Quest for Peace reloaded

Some of you may remember my first thread more than 4 years ago, it was about a shoot 'em up. I continued working on it until it grew over my head ca. 1 year ago.

http://www.krautsoft.argon244.server4free.de/qfp.jpg

more screenshots and webstart:
http://www.krautsoft.com/games/xybris/xybris.html

youtube video (also a year old ;)):

I think the highscore list is still working, BUT sorry for the level design, it is just a random level. Please choose Obfuscator in the first screen, I dont know if the others are working.
You can press aaddwwss ingame for super-maximum-firepower. When you hold down the right mouse button for some seconds and release it again you gain even more firepower.
Doubleclick left changes firemode.

Official release date is 01/01/2010 :stuck_out_tongue:

Let me guess, you used to code demo’s in the C64 or Amiga days? :slight_smile: It’s really got that overal vibe to it…

Wouldn’t it be actually faster if you’d download all images prerendered? This rendering takes like forever!

It looks totally awesome though! Unbelievable that it’s pure software rendering, everything is really smooth. :o
I did get a number of exceptions though. I don’t know if that’s normal because otherwise it seemed to work just fine?

Every now an then I got some hiccups in the framerate, maybe it’s related to these exceptions?

Anyway, I look forward to seeing this progress!

You could multi-thread that rendering bit (Runtime.getRuntime().availableProcessors()).

Arrrgh, quite b0rked here - I think it went all a bit crazy because I have my Java console opened automatically for debugging stuff (quite a few exceptions logged in there, mostly NPEs and FNFs)

Cas :slight_smile:

Same here, got into it, selected a level, everything went crazy - ended up having to kill the sucker.

Kev

fullscreen doesn’t work properly here on my linux system (java 1.6), only get a quarter size game screen while the rest of the screen is gray.
At startup i get a message saying “Hello Pilot, You didn’t allow HQ to write to your disk yet, etc”
After which i get a logo screen and game just hangs, has to be killed.

Graphics look really good. But I couldn’t launch the game, the jar didn’t download:

com.sun.deploy.net.FailedDownloadException: Unable to load resource: http://www.krautsoft.com/Games/Xybris/qfpsigned.jar

Thanks a lot. Unfortunately I did just 2 POKES and 3 PEEKS on the C64, started some kind of BASIC on the Amiga and admired all those cool 16 years old whose demos I collected.

[quote]Wouldn’t it be actually faster if you’d download all images prerendered? This rendering takes like forever!
[/quote]
Yes, it takes very long, but only once, the second time everything will load in 2 seconds from disk. I decided not to prerender because of flexibility reasons (lighting, resolution, different textures/random seeds of models per level etc.) . In fact there are all animations prerendered which theoretically could appear in a level, like 50 rendered and only 20 used. I planned to render new animations between the frames while the game is running, that actually works even on a single core. That way I planned very long levels with dynamically rendered objects fitting to the level theme/background style, one of the reasons everything grew over my head (and the world was not ready for it yet [joke]). I wanted to make a second version with prerendered, high quality animations (including dirt/rust/lichen on the textures, my diploma thesis was about that stuff) and sell that one.

[quote]It looks totally awesome though! Unbelievable that it’s pure software rendering, everything is really smooth. :o
[/quote]
Thanks. I remember me saying in a post “once there will be enough processing power to handle this”, now, 4 years later its about time :), even in 1024x768 on my new computer, instead of 640x480.
I did get a number of exceptions though. I don’t know if that’s normal because otherwise it seemed to work just fine?

[quote]Every now an then I got some hiccups in the framerate, maybe it’s related to these exceptions?
[/quote]
I guess the last version I compiled was a debug version, thats the reason there is so much output. Maybe the errors could be level-file interpreting errors. It’s over one year since I put my hands on the source code…

[quote]Anyway, I look forward to seeing this progress!
[/quote]
Glad to hear that! I started thinking in the opposite direction: getting things done (say 20 stupid little games) instead of this game. When I have 40 stupid games I will turn back and finish this one.

Yes, but 4 years back I was so intelligent to do static calls like FX.setColor(…) to prevent multithreaded rendering. Maybe I will change that soon.

Sorry for all the messing up/errors/fullscreen bugs. When I have the time (I need money! Any sponsors here? ;)) I will upload a working level compiled with my current, better codebase. Let’s inlude it in the JDK (only 350KB 200packed!) and I am happy! ;D
Fullscreen mode can be changed with F11, maybe that could make it run for others (press it in the hello pilot screen).