Paradroid3D

I seem to recall the quality and availability of parts might have been influenced by how badly shot up the robot was before it shut down.

I might have been imagining it.

Cas :slight_smile:

I’m not sure if i like the idea of dropping items like weapons or armor, but i think that dropping some energy would be a nice addition.
Anyway, the game has sound now! I’m currently using Java’s build in sound support only together with the Java1.5 workaround for the Mixer.

I’ve added support for OpenAL, i.e. you can now choose between JavaSound and OpenAL with OpenAL being default (if present).

Works like a charm!
Still not entirely sure of how to play the game… - and no - I didn’t play the original game…

[quote]Still not entirely sure of how to play the game…
[/quote]
It’s actually quite easy. Clean the decks by either killing the enemy robots (fire at them or bump into them) and/or by capturing them (hold down right mouse button for ā€œtransfer modeā€ and bump into them), so that you’ll get their abilities (for the good and for the bad). In the current version, the transfer will always be successfull…in the final version, there will be a subgame for the transfer like there was in the orginal game. Also still missing: elevators between the decks, consoles for accessing data etc…
Edit: In addition to the original game, there is a green arrow that points into the direction of the closest enemy.

The transfer subgame from the classic game has been added as well as elevators between the decks. The gameplay is a bit faster now and some improvements have been applied to the AI (AI still sucks in some situations).
To play the transfer subgame, hold down the right mouse button and bump into another droid. You then have to select the side to play on with the CRSR-keys (space/fire to confirm) and the subgame starts. Place your capsules (CRSR up/down+fire/space) so that more fields in the center are colored in your color than in the opponent’s color. After 10 seconds, you can’t place any more capsules and the game will be resolved. If you win, you’ll get control over the enemy droid. If you lose, you’ll lose your currently controlled droid or (if there is none), you’ll be destroyed (as usual, press ā€˜N’ to be revived in that case).

neat!! I still can’t get very far… but I’m getting better :wink: When I cleared out levels, the map didn’t look any different. Should they be changed to red or something to mark that I’ve cleared them?

Is there no hardware renderer for mac? I was able to use the software renderer, but only with a 24 bit depth. :frowning: I could never move either, though the keys seemed to work for level, camera, etc.

I only tried in windowed mode as well.

Dr. A>

[quote]Is there no hardware renderer for mac?
[/quote]
I was to lazy to add LWJGL for Mac to the jnlp… :frowning:
I’ll do so in the future…i promise…
About the movement…i don’t know. Is something different on Mac regarding the cursor-keys?

Edit: Were you able to rotate the view using the mouse?

It has a name now (ā€œParadroidzā€) as well as a menu screen (but ā€œoptionsā€ is not working yet). The player’s droid now has some inertia, which makes the movement more realistic.
I’ve included support for OSX in the jnlp, but i can’t test it myself, so…:wink:

http://www.jpct.net/para3d2/test.jnlp