Runninin' (Unofficial random programming name)

A lengthy back story:
This is my secondary project, whereas “Aptronic” is my learning and fun project, this is my more serious attempt at something playable.

I’ve just started writing this one, but this is a collaboration with a wonderful artist named Ali, who did all the background work for the game so far, and will (Hopefully) be doing the rest of the artwork, along with animations.

This is far from complete, it’s only been being written for a few days, however, It’s technically been on my plate for a year, and is the reason I started to write games in Java.
I asked Ali to do art for me on Newgrounds, and at the time I had just finished my Intro to programming course at my college. Needless to say, I was rather bad at programming, and well, that’s why I’ve been around here since. (of course, I joined this forum after a quite awhile of lurking, but it’s been about a year I’ve been programming in Java). So, I spent the last year learning, and then just a couple days ago I sent Ali the first build. Needless to say he was quite happy to see his art finally moving (the terrain and clouds) and immediately gave his ideas on what we should add. So, for the next few weeks, or longer (I have no idea how long it’ll take to implement everything, as I have college work as well as this, and I have a gaming addiction T_T), I’ll be developing this with Ali, who did all of the game design and Art. (I’m doing mechanics and balancing, he’s the idea guy, I’m about as creative as an ape)

Onto the game:
Right now, the boxes, player, and buttons are placeholders. The lovely background, clouds, and grass are all done by Ali (luckylime.newgrounds.com).

Gameplay:
The game is pretty simple right now, there’s no end, and no goal to reach, all you do is rack up points by collecting the boxes, the faster you go, and the less you miss, the more points you get. Very simple. In the future, you’ll have a life pool in classic mode that’ll drop when you miss boxes (maybe 3 will = death?), and in Time Attack (Not in this build, although easy to add), you’ll have a certain amount of time to get as many points as possible, with chances to get time added (I still haven’t decided if that’ll be based on your combo, checkpoints, score increments, or what have you).

Future implementations:

  • Difficulty levels

  • Maybe another mode (I had one in mind, but I can’t remember what is, if I remember, I may add it)

  • Things to avoid/not collect (to prevent space bar mashing/full speed ahead)

    • These will likely be pitfalls or spikes, along with bombs or some other type of bad collectable, I’ll leave the choice of art up to Ali, the programming concept is pretty much the same either way.
  • A full options menu

    • rebindable keys (if for some reason directional/wasd and space aren’t your cup of tea)
    • Resizing Options (Maybe, 800 x 800 is pretty much usable on any monitor, and the game has no reason to be fullscreen, it’s rather arcade-y)
    • Velocity, combo numbers, score gained for collection, and total score on/off options
  • day/night cycle (night will impair vision of boxes coming toward you)

  • indicator for boxes coming + their distance (This will also get an on/off option)

  • More art by Ali/LuckyLime, rather than place holders. (I need those placeholders man, can’t see without em).

And Finally, if anyone wants to play it, Here’s a link:
Runninin Zip

Have fun making a game I guess :smiley:

Please give a download as ZIP. I’m on a mac and cannot find a free RAR opening app for it in App Store.

I didn’t know that was a problem, sorry SHC. :frowning:
Here’s a zip version for you.
If for some reason you can’t open that, please do tell me, and I’ll rezip it using something else. (it automatically zipped using winrar, but it is in .zip format, so it should work)

Sorry for not using a zip in the first place, I’ll replace the original link with a zip as well, so that issue won’t come up again.

Thanks trollwarrior. It might not necessarily turn out amazing, as it’s technically my first real game that isn’t just a test, but hopefully it’ll be a good experience regardless.

http://www.7-zip.org/download.html

It has some links for mac. 7-zip is free and can decompress just about anything. Including RAR.

@bilznatch

I’m having an error in the console.


localhost:Runninin V0.02 sriharshachilakapati$ java -jar Runninin.jar
JarClassLoader: Warning: Unable to load native library: java.lang.NullPointerException
JarClassLoader: Warning: Unable to load native library: java.lang.NullPointerException
JavaVM WARNING: JAWT_GetAWT must be called after loading a JVM
_NSJVMLoadLibrary: NSAddLibrary failed for /libjawt.dylib
JavaVM FATAL: lookup of function JAWT_GetAWT failed. Exit
AL lib: ReleaseALC: 1 device not closed
localhost:Runninin V0.02 sriharshachilakapati$ 

I had experienced this error before with older LWJGL version but with LWJGL 2.9.0 this error was gone. What is the version of LWJGL you are using?

I’m using libGdx, sooooooo… I think I just need the latest build of libGdx, haven’t updated mine in awhile.
Mind trying with this version?
Runninin Zip

Also new to this version:
hiscores, time attack mode, removed max speed limit for now.
(these and some other basic quality features will come before any more gameplay)

It didn’t work again. Here’s the log.


localhost:Runninin V0.05 sriharshachilakapati$ java -jar Runninin.jar
JarClassLoader: Warning: Unable to load native library: java.lang.NullPointerException
JarClassLoader: Warning: Unable to load native library: java.lang.NullPointerException
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Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: java.lang.NoSuchMethodError: com.badlogic.gdx.graphics.g2d.BitmapFont.draw(Lcom/badlogic/gdx/graphics/g2d/SpriteBatch;Ljava/lang/CharSequence;FF)Lcom/badlogic/gdx/graphics/g2d/BitmapFont$TextBounds;
	at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:120)
Caused by: java.lang.NoSuchMethodError: com.badlogic.gdx.graphics.g2d.BitmapFont.draw(Lcom/badlogic/gdx/graphics/g2d/SpriteBatch;Ljava/lang/CharSequence;FF)Lcom/badlogic/gdx/graphics/g2d/BitmapFont$TextBounds;
	at game.Game.render(Game.java:371)
	at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:207)
	at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)
localhost:Runninin V0.05 sriharshachilakapati$ 

Oh god, the problem is that you can’t use the internal libGdx truetypefont to bitmapfont generator on mac, so…
Yeah, guess it’s windows only now. (I’m too lazy to go do it with hiero, not like i’m selling it.)
sorry SHC.

Actually, I’ll just add the fonts from hiero, it’s easier than I thought.

You can use the ttf->bitmapfont generator on mac. This is the code that I use and it works on mac and windows:

 
public static BitmapFont generateFont(String internalPath, int size, Color color) {
       FreeTypeFontGenerator gen = new FreeTypeFontGenerator(Gdx.files.internal(internalPath));
        BitmapFont font = null;

        font = gen.generateFont(size);
        font.setColor(color);
        font.setUseIntegerPositions(false);
        font.getRegion().getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear);
        gen.dispose();
        return font;
    }

You just have to have the gdx-freetype and gdx-freetype-platform-version-natives-desktop.jar in your classpath.

[s][s]The only freetype libs I have are:
gdx-freetype.jar and gdx-freetype-natives.jar

I generate fonts pretty much the same way, so I figure it must be something with my libs then, so what am I missing here? ???[/s]

Apparently this only happens on .zip versions for some unknown reason. I asked a friend to try this on his PC and it also didn’t work with the zipped version, then I unpacked the zip version and found it doesn’t even work for me.

So I’ll only be using .rar versions until I figure out what broke.[/s]

Alright I fixed it. Here’s the new Zip file:
Runninin Zip

Yay! It’s working!

Thanks, the game is very nice. One thing though, can you make this use a standard resolution, my screen is actually 1600x900 and I have to hide the dock to prevent the appearing over the game.

I could make it use a different resolution, but that’s at the bottom of my list of things to do.
I’m currently waiting on animations, so I guess I can just do it until I get some, I’ll update this thread when I’ve finished resizing.

It might only be a preference file at first, I don’t want to write the menu for it right now.