Made it as far as 6 this time, still getting that same exception tho.
Kev
Made it as far as 6 this time, still getting that same exception tho.
Kev
The same exception - are you sure? Did you refresh properly?
I have eased up level 6 too. (2 minutes ago)
Yep, think I did the referesh properly, went to the trouble of doing it the long winded way this time and still got:
ava.lang.IllegalArgumentException: Color parameter outside of expected range: Red
at java.awt.Color.testColorValueRange(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at Timbuktu$Explosion.draw(Timbuktu.java:143)
at sjg.animation.Sprites.draw(Sprites.java:56)
at Timbuktu$1.draw(Timbuktu.java:866)
at sjg.SJGame.draw(SJGame.java:279)
at sjg.SJGame.update(SJGame.java:221)
at sun.awt.RepaintArea.paint(Unknown Source)
at sun.awt.windows.WComponentPeer.handleEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
java.lang.IllegalArgumentException: Color parameter outside of expected range: Red
at java.awt.Color.testColorValueRange(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at Timbuktu$Explosion.draw(Timbuktu.java:143)
at sjg.animation.Sprites.draw(Sprites.java:56)
at Timbuktu$1.draw(Timbuktu.java:866)
at sjg.SJGame.draw(SJGame.java:279)
at sjg.SJGame.update(SJGame.java:221)
at sun.awt.RepaintArea.paint(Unknown Source)
at sun.awt.windows.WComponentPeer.handleEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Kev
Not very far I guess. Level 2.
No.
After 2 minutes.
Ok. I know that kind of response won’t help you much therefore I’ll take the route of suggesions
[1]It’s nice that there is horizontal scrolling. However it kicks in too lately. It happens often that you fly directly into an enemy or a bullet wich was just off screen. Imagine a jump n run would behave that way… you would run all the time into enemys.
[2]The bullets need to be brighter. Take a look at the popular shoot’em ups… also players are used to avoid that bright green, blue or red shaded bullets. It’s very important that you can instantly tell (w/o thinking) what you can shoot down and what you have to dodge.
[3]Width/Height aren’t perfect for the scroll direction. Since your game isn’t fullscreen there is no reason to use a horizontal resolution (at least not for technological reasons).
[4]The strafe speed doesn’t feel right. If you take the screen width into consideration it just needs to be way faster. For example the speed would be about perfect if width and height would be the other way 'round.
[5]Autofire is necessary for keyboard controls. Quick tabbing is really tiresome especially if it’s a huge heavy key like space. Tabbing space is also kinda noisy ;). Well, you can also take the route in between - burst fire (eg pressing once=firing 4 times). There is also another option wich is between burst and autofire, but it’s hard to explain (eg a maximum of two “burst chains” can intersect - if that makes sense).
[6]Please take webstart into consideration. Applet->Application (hybrid) isn’t a big problem and webstart itself is pretty easy (if you just take an existing jnlp file and edit it hehe). For any questions that might arise - this forum is the perfect place to ask
Oh and welcome to the board.
Btw don’t take all of my suggestions too serious. They are all “IMO” thingies and therefore reflect only the kind of games wich I like (multiple task theory/zoning by brain overload - that is)
Kev.
I don’t know what is happening: I fixed the bug in line 143 hours ago and copied the binaries to server seconds later.
Onyx.
Great suggestions.
I implemented brighter enemy bullets and faster/earlier horisontal scrolling right away - it is online (version 1.02) now.
As for applets vs. web start applications: This is an 1.1 applet. Do you know of any statistics on how widespread Java 1.2-1.4 is compared to 1.1?
I’ve got brighter bullets but I’ve still got that error. Got a bit further too
I also managed to die, and then when the level restart I got 4 of them red things coming down the screen and then nothing else, ever.
Kev
I just managed to fix that bug (with the red meteors and nothing else) - it happened when you died in level 6, 8 and 12.
That exception throwing stuff still seems to be hitting me… get lots of frame jumps…
Tho I’ve now made phase 15, with double shiels and extra cannons. Much more fun…
You could do with introducing:
a) The ability to move up and down a bit
b) A smart bomb of some sort
Kev
Yeah - a smart bomb or similar evilness would definately be handy.
Is the exception exactly the same with root cause:
java.lang.IllegalArgumentException: Color parameter outside of expected range: Red
at …
at Timbuktu$Explosion.draw(Timbuktu.java:143)
?
Yep, thats the one…
Kev
OSX - works great without a hitch and is a fun shooter style game. I do think that there needs to be a better weapons selection or shields or something
To answer your specifics:
yes got extra weapons and shield
Phase 12
Lost interest in 15 minutes or so. There isn’t a whole lot of enemy variety, no real bosses, don’t really go anywhere (most successful shooters have levels that kinda go places), no real weapon selection or customizability.
Where’s the sound? That’s what seems to be really missing. I did get shields and a weapon upgrade on my second game… but I sucked on my 3rd and 4th :).
I think I got to level 8?
The lack of sound is deafening. The prior comment about enemy fire coloring is true too. I often died because I failed to notice a round flying at me, especially in later levels.
The horizontal scrolling appears to be a bit of a waste. I guess Im too used to the old formula (Space Invaders, Galaxia, etc).
Nice game, especially for a 1.1 applet, I got to level 12. The real test will be on a machine running winME or win98 with the crappy timeing.
I like it, very nice. I really like the “simple” graphics, looks very clean.
runs great,
well done!
Hi,
got to Level: 5. Very nice game to gamble in a break.
ciao torsten
It held my attention for about 10 minutes. (Which is good, for an applet!)
I got the shield, and I got the weapon upgrade.
It worked fine, and didn’t seem too difficult.
Looks good, so far!
I like it, it kept my attention a lot lionger than most applets