Blasted Crates

I think you should work on the ‘storyline’ a bit. I thought it was amusing right onto were you suggested the crates were filled with tomatoes. Then it got somewhat boring :slight_smile:

Round 2 is possible btw, only the second leap is the difficult one, you have to jump as close to the crate as possible, the last 2 leaps are like the first 1.

Round 3 of Level 8 however… my god… again you have to jump as close as possible, twice in a row… it is… impossible…

It’s too bad that when you continue the game you have to start from the beginning of the level instead of what round you are stuck at :confused:

[quote]Round 3 of Level 8 however… my god… again you have to jump as close as possible, twice in a row… it is… impossible…

It’s too bad that when you continue the game you have to start from the beginning of the level instead of what round you are stuck at :confused:
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Yea that was a little wicked lol… but I’ve seen people do that round flawlessly.
I’ll address the continuing from the round in the next update.

[quote]I think you should work on the ‘storyline’ a bit. I thought it was amusing right onto were you suggested the crates were filled with tomatoes. Then it got somewhat boring
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lol I’ll see what I can do.

That’s because the only way to complete round3 level8 is to do it flawlessly… There’s no leeway. Which is good, but I’d like for the game to save at which round you are on - really off-putting to play again since I have to finish round 1 and especially round 2 again when continuing :l

Great game!

But level 8 stage 2 killed it for me. And will not try again. :wink:
It kinda seemed while jumping over the second crate that the one on top always exploded a few pixels before I would touch it, which was kinda annoying.

Really nice job. I lost at this part aswell:

Thanks guys. Here’s a video for that particularly evil round:

And the next round:

What a unforgiving and very intensely challenging game. Good job! I think you should make a super-hard mode that has that input lag… j/k. I beat the game, but man. Even with my reaction time it gives a severe workout. :stuck_out_tongue:

[quote]What a unforgiving and very intensely challenging game. Good job! I think you should make a super-hard mode that has that input lag… j/k. I beat the game, but man. Even with my reaction time it gives a severe workout.
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lol thanks but it’s about to get a bit harder though. Moving crates anyone? :wink:

lol thanks but it’s about to get a bit harder though. Moving crates anyone? :wink:
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Or a moving crate that moves around in a random fashion

Would unleash the ultimate rage out of everyone

Please make the game save at which round/stage you are per level :’(

Pretty fun and challenging little game.

Just curious do you really need to self sign the applet? Judging by the complexity of the game you should be able to pretty easily just rely on using the pre-signed LWJGL applet jars so that you get a proper security dialog (or none for those already having accepted the LWJGL certificate).

I will add this in the next update along with more levels.

[quote]Just curious do you really need to self sign the applet? Judging by the complexity of the game you should be able to pretty easily just rely on using the pre-signed LWJGL applet jars so that you get a proper security dialog (or none for those already having accepted the LWJGL certificate).
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I signed the applet because I’m using a custom java websocket library for submitting highscores.

I cheated!

I was in level 8 when my antivirus started running and the applet started stuttering real bad. some of the hang ups lasted for 2 or 3 seconds, time enough to see the ninja teleported to the other side of the screen, completely unharmed!

So I assume your physics is running in a granular deltaT loop, while the collision detection is outside this loop, just taking into account the last position. Maybe you should move the collision detection to couple with each physics iteration.

[quote=“teletubo,post:54,topic:39442”]
Wow. Great observation!

This seems like the same issue as I’ve mentioned above, wouldn’t happen if delta time was capped.

[quote]I cheated!
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[quote]This seems like the same issue as I’ve mentioned above, wouldn’t happen if delta time was capped.
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Hmm so it seems I’m going to have to investigate this delta time capping after all. Anyone has any experience doing this in LibGDX? Thanks for pointing this out.

Isn’t it as simple as:


if (deltaT>50) deltaT = 50;

?

Thanks. Somehow I didn’t think it would be that simple, but reading up on it, it seems like that’s the way to go.

What I do is call update(delta) however many times needed to pass the entire deltaTime in, so if the cap was 50 and I got 94, then I would call update twice with 50 the first time and 44 the second.