Perfect Shot

Hi!

http://games4j.com/PerfectShot/thumb.gif

I converted one of my old 4K games to an applet version with some menus, sound and slight gloss. Since someone mentioned the old webstart version didn’t work on his new machine, I figured it would be an OK game to convert.

I used DzzDs apple boot to load the somewhat larger game (Thanks DzzD!) and some loader screen as well. Hopefully that all works for everybody.

Bug reports, tuning suggestions, general feedback greatly appreciated.

You can save your highscores if you first log on to the site.

PLAY

Sidenote: You can also compete for highscores on left 4K dead here

UPDATE: Game should load OK for everybody now (really let me know if it doesn’t)
UPDATE: Added easier way to shoot hard. Seems like many didn’t get how to power up.

oups, doesn’t start ::),

spining is shown for about two seconds and everythings got frozen

(on IE 6 I got a JS exception) nothing never start in IE6/FF2/Opera on XP PRO SP3 => no exception as the console aswell as all the computer is frozen (Java 1.6-07)

but… heu… start on safari… try to understand… :persecutioncomplex:

OK, so I removed the applet boot on the normal page and leave it in here:
http://games4j.com/PerfectShotTest/index.htm (no highscore saved from this spot)
Interesting to hear what other ppl experience
Works fine for me on XP pro SP3, FF3 and IE7

sry, same issue, the Java splash is shown for two second and everything get frozen (need to kill iexplore process)

Is that the applet at:
http://games4j.com/PerfectShot/displayGame.html?id=97
with a fresh cache?

yes same issue with fresh Java & browser cache (I join a screenshot, all is freezed console is empty completly blocked, but it is with Java 1.6-07)

:-\

I am really wondering if what I am doing can make it crash that badly that quickly… :persecutioncomplex:
It does spawn a thread that loads sounds meanwhile a loading img is displayed, but that should work on any configuration by now. Can you view other applets without problem? I have tried with a few browsers and a few java versions, without any crash like that.

Have you tried to let it be for a little while (400k worth of downloads to be done). Maybe thread prio is just different, and the display thread never gets to do its thing?

At least Zoto managed to play, since he registered a score. Quite a few more visitors, but not sure if it worked for them…

yes ! it start after about 2 min (but 1.6-07 seem buggy on network load), you may try to reduce cpu consumption while loading by adding a thred.sleep & thread.yield so it may not appear to be broken while loading?

Wow, quite odd. If you don’t see a loading screen, then nothing else is happening than loading sound. I didn’t think that was CPU intensive, only bandwidth intensive. I do load them in parallel, so I could just spawn that all in one thread, and it might share cpu a bit more with the display update and other things. I guess it would take even longer time to load though. Very odd also that your boot applet didn’t display as it should. Can’t add sleep or yield, since it is only one line of code… I did lower the priority on the threads loading data. Not sure if that makes any difference. I also start off with displaying a loading message, before the loading actually starts, hope some of this makes a difference.

The server should be moving to a faster connection soon, so dl might be faster by then (depending on where the bottleneck is).

Anyone else has some feedback also?

Worked first load and was quite entertaining. No problems at all at WindowsXP, Firefox and JRE6u14.

Thanks Mickelukas.

Dzzd: Did the changes I did improve the loading experience for any of the versions?

I cannot test right now (on a mobile device…) but I will try to give you a full report before the end of this week

It seems like it was the ogg loader that created the problems. I have simply removed the background musac :’( and things should not freeze anymore. I still had one report of the game loading with the animated “loadin” forever, but only one incident, so could be just someone getting caught in one of my updates.

I should maybe create just a very simple applet that loads an ogg, and see how well that works… When I get timetm

I added an ingame button that makes it possible to change how to shoot. “Power up” is the way it used to be, so that the longer the mouse button is pressed, the harder the shot will be. “Direct shot” will always shoot with the same force, and will do so as soon as the mouse button is pressed.

I will probably not leave that toggle button in the game (that is why it is so ugly), so let me know which version you prefer.

Seems like many ppl didn’t get the power up thing.