Bunny Hunter

there was a 72 hour game development contest last weekend, teams of no more than 3, no pre-written code (although they allowed game makers and publicly available pre-written engines) and no pre-done art or sound. We were short one person so there is no sound :frowning:The game is unfinished and I have no plans to finish it since the code was all written in 72 hours and not the best to work with anymore. The game is tile based even though it easily could not have been (it was planned to be more of a typical platformer), it reads map data from a gif file, certain colors correspond to certain tiles.

This was sort of a first test project with lwjgl and I liked it quite a bit although I did run into a couple problems. The one I’m thinking of right now has to do with trying to load data on another thread so I could use a progress bar. The other problem I had was with borders showing up from neighboring frames of animation/sprites/tiles, I know this is because of the linear texture filtering that I’m using, but GL_NEAREST looks like crap… Well anyway, have fun exploding some bunnies.

Space jumps and F shoots.

I’ve only got windows natives up for lwjgl and gage, sorry other-OS-users :frowning:

http://www.cyntaks.com/projects/bunnyhunter/webstart/bunnyhunter.jnlp

if I did everything correctly, it should be working on mac and linux now.

oh yeah, I meant to include this:

http://www.cyntaks.com/projects/bunnyhunter/screen.png

I added some some sounds and fixed a couple bugs, just didn’t feel right exploding the rabbits with no sound.

cute - rather vicious rabbits!!
green gore ?

The whole nightmare is the product of a diseased mind.

Cas :slight_smile:

Pretty good for 72 hours :slight_smile:

GL_NEAREST should look perfectly fine if it’s 1:1, but appears to be scaled… uhm.

One thing you did “wrong” is the way you handled jumping. When the button is pressed the guy first goes a bit down and then jumps. As seen in real life. But videogames cheat there (most of em). For decreasing the response time that ducking part is just completely skipped. You press the button - pang you’re in the air.

I thought his jump looked a bit unique, but couldn’t quite put my finger on it… I hadn’t actually thought much about it, I recieved some character animations from my artist friend and it started with the player crouching so I just used it. I’ll only be too happy to eliminate the initial crouch next time, it actually gave me a bit of trouble this time around.

Even unscaled GL_NEAREST looks different from GL_LINEAR, especially while animating. When I use GL_NEAREST, objects appear to shake a little bit while they are animated. I assume this is because of rounding to the nearest pixel when drawing with a time based game. What I mean is that it gets some small fraction added to its position each frame like .032 pixels and can’t draw at pixel number 65.392 or something so it gets rounded down to 65 one frame and maybe it will get rounded up the next frame, so it creates this jittery effect (btw, I’m pretty sure it was you (onyx) who explained this to me a month or so ago when I was having the problem with j2d, so I know that you are familiar with it, I’m just not sure what the name for it is so I’m trying to describe it). Well anyway, using linear texture filtering appears to smooth this out and animation is completely jitter free, sprites also look better when scaled or rotated with GL_LINEAR. The colors on the borders are pretty darn annoying though :frowning: you can occasionally see them when a brown bunny is going through its attack animation, and you can see it on the edges of the trees if the edge is over one of the shadows in the background.

edit: ok, it was jbanes that I was thinking of on that post, but you did respond on that thread, here it is for anyone that wants a better description of the problem: http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=2D;action=display;num=1100513550

Nice game Weston :slight_smile:

Good for 72 hours ;D

Nice, for just 72 hours :slight_smile:
I agree with oNyx that the jump should be more responsive; it’s now too difficult to dodge attacks.
It’s also strange when rocks that are behind the player and bunnies don’t obstruct them, but do obstruct bullets.

Cool! ;D

Great work! I actually like the crouch jump thing the way it is. :slight_smile:

Be neat to put up a high score and a few other tweaks to it and make it complete, so to speak.

Regards,
Dr. A>

nice!
those rabbits really deserve to die and turn into green stuff

Hey, that’s fun! You putting the source code anywhere to look at or keeping it to yourself? :-X

Do all of your rendering with ints (although still keeping the internal float precision you’ve already got for movement/logic). Then everything looks nice with NEAREST.

I enjoyed this immensely on my PC. :slight_smile: Crashes out silently on my Mac though after pressing Enter to start the game. Error must be caught & swallowed as no stacktrace :-[

Alan

yes, apparantly I’m really bad at getting things to work on non-windows OSs :frowning: I honestly have no idea what could crash it, but I’m sure that its not something as simple as me catching the error and not doing anything with it :slight_smile: Actually my guess is that the error has something to do with audio… just because I’ve had other ‘silent exits’ caused by something I’m doing with openal.