Sparx 2 WIP

Until now its just a Sparx with way better performance and a new particle system.
But more will come.There is no fps lock yet, and only 1ms sleep so on high end pcs it may run a little fast.

After i have deployed it, and run it from the webpage, its suddenly 3Xfaster(==to fast on a q6600) than when i run it in netbeans???Anyone know why? Netbeans cant be that much overhead.

http://www.sparx.dk

It takes freaking ages to start, and doesn’t show anything to the user while doing so, so at first I thought it had crashed on start up. You should really put a splash screen or something there.

The game itself… well, it feels like geometry wars 2, but running far too fast. :wink:
Love the particle effects!

pretty cool game,

keyboard input does not work on linux for me, doublecheck if you are requesting focus correctly.

AFAIK NetBeans uses the jdk internal appletviewer there really shouldn’t be any performance difference as long you are not running in debug mode or something like that ;).

I find when running my game in eclipse it runs faster :persecutioncomplex:

Your browser’s jre is probably java6u10 which has d3d acceleration, but in netbeans you’re probably using an older jre (pre java 6 update 10), so it runs slower in netbeans.

Can’t try the new game yet, i’m at work. the old one was cool though :slight_smile:

Im gonna add a splash screen. At home it only takes max 4-5 seconds to startup, but just tried it here at work on an old celeron 2.53 and it takes 5 minutes or so, i thought it had crashed too, but checked the console and saw it running…

Quite nice - could do with being a steady framerate though: it seems to randomly vary between 60 through 80fps here, and it’s too fast!

… needs sound too :slight_smile:

Cas :slight_smile:

Ok, now its locked at 80 fps (= 79 on my own rig). But i feel like its a bit too slow now, but i have been playing it for ages, so my opinion is very biased.
I would like too speed it up a little, especially the speed of the player so i will probably add some kind of ‘speed power ups’ to grab after a timed interval.
I will probably make it level based too, with some arcadey score numbers(as sprites) approaching after a kill, and a multiplier pickup.

Furthermore i think i will make it level based(to feel that extra urge to reach a bit further), and make some stages where the aim is locked at a fixed position, to make the player move more(because thats the fun part), instead of just standing still and shooting.

Any other ideas are welcome, i have a lot of plans and inspiration right now, but time and inspiration is
a relative beast, so hope i can catch it right while i can :slight_smile:

Locked framerate at 60 fps. Added alot more particle effects.
Please let me now your system specs if you have lower fps.