UPDATE: I’ve taken the game down, as no further testing is necessary at this point. The goal I set for this public testing has been fulfilled (“hopefully I can get some useful results and make the engine more robust in terms of compatibility.”) Thanks for the people who tried the game!
I’ve been doing a platformer engine in Java, using LWJGL and JBox2D for physics. The engine is far from finished, and it’s especially lacking in normal gameplay features. I’ve been focusing on the technical aspects, slowly bringing them up to the level where I can start implementing the game on top of the core engine. I’m still not sure what kind of game it will evolve into, but it will be some kind of adventure/platformer game, most probably.
Anyway, since I can test this mainly on two computers (my desktop running Linux [mostly, sometimes WinXP] and my laptop running Windows Vista), it would be helpful if some of you guys could test it on your systems. I’m especially interested if it does run on Mac OS X (it should) and perhaps even Solaris. Apart from different OS’s, I’m interested in seeing if the thing runs properly on Ati/AMD GPUs. I have GeForce 7600 GS on the desktop, and Intel GMA on the laptop.
What I’d like you to do, if you have a few minutes to spare:
[]Start the engine from here (it’s available only as Java Web Start as of now). It requires Java 1.5, but I’ve mostly tested it on 1.6.
[]Move around the “level” (sorry there isn’t any proper gameplay yet! :persecutioncomplex:)
[]Does it work? Does the bloom effect work? Lighting?
[]How does it run? It should run about 60 fps and be fairly smooth.
[*]Check your CPU usage, if possible. It should not consume all your CPU.
Here are some keys:
[]Move with arrow keys. To drop down from a “floor line”, hold DOWN arrow and press SPACE.
[]Press M to play some (boring) music. It can be paused by pressing M again.
[]Press L to toggle lighting
[]Press B to toggle bloom
[]Press R to restart the level
[]Press P or PAUSE to pause the game
[]Press O to toggle player light (useless, I know)
[*]Use PAGE UP/PAGE DOWN to zoom
*) “Floor lines” are lines where the player can stand on AND jump/drop through.
If it works, you can try with different settings. By default, it starts in 800x600 windowed mode. You can adjust the settings from the configuration file. On Linux, it will be in your home directory, under .platformer/settings.cfg
. On Windows, in APPDATA/platformer
. If your system supports it, try running with antialiasing (set antiAlias
to 2 or 4, for example).
The game writes a log file while it’s running. It would help me if you could post yours here, or mail it to me at mika DOT halttunen AT gmail, along with your system specs (unless they’re visible in the log). The log file is engine.log
, found in the same place as the settings file. If you want, you can censore the line in the log, where it displays the path to the platformer
directory (the path contains your user name). The profiler information at the end of the log might be particularly interesting: on my systems, the text rendering takes most of the whole rendering time!
A couple of screenshots are attached (with 2X antialiasing + bloom). Please excuse all the graphics and the whole level actually; everything you see is for testing purposes only.
Thank for your time, hopefully I can get some useful results and make the engine more robust in terms of compatibility. I’m happy to answer any questions you might have, feel free to ask. 8)