Guardian [FINISHED]

I am aware of the LWJGL bug.

I have just given up on Apple. Everything they do is anti-indie-developer.
If it weren’t for my 2 friends who use Apple and eveyone else still using java 6, I would just leave it at java 7.

I have been looking into bundling a JVM with the application to satisfy people who can’t be bothered downloading java 7 themselves. It is not hard to use 2 versions of java on a computer.

In response to your comment on why Java 7 is pointless for games, yes, there is barely anything new that I would use, but on the other hand, why not?

Anyway, when I reach Alpha, I’ll have a cross platform version (.jar), a Windows .exe (bundled jvm) a Linux whatever* (bundled jvm), and hopefully a Java 6 version for Mac if my friends show some interest.

Does anyone know if you can use java 7 on a Mac through a bundled jvm?

*Yeah, I’m supposed to be using Linux as my main OS, but there is no real replacement for Paint.NET as of now.

GeForce GTX 560 Ti Current Installed Driver: 306.97 (up to date)

If this matters, I am currently making my own LWJGL game which compiles just fine on my computer.

Newest prototype download in the main post.

New stuff:

  • Special attacks for everything.
  • Can only change classes when killed.
  • Special attack key is now the down arrow, not X.
  • A bit of balancing. (It’s now harder ;D)

Java 6 build coming as soon as possible.
Have fun.

Java 6 compatible version now available

See opening post.

Could someone check if it works on OSX? (and check if it works at all? :slight_smile:

Enjoy!

There’s a problem with only changing classes when killed: If you change to a monster, you can’t be killed.

I am aware of that.
It is really only for testing purposes and so people can get an idea of where the game is going.

I can confirm it works on OSX 10.8, with Java 6. Love the particle explosions!

What bugs me is that this game was playable and really fun after only three days of development.
And Ludum Dare is almost here.
I could have entered this in the jam had I saved the idea until then (but changed it to fit the theme).

You should pay more attention to some graphics, like the terrain textures for example. I’d change the background gradient to more sky-like texture if I could. Try avoiding programmer’s graphics. Its… not attractive.

This was done by me in 2 minutes, and it looks a whole lot better. Good work on gameplay though.

Personally, I prefer his grass textures, they’re very nice!
Again, really good work with the game so far HGD.

Nice! :slight_smile:

The sky is temporary. After Ludum Dare I’ll have some time to do some larger-scale amounts of pixel art.
I will redo the grass (I may try something similar to your idea)

New Prototype Build out!

http://dl.dropbox.com/u/99583484/Project%2016x/Screenshots/Screenshot%204.png

Features:

  • Respawn Cooldown. You have to wait 2 seconds before you can respawn.
  • A tower. Defend it and it will defend you.
  • A real level. Tower one side, goblin pit on the other.
  • Goblin swarm. They may be weak alone, but in a huge bunch, you may have a problem.
  • Doors. You can walk/shoot through them, but enemies won’t be able to get you until they bash it open.
  • Ladders. Now you can climb.
  • Coins. They’re pointless at the moment, but at least they give the game a purpose. Collect more than the Goblins
  • Chests. Store your coins!
  • Guardians only. No more being a monster. You have to be a good guy now

An some other fixes/balancing.

I also re-textured grass after the above suggestions. I love the new look.
I will attempt to have a real background done shortly after the Ludum Dare.

I really like the look of that game.
Keep up the good work.

huge fan of pixel art, and yours is brilliant, love it

Thanks for all the Awesome feedback!
Last night I balanced all the characters and added a use for coins.
I also did a bit of AI for Guardians.
A bit more work and I’ll have Level 1 complete.

I am considering switching from procedural generation to pre-made levels to avoid annoying levels which put a cliff next to the tower or mess with the AI of the archers (shooting at a wall for example).

Ludum Dare starts in an hour or so, so no more work until Tuesday (Wednesday if I want to do more work and enter the jam) (By the way, it’s Saturday afternoon for me at the moment. Sorry if anyone gets confused by the time zones.)

Just a question about your sprite sheet, how do you get rid of the white in the game?

I use Java 7. :clue:

The particles or the space around the characters?

If the former, I color them using OpenGL.
If the latter, that “white” is completely transparent.

Sorry huge error (OPENGL 4.2):
(I dont know what you are doing with drawarrays, but with my own and other games this just works.)


#
# A fatal error has been detected by the Java Runtime Environment:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000068f64bf0, pid=2892, tid=2424
#
# JRE version: 7.0-b147
# Java VM: Java HotSpot(TM) 64-Bit Server VM (21.0-b17 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C  [nvoglv64.DLL+0x7f4bf0]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# If you would like to submit a bug report, please visit:
#   http://bugreport.sun.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#

---------------  T H R E A D  ---------------

Current thread (0x000000000287b000):  JavaThread "main" [_thread_in_native, id=2424, stack(0x0000000002930000,0x0000000002a30000)]

siginfo: ExceptionCode=0xc0000005, reading address 0x0000000000000000

Registers:
RAX=0x0000000000000006, RBX=0x0000000002a2eb90, RCX=0x0000000000000000, RDX=0x0000000000376a28
RSP=0x0000000002a2eb28, RBP=0x0000000000000000, RSI=0x000000000c267d3c, RDI=0x0000000002a2ec38
R8 =0xfffffffff3d982b4, R9 =0x000000000c267d4c, R10=0x0000000068770000, R11=0x0000000000000000
R12=0x0000000000376980, R13=0xfffffffffd947df0, R14=0x0000000002a2efa0, R15=0x000000000287b000
RIP=0x0000000068f64bf0, EFLAGS=0x0000000000010297

Top of Stack: (sp=0x0000000002a2eb28)
0x0000000002a2eb28:   0000000068f64d02 0000000002a2ecd8
0x0000000002a2eb38:   0000000068f64dc5 00000000801dac01
0x0000000002a2eb48:   0000000002a2ecd8 0000000000000004
0x0000000002a2eb58:   0000000000000000 0000000000000000
0x0000000002a2eb68:   0000000068f6573c 0000000000376840
0x0000000002a2eb78:   0000000000000028 0000000000000006
0x0000000002a2eb88:   00000000086ec600 0000000000000000
0x0000000002a2eb98:   0000000000000000 0000010900000000
0x0000000002a2eba8:   0000000000000000 0000000000000000
0x0000000002a2ebb8:   0000000000000000 0000000000000020
0x0000000002a2ebc8:   0000140600000002 0000000000000028
0x0000000002a2ebd8:   0000000000000000 0000140600000003
0x0000000002a2ebe8:   0000000100000028 0000000000000000
0x0000000002a2ebf8:   0000140600000004 0000000100000028
0x0000000002a2ec08:   0000000000000000 0000140600000003
0x0000000002a2ec18:   0000000100000028 0000000000000000 

Instructions: (pc=0x0000000068f64bf0)
0x0000000068f64bd0:   4b 8b 04 01 ff c1 49 83 c1 08 49 89 41 f8 3b 4a
0x0000000068f64be0:   08 7c ed f3 c3 33 c9 39 4a 08 7e 17 4d 2b c1 90
0x0000000068f64bf0:   43 8b 04 01 ff c1 49 83 c1 04 41 89 41 fc 3b 4a
0x0000000068f64c00:   08 7c ed f3 c3 0f 1f 00 3d 4b 7f 00 3d 4b 7f 00 


Register to memory mapping:

RAX=0x0000000000000006 is an unknown value
RBX=0x0000000002a2eb90 is pointing into the stack for thread: 0x000000000287b000
RCX=0x0000000000000000 is an unknown value
RDX=0x0000000000376a28 is an unknown value
RSP=0x0000000002a2eb28 is pointing into the stack for thread: 0x000000000287b000
RBP=0x0000000000000000 is an unknown value
RSI=0x000000000c267d3c is an unknown value
RDI=0x0000000002a2ec38 is pointing into the stack for thread: 0x000000000287b000
R8 =0xfffffffff3d982b4 is an unknown value
R9 =0x000000000c267d4c is an unknown value
R10=0x0000000068770000 is an unknown value
R11=0x0000000000000000 is an unknown value
R12=0x0000000000376980 is an unknown value
R13=0xfffffffffd947df0 is an unknown value
R14=0x0000000002a2efa0 is pointing into the stack for thread: 0x000000000287b000
R15=0x000000000287b000 is a thread


Stack: [0x0000000002930000,0x0000000002a30000],  sp=0x0000000002a2eb28,  free space=1018k
Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code)
C  [nvoglv64.DLL+0x7f4bf0]

[error occurred during error reporting (printing native stack), id 0xc0000005]

Java frames: (J=compiled Java code, j=interpreted, Vv=VM code)
j  org.lwjgl.opengl.GL11.nglDrawArrays(IIIJ)V+0
j  org.lwjgl.opengl.GL11.glDrawArrays(III)V+20
j  heroesgrave.guardian.world.Sky.render()V+334
j  heroesgrave.guardian.main.Main.render()V+31
j  heroesgrave.guardian.main.Main.start()V+110
j  heroesgrave.guardian.main.Main.main([Ljava/lang/String;)V+87
v  ~StubRoutines::call_stub

Likely a driver bug, since this is otherwise a very well-worn codepath in LWJGL. Try updating your driver and see if it still occurs.