ArenaFighterz Game by Rothens
Our first try to make a game. The engine is completely self-made. The idea is: try to survive in the desert, but you have only one bottle of water.
If you start to dehydrate, you'll start to feel dizzy.
Keys:
cursor keys-movement
D - drink
Collision now works as intended.
We made a post-jam version, it already fixes some of the lag issues, we'll try to fix more. Currently the sound library eats the most CPU time.
If you start to dehydrate, you'll start to feel dizzy.
Keys:
cursor keys-movement
D - drink
Collision now works as intended.
We made a post-jam version, it already fixes some of the lag issues, we'll try to fix more. Currently the sound library eats the most CPU time.
Ratings
| Coolness | 62% | 3 |
| Overall(Jam) | 2.19 | 525 |
| Audio(Jam) | 2.58 | 343 |
| Fun(Jam) | 2.19 | 481 |
| Graphics(Jam) | 2.69 | 405 |
| Humor(Jam) | 2.11 | 331 |
| Innovation(Jam) | 2.13 | 496 |
| Mood(Jam) | 2.00 | 491 |
| Theme(Jam) | 2.63 | 321 |
Exception in thread "main" java.lang.NoClassDefFoundError: Downloads/ArenaFighterz/LD28-ArenaFighterz/jar
Caused by: java.lang.ClassNotFoundException: Downloads.ArenaFighterz.LD28-ArenaFighterz.jar
at java.net.URLClassLoader$1.run(URLClassLoader.java:202)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
@Jan : yeah.. sorry.. We're constantly trying to fix the collision, but we didn't found out why it's bugging sometimes (eeerm... always....)
All in all a decent game for a first try. Good job!
FPS was like 30 at first, but after a while (when screen effects kick in) it goes down to 4 or 5, making it completelly unplayable.
Currently we are working on a post-mortem fix of the FPS rate, that includes a better sound library and an OpenCL port for some of the effects (particles, for example). We believe that with a faster sound library and some multi-threading (currently everything is single-threaded except the sound) and maybe with the power of a GPU the game will improve greatly at performance.
Collision will be fixed as well, it was a last-minute try to have it fixed, and while it fixed some of the problems, I managed to accidentally delete some useful code as well (working gravitational acceleration, for example), which needs to be re-written.
I don't necessarily agree that some of those are necessarily appropriate steps. You shouldn't need something like OpenCL to manage any reasonable number of particles (I'm talking thousands, maybe as much as 10k for simple ones, or only hundreds if they're unreasonably complex for what they end up being in-game, even on older computers, with a whole game working with it), and this game really doesn't appear to be doing anything that should be that intensive, aside from maybe the distortion effects unless something weird is going on behind the scenes.
That sounds seems like trouble though.
Anyways best of luck. I will now try the updated version.
Yes, the new version definitely runs more smoothly, and I had less trouble getting out of holes.
Anyways, just offering my opinions. ^^ Best of fortune to you all.
Can you tell me about how the game is not working? I'd like to fix that :D
But sometimes when I hit the up key she didn't jump. Are you perhaps polling the up key instead of detecting it as an event?
Also, those one-block-wide platforms I'm supposed to jump on are impossible, or the girl's hitbox is too narrow.
The keys are detected as an event, which sets an element of an array to true. (So it won't mess up the already messed up game loop). I didn't have any problems with the jumping, but I'll take a look.
If you mean the second level's narrow jumps, yeah... that's a pretty hard and nonsense level :D Not impossible, just takes a few tries. But maybe we have to redesign that level..
Anyway, thanks for the comment, and thanks for trying our game ;)