[Java2D] Izzy's Revenge

Hi! the idea is to do a mix between a platformer and a beat’em up. I have already prepared the particles systems for the blood :stuck_out_tongue:

In the development area, i’ve been working the last days trying to make windowed Vsync to work in Java2D. I’ve also managed split the game in two execution threads, one for game physics and other for screen rendering. I needed to add some synchronization between both threads in order to avoid stuttering. Now the screen sliding and the game is super-smooth :slight_smile:

We’ve been working these days in several concept art illustrations. What do you think about this one? It’s a poster starring Izzy and the four main bosses she has to beat. We want them to be different in their personalities and in their look.

Hope you like it! We plan to give some postcards with this same design at the London’s Campus Party! :slight_smile:

What are the challenges going to be? Will there be enemies or will it be a puzzle solver most of the time?
I like the cute textures though:)

Hi! the idea is to do a mix between a platformer and a beat’em up. I have already prepared the particles systems for the blood :stuck_out_tongue:

In the development area, i’ve been working the last days trying to make windowed Vsync to work in Java2D. I’ve also managed split the game in two execution threads, one for game physics and other for screen rendering. I needed to add some synchronization between both threads in order to avoid stuttering. Now the screen sliding and the game is super-smooth :slight_smile:

Hey guys!

Izzy is already able to attack! we made a video with the new movements and you can see her walking accross Steelbridge streets (work in progress)

What do you think about it? Do you like the new designs for the city? :slight_smile:

uGTz4ZWAhZk

Hey guys!

Izzy is already able to attack! we made a video with the new movements and you can see her walking accross Steelbridge streets (work in progress)

What do you think about it? Do you like the new designs for the city? :slight_smile:

uGTz4ZWAhZk

We programmed for Izzy’s revenge a very very basic physics functionality. Some elements like the main character, projectiles or enemies extends from a class named “Physicable”. This class provide several characteristics like position, speed, acceleration, friction or air friction as well as some methods for detecting collisions.

Using these features, when Izzy gets harmed, we added some speed in the reverse direction as a knockback. You can see what happens with too high speeds XD:

zZsJMWMAexM

We programmed for Izzy’s revenge a very very basic physics functionality. Some elements like the main character, projectiles or enemies extends from a class named “Physicable”. This class provide several characteristics like position, speed, acceleration, friction or air friction as well as some methods for detecting collisions.

Using these features, when Izzy gets harmed, we added some speed in the reverse direction as a knockback. You can see what happens with too high speeds XD:

zZsJMWMAexM

Little by little, we keep pushing.

Surprisingly the java2D engine works quite well, better than expected. We can run the game at 60fps in low-end GPUs like the intel HD4000 and geforce 9500.

We started to use textures with java2D texturepaint, it works quite well, with no performance penalty in comparison to direct image drawing. It works even better in some cases.

I’m totally reworking the code in order to follow the “clean code” directives. I feel quite happy with the result.

https://dl.dropboxusercontent.com/u/96150028/megalevelMini.jpg

Little by little, we keep pushing.

Surprisingly the java2D engine works quite well, better than expected. We can run the game at 60fps in low-end GPUs like the intel HD4000 and geforce 9500.

We started to use textures with java2D texturepaint, it works quite well, with no performance penalty in comparison to direct image drawing. It works even better in some cases.

I’m totally reworking the code in order to follow the “clean code” directives. I feel quite happy with the result.

https://dl.dropboxusercontent.com/u/96150028/megalevelMini.jpg

Nice job man (guys?)! You seem to be doing really well with this project! I like the knock back too. It is hilarious.

Nice job man (guys?)! You seem to be doing really well with this project! I like the knock back too. It is hilarious.

thanks a lot!

we finally have some ingame enemy killing action. For programming a basic AI I used a quite simple algorithm based on the state object pattern. really clean and nice:

Phov5OJjwiE

thanks a lot!

we finally have some ingame enemy killing action. For programming a basic AI I used a quite simple algorithm based on the state object pattern. really clean and nice:

Phov5OJjwiE

The enemies remind me of the Hotline Miami pig-skin :).

The enemies remind me of the Hotline Miami pig-skin :).

hahaha, maybe you’re right.

I have to say that for us hotline miami is one of the funniest indie games eves. We watched yesterday the teaser of hotline miami 2 about 100 times! amazing!

hahaha, maybe you’re right.

I have to say that for us hotline miami is one of the funniest indie games eves. We watched yesterday the teaser of hotline miami 2 about 100 times! amazing!

Many, many days since the last update. We have been in a rush defining over and over the combat mechanics to make it fun. We had many moments of crisis and histeria, but we got over them.

At the time of the last post we only had a basic attack action, quite simple. We thought it was enough, but after trying with several people they told us that it was too easy killing enemies, just spam attack and thats all. It was boring, not a challenge.

We wanted a more complex mechanincs, so we nerfed the normal weapon: if enemies come in group the attack will only affects to one of them. This forces the player to use other tactiques than attack spam.

Also, we created a set additional attack movements. Our first one was a kick, makes little damage but really effective to move enemies away:

https://dl.dropboxusercontent.com/u/96150028/java-gaming/IzzyAttack4_01.png

Just with these two changes, the combat gained a lot of depth and became much funnier:

NLwVXo9h_70

We also took a lot of attention to the attack delays, we want a fast-pathed combat, so the controls must feel nice. We reduced the delays to the minimun.

Also, if a user press a new attack slightly before the previous ends, Izzy chains the attacks. This improved the combat flow a lot. Thanks to this, the attacks feel really smooth.

Many, many days since the last update. We have been in a rush defining over and over the combat mechanics to make it fun. We had many moments of crisis and histeria, but we got over them.

At the time of the last post we only had a basic attack action, quite simple. We thought it was enough, but after trying with several people they told us that it was too easy killing enemies, just spam attack and thats all. It was boring, not a challenge.

We wanted a more complex mechanincs, so we nerfed the normal weapon: if enemies come in group the attack will only affects to one of them. This forces the player to use other tactiques than attack spam.

Also, we created a set additional attack movements. Our first one was a kick, makes little damage but really effective to move enemies away:

https://dl.dropboxusercontent.com/u/96150028/java-gaming/IzzyAttack4_01.png

Just with these two changes, the combat gained a lot of depth and became much funnier:

NLwVXo9h_70

We also took a lot of attention to the attack delays, we want a fast-pathed combat, so the controls must feel nice. We reduced the delays to the minimun.

Also, if a user press a new attack slightly before the previous ends, Izzy chains the attacks. This improved the combat flow a lot. Thanks to this, the attacks feel really smooth.