RGB (unfinished, my first Java project)

While recovering from a computer loss this week (now the second MBP I’ve lost within three months…I know this is probably as obvious as can be, but seriously, guys, don’t use your laptops in the rain :-\ ) I unearthed a hard drive with a lot of old stuff on it, and ran across my first Java project that clocked in at more than a couple thousand LoC, a physics game (homemade physics engine) that I never quite got around to finishing: http://www.ewjordan.com/RGBApplet/ - this is what convinced me to port Box2d to Java instead of writing my own physics from scratch, though I never got around to rewriting the game using Box2d.

Controls are listed on the page, pretty simple, just r/g/b/space + the arrow keys to rotate. Your goal is to get to the particle spew at the end of each level as fast as possible. The levels are pretty crappy (you can skip through with Enter, I think there’s about 12 total), also the replay function doesn’t work right, and there’s also some sort of static variable bug when you reload, don’t know what that’s about…might have to clear cache to reload it if no walls show up.

And the code…ah, the code. It’s truly horrifying. I’ll never be releasing or reusing even a shred of it, it’s that bad. But I was thinking of doing a rewrite at some point, so I’d be curious about any feedback.

The level of difficulty might be off, I don’t know - I just ran through the levels and my worst score was -1200, but I think I’m a little too familiar with the controls and tricks. Could probably use a better learning curve.

Gosh, that’s rather cute. I have to say that’s probably the very hardest control scheme I’ve ever come across :slight_smile:

Cas :slight_smile:

This is fun :smiley: the controls are bad though, because you have to think too much of which arm you’re triggering by which fingers. Calculations I do not have time for when I’m in mid air, flying towards death.

I agree - where at first it seems the core game is all about having the mental (and physical) dexterity to poke the right colour button at the right time, in reality, the game is about just going boing! as fast as you can towards the exit by flinging your little legs out, and the colour thing actually just gets in the way of the fun bit. Which is going boing.

Cas :slight_smile:

Wow I was really impressed, great Idea for a game, very original.

I was focusing on the colors a bit much at the start, then once I relised how to take advantage of the arrows and spacebar, it became alot easyer. Was surprised when I noticed how the colored ropes work, great implementation.

Once i started saying red, green, blue outloud when i needed them, that also helped.

If this was your idea, I am really impressed by your creativity.

you got a must !

polish graphics a little (like antialiasing lines) and this will be totally awesome

EDIT : finished ! that was not so easy …

Fun! I am winnar.

Agreed about the controls, if I do end up re-doing this and cleaning it up I’ll definitely take those comments on board - if you think this is hard, you should have seen version 1, which didn’t have rotation at all (apart from the natural physics), or version 2, which required you to swing the mouse in a circle around the player in order to rotate.

Yeah, absolutely. What the color bit adds is the ability to swing on ropes, but it might be possible to do that in another way. Reducing controls to left/right/“jump” might be a good thing to try, I’ll see how that works. Especially when moving fast, it’s pretty much impossible to time things correctly to hit the right color.

Re: graphics, there’s definitely plenty to do there, this is actually slightly scaled back from what it was because the original version required Processing’s OpenGL renderer, which is real buggy to use in applets (I think it’s probably JOGL at fault, but it crashes a lot in any case). I think if I actually try to clean this up I’ll do it with a proper game engine rather than Processing. :slight_smile:

Fantastic!

What about mouse controlled? So the leg that “pumps” is the one with the closest angle to the mouse pointer when it’s clicked. And you could have the current closest leg highlighted somehow.

or even try use the “up” and “down” keys, so that legs facing mostly up (at that point in time) extends if you press up, and legs facing down extends if you press down. then its basically arrows + space keys (with that, you could even take out the need for the space key).

This would also make it smart phone/mobile friendly. One big problems is you couldnt have colored ropes and such as then it would be way to hard. Would also be nice to have high quality graphics (like tiled rope textures)

It’s excellent!

I think a polished re-write could gain cult-status. It’s quirky, simple to learn, hard to master. With lot and lots of levels and perhaps a “level builder” included, this would be a blast - and something I’d probably pay a few bucks for.

Magnificent! 8)

Simplifying the controls to just ‘left’, ‘right’ and ‘jump’ gets my vote. To make up for the loss of the coloured ropes, would the physics engine be able to handle moving obstacles?

Looking forward to the next version…

Simon