I agree with you there
Ok I will update the first post but I indicate in the signature the links to test my game as h3ckboy said.
According to my figures, between 30 and 100 people per day use my game even though the first launch is sometimes a bit long. If I had used an applet, the problem would have been almost the same. Therefore, I think youāre wrong and I have found no solution to shorten the download time. Please donāt jump to conclusions without any evidence.
keeps saying download stalled.
I finally tried it, and wow, itās really bad. I mean, I get the technical aspect of it, and thatās great, but itās not fun at all. Mainly the fact that I couldnāt use the arrows to strife was what really got me, but the enemies looked boring, didnāt seem to animate at all, and the gun wasnāt anything Iād call cool. The menu was way too plain, and the environment was boring. Iād say you should play like an assload of DOOM, and than try to make this fun like that was.
[quote=āCyanPrime,post:484,topic:29428ā]
I finally tried it, and wow, itās really bad. I mean, I get the technical aspect of it, and thatās great, but itās not fun at all. Mainly the fact that I couldnāt use the arrows to strife was what really got me, but the enemies looked boring, didnāt seem to animate at all, and the gun wasnāt anything Iād call cool. The menu was way too plain, and the environment was boring. Iād say you should play like an assload of DOOM, and than try to make this fun like that was.
[/quote
haha 1 hipocrite, 2 your crazy, 3 have you looked at blueFiend?
hypocrite? Are you trying to say that a game with vector graphics and a full blown 3D FPS need to animate the same? Super Mario doesnāt need to look like Halo to be good, but Halo needs to look better than Super Mario to be good. Anyway, I donāt really get your point at all. Don;t defend games just to defend them. Not all games can be good. I made some crap too, like Cybata, and VO4k.
keeps saying download stalled.
JOGL is loaded from Sunās servers and it is sometimes very slow, then Java Webstart displays some messages like āinterrupted downloadā, it might frighten some users. However, JOGL is in the cache and the further attempts to launch the game are faster.
I think I will use IzPack in a far future to handle better a long installation.
I finally tried it, and wow, itās really bad. I mean, I get the technical aspect of it, and thatās great, but itās not fun at all. Mainly the fact that I couldnāt use the arrows to strife was what really got me, but the enemies looked boring, didnāt seem to animate at all, and the gun wasnāt anything Iād call cool. The menu was way too plain, and the environment was boring. Iād say you should play like an assload of DOOM, and than try to make this fun like that was.
At first, you can strafe with A and D like in Counterstrike, it is a standard configuration. On the other hand, h3ckboy asked me to update the game and I said that this new build contains some regressions unfortunately, especially in the animation and in the artificial intelligence. Another model of rocket launcher and a better sound will be used in the pre-beta version. Thank you for your feedback. I thank h3ckboy too ;D
The main aim of the blue print that relies rather on JMonkeyEngine 2.0 is to overcome some limitations that you pointed out but without reinventing the wheel. Iām not able to write a Halo clone and Iām not an artist, that is why I ask for help when I need some sound samples and some 3D models.
Finally, Iām not sure you get the technical aspect of it. My game is only a tiny FPS, it is mainly a āfieldā used to perform some experimentations (especially on gimbal lock, cells-and-portals algorithm and portal culling) and unfortunately the port to JMonkeyEngine 2.0 is more painful than I thought, it consumes a lot of time that I would have liked to spend in improving some important aspects in the gameplay. For example, yesterday I said that I discovered another bug in the view frustum culling, it still makes me waste some time
You spoke about the menu, I agree with you, it is plain-looking and that is why I tried to implement a 3D menu in the blue print (the interpolations are not ready so it is not very interesting).
I donāt want to be too harsh but my game works fine even on a Pentium 2 MMX 250 Mhz and with a graphics card NVidia Geforce 1, I donāt need 3 Ghz.
[quote]I finally tried it, and wow, itās really bad.
[/quote]
Yes, kinda reminds me of those selfmade PlayStation 1 games (NetYaroze)
[quote]The menu was way too plain
[/quote]
You cannot do it even more plain. Its the very basic of text outputā¦
You cannot do it even more plain. Its the very basic of text outputā¦
Youāre right, it is only a text output. I wrote it to avoid flickering under Windows (the previous menu was basic too), it uses only pure JOGL.
haha 1 hipocrite, 2 your crazy, 3 have you looked at blueFiend?
hypocrite? Are you trying to say that a game with vector graphics and a full blown 3D FPS need to animate the same? Super Mario doesnāt need to look like Halo to be good, but Halo needs to look better than Super Mario to be good. Anyway, I donāt really get your point at all. Don;t defend games just to defend them. Not all games can be good. I made some crap too, like Cybata, and VO4k.
actually there are fun fps without amazing graphics. ever played dark forces? it si a really fun game, graphics suck, but really fun. and you a hipocrite cause you are craving good feed-back, and then dont give it :/.
another thing, it takes a FULL STAFF OF PROS to make halo a couple years.
so 1 guy making this is pretty good.
actually there are fun fps without amazing graphics. ever played dark forces? it si a really fun game, graphics suck, but really fun. and you a hipocrite cause you are craving good feed-back, and then dont give it :/.
another thing, it takes a FULL STAFF OF PROS to make halo a couple years.
so 1 guy making this is pretty good.
Youāre right. Creating a full commercial first person shooter requires between 15 and 45 people during about 18 months in average. I admit my game is not fun enough and ugly but I already do my best to improve the programming side of the project so that it will be easier to add new enemies, levels, power-upsā¦ like CyanPrime suggested for his own game.
and you a hipocrite cause you are craving good feed-back, and then dont give it :/.
I didnāt see gouessej say āPlease only give good feedback, no negitive stuff!ā at all. Please show me where he did. And I only asked that for one screenshot. Now I think you misunderstood that, as I donāt think youād be so petty as to use a request for one screenshot when I was depressed/desperate against me. I do have a lot of respect for you and your work, as do I for gouessej, but when I played his game it was just not fun, so I had to say so.
At first, you can strafe with A and D like in Counterstrike, it is a standard configuration. On the other hand, h3ckboy asked me to update the game and I said that this new build contains some regressions unfortunately, especially in the animation and in the artificial intelligence. Another model of rocket launcher and a better sound will be used in the pre-beta version. Thank you for your feedback. I thank h3ckboy too ;D
Interesting. Why did you have to cut that stuff? That could be why your game wasnāt fun. I would put adding that back in as top priority. Iāll test it again once you do, as I think your game would be a lot better with that stuff added in. Also, maybe you should use a 2D sprite for the player, like in DOOM.
The main aim of the blue print that relies rather on JMonkeyEngine 2.0 is to overcome some limitations that you pointed out but without reinventing the wheel. Iām not able to write a Halo clone and Iām not an artist, that is why I ask for help when I need some sound samples and some 3D models.
Iām not saying to write halo, but if you canāt even write a DOOM clone than you should try to make Quake.
Finally, Iām not sure you get the technical aspect of it. My game is only a tiny FPS, it is mainly a āfieldā used to perform some experimentations (especially on gimbal lock, cells-and-portals algorithm and portal culling) and unfortunately the port to JMonkeyEngine 2.0 is more painful than I thought, it consumes a lot of time that I would have liked to spend in improving some important aspects in the gameplay. For example, yesterday I said that I discovered another bug in the view frustum culling, it still makes me waste some time
You spoke about the menu, I agree with you, it is plain-looking and that is why I tried to implement a 3D menu in the blue print (the interpolations are not ready so it is not very interesting).
I understand that. I know how hard it is to port stuff. I failed to port Blue Fiend and Protoship 2 to JOGL before I started working on my platformer. I never said it was shit, I just said it wasnāt even remotely fun. I couldnāt see any fun in sight, but I was thinking the whole time that this was beyond my ability right now.
[quote]I donāt want to be too harsh but my game works fine even on a Pentium 2 MMX 250 Mhz and with a graphics card NVidia Geforce 1, I donāt need 3 Ghz.
[/quote]
Thatās not harsh, itās childish. You should be happy that I gave you better feedback than āItās an embarrassment,ā like others in the forum have said, and actually tried to help. Not try to mock my works because yours have flaws.
Interesting. Why did you have to cut that stuff? That could be why your game wasnāt fun. I would put adding that back in as top priority. Iāll test it again once you do, as I think your game would be a lot better with that stuff added in. Also, maybe you should use a 2D sprite for the player, like in DOOM.
The new build fixes lots of annoying bugs that concerned only a very few people. I wonāt revert my modifications because I prefer investing more time in the version that relies on JME 2.0, this one avoids me to reinvent the wheel as I said (for example to load 3D models as I donāt plan to use 2D sprites in the future).
Not try to mock my works because yours have flaws.
I didnāt try to laugh about you or to bother you. Your works have flaws too, nothing is perfect. Your game has a more interesting gameplay but the performances are quite bad on my viewpoint whereas mine has no interesting gameplay but the performances are excellent.
[quote=āgouessej,post:494,topic:29428ā]
Ha, that is kind of funny. Seems like we could learn quite a bit from eachother. ;D
I didnāt see gouessej say āPlease only give good feedback, no negitive stuff!ā at all. Please show me where he did. And I only asked that for one screenshot. Now I think you misunderstood that, as I donāt think youād be so petty as to use a request for one screenshot when I was depressed/desperate against me. I do have a lot of respect for you and your work, as do I for gouessej, but when I played his game it was just not fun, so I had to say so.
I am just going to drop it.
P.S: yes I am that lazy. the rest still applies though
Ha, that is kind of funny. Seems like we could learn quite a bit from eachother. ;D
Lol. On ābigā projects, it is hard to take care of several aspects at the same time, not only programming. However, someone else succeeded in doing this, I advise you to play with Tesseract, it is available on the FGF playersā portal, it is a good example of complete game with a quite good gameplay and acceptable performances (lower than TUER because of the use of software rendering).
Hi!
Iām so excited. The culled tests of JMonkeyEngine 2.0 works but it has to be manually reset to work correctly in any user source code. I used XMLEncoder to compare the result of a basic test case that was working and the result inside my game with the same data in input, I encoded the instance of JOGLCamera in both cases. The following line solved my problem:
((AbstractCamera)currentCamera).setPlaneState(0);
I have a good piece of news for the few people that might be interested in my ugly game: this fix has HUGELY improved the frame rate as you can see below:
[quote]frame rate = 47.61905
frame rate = 142.85715
frame rate = 66.666664
frame rate = 71.42857
frame rate = 71.42857
frame rate = 71.42857
frame rate = 71.42857
frame rate = 66.666664
frame rate = 76.92308
frame rate = 55.555557
frame rate = 90.90909
[/quote]
The portal culling is not finished, it requires some weeks (months?) of work. I will update my blue print after a little rest as Iām extremely tired. Thank you for your support, your feedback and your attention.
NB: Before using this fix, I only had about 16 FPS ;D
Congratulations. ;D Canāt wait to see this implemented
does tthis mean you fixed that annoying never ending rotation glitch?