quote]On about the twentieth reload the applet left the window and reappeared in the top left hand corner of the screen!
[/quote]
LoL that was unexpected. But after trying it out myself I saw the same thing.
It might be a glitch from running the java script in the back ground.
Let me have a look .
This is a radical game, nice job, especially with the graphics.
May I ask, how did you do the 3d graphics? And where did you get all the trees, tanks, terrain etc
I read that you don’t like to use the mouse in an applet, but I think it would be much more fun if you could fire and direct the turret with the mouse, but still steer with the keys. If the player loses focus, you can just tell him so in the applet.
cool game! 8)
[quote]May I ask, how did you do the 3d graphics? And where did you get all the trees, tanks, terrain etc.
[/quote]
Thanks for the postive comment.
There is nothing special about the graphic, I lernt most of the rendering stuff from David Brackeen’s
eBook, Developing game in Java. Perhaps the only new thing i have tried is the distortion effect.
Modeling those tanks, trees is actually a pain in the ass. You see I hard coded them in a very primitive way.
They are also very simple such that the polygons will get drawn correctly without sorting.
I got all the textures through a little bit google searching.
And all the shadows are the result of hand drawing ;D
[quote]I think it would be much more fun if you could fire and direct the turret with the mouse, but still steer with the keys. If the player loses focus, you can just tell him so in the applet
[/quote]
I can think of 3 possible way to do this:
2 have the mouse direct tank turret and the camera at the same time, then you will need to find a good way to rotate camera within the applet area.
3 click a point on the screen, and have the camera automatically turning to that direction. I am not sure how well this will work in practice.
Anyway I will keep working on this while adding more game elements.
Other games that a similar to this type of gameplay have there controls as the mouse controlling the turret and the movement keys move/turn the camera. Which personally I think you should do the same.
I vote for #2. If the mouse approach the edge of the applet, it should rotate the camera and the turret. If the mouse is in a big area in the middle, it only controls the turret.
Or, if the user drags the mouse with the right button, he should control the camera.
BTW, the distortion effects are very very nice.
BTW2, I love to model tanks… Do you need some?
[quote]I vote for #2. If the mouse approach the edge of the applet, it should rotate the camera and the turret. If the mouse is in a big area in the middle, it only controls the turret.
Or, if the user drags the mouse with the right button, he should control the camera.
[/quote]
Thats a good idea actually. But i am worried about if the user accidently clicked the outside area of the applet.
Also if the user moves his cursor really really fast, entering the edge area might not be triggered at all.
But i think I will find a way to get around this…
[quote]BTW2, I love to model tanks… Do you need some?
[/quote]
I probably won’t need plain geometry data. But if you have a concept art of a tank model then I would quite
happy to take a look. Thanks for the offering either way.
Could you make the window applet bigger and have a frame around the playing area? The frame is part of the applet so the applet gets mouse events from it, but it is not painted so it doesn’t hinder performance.
Also, when the tank turns, the turret (and camera) should turn with it. If you circle around an enemy there is less camera movement. If you engage multiple targets along a path, you drive towards hem and don’t have to turn the camera as you engage them. Maybe a key could toggle this behaviour.
Edit: It should of course be: make the applet bigger
[quote]I probably won’t need plain geometry data. But if you have a concept art of a tank model then I would quite
happy to take a look. Thanks for the offering either way.
[/quote]
I will see what I come up with. But if the concept art is in the form of a model, would you object?
No resizing my browser when I didn’t ask for it please. >:(
I have implemented mouse controls for the game. Now the turret will fire at the direction
which the mouse is pointing. The old keyboard control is still valid.
[quote]I will see what I come up with. But if the concept art is in the form of a model, would you object?
[/quote]
A few screen shots of the model in varies angles would be sufficient, I also dont mind if the model is stored
in 3ds format. Thanks again for offering the help!
[quote]No resizing my browser when I didn’t ask for it please.
[/quote]
I have deleted all the java script in the back ground, now the applet won’t change anything to you broswer.
Hello!
Im myself not very familiar with Java engines.
Anyway, this piece of tank art runs with both my Ubuntu browsers Firefox and Opera without any questions.
with what 3d engine this game is running, game seems to be running on a sandbox.
//----
Thanks,
It uses JPCT I believe.
So good!
Keep it up…
May I ask, do you have a grand plan with some kind of mission structure, or is it “action until you die”?