Mazer

It’s a start of a game I intend to work more on. At the moment, it’s just a maze you have to solve. Every next maze is bigger and the mazes are generated at random and are never the same.
A lot more gameplay has to be added and it’s all very crude atm, but maybe you could test it out to see if it works at all.
There is no culling atm, so when mazes start to get bigger, you might experience slow downs. Since the geometry is obviously very simple, it’ll also be possible to add a lot more eyecandy to it (with ‘possible’ I mean given my math skills ::)).

The controls are quake type (WASD + mouse) and you need an openGL compatible video card to run it (it uses LWJGL).

The webstart link is here:
www.mycgiserver.com/~movegaga/mazer/mazer.jnlp

(should work on windows and linux)

Erik

Works very nicely on my work machine with a:

Intel 82845G/GL

card. A little dark though, needs some more light.

Wink2K

Looks SWEET and plays very fast on my rig (XP 2400+, 512MB PC2700, ATI Radeon 9700Pro)

-SG

Looks very nice, a bit too dark.
Also I couldnt move forward and strafe at the same time…

Runs veryvery fast on my machine, and with no errors.
hardware is: amd xp1900+ and with a radeon 9800pro128
OS=winxp

Lovely! Plays fine on my ATI Mobility Radeon 9000. If I walk into walls tho, I can see inside :slight_smile:

Kev


Game starting.
Maybe selecting mode 800 x 600 x 32 @72Hz
Maybe selecting mode 800 x 600 x 16 @85Hz
Maybe selecting mode 800 x 600 x 32 @60Hz
Maybe selecting mode 800 x 600 x 32 @85Hz
java.lang.NullPointerException
      at net.movegaga.mazegame.MazeGame.killGLWindow(MazeGame.java:254)
      at net.movegaga.mazegame.MazeGame.start(MazeGame.java:244)
      at net.movegaga.mazegame.MazeGame.main(MazeGame.java:198)
      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)
Game Ended.

Bugger. Inspiron 8100, GF2Go, XP

Cas :slight_smile:

Runs fine on my machine (winXP, gf4)

but like zparticle and zulo says, it’s too dark.

[quote]A little dark though, needs some more light.
[/quote]
Absolutely. I’m working on a lighting system using light maps. Very simple with this all rectangular geometry. If only my math skills were not as rusty I would’ve been done by now ::slight_smile:

[quote]Also I couldnt move forward and strafe at the same time…
[/quote]
Yes, I know. Movement is a very quick hack actually. Try moving backwards and strafe for even more fun :o

[quote]If I walk into walls tho, I can see inside
[/quote]
Yes, collision prevention is still crude. I’ll fix that.

[quote]and plays very fast on my rig (XP 2400+, 512MB PC2700, ATI Radeon 9700Pro)
[/quote]
There’s hardly anything going on yet, it should play fast on that beast :slight_smile:

It should evolve eventually in a fun and goodlooking maze game that will be different each time you play it because of many random elements.
While I’m busy with the lighting, I’m thinking of gameplay elements to add.

I’m thinking of:

  • Things that are patrolling/chasing you.
  • Power ups with which you can build 1 wall and break 1 wall.
  • Power ups with compass, map display etc.
  • The exit and patrollers will make sound (I’ll try to use OAL for 3D sound for that).
  • Jumping
  • Pits in the floor
  • Time & scoring
  • Power-ups for extra time
  • Touch pads that will cause an event when you walk over them (completely regenerate the maze, transport, turn on/off the lights etc.)

Dunno if I’ll be able to complete all that though…

Erik

[quote]Bugger. Inspiron 8100, GF2Go, XP
[/quote]
???

It dumps on gl.destroy();
so I would think one of the following lines causes it:


            Display.setDisplayMode(modes[mode]);
            gl = new GL("MazeGame", modes[mode].bpp, 0, 1, 0);
            gl.create();

Does cosmic trip work on that machine? It uses the same initialization code…

Erik

Hi Erik…

Works great on my machine: Inspiron 8200, GF 440 Go.

IT’S TOO DARK!!! :stuck_out_tongue:

I like the bobbing head effect.

Well, it works fine on my 8MB S3 Savage/IX-MV! :o ;D

Okay, so it’s a little jerky, especially when looking in certain directions. I don’t expect the final game to work on my hardware, but it’s nice to see it working at this stage!

Love the head bobbing! Get stuck on walls easily, but you’re redoing the controls anyway.

Cosmic Trip works fine, but Mazer just barfs.

Cas :slight_smile:

I added lightmaps and fixed the controls.

http://www.mycgiserver.com/~movegaga/mazer/sc0.jpg

The colors of the lights are chosen at random at the beginning of each maze, so it doesn’t always look that green :slight_smile:

Erik

Well, my card is beginning to show the strain already! FPS is now down to 2 in places, usually feels about 5-10. Coloured lighting is nice, but could do with a little variation around the level?

First time I ran it the window didn’t get focus properly, so hitting keys started opening IE menus. ALT-TAB fixed it, and subsequent runs worked fine. Don’t suppose there’s anything you can do about that.

I seem to have some serious Z-buffer artifacts going on:

http://www.padcroft.org/cfmdobbie/images/Mazer-ss01.jpg

These are different every frame and only appear on the furthest walls - close up walls don’t have this problem.

[quote]I seem to have some serious Z-buffer artifacts going on:
[/quote]
Yes, you probably have a 16bit z-buffer or something. But the main problem is of course that I did the lightmapping wrong :).
The light maps are just drawn over the walls, which is basically just asking for z-buffer problems. I don’t know yet how to do it the right way though. Maybe by multitexturing, but this will mean that I’ll have to completely rewrite the rendering…
Maybe I’ll see if I can use JPCT to do the rendering for me…

INteresting problem. I just got a new laptop for game demonstrations and mazer keeps “crapping out”

The laptop is a new Presario x1010 (17" widescreen, 512MB RAM, 1.3GHz Centrino, ATI 9200)

Any suggestions?

-SG

What do you mean by ‘crapping out’?

Erik

It won’t start. Seems to load through webstart and then nothing. Is it dumping a log file? where and I’ll look at it.

-SG

It outputs to the System.out, so you can let webstart write a log by starting the Web Start application manager, go to File->Preferences->Advanced, tick ‘Log Output’ and choose a location.

Thanks,
Erik

Same as wot happens to me. Your init code has got to be buggered somewhere…

Cas :slight_smile: