Hyper Blazer

Random nukeout after playing for a few minutes.

Win2k sp4, ati 9100, yadda yadda… I dont think it actually matters…

Java Web Start 1.5.0_06
Using JRE version 1.5.0_06 Java HotSpot(TM) Client VM
User home directory = C:\Dokumente und Einstellungen\bleargh
----------------------------------------------------
c:   clear console window
f:   finalize objects on finalization queue
g:   garbage collect
h:   display this help message
m:   print memory usage
o:   trigger logging
p:   reload proxy configuration
q:   hide console
r:   reload policy configuration
s:   dump system and deployment properties
t:   dump thread list
0-5: set trace level to <n>
----------------------------------------------------
*** START ***
VSync=true
Throttle=true
Setting mode 800 x 600 x 32 @60Hz
/bg5.jpg
Texture '/bg5.jpg' loaded.
Texture ID 0 assigned
Loaded clip /explo1.wav
Loaded clip /boing.wav
/title.png
Texture '/title.png' loaded.
Texture ID 1 assigned
/levelscore.png
Texture '/levelscore.png' loaded.
Texture ID 2 assigned
/19x16Lucida.png
Texture '/19x16Lucida.png' loaded.
Texture ID 3 assigned
Frequency:60
/TileJump.png
Texture '/TileJump.png' loaded.
Texture ID 4 assigned
/TileSpeed.png
Texture '/TileSpeed.png' loaded.
Texture ID 5 assigned
/TileDrag.png
Texture '/TileDrag.png' loaded.
Texture ID 6 assigned
/gagaplay.png
Texture '/gagaplay.png' loaded.
Texture ID 7 assigned
Loaded clip /claps.wav
Loaded clip /low1.wav
INIT COMPLETE
LEVEL 1
FINISH!
LEVEL 2
FINISH!
/TileReverse.png
Texture '/TileReverse.png' loaded.
Texture ID 8 assigned
LEVEL 3
FPS:43.519047
org.lwjgl.openal.OpenALException: OpenAL error: Invalid Operation (40964)
	at org.lwjgl.openal.Util.checkALError(Util.java:56)
	at org.lwjgl.openal.AL10.alSourceUnqueueBuffers(AL10.java:1181)
	at com.gagaplay.sound.OggPlayer.empty(OggPlayer.java:183)
	at com.gagaplay.sound.OggPlayer.release(OggPlayer.java:73)
	at com.gagaplay.hwblast.Game.gameOver(Game.java:566)
	at com.gagaplay.hwblast.engine.Player.endExplosion(Player.java:163)
	at com.gagaplay.hwblast.engine.Player.tick(Player.java:147)
	at com.gagaplay.hwblast.Game.logic(Game.java:389)
	at com.gagaplay.hwblast.Game.run(Game.java:329)
	at com.gagaplay.hwblast.Game.main(Game.java:158)
	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)

Strange, I do set the library path in the jnlp so copying that dll around should not be necessary. :frowning:

[quote]Random nukeout after playing for a few minutes.
[/quote]
Hmm… :’(
Did the crash in fact happen at Game Over (as the trace suggests)?

I’m using Tom’s OggPlayer for the music, and sometimes this also throws exceptions although on my machine they don’t nuke the whole thing.

I’m now uploading a new version which hopefully deals with this (if not in a very elegant way, I still have to figure out the cause of the exceptions :slight_smile:
Could you please try again?

Just played for more than half an hour… didnt crash again.

But I got several of those in the log:


org.lwjgl.openal.OpenALException: OpenAL error: Invalid Name (40961)
	at org.lwjgl.openal.Util.checkALError(Util.java:56)
	at org.lwjgl.openal.AL10.alGetSourcei(AL10.java:811)
	at com.gagaplay.sound.OggPlayer.update(OggPlayer.java:136)
	at com.gagaplay.sound.OggPlayer$PlayerThread.run(OggPlayer.java:227)

And it left some javaws zombie process behind, which I had to kill manually (waited some minutes).

Btw the music is very funky :slight_smile:

… Warning - while you were typing a new reply has been posted. You may wish to review your post.

Did the crash in fact happen at Game Over (as the trace suggests)?

I’m not really sure.

Could you please try again?

Uhm… well, yea… why not? :slight_smile:
(It didnt download anything new before… so I was playing the old version.)

edit: uaaar… downloads 6.7mb now… try splitting that stuff up into different jars next time (one for music, one for textures etc).

Doesnt work anymore. Cleared the browser and jws cache and it still doesnt work.

Unable to load resource: http://www.gagaplay.com/hypblazer/hypblazer.jar

JNLPException[category: Download Error : Exception: java.net.SocketException: Connection reset : LaunchDesc: null ]
at com.sun.javaws.cache.DownloadProtocol$RetrieveAction.actionDownload(Unknown Source)
at com.sun.javaws.cache.DownloadProtocol.doDownload(Unknown Source)
at com.sun.javaws.cache.DownloadProtocol.getResource(Unknown Source)
at com.sun.javaws.LaunchDownload.downloadJarFiles(Unknown Source)
at com.sun.javaws.LaunchDownload.downloadEagerorAll(Unknown Source)
at com.sun.javaws.Launcher.downloadResources(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)

edit: Finally worked after several retries. No zombie process this time.

Thanks for testing :smiley:

Sorry but I had some trouble uploading the jar, the session aborted for some reason the first time.

And yeah, I will split the jar (will save me some headaches too).

EDIT:

Dunno why I posted twice…

Hi Erik,

Cool game, one of my favorites! :slight_smile:

I really like the music, the starfield really gives a feeling of speed and the in air / moving obstacles are a nice addition to the original concept.

Maybe a nice addition would be to give the ball a texture so it really looks like if the ball is rolling. (It’s what we did with our version of trail blazer: http://www.arcazoid.com/game/id/3 )

Keep up the good work!

Thijs

Thanks :slight_smile:
Yes, the ball needs a texture at least. There’s lots of polishing to be done.

You have a great polished version of trail blazer going on yourself there! It plays very differently from Hyper Blazer, maybe because of the different viewing angle, but it’s great fun in it’s own way. Thank God I’m dutch myself though, otherwise I probably wouldn’t know how to get to the game ;D
BTW Your applet doesn’t work on Opera, you might want to fix that.

[quote]You have a great polished version of trail blazer going on yourself there!
[/quote]
Thanks :slight_smile: Originally it was made by this guy: www.mandrixx.net
I worked together with him to polish his games to their current state. (many more, even better games are in development though :wink: )

[quote]Thank God I’m dutch myself though,
[/quote]
Hah, I already wondered if that was the case, there probably aren’t too many countries where they know the name Erik :wink:

[quote]otherwise I probably wouldn’t know how to get to the game Grin
[/quote]
Hehe, yeah I know… the site is still in beta; the texts are mostly in Dutch as we’ll be promoting the site in The Netherlands upon our first release. I’ve started to translate parts to English though… I’ll announce it on these boards when it’s done.

[quote]BTW Your applet doesn’t work on Opera, you might want to fix that.
[/quote]
I know about it :frowning:
It seems that Opera is the only webbrowser that has the problem, it seems to happen on the urlconnection (the local versions play fine on Opera). But as not too many people use it, it’s pretty low in my todo.txt :wink:

Slightly ot… I downloaded all tracks ;D

Dude, you need to tag em all correctly (together with url n stuff) otherwise its hard to tell where they are from (once they travelled around).

Yes I know, very good point.
The website is currently being redesigned by our guitar player and this is an early draft version but unfortunately it is still full of mistakes, spelling errors etc. Actually a lot of the mp3’s currently online now weren’t even meant for public downloading (so you have some private recordings now :)). The downloadable tracks were originally hosted somewhere else, where I think they were correctly tagged.
I’ll ask for the password and fix the download stuff.

Thanks for pointing this out.

With a gf 6600:

*** START ***
VSync=true
Throttle=true
java.lang.Exception: Could not choose a display mode.
at com.gagaplay.hwblast.Game.init(Game.java:213)
at com.gagaplay.hwblast.Game.main(Game.java:168)
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)
(Other opengl apps work fine… my own lwjgl stuff included.)

Still works here with my ati 9100. I’m those 3 question marks at the top. Should have been “あほげ”.

Thanks for the report.
It tries to set the display to either 800x600, 1024x768 or 640x4x0, all at 60Hz.
I guess I need to have a fall-back if none of those modes are available…

Does JEmu2 work on your gf6600?

[quote] I’m those 3 question marks at the top. Should have been “あほげ”.
[/quote]
Ummm, looks like 3 question marks to me ;D

oNyx, could you please try again?
I made a fall back. I’m curious which mode is selected (it’s in the log) :).

“Setting mode 800 x 600 x 32 @60Hz” with that ati9100.

org.lwjgl.openal.OpenALException: OpenAL error: Invalid Name (40961) <- that one disappeared.

And…

http://kaioa.com/k/questionmarks.png

(Over in the highscore table they are clearly questionmarks [0x3F] tho.)

Cant test it on the other machine right now, but I’ll do that in a few hours.

With that gf6600 it picks now 800x600x16 @120Hz (should be 24/32bpp imo). The reason why you cannot pick a mode with 60hz is because a tool called refresh force was used.

And there was some odd rendering bug:


(These lines on the jumppad moved around when jumping.)

Uhm… after looking at the screenshots… they are supposed to be there? (They arent with that ati9100.)

[quote]With that gf6600 it picks now 800x600x16 @120Hz (should be 24/32bpp imo).
[/quote]
Ah, good. It should pick up 24 or 32 bpp if you set your colour depth like that in windows (it should always choose the current colour depth). The reason I did it that way is for compatibility reasons (some odd video drivers apparently don’t like switching colour depth when going full screen).

[quote]And there was some odd rendering bug:


(These lines on the jumppad moved around when jumping.)

Uhm… after looking at the screenshots… they are supposed to be there? (They arent with that ati9100.)
[/quote]
Yeah, I know it looks strange but it is ‘normal’. I recently added environment mapping to those jump pads, but I agree it doesn’t look very good so I’ll probably remove it again.

Thanks for testing! :slight_smile:

Oh, about that name in the high score table appearing as question marks, I wasn’t aware that they should have been japanese characters as they appeared as blocks in your first post. I never tested the high score thingy with japanese characters (I wouldn’t even know how to enter a japanese character!). Something obviously got ‘lost in translation’ somewhere…

Ah, good. It should pick up 24 or 32 bpp if you set your colour depth like that in windows (it should always choose the current colour depth). The reason I did it that way is for compatibility reasons (some odd video drivers apparently don’t like switching colour depth when going full screen).
[…]
[/quote]
It doesnt seem to work as intended. The desktop used 32bpp. I’m also using the current DisplayMode’s bpp and it works fine on both machines (just verified that).

Oh yeah, I forgot the display mode selection is in fall-back mode, and there it doesn’t care anymore about colour depth. It still should, though so I’ll fix that.