JPilot prototype

Now we have a chat :slight_smile:

First I tried to use a strange Piccolo construct to do the input - but finally I remembered that a JTextField is just fine and the chat was done in 1/2h :slight_smile:

blahblahblahh, good to hear that!

WebStart sometimes needs two starts in order to recognize that the content on the server has changed. Dunno why.

[quote]blahblahblahh, good to hear that!

WebStart sometimes needs two starts in order to recognize that the content on the server has changed. Dunno why.
[/quote]
Grin. I restarted JWS 3 or 4 times with it doing nothing each time I tried to do Jpilot again. In the end, it re-downloaded when I clicked on the jnlp link - perhaps if I’d continued to go via the JWS application, it would STILL be doing nothing even now :(.

Good news!!

princec resp. Puppygames agreed to sponsor a permanent server!

You can reach it by starting JPilot from the Puppygames site using this link:

http://www.puppygames.net/herkules

Have fun and meet my there!

Many thanks!

I have troubles starting JPilot:
It seems that you have added a new method to the PText class because I have installed the 1.0 release of Piccolo as an extension and JPilot throws an exception due to a missing method setTextPaint.

Is this true and can this prevented in any other (better) way as to temporary remove the jars from lib/ext?

Herk, please add multiple bullets!!!

Cas :slight_smile:

[quote]I have troubles starting JPilot:
It seems that you have added a new method to the PText class because I have installed the 1.0 release of Piccolo as an extension and JPilot throws an exception due to a missing method setTextPaint.

Is this true and can this prevented in any other (better) way as to temporary remove the jars from lib/ext?
[/quote]
Hm, thats difficult. Yes, setTextPaint is part of the latest CVS distribution of Piccolo. And this distribution in turn is part of the jar file deployed by the JNLP file.

Obviously webstart/jre looks in the extensions first when searching for classes which I think is bad - but I have no idea how to prevent that?

I have a problem with the chat thingy: when I press tab and have entered some text, I can’t “enter” the text and can’t return to controlling the game…
Am I missing something?

Erik

Oh, thats a bug I built in recently … standby…

… fixed.

The chat InputLine has been initialized w/o a valid username -> NullPointerException.

Hello Herkules,
please correct this bug in your JNLP file:


<application-desc main-class="de.jpilot.client.JPilot">
</application>

(The closing tag has to be )

This small error causes JPilot not being runnable with OpenJNLP. I wonder why webstart’s XML parser is not complaining about this?!?

And oh the bug is in the JNLP on puppygames too …

ups! Fixed! I’m sorry. The same bug was in ALL of my jnlp-files, FlyingGuns included.

Shortly I will upload v0.2. Same features as v0.1, but completely changed software design. :-/

Download the source then and see what happens when a software architect tries to code a simple game… ;D

Just uploaded v0.2.

As announced, it is mainly a software redesign. The new design still sucks. Better don’t look at the source. Dealing with distributed properties in a truely distributet fashion (in contrast to messaging) can be really annoying.

As a small bonus, I added a ‘bounty’ value that increases per life. When killing an enemy, you get his bounty+1.

i want multiple bullets i want multiple bullets i want multiple bullets i want multiple bullets i want multiple bullets i want multiple bullets i want multiple bullets i want multiple bullets i want multiple bullets i want multiple bullets i want multiple bullets i want multiple bullets i want multiple bullets i want multiple bullets

Cas :slight_smile:

multiple bullets == high fire rate??

hm, == high network load, decreases tactical needs in gameplay…

After another good session, a few more comments:
[]Once four people were all clashing at once, keeping an eye on which ship was me became harder. Suggest drawing the local player in a slightly different colour?
[
]A res-in effect would be nice on player respawn.
[]Not sure on the bounty idea - as a lucky shot can win all the points, it’s not so impressive. Maybe consider a killing-streak instead?
[
]Player connect/disconnect messages in the console might be handy.
[]Writing chat messages in a different colour would make them stand out more.
[
]Doesn’t really go anywhere - player has nothing to work towards. Maybe you could reward accurate shooting by colouring the ships differently - silver for >50%, gold for >75% or something? Anyone silver and above after 100 kills gets into a hall of fame.Looking good! Simple enough for anyone to play, but you can still pull off impressive looking shots.