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[Java4k Game Competition]

2010


No project page for this one, but I've submitted [Quadriletteral]. Complaints about the dictionary to the bit bucket, please.

2009


A lot of versions are available on [the project page]; the latest applet should work with Java 1.4+.

Also, if anyone thinks it looks familiar and remembers the name of the Archimedes game of which it's a clone, please tell me so that I can credit it properly.

Comments


Shooting the planets gets rid of them. This can make it easier to shoot the other player (though if you shoot the planet in between you, they might shoot you first). It seemed odd at first that you could just destroy a planet to get it out of your way, but I guess if you want to risk spending the time to shoot through a planet (while the other player might shoot you in the meantime), that's your prerogative.
It also has the benefit that it makes it rather improbable that a map can be generated which is completely impossible, although it may require a lot of patience. --PT



Vitenka: It runs for me.  I assume it's two player?  I needs more instructions, I was left not being sure what to do.  Also the planets could do with being destroyed quicker and maybe the old shot lines should fade away, as it is things get too cluttered.  --Vitenka
Thanks, Vitenka. Did you see the brief instructions I added to the page? I will, in any case, expand them slightly. The point about the planets being destroyed was also made by someone else, so I'll make that the next priority, before the fade. --PT
Yeah, but instructions on a page don't count :)  Oh also - make it obvious which ships turn it is. --Vitenka
And, thinking about it, the ides of adding symmetry is, I think, bad - it would make your opponents shots too useful for aiming your own.  --Vitenka
There is an element of that already. TBH I don't think it would be too useful unless I also add an angle/power meter, as someone else has suggested. If I do add it, though, I will try to do so as an option. As far as instructions go, I haven't yet seen a game in the competition which had more than about 8 words of instructions in-game. When you have 4kB to work with your priorities have to be gameplay, UI, and a bit of polish; stuff which can go elsewhere and not count against your limit does. If I can I will buck the trend, but I'm not optimistic. --PT

More destruction and track fading added in versions 0.3 and 0.4 respectively. --PT
Version 1.0 also has instructions. --PT
Cool!  It's not obvious that your first shot is gonna loop back and blow you up, did the larger scaling thing not work out?  Also, if you click menu whilst "Cick to restart" is up, it look very odd.  --Vitenka
I didn't get round to trying zoom, but I think it would have made things painfully slow because I would have to store all the tracks out there in the backbuffer. I'll take a look at the menu thing - I think I can guess what's going on, and it will be a bug if I'm right. --PT
I haven't had it happen, but is it theoretically possible for a missile to escape the pull of the planets? --CH
Not sure. There's a case in the code to handle it. It's quite tricky to check, because the physics implementation isn't good enough to allow a simple calculation on the basis of conservation of energy. --PT




[Woohoo!]
Congrats! --AC

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