Ripples

My (sick) entry for this competition is called “Ripples” and can be found here: http://www.jpct.net/4k/ripples/

It a kind of shoot 'em up but a quite sick one IMHO… ;D

Here’s a direct webstart link: http://www.jpct.net/4k/ripples/ripples.jnlp and a short description copied directly from the website:

“Ripples is an entry for the Java 4K 2006 Games competition. It’s a psychedelic shoot 'em up with simple rules: Use the mouse to move, hold any mouse button to fire. Destroy all enemies before they run into you. Shoot green enemies for extra health. Keep moving! The enemies will head towards you and they will move faster the slower you are moving. Whatever you do, avoid shooting yourself in the tail…it hurts!”

Have fun or whatever…

Plays very slow on Mac. (OS X 10.4 Java 1.5.0 latest DP)

Mac doesn’t like working with the pixel-array of a BufferedImage, does it? At least i remember reading something about that, but i’m not sure if it’s correct and i have no clue how to fix this… ???

Very interesting. Very different. Good job.

Wow, that is one crazy game. Very hard :smiley:

Interesting concept, I’ve never seen anything like it. Good work :slight_smile:

EDIT: I just can’t get a good score. This is some seriously difficult stuff! I love it!

Hey groovy man. Musta been some bad acid… See the pretty lights…

That worked quite well with my trackball. 11280 on my first go, although I’m sure that score will look pretty poor almost instantaneously :slight_smile:

Alan.

Oh, regarding getPixels on a Bufferred Image. The problem occurs when you try to draw on it with awt calls, e.g. drawString(…). I got round this by drawing text into a separate BufferedImage, only when needed & then copying it byte by byte into each frame of the BufferedImage acting as my frame buffer. The problem might go away if the BufferedImage is of type INT_ARGB_PRE, which the Mac seems to like, although I haven’t really checked this out.

I’m not doing this. I’ve a second BufferedImage (without …getPixels()) into which i’m drawing the final scene by drawing the framebuffer’s BufferedImage and the “GUI”-elements into it. I’ll check out the INT_ARGB_PRE-thing…

Interesting game. One problem here though, the “Java Application Window” box blocks off my view of the score.

It isn’t that exactly… You have to pick the “native” image format or it will do a very slow software conversion of the image to the native pixel format all the time.

Try BufferedImage.TYPE_INT_ARGB_PRE