Gravity Battle

Just updated it, bunch more stuff… plus a new challenge (only a test level still).

  • Colour coded count down on the timer
  • Little radar
  • Physics (fixed?)
  • Several bug fixes
  • New level type (covert)
  • Lots of level editor updates (not that you guys get to see that bit ;)) - EDIT: Unless anyone wants to.

Kev

ugly loading font check
color coded time check :slight_smile:

Physics seem to be better now as far as I can tell. I bounced each time into a correct looking direction.

The light effect doesn’t work anymore ??? (for me at least - gf2mx with opengl 1.3 compatible drivers)

Oh and the radar is a good idea :slight_smile:

edit: oh and blow up the ship if you run out of time :wink:

Eeep! I’ve not changed anything with the lighting system at you should only need OpenGL 1.0 to get it (it just used vertex colours). It doesn’t work on any level?

EDIT: Ah ha, it was just the ship’s light not working? The level lighting continues to work? Found a bug, fixed, updated. In the covert ops one you don’t get a light for your ship.

Or just press ESC :slight_smile: Thought it was fairer to let the player have a look round the level if they ran out of time, hopefully makes it easier next time.

Thanks for the check back :slight_smile:

Kev

Ah, crash physics feel much better now :slight_smile:

The light stuff works again (yea ment the light of the ship). Well, the first level is pitch black except a red glowing thingy somewere at the bottom (left), but the rest looks ok again.

Thought it was fairer to let the player have a look round the
level if they ran out of time, hopefully makes it easier next
time.

Yea, well the thing is if the mission says “collect all stuff before you run out of time” and you collect everything but run out of time… and then exit… you “sucessfully” finished the mission. So either blow the ship up or don’t mark it as “done” if you ran out of time.

Ah, doh! :slight_smile:

Thanks.

Kev

I get the following error on MacOS X 10.3.x:

An error occurred while launching/running the application.

Title: Gravity Battle 2 (PG)
Vendor: Kev Glass - New Dawn Software
Category: Unexpected Error

no lwjgl in java.library.path

Sorry, (its in the first post), its Windows only at the moment due to lack of LWJGL builds atm.

Kev

It gets better with each viewing! :slight_smile:

Things I noticed this time, though not neccessarily gripes.

  • On the Light Fantastic level, your bullets are grey’ish, everywhere else they are yellow. If you turn on a light, your bullet color doesn’t change. I wasn’t sure if the lighting was supposed to make your bullets not look yellow or not.

  • All the bonus things (gems and such) give the same amount of points. Maybe mix it up.

  • You can ‘land’ on a flat spot. Your shields will kick on and just stay that way, but you don’t lose any shield power.

  • I like the cargo level where you go behind the columns. It makes the scene more alive to go in front of some things and behind others.

  • You can thank my daugher for this one - make a pause key. Its hard to tell a 3 year old to wait until you blow up or win, since it will probably take more than 0.5 seconds. :slight_smile:

  • The radar is great! What about putting in a radar upgrade you could get in the level that lets you see where the bad guys are or the goals (boxes, people, lights).

  • You could add a ship select. Attributes between the ships could be: thrust power, shield strength, how bright the ship lights are, how good the radar is, how fast the ship shoots, how powerful the shots are.

  • Put in an easter egg. :slight_smile:

  • Physics seem ‘right’ now.

  • I can’t figure out what the red bar is for (fuel, shots left?)

  • I like the blow up the ship idea when you run out of time too. To make it interesting, you could make the ship become a dull color and still let them fly around (sort of a ghost ship idea)

  • When the loading screen comes up. It puts a few dots on the screen, but then I have to click to make it continue.

Great coding!

Dr. A>

Red bar is fuel (probably going to be removed, not really worth being there).

Updated again:

  • Sounds/Music/Fullscreen configuration menu
  • Control configuration menu
  • Gamepad support (buttons only)
  • Pause key! §

Kev

Neat game, any plans to add some thrust-style retrival missions?

I tried controller support in LWJGL a couple of months ago and it was b0rked, I’ll give it a try in your game and see if things have been fixed since then…

You mean fly in, rescue someone, return them home type thing? Or something else?

I’ve got a bunch more ideas for levels which I think is going to be my next step. Implement a test level for each idea and push them out here, get some feedback.

Kev

Yeah, thats the kind of thing. Although Thrust has the extra complication of having the ‘thing’ to be rescued dangling from a rope under the ship, making ship controll go all wonky. ;D

Too complicated for me I think :slight_smile: Maybe once everything else is done…

Kev

Some more updates:

  • 3 new levels (albeit all test at the moment)
  • Timing bugs fixed
  • Controller support configurable
  • Setup/Controls/Level status muffined
  • Bonuses now vary in points value
  • Cargo hold added (see Pod People 1)

All levels are still test but I’m hoping for feedback on ideas. More ideas on the way…

Still having trouble making the lights any “brighter”. Need to implement some sort of gamma correction thing I think but no idea where to start.

Kev

PS: Playing on a joypad on the TV is great! (http://www.cokeandcode.com/gravitybattle/javaconsole)

You are a coding machine! You keep pumping out the updates.

A list again. Tell me if you’re tired of getting my comments and I’ll stop pretending I’m the worlds best video game player. :slight_smile:

  • I love the animation of the sheep blinking. I don’t like how hard it is to get those darn sheep into the pen. :confused: The easiest way for me to do it was to try and go under them and push them up. Gravity really makes this task difficult. The pen was touching one sheep, but it wasn’t close enough to be counted as in.

  • On the asteroid level you have 2 sizes, but it takes the same amount of shots to blow them up. Maybe make it take more for the larger ones.

  • The difuse the bombs level is a great idea! Maybe make the bombs have different starting times. Like going near the first one makes the second one start timing.

  • The ‘alien mother ship’ was very frustrating because you can’t thrust laterally. Maybe create a lateral left/right thrust controller by z and x or such.

  • The controller status is swell.

  • After you win a level or die, let spacebar or enter skip the Level Completed animation or else shorten the animation.

  • If you die, give the choice to replay the level, instead of having to pick it again from the menu.

  • I noticed some frame lag at times, which I hadn’t before. My antivirus might have been running, so I’ll double check this.

HTH - Dr. A>

PS - Gameplay is still solid and graphics look fine.

Don’t ever think that, the clear and concise feedback is really helping. I also appreciate people pointing out things that arn’t good as much as things that are.

I’ll try and sort this stuff out… :wink:

Kev

Another nice new version, additions include:

  • Fixes to the muffin code
  • 1 Extra level (requires unlocking)
  • Level keys, find them hidden on levels to open locked levels
  • Level Replay - if you fail you can replay straight away
  • Varying hit points on asteroids
  • Radar now shows entities locations aswell as terrain (this might become a ship option)
  • Level status reset in options
  • Versioned level packs, you should find your best times and completion status resets on playing this time.

More to come… feedback appreciated.

Kev

Slight update, I’d noticed on some systems pretty awful frame rates. If you’re having problems of this nature I’ve just added a toggle for colour depth. Changing this over might help.

Note: It’s not always the case that smaller bit is faster. My GF2 likes 32 bit mode but not 16 bit mode.

Kev

I got an error when trying to run the new version, could just be the new java version and not your game though :).

I’m now using “1.5.0-rc” and heres the error:

Unexpected exception: java.lang.reflect.InvocationTargetException

The trace:

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: no lwjgl in java.library.path
at java.lang.ClassLoader.loadLibrary(Unknown Source)
at java.lang.Runtime.loadLibrary0(Unknown Source)
at java.lang.System.loadLibrary(Unknown Source)
at org.lwjgl.Sys.initialize(Sys.java:123)
at org.lwjgl.Sys.(Sys.java:90)
at org.lwjgl.opengl.Display.(Display.java:63)
at org.newdawn.grav2.GameWindow.(GameWindow.java:88)
at org.newdawn.grav2.GameWindow.main(GameWindow.java:363)
… 11 more