Gravity Battle

Just tried the webstart on a fresh windows machine under 1.4 seems fine. I’m assuming this is a RC1 problem.

Kev

Well, this is going to become a very nice game. Congratulations Kev, you’re a talented spare time games developer. :slight_smile: Can’t wait to see it with dedicated textures.

Basically it runs well on my machine, however when Webstart has to download a new version and the config (like fullscreen option) is reset, your game reports an “failed to initialise resources” error on the first start.
If I re-start it afterwards via Webstart again (then from cache I suppose), it works fine, as does any further start of the game.
It’s Java 1.4.2_05-b04 with an unfortunate ATI Radeon 9600.

Btw, the font looks clear and pretty. Are these textures or is this a Lwjgl feature?

Just textures. Strange it fails to start on first webstart although a friend also reported that.

I also saw the loading screen pause until clicked for the first time earlier.

My opinion, Webstart really is poo :wink:

Got a couple more features to go in (water for one) then some full size levels. I’m actually getting a bit stalled at the moment :frowning:

Kev

More thoughts -

  • It gets better each time you adjust things! :slight_smile:

  • The small asteroids seem to take more hits to blow up, than the big ones. Seems backwards to me. You also don’t get any points for blowing them up. :frowning: Maybe 50 an asteroid or something.

  • If you go to the main menu and then choose play, then pick a level. You will start off with the same score you had when you exited the game from last time. By exited, I mean don’t finish a level and go back to the main menu. The score resets correctly when you start the app over again.

  • In light fantastic, when your ship’s light and the light’s light overlap, it doesn’t get any brighter in the overlap area. It would be more ‘natural’ for the area to get brighter.

  • The locked levels is a great idea! Maybe make the locks stay with the level as your rotate the levels around.

  • In areas where you have to travel down, such as a slanted tunnel, your ship control is worthless. I always have to point my ship up and backdown the tunnel to keep from hitting walls. In one of the areas without lights, the radar is the only thing that saves you, since you can’t see where you are going. I would suggest putting in a reverse thrust, for the down arrow. It would be much less powerful than the main jets, but would help TREMENDOUSLY in making the ship manueverable.

  • As a fun thing to do, you can stick to the walls, by slowly approaching them and then just holding thrust on. Since you’re shields don’t drain, then maybe make a ‘docking’ station, where you could refuel/recharge/drop off pod people, etc.

  • The loading screen issue is caused by JWS poping up the 'Do you want to integrate this…" dialog. Once you answer the question, the game will start normally. I’ve seen this alot with apps that start full screen. You don’t get a chance to see the dialog.

  • Whats the orange box in the top left for? You may have covered this.

  • There isn’t any place to see a highscore or how many lives you have. I’m assuming more than one person might play this at the same computer.

  • The question after you die on a level is perfect!

  • There doesn’t seem to be the jerking I saw with the last version.

Great job!

Dr. A>

Just uploaded a version that should work on linux. Its built against the 0.92 LWJGL build. Not much added apart from pilot profiles and the episode selection screen, I’ll do another update soon with some news stuff to play with and responses to the feedback so far.

I don’t know if it actually works on Linux yet, let me know.

Thanks for the continued feedback,

Kev

Hi
I’m still having trouble even running it on some boxes. When it fails I can alt-tab to and see that there are 4 javaw processes, one for the webstart app manager, one for the console, one for grav and one that is entitled unexpected error, it won’t come to the front of the screen so I can’t see it, but it appears there are more than one buttons on it (from trying to switch to it, then using tab to change buttons, and space to hit it), although they do different things, non of them get it working, one bails out totally, and one seems to change the res back, but only part of the screen is recovered, and it’s still not working. It happens whilst the loading screen is up. The webstart console log contains

Java Web Start 1.4.2_03 Console, started Wed Sep 08 13:51:50 BST 2004
Java 2 Runtime Environment: Version 1.4.2_04 by Sun Microsystems Inc.
Logging to file: <insert dir here>webstart.log
No previous setup found
Trying for 32 - Obtained 32 BPP
Failed to start controller
No previous control configuration found.

which doesn’t seem to be much help?

Windowed mode would be very very very very very useful right now, even if it’s a hidden, debug only version of the jnlp with some option or something set :slight_smile:

Endolf

Ok, all JNLP is now in “devmode” which basically means you don’t get to start in fullscreen mode ever.

Kev

Ok, mouse still seems borked, but I can now using keyboard get to a usefull message. Nvidia GeForce 2 MX, using the 6177 drivers (Just updated for you :))

java.lang.UnsatisfiedLinkError: wglAllocateMemoryNV

      at org.lwjgl.opengl.NVVertexArrayRange.wglAllocateMemoryNV(Native Method)

      at com.shavenpuppy.jglib.opengl.nvidia.NvidiaMemory.doCreate(NvidiaMemory.java:89)

      at com.shavenpuppy.jglib.Resources.allocate(Resources.java:379)

      at com.shavenpuppy.jglib.Resource.create(Resource.java:158)

      at com.shavenpuppy.jglib.opengl.nvidia.AGPMemory.reserve(AGPMemory.java:98)

      at com.shavenpuppy.jglib.opengl.nvidia.NvidiaInitializer.initialize(NvidiaInitializer.java:59)

      at org.newdawn.grav2.GameWindow.init(GameWindow.java:240)

      at org.newdawn.grav2.GameWindow.<init>(GameWindow.java:94)

      at org.newdawn.grav2.GameWindow.main(GameWindow.java:381)

      at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

      at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)

      at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)

      at java.lang.reflect.Method.invoke(Method.java:324)

      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(Thread.java:534)


Endolf

new stack trace

java.lang.UnsatisfiedLinkError: wglAllocateMemoryNV

      at org.lwjgl.opengl.NVVertexArrayRange.wglAllocateMemoryNV(Native Method)

      at com.shavenpuppy.jglib.opengl.nvidia.NvidiaMemory.doCreate(NvidiaMemory.java:89)

      at com.shavenpuppy.jglib.Resources.allocate(Resources.java:379)

      at com.shavenpuppy.jglib.Resource.create(Resource.java:158)

      at com.shavenpuppy.jglib.opengl.nvidia.AGPMemory.reserve(AGPMemory.java:98)

      at org.newdawn.grav2.GameWindow.init(GameWindow.java:241)

      at org.newdawn.grav2.GameWindow.<init>(GameWindow.java:94)

      at org.newdawn.grav2.GameWindow.main(GameWindow.java:384)

      at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

      at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)

      at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)

      at java.lang.reflect.Method.invoke(Method.java:324)

      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(Thread.java:534)


I played a couple levels, went to the options screen, changed to windowed mode, switched back to fullscreen mode (both of which took a good few seconds), then clicked on the Exit, and it didn’t change my resolution back, but instead turned the game into a small window with a black screen and I couldn’t close it unless I forced killed Java.

What OS? What machine?

  • Did it really take seconds to swap modes? Not that I see this as a problem since you’ll probably choose how you want to play once.

  • How did you “click” on exit? Theres no mouse control. Did you X the window some how?

Kev

I meant I clicked (pressed) the key to exit, meaning Enter, sorry bout that :wink: I didn’t X the window though. I tried after it went to the little black screen but it wouldn’t let me kill it.

As for the slow switching, yeah I don’t think that’s a problem. Just seemed slower than I was used to in other games.

I’m on Windows XP SP2 on a 2ghz Celeron, Toshiba laptop. 64mb Intel graphics controller (bahh! :slight_smile: ) Java 1.4.2_05

Coo, I’m going to take that as a positive, you could play it on a Intel Graphics Controller!!!

Woooooooot!

Kev

hehehe. For the record, AlienFlux on my box flies with no hiccups or anything. I don’t think the animation can get any smoother. So that’s what I compare all the rest of the games to now when I play :slight_smile:

I r0xor :-*

Cas :slight_smile:

[quote]I r0xor :-*
[/quote]
And modest too :wink:

Endolf

P.S. Grav works now on that machine :slight_smile:

Well, I managed to get Linux up and running and Grav runs there too :slight_smile:

Kev

Finally, another update! Its been a busy few weeks preventing me getting anywhere near code. However, here’s a lovely weekend of updates:

  • 3 Extra test levels (2 of which might even become actual levels)
  • 3 additional mission types
  • Pilot profiles
  • Episode system
  • Getting stuck on walls bug fixed (?)
  • Upgrades system (you now need to find spanners to get upgrades)
  • Missles upgrade
  • Pulse cannon upgrade
  • Retro thrusters upgrade
  • Radar has now moved to a two phase upgrade.

Any feedback (good/bad/ugly) appreciated as always. Additionally, thanks to those who have sent feedback via email, always nice to hear thoughts.

Kev

finally got to sit down and play this. WOw. very nice, addictive and very smooth. and…once again I feel like a real newb! :slight_smile:

M

w2k, amd athlon 1.1 ati 9600
java 1.5

kev -

I tried the latest build and the frame frate for the level select screen is in the dumps. All the other transition menu effects appear fine. The expanding effect you have takes about 10 - 15 seconds. :stuck_out_tongue: I tried to choose another level and the rotation of the level boxes took forever.

Dr. A>