Nice game!
I’ve only made it halfway through the first level, they are really huge.
I think the first part looks a bit depressing due to the brownish background/platforms and stuff, but that maybe just me
I would also prefer to have a bit more variety, e.g. through more decorative objects in the maps…
You should compress your soundfiles to create a smaller download!
too huge: i feared to hear that :-
the later levels are a bit more decorated, but in general i think graphics are not my best skill…
download size: come on, 25mb aren’t that big these days, are they? but ok, i could have compressed the music just a little more, thats right. i’ll consider to do that if more comments like that will appear
25MB is not a problem for an applet.
I won’t play anything that’s not an applet unless I have a very good reason (like multiplayer or something).
You have to accept the fact that very few people will take the trouble (or the security risk) of downloading and running code for a casual game. If you want lots of people to play your game and give feedback at least use webstart, ideally use an applet.
If it’s not easy to start playing then people simply won’t bother - why should they?
Too lazy to not take advantage of one of Java’s best features (easy in-browser playing)?
I don’t like to download Java games because of security and virus issues. Not that Web Start is much better, but it’s something, at least. You’re not going to find a lot of people on JGO who will just download a JAR and run it.
Whoops, looks like SimonH beat me to it. See, that’s two! You’re going to get more.
i cant provide an applet yet and in the near future. but i understand i’ll have to do that. that will take some time. i’ll take a look into webstart too of course. maybe thats easier.
but honestly: a 25mb applet? personally i’d rather download a game ONCE instead of loading it every time i want to play. that are 15 levels with a estimated playing time of 6 to 10 hours! would you really want to play that in a browser?
There really is very little work involved - if it runs in a frame it’ll run in an applet with minimal adaptation.
As for 25MB download every time, after a player has loaded the game once it resides in the browser cache so will load up very quickly next time.
Seriously, a couple of hours work and you’ll be done - you can always ask here if you get stuck!
I Look forward to playing your game!
unfortunately, if i’m not wrong, this is not so easy:
i have to rewrite the engine from file to getRessource (including the randomAccessReader which is the only reader that includes readLine AND readInt for example)
i have to handle the savegame different (currently i have no idea how to manage to save online!?)
i am wrong with that? i appreciate any help of course!
If you sign the Applet, you can have the Applet download all your resources to local folder on their HD and then read it from there. Also you can put save files there. But obviously this defeats the purpose of having an Applet in many ways.
I don’t know how you did all your code, but for pretty much any game I’ve ever done the difference between reading images on disk versus in a JAR is literally one line of code - everything else references that. It’s a good idea in general to have some sort of ResourceLoader class to make your life easier in this way. So why not create one that you can use in all your games in the future? As for the savegame, you could either try to use Java Preferences (I think it’s called) or you can just connect with a PHP script to save to server. There are lots of tutorials on how. Or, just allow for unrestricted access. Usually, though, you can use Preferences (saves ints, booleans, etc.)
well hopefully your loading code is reused so you’ll probably need to change one line of code . But I agree that is a pain in the ass to load resources within applets .
for the savegame, you can just use the same thing you’re using (a file, a suppose) and save it on the disk . You’ll have to sign tha applet though, but that’s faaar better than making people download stuff .
and another thing, there’s no need to redownload the applet everytime you want to play it . There are some tag configurations you can set to download only if needed .
[quote]i have to rewrite the engine from file to getRessource (including the randomAccessReader which is the only reader that includes readLine AND readInt for example)
[/quote]
I use a function like this to read a file into a BufferedReader, it supports the 2 methods you posted (readInt is just read).
public static BufferedReader readFile(String folderName, String fileName) throws IOException {
return new BufferedReader(new InputStreamReader(Thread.currentThread().getContextClassLoader().getResourceAsStream(folderName+fileName)));
}
putting ressources (and even classes) in a jar is not a requierement for Applet, you can let them on your server and load them using different metods : URLConnection / IOImage / getImage / etc…
That’s a very nice game, its done pretty well. From what I’ve played so far, it looks like a game that should be in the Featured Games section. If I get some more time to play it, will see if I can wrap up a review for it. (hopefully one of the other mods will review it first and Feature it, if it meets the criteria )
The easiest saving will be to just process the sounds and save them in a lower quality - (sadly applets won’t play mp3 files). Then make the applet just download the data for each level for when it’s needed.