Feedback Requested: Lost Drops

Hi All,

I think it’s been more than a year I haven’t present something new in terms of game dev. Here it is. My new game is somewhat a new and completly rewritten version of Mighty Bubbles. It has basically the same storyline and more gameplay elements. I’ve created all the graphics myself (except a few exceptions) again this time so it’s normal if you find they are not professional quality. The game contains 7 levels and they much more smaller now. You will play three different types of gameplay to collect drops throughout the levels.

Please try the game and all the levels if possible to test all the gameplay elements. Any feedback/comment is always welcome and also an important question: do you find the game fun?

Note that the game is expected to run on windows at least. I know it runs on Mac without sound or music but I don’t know about Linux. I know that the game may crash at start due to an FMOD problem. I haven’t had time yet to fix the problem but if you encounter it simply restart the game and it shoud work.

Here are some screenshots:

Level 4 - Save collected drops before they burst!

http://games.datadino.com/mightybubbles/lostdrops/screen1.jpg

Level 6 - Fly to the drops!

http://games.datadino.com/mightybubbles/lostdrops/screen2.jpg

The game url: http://games.datadino.com/mightybubbles/lostdrops

Thank you for testing the game and I’m waiting for you feedback.

Thanks!

Cool game. I really like the player sprite ;D
Game runs fine. I had two small problems:

  • sometimes the collision detection seems not to work properly. I had to jump twice or more times at some drops to get them.
  • I had some problems with the timing of my jumps. I personally would like if the jump would go a bit further. But perharps I’m only a bad player. ;D

I got an exception.


java.lang.reflect.InvocationTargetException
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
	at java.lang.reflect.Method.invoke(Unknown Source)
	at com.sun.javaws.Launcher.executeApplication(Unknown Source)
	at com.sun.javaws.Launcher.executeMainClass(Unknown Source)
	at com.sun.javaws.Launcher.continueLaunch(Unknown Source)
	at com.sun.javaws.Launcher.handleApplicationDesc(Unknown Source)
	at com.sun.javaws.Launcher.handleLaunchFile(Unknown Source)
	at com.sun.javaws.Launcher.run(Unknown Source)
	at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.UnsatisfiedLinkError: C:\Documents and Settings\mxb122\Application Data\Sun\Java\Deployment\cache\javaws\http\Dgames.datadino.com\P80\DMmightybubbles\DMlostdrops\DMlib\RNwin32-dxinput-native.jar\dxinput.dll: Can't find dependent libraries
	at java.lang.ClassLoader$NativeLibrary.load(Native Method)
	at java.lang.ClassLoader.loadLibrary0(Unknown Source)
	at java.lang.ClassLoader.loadLibrary(Unknown Source)
	at java.lang.Runtime.loadLibrary0(Unknown Source)
	at java.lang.System.loadLibrary(Unknown Source)
	at net.java.games.input.DirectInputEnvironmentPlugin.<clinit>(DirectInputEnvironmentPlugin.java:62)
	at java.lang.Class.forName0(Native Method)
	at java.lang.Class.forName(Unknown Source)
	at net.java.games.input.DefaultControllerEnvironment.getControllers(DefaultControllerEnvironment.java:121)
	at game2d.JInputHandler.<init>(JInputHandler.java:30)
	at waterquest.JInputHeroKeyboardHandler.<init>(JInputHeroKeyboardHandler.java:39)
	at waterquest.GameLoader.loadNewPlay(GameLoader.java:204)
	at waterquest.gamestate.NewPlay.render(NewPlay.java:46)
	at game2d.GameStateHandler.render(GameStateHandler.java:57)
	at game2d.TickAnimator.run(TickAnimator.java:97)
	at game2d.AbstractAnimator.start(AbstractAnimator.java:110)
	at waterquest.GameInitialization.<init>(GameInitialization.java:99)
	at waterquest.GameInitialization.main(GameInitialization.java:218)
	... 11 more

Thanks bauerr. I’ll check about collision detection of drops. I’m not sure if there’s a problem concerning the timing of jumps…

CaptainJester, which version of Java did you run, which OS, etc.? I’ve never seen that error before and don’t figure out why it happens.

Thanks for testing!

Anybody else tested? Any other comment/feedback?

Thanks

Cool game. Plays fine. would prefer to start in windowed mode tho :slight_smile:

[quote]would prefer to start in windowed mode tho
[/quote]
That’s a good idea. I think I will provide a dialog to let the player start the game either in full screen or window mode and in which screen resolution for full screen mode.

Thanks for testing! How many levels did you play? What did you like and didn’t like, etc?

It played in fullscreen, when i got the last drop (i assume) the JWS console showed an Exception for a split-second and then the whole thing shutdown.

And the controls… well, took a few minutes to get the hang of it :slight_smile:

Could you activate Webstart logging, reproduce the error and send me the log please?

[quote]And the controls… well, took a few minutes to get the hang of it
[/quote]
I plan to change Z and X for CTRL and SPACE (or the reverse).

Thanks for testing!

Only because you asked so kindly :-*

java.lang.RuntimeException: Unable to play sound.
	at game2d.actor.ActorImpl.playSound(ActorImpl.java:607)
	at waterquest.actor.Drop.access$3(Drop.java:1)
	at waterquest.actor.Drop$CollisionHandler.handle(Drop.java:198)
	at waterquest.actor.Drop.render(Drop.java:135)
	at waterquest.gamestate.Game.renderActors(Game.java:296)
	at waterquest.gamestate.Game.renderActors(Game.java:314)
	at waterquest.gamestate.Game.render(Game.java:191)
	at game2d.GameStateHandler.render(GameStateHandler.java:57)
	at game2d.TickAnimator.run(TickAnimator.java:97)
	at game2d.AbstractAnimator.start(AbstractAnimator.java:110)
	at waterquest.GameInitialization.&lt;init&gt;(GameInitialization.java:99)
	at waterquest.GameInitialization.main(GameInitialization.java:218)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
	at java.lang.reflect.Method.invoke(Unknown Source)
	at com.sun.javaws.Launcher.executeApplication(Launcher.java:1108)
	at com.sun.javaws.Launcher.executeMainClass(Launcher.java:1055)
	at com.sun.javaws.Launcher.continueLaunch(Launcher.java:898)
	at com.sun.javaws.Launcher.handleApplicationDesc(Launcher.java:469)
	at com.sun.javaws.Launcher.handleLaunchFile(Launcher.java:217)
	at com.sun.javaws.Launcher.run(Launcher.java:164)
	at java.lang.Thread.run(Unknown Source)
Caused by: java.io.IOException: Playing the sound failed. Sound id: collectedDrop
	at sound.lwjgl.FMODSample.play(FMODSample.java:99)
	at game2d.actor.ActorImpl.playSound(ActorImpl.java:605)
	... 22 more

It was not the last drop, it is the top-left drop - which turned out to be the last drop, but the top-left drop causes it, whether it is last or not

hum…really weird! I’ll have to investigate why it does that. Seems to be related to the state handling for sound. And maybe I should consider throwing a checked exception instead of RuntimeException. I was lazy in the first time to throw a checked one. But then, how will I handle this checked exception? :-\ Maybe displaying it in a dialog before exiting the game? Or just ignore the exception to not interupt the game?

Sound related-exceptions should never ever crash the game, unless it’s a beta.

So for deployment: catch->log->ignore.

Yes, I think so too.

i liked that you used z and x, i dont like to use space :slight_smile: maybe you could make an option for the button setup? :slight_smile:

It is working now on my home machine. But I run v1.5.0 on both machines. It might be a driver issue on my work machine.

Good game. I like the sketch like graphics. Runs smooth and nothing really feels wrong. Seems polished too. I heard no sound though. Is there sound?

Works great on my linux box, only that if i pause the game or click out of the window it becomes unresponsive to controls :frowning:

running kubuntu 5.10 (2.6.12-10) jdk1.5

[quote]It might be a driver issue on my work machine.
[/quote]
I hope so. :slight_smile: But I’ll investigate anyway.

[quote]I heard no sound though. Is there sound?
[/quote]
Were you running on Mac? Because the Mac version doesn’t support sound nor music for the moment. I still use a relatively old LWJGL version. At this time there was no support for FMOD on Mac via LWJGL. I’ll upgrade to the latest version and it should work fine.

Thank you CaptainJester for the good words! :slight_smile: I was told by Gametrust that my game is average. I know they are right about some points concerning the gameplay and I’ll fix them in a not too long time.

[quote]only that if i pause the game or click out of the window it becomes unresponsive to controls
[/quote]
Hum…I’m not sure to fully understand here. If you click outside the window then click inside it, do the controls work? Sorry about the Linux version but it’s never been tested with that game. I try to focus on the Windows version first since there is so much work…

nope, if i click outside the window (it works alt-tabing to another aplication and alt-tab back) and click back to lost drops, i cant move the character, nor pause the game, it doesnt respond to keyboard input

I hope so. :slight_smile: But I’ll investigate anyway.
[/quote]
There is definitely something wrong with my work machine. It runs Windows 2000, but I am not allowed to update drivers so I can’t really tell what the problem is. It is not worth you trying to figure out what the problem is here.

Were you running on Mac? Because the Mac version doesn’t support sound nor music for the moment. I still use a relatively old LWJGL version. At this time there was no support for FMOD on Mac via LWJGL. I’ll upgrade to the latest version and it should work fine.
[/quote]
No, I run Windows XP at home. I’ll check again. It could have been my volume control.

Yeah, but you have a good start. You just have to add more game play elements. Also you might want make your artwork more consistent. Your character looks like he belongs in a different game than everything else. And the enemies seem out of place. Make all(or most of) your artwork sketch like, similar to the main character and it will fit together better.

I played the game up to level 3 :smiley: really nice , really hope I can make something like that too some time ::slight_smile:

My one and only suggestion is to add passwords for loading levels.Let’s say you reach level 3.Give the player a password to load the game later from the same level :slight_smile: .