Feedback Requested: Lost Drops

f.l.x, have you played the game on windows?

CaptainJester , how many levels have you played? If you play the 7 levels then you should notice that there are many types of gameplay. Yes, there are not a lot of ennemies but my initial intent was to not reveal them too fast but I agree that I could (and I will) reveal them faster. What do you think about the 3 main ways (basic, timed drops, flying action) of rescuing drops?

Concerning the artwork I can hardly improve it since I’m not artist. :-\ …and it take so much time! I still need to find artists and probably pay them instead of offering a kind of revenu share at the end.

Avenger, I already planned to implement automatic save via New/Load Game menu commands.

Please add an option to let the user change the controls. Using the arrows for left/right but not for jumping annoys me. Jumping has to be an CRSR-up for me…i don’t want to use both hands just to run around and jump at a time.

I understand your preferences. I don’t know if I’ll have time to provide this configuration feature within the next month.

I have gone to later levels now. Now I do see more variety.

The sound also works. It must have been volume last time.

Played smooth on my 1.6 ghz Laptop with no graphics card. I loved the graphical style, and the shooting animation :).

Thanks stanvman!

I’m prepraring an anhanced version of the game. It will contain better and new gameplay elements, and some visual enhancements too. And also the game will have automatic game save.

Stay tuned! :slight_smile:

I can’t play it because you have the resolution set by default at 1024x768 and I only have an 800x600 screen. Yes, I truely have the worst computer ever. Believe me, ask what the specs are.

Jamison,

the game is running in 800x600x16. Obviously there’s a problem to switch to that resolution. Could you activate the webstart log, reproduce the error and send me the log please?

Thanks

FYI, I plan to release a second build of the game next week.

Hmm, I don’t know how to activate the webstart log (I hardly even know how to use webstart except click on a JNLP file and open it). Maybe it’s in the Java settings?

If you’re running Java 5 then activate logging via the advanced tab in Java Control Panel. In this tab, open the begugging node and select both “Enable tracing” and “Enable logging” options. If you’re with java 1.4.x then you must activate the logging in the webstart options of the provided GUI (can’t remember the name).

Anyway, the next build of the game will provide a Swing dialog allowing the player to start the game either in fullscreen mode or in a window.

starts fine, but I can’t walk - right/left arrow keys simply seem not to work, but jump and shoot does and up, down also (tested that on the menu)

Linux, jdk 1.5, german keyboard

how do you do that with the keys exactly? I’m just wondering, because on a german keyboard y and z are switched relative to an english one and the positions of the keys for shoot and jump seem to be location-bound and not character-bound, because they are still located next to each other. (A fine thing ofcourse)

Here’s the log from the Java Console (only the input specific stuff):

JInput plugins: net.java.games.input.LinuxEnvironmentPlugin
Found 3 controllers.
Found controller: type: buttons, name: AT Translated Set 2 keyboard
JInput plugins: net.java.games.input.LinuxEnvironmentPlugin
Found 3 controllers.
Found controller: type: buttons, name: AT Translated Set 2 keyboard

TheAnalogKid,

Okay, I activated it. But where is the error log?

Look for a file named javaws.log in a subfolder of the logged user in Documents and Settings.

I found two log files. javaws.log and javaws.log.1

javaws.log

[quote]<?xml version="1.0" encoding="windows-1252" standalone="no"?>

[/quote] [b]javaws.log.1[/b] [quote]<?xml version="1.0" encoding="windows-1252" standalone="no"?> 2006-03-30T14:55:34 1143752134494 0 com.sun.deploy FINE com.sun.deploy.util.LoggerTraceListener print 10 Selecting best display mode for 800x600x32 max 85 hertz 2006-03-30T14:55:34 1143752134504 1 com.sun.deploy FINE com.sun.deploy.util.LoggerTraceListener print 10 Selected display mode: 800x600x32 85 hertz 2006-03-30T14:55:40 1143752140713 2 com.sun.deploy FINE com.sun.deploy.util.LoggerTraceListener print 10 Timer Resolution: 1193182 2006-03-30T14:55:47 1143752147643 4 com.sun.deploy FINE com.sun.deploy.util.LoggerTraceListener print 10 Mar 30, 2006 2:55:47 PM game2d.GameStateHandler freeResources INFO: GameState object resources have been freed. [/quote] According to javaws.log.1, your screen resolution is set to 800x600x32. I think I have problems with 32 bit color mode in fullscreen.

Hum…there’s no error message about the error. Too bad! At least you’ll be able to play the new version soon in window mode. Anybody else had this problem?

Thanks for testing.

jumping does not work as it should on linux, the timed jumps that is, if you hold the button first jump is always small then second jump is big jump, not tried it on windows yet but i think it should be more mario style where the longer you hold button higher character jumps.

As already said, the Linux and Mac versions haven’t been tested yet and I don’t have time to focus on these platforms for now. If you try the windows version I think you’ll conclude that the jump behavior is really kind of mario style.

Really nice platformer. Everything moves silky smooth. I really enjoyed the game play too.
The player sprite is nicely animated (although maybe you could animate his hair as nicely as the rest too :))
One minor problem: I turned off music, but while I was playing, the music turned itself up again.
Maybe you could also give players a little bit of feedback about what to do in the first level. Most people (including me) don’t want to read how to play so it wasn’t immediately clear to me that you had to return those water bubbles to the trees. I even thought there was a bug when I couldn’t get any more bubbles. You could display a little text message in those cases that you have to return your bubbles to the trees.

Good work!

Thanks Eric for testing and the feedback too! I didn’t realize that the game instructions aren’t clear enough. I’ll enhance that.

It’s not that they’re not clear, it’s just that nobody reads them. At least I didn’t ;D
I think the reported problem about failing collision detection may also come from not reading the instructions.
Explaining while playing the first level is probably much better.