Pacifica - New screenshots

Hehe. If I decide to give up on constructing games, I’ll probably start making music and/or graphics for other peoples :slight_smile:

Fun game and it looks great. Being able to use the arrow keys would be nice, unless the mouse is going to do something else too… Only other thing is artwork stuff, so no complaints really :slight_smile: Everything I tried worked as it should.

Great! Glad you thought it was fun :slight_smile: I am looking forward to building the graphics out and constructing some funky levels The slope in this level is really just a teaser/test. The engine supports arbitrary paths, so levels will be able to go vertical which should really seperate this from other match three games. I also went a little bannanas on the explosions and stuff to give it more of an action twist - I love when I get a good color destroyer that takes out half the board at once. The other thing is that the missle ball is actually area of effect based, you can hit a wall and still take out things with it as long as they are close enough.

As for keyboard, I dunno. I don’t think you would be able to get around fast enough, especially when you have a huge train heading to the end of the track and you need to get all the way across the level to save yourself.

Yea keyboard wont work that well, but analog joypad input could work nicely.

However, most likely it wont be worth the effort. There aren’t many people with a good gamepad… and tv-out… and a tv next to their pc… and… uhm… most likely the game will be too hard then anyways.

Ya, I doubt I will bother with gamepad support either. Mouse is probably as good an interface as you could get with this game.

New version updoaded that fixes a major performance problem. People with older video cards (and newer also) should see a significant improvement in rendering speeds. On my machine I am getting a 30% performance incresease. Let me know how it goes for you.

Sorry, but for testing, we won’t accept anything less (than webstart).

I even use jws for internal (lan wide) testing. Makes things so much easier :slight_smile:

[quote=“blahblahblahh,post:27,topic:24945”]
Replace “we” by “I” and we agree :wink:

The installation needs to be tested as well. Infact that’s what got the first bug reports and fixes - the installation was missing some sound files and not cleaning up a directory in the uninstall.

Due to popular and sensible request; errors and console output now go to files in the pacifica install directory. Oddly enough they are called: error.log and console.log

The version number of the application will now appear on the main menu screen. When reporting errors, please reference the version number and if one is produced, paste any stack traces you get from the error.log file.

Thanks for your interest and tesing - I really appreciate the effor and I will be sure to mention the testers in the credits for the game.

Crashed :wink:

0.1.1 (hint: put that into the log, too)

[quote]Consol log started
Creating new Engine instance: com.vorax.VoraxEngine@5973ea
Attempting to set display: 1024x768 @60Mhz
System is bump map capable
System can use stencil wraps
Vertex Buffer Objects enabled
GL Init completed
Loading environment textures
Starting Vorax Engine
Caching Images
Loading environment textures
Loading lens flares
Loading level: models/pacifica1.obj
Level loaded
Loading: models/talisman.obj
Loading: models/stop.obj
Loading: models/blaster.obj
Loading: models/color_blaster.obj
Loading: models/turtle.obj
com.vorax.gameobjs.powerups.TargetAssist@5d9084
com.vorax.gameobjs.powerups.Slower@da3a1e
com.vorax.gameobjs.powerups.Slower@1428ea
com.vorax.gameobjs.powerups.Slower@1c5fde0
com.vorax.gameobjs.powerups.ColorBlaster@1c0f2e5
com.vorax.gameobjs.powerups.Stopper@1829e6f
com.vorax.gameobjs.powerups.Slower@50ca0c
com.vorax.gameobjs.powerups.Stopper@a98932
com.vorax.gameobjs.powerups.Slower@9505f
com.vorax.gameobjs.powerups.Slower@1402d5a
com.vorax.gameobjs.powerups.Stopper@18a8ce2
com.vorax.gameobjs.powerups.ColorBlaster@10fd7f6
com.vorax.gameobjs.powerups.TargetAssist@b301f2
com.vorax.gameobjs.powerups.Slower@82751
com.vorax.gameobjs.powerups.Slower@12368df
com.vorax.gameobjs.powerups.Blaster@149105b
Exited game loop
Loading environment textures
Starting Vorax Engine
Caching Images
Loading environment textures
Loading lens flares
Loading level: models/pacifica1.obj
Level loaded
Loading: models/talisman.obj
Loading: models/stop.obj
Loading: models/blaster.obj
Loading: models/color_blaster.obj
Loading: models/turtle.obj
com.vorax.gameobjs.powerups.TargetAssist@19e215b
com.vorax.gameobjs.powerups.Slower@d5eb7
com.vorax.gameobjs.powerups.Blaster@4a7df6
com.vorax.gameobjs.powerups.Stopper@691177
com.vorax.gameobjs.powerups.ColorBlaster@e1dac2
com.vorax.gameobjs.powerups.Stopper@11eb199
com.vorax.gameobjs.powerups.Slower@1c286e2
com.vorax.gameobjs.powerups.Stopper@7e9ce2
com.vorax.gameobjs.powerups.Stopper@1014e21
com.vorax.gameobjs.powerups.TargetAssist@b533b8
com.vorax.gameobjs.powerups.Slower@61373f
com.vorax.gameobjs.powerups.Blaster@ebf068
com.vorax.gameobjs.powerups.Stopper@16477d9
com.vorax.gameobjs.powerups.Slower@1474e45
Exited game loop
Loading environment textures
Starting Vorax Engine
Caching Images
Loading environment textures
Loading lens flares
Loading level: models/pacifica1.obj
Level loaded
Loading: models/talisman.obj
Loading: models/stop.obj
Loading: models/blaster.obj
Loading: models/color_blaster.obj
Loading: models/turtle.obj
com.vorax.gameobjs.powerups.Blaster@fe315d
com.vorax.gameobjs.powerups.Slower@1bfa3d3
com.vorax.gameobjs.powerups.Blaster@830122
com.vorax.gameobjs.powerups.Blaster@10e687b
X -1
[/quote]

[quote]Error log started
java.lang.NullPointerException
at sun.awt.Win32GraphicsEnvironment.displayChanged(Win32GraphicsEnvironment.java:90)
at sun.awt.windows.WToolkit$4.run(WToolkit.java:734)
at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:178)
at java.awt.EventQueue.dispatchEvent(EventQueue.java:454)
at java.awt.EventDispatchThread.pumpOneEventForHierarchy(EventDispatchThread.java:201)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:151)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:145)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:137)
at java.awt.EventDispatchThread.run(EventDispatchThread.java:100)
no errors
java.lang.NullPointerException
at com.vorax.gameobjs.font.GameFont.print(GameFont.java:226)
at com.vorax.gameobjs.GameText.drawText(GameText.java:115)
at com.vorax.gameobjs.GameText.doNextFrame(GameText.java:185)
at com.vorax.EngineOperation.executeNext(EngineOperation.java:144)
at com.vorax.VoraxEngine.doGameLoop(VoraxEngine.java:449)
at com.vorax.VoraxEngine.startGame(VoraxEngine.java:436)
at com.vorax.VoraxEngine.engineLoop(VoraxEngine.java:909)
at Pacifica.main(Pacifica.java:29)
[/quote]

Thanks for the stack trace.

That bug would be the GameFont.print being asked to print a string containing a character that’s not in the font. Should be easy to fix.

For the awt error, it’s something to do with LWJGL switching resolutions. It seems harmless, but it looks nasty. I still haven’t figured out what is causing it. It looks like the event que is trying to process an event but something disappeared before that could happen.

I’ll also add version to the logs.

LWJGL doesn’t use AWT… so you must have activated something ?

Thanks for the info Matzon.

It’s my GUI causing it. I forgot it uses the awt EventQueue under the hood. I’ll have to rework that.

New update:

Version 0.2 - October 22, 2005

  • Fixed problem where balls being left behind

  • Fixed bug causing player lives to go negative (resulted in crash when displaying lives remaining)

  • Reduced CPU load for collision tests (40 times lower, same accuracy)

  • Removed dependency on awt event queue that was stuttering music and causing stack traces on exit

  • Fixed bug causing target sights to remain if player died with the target assist powerup active

  • Fixed bug causing dymnamic textures to be rendered pixelated

  • Fixed bug where menus were displaying a 1x1 dot for the system cursor

  • Fixed bug causing pause menu to appear at end of level

  • Fixed music looping problem

  • Fixed problems with 640x480 resolution

  • Fixed memory leak when shadows enabled

  • Fixed lag in GUI buttons

  • Improved performance of shadows

  • Optimizations for LWJGL use of NIO buffers

  • Added version in log files

  • Reduced installer size to 13.6MB

  • Added level start sequence

  • Changed text color for chains and combos

  • Some gameplay tweaks

Download Pacifica - 13.6MB

Known Bugs:

  • Shadows still do not work on ATI cards
  • Some OpenGL extension checks missing
    Insert yours here :smiley:

Let me know what you think - any and all suggestions, comments, criticizms are welcome!

Yes, shadows cause a OpenGL exception.

Other than that: when running without shadows, at about 50% of the loader, the window is minimized (desktop appears), i have to click at the app on the taskbar to see the loader continue to 100%. After that everything is fine.

Reduced installer size to 13.6MB

What did you do differently? 21mb down to 13.6mb is quite the big jump.

He wacked rt.jar ;D and the rest of the JRE.

Naughty boy

When the level is loading it minimizes the game?? I don’t even know how to minimize a window in LWJGL :slight_smile:

It doesn’t do that on my PC. Anyone have any ideas?