THREAD MOVED
If you were following this thread, a new one is now up in the Puzzle/Casual board - Here with new updates and a new name.
Version 0.2 - October 22, 2005
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Fixed problem where balls being left behind
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Fixed bug causing player lives to go negative (resulted in crash when displaying lives remaining)
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Reduced CPU load for collision tests (40 times lower, same accuracy)
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Removed dependency on awt event queue that was stuttering music and causing stack traces on exit
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Fixed bug causing target sights to remain if player died with the target assist powerup active
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Fixed bug causing dymnamic textures to be rendered pixelated
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Fixed bug where menus were displaying a 1x1 dot for the system cursor
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Fixed bug causing pause menu to appear at end of level
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Fixed music looping problem
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Fixed problems with 640x480 resolution
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Fixed memory leak when shadows enabled
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Fixed lag in GUI buttons
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Improved performance of shadows
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Optimizations for LWJGL use of NIO buffers
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Added version in log files
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Reduced installer size to 13.6MB
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Added level start sequence
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Changed text color for chains and combos
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Some gameplay tweaks
Download Pacifica 0.2a - 13.6MB
October 18: Second update - fixes a major performance bottleneck.
A bug in my Texture class was causing mipmaps to be ignored in favor of all out linear filtering. Big no no! On my machine this gives me a whopping 30% improvement in FPS. I hope it does for you too
Update: Now logs console and errors to files - conosole.log and error.log - version number added to main menu
Already had to upload a new version - Thanks to Onyx for find the problem and presenting a stack trace
Hi all,
For the last month or so I have been trying to put my game engine to better use. I figure I will be 90 years old by the time Star Gauge is complete, and I fear the market is pretty niche for that game. So, I started developing a new game with more of a casual spin, but still harder core then most.
It’s not a clone, but it’s similar to Luxor/Zuma. Don’t be to disappointed in me. It’s 3D (which they aren’t) and I feel it has better potential for aciton (which is why I posted it in here instead of puzzles/casual). It’s along the same vein to be sure though. I am building this game with the hopes of selling it on the portal sites, and the users on those sites are pretty stuck in the kinds of games they like. Anyway, I like that kinda game. To me this is better though, because it feels more like a shooter.
This is my first attempt at LWJGL, so their might be some problems, I dunno - t works on my PC. The engine is conversion of the same engine I built for Star Gauge. It supports the zBuffer stenci shadows that I never got to show you guys. I am particularly interested in weather they work for ATI users, since I am not testing with an ATI card, but using some of their extensions.
The art work is FAR from complete, it’s more of a testing level then anything…don’t be to critical - I’ll get it upto snuff once the final portions of the game play and UI are done. I am actually looking forward to designing the levels, music, models and textures - I just can’t let myself do to much before the foundation is complete.
Screen shots:
Without shadows
http://vorax.thebodclan.com/downloads/pacifica1.jpg
With shadows
http://vorax.thebodclan.com/downloads/pacifica_shadows.jpg
This is currently a WINDOWS ONLY installation. I’ll get to a mac version later. It’s not webstart, it’s an install. Sorry, but the casual games market won’t accept anything less. Also, sorry about the size, it has an embedeed JVM (which I think is still leagal…thus huge).
I suggest you change the options to whatever works best on your machine. If your having performance problems, try lowering the resolution. Only turn on shadows if you have a serious PC.
Please let me know how it goes
Thanks for testing!