SpaceDefence(or SpaceDefense)

Ok to start off I warn you, VERY BETA. gameplay is a little glitchy, graphics…

ok to explain. I wanted a beta version fast, so I didnt even bother witht he graphics. The station is a red square. the bullets are red squares. and the enemies are white squares. yeah, pretty crappy.

I know that asometimes the enemies dont die. I am still working on this.

here is the link:

http://sites.google.com/site/gamesunkown/games-1/spacedefence/SpaceDefence.jnlp?attredirects=0

If you are gunna just take shots at the graphics, then dont post. (unless it is actually constructive)

I will get graphics up ASAP.

please post high score.

also reading instructions is important.

EDIT: game is not extrememly alpha anymore. It is begginning to have become developed :).

ok I have minimal graphics now. Thanks to xnadevelopment.com.

The ships arent facing “exactly” the correct way. but it is a work in progress.

enjoy

the ships are more acurately facing the space station. although the top of the left side still needs some touches.

enjoy

Played the Space Defense game, its pretty cool. It reminds me of a game one of my friends made.

You should have this game be stage based, meaning “You Cleared Stage 1”. Higher stages faster enemies.

The game started to slow down when the screen was full of enemies.

Other then that, good start.

I tried to make stages in another game. I couldnt succeed. atleast not in slick. I am currently increasing framerate. Then the bullets iwll move faster. only problem is that then the enmies move really fast aswell.

Int he next upload the station will be a more mothership type picture.

what is you guys’s input on being able to move the station. do you think it would ruin the style of the game, or add a whole new level to it?

ok my comp is crashing on my right now, will require a reboot. My comp reboots REALLY slow. I have next version ready, jsut need ot reboot then will put it up.

ok, yeah like I mentioned above, new space station. give me your input ont he moving thing. shooting (to me atleast)feels better. The bullets move a lot faster, making it possible to actually hit the guys.

the game starts out easy, it has a slow dificulty curve.

I might have dificulties in my next update(MIGHT!).

enjoy

I finally played my game normally meaning not testing anything, besides how good I am at it.

my current high score is : 6890

Cool ship image. Since the bullets are faster sometimes the bullets jump the enemies so it doesn’t hit them. On game over it didn’t show my score, so I didn’t see what i got.

Work on a little more polish and it will be a good game to keep going. Like center the image on the point where bullets come out. Make the enemies go towards a random point on the ship, instead of all going towards the gun point.

I’m assuming the game slows down due to your collision method. I’m assuming every bullet checks to see if its colliding with every enemy?
Also you should look into a different collision method for the bullets.

Good job so far.

I think a moving spacestation would add a whole new level to the game. Also possibly rocks to hide behind could be interesting but that would complicate the code somewhat.

The space ships is (theoretically) centered. or atleast the top left corner is ::).

I will center it more

I will also add movement.

There is one problem. I have resett the speed everytime if The target (you)is gunna move. I can do that, but the enemies will slow down as they gte closer to you, I can try to mess wiht it. Ia m going to school though.

you check the score in the highscore option in the menu.

It works fine ;D but I get this:

well… if you read it, it has to do with your graphics card.

it still works thouhg right?

Yes it works right but such a “simple” game should not rely on PBuffers to handle dynamic images.

I dont even know wher ethat is coming from?

I didnt purposely do taht.

I made the game in slick, maybe slick is doing it?

I said it was usign off-screen buffering. That is used in buffered images right? I only used images for this game.

Yes Slick is doing this. Is there a way of doing the same thing but without pbuffers?

I looked in the class it was referring to in the error, there is no init() method.

I also checked if it extended it.

I will write some test code to tweek. i will say what I find out.

If you set the mouse cursor using a reference to the image (i.e. with a string) rather than passing in an Image instance. The Image instance has already been passed to GL so it needs to be copied back to make it into a cursor.

So, use this method:

http://slick.cokeandcode.com/javadoc/org/newdawn/slick/AppGameContainer.html#setMouseCursor(java.lang.String,%20int,%20int)

instead, and it shouldn’t use an offscreen buffer to create the mouse cursor.

Kev

ok, thanks for the tip. I now have uploaded a version using the method kevglass mentioned.

I also updated some stuff. I think(not sure if I already ahd doen this) I made the shooting better(no more skipping over guys).

I also did under the hood stuff, preparing for player movement.

thx for replying :slight_smile:

Ok it works fine now, there is no exception, I see the cursor with the image, thanks :slight_smile: