Author Topic: Juggernaut  (Read 33951 times)

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Offline nemo

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Re: Juggernaut
« Reply #60 on: December 29, 2010, 09:45:18 pm »
i think i've designed the final level where you're still captive by the juggernaut. he'll probably have a little soliloquy about how he's tempting you with all those switches and you can't get to them (evil laugh). i'm not 100% sure it's solvable but.. hey. i'll find out after i implement breakable blocks. also, i want to add more enemies but don't know where.

edit: implemented breakable blocks. this level is brutal... i'm having tons of trouble finishing it.
« Last Edit: December 29, 2010, 11:05:19 pm by nemo »


Offline DJ Omnimaga

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Re: Juggernaut
« Reply #61 on: December 30, 2010, 12:19:07 pm »
Wow that's pretty colored! O.O

Nice, though. I am really curious how hard this will be to solve. :O

Offline yunhua98

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Re: Juggernaut
« Reply #62 on: December 30, 2010, 12:20:42 pm »
hmm...  looks good!
although, do you want me to edit the crumbled blocks so the bottom and top fit together so the crack looks continuous?
« Last Edit: December 30, 2010, 12:21:02 pm by yunhua98 »

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Offline Builderboy

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Re: Juggernaut
« Reply #63 on: December 31, 2010, 01:53:42 am »
You can fix the aliasing if you use the magic pen tool and fiddle with the feather and threshold :)

Offline nemo

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Re: Juggernaut
« Reply #64 on: December 31, 2010, 01:50:07 pm »
Wow that's pretty colored! O.O

Nice, though. I am really curious how hard this will be to solve. :O


it turns out the screenshot is impossible. i did make a version that's possible, but it's really frustrating so i think i'll have a couple levels already "custom" just meant to be really difficult and challenging, but not part of the game.
hmm...  looks good!
although, do you want me to edit the crumbled blocks so the bottom and top fit together so the crack looks continuous?

thanks! and no, the crumbled blocks are ok. thanks for offering though
You can fix the aliasing if you use the magic pen tool and fiddle with the feather and threshold :)

is this with photoshop? i use gimp



Offline nemo

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Re: Juggernaut
« Reply #65 on: January 02, 2011, 07:40:10 pm »
major progress today, i managed to get the program to work in a self contained jar file, and figured out how saving/loading is going to work, and set up the structure to make it very easy to implement. also i've begun making levels, and i figure if i make one per day i should have plenty to choose from by the time the contest finishes.


Offline Builderboy

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Re: Juggernaut
« Reply #66 on: January 03, 2011, 02:00:57 am »
You can fix the aliasing if you use the magic pen tool and fiddle with the feather and threshold :)
is this with photoshop? i use gimp

Nope thats the gimp :) Magic pen is my favorite tool ^^

Offline DJ Omnimaga

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Re: Juggernaut
« Reply #67 on: January 04, 2011, 03:09:14 am »
major progress today, i managed to get the program to work in a self contained jar file, and figured out how saving/loading is going to work, and set up the structure to make it very easy to implement. also i've begun making levels, and i figure if i make one per day i should have plenty to choose from by the time the contest finishes.
Good to hear, I hope you finish in time for the contest (and not lose data). :)

Offline nemo

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Re: Juggernaut
« Reply #68 on: January 06, 2011, 07:31:59 pm »
update: loading, deleting, and saving levels is perfected. now i just need to make levels, figure a way to incorporate the storyline, save to the save file, and run custom levels along with transitioning between levels. whew. ok, here's the most evil line (666):
Code: [Select]
panel.setCharacterImage(charAnimationLeft[2]);
which.. means the character is jumping left.

and here is a screenshot


Offline Munchor

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Re: Juggernaut
« Reply #69 on: January 07, 2011, 09:47:21 am »
I haven't been to this thread in a long time, nice updates :D

Offline nemo

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Re: Juggernaut
« Reply #70 on: January 07, 2011, 11:24:25 pm »
so, i revamped the menu system and now it is more maintainable and extendable. however, in-game when you press pause then you press resume, there is a massive slowdown, which only gets worse the more times you pause then resume. i pressed ctrl+alt+del and noticed that my program is taking from 60-90% of the CPU, generally over 80%, which is very undesirable. i've yet to come across the culprit of the slowdown, but i believe it is that everytime i return to the game, there is a "savestate" of all the variables and flags, and they are all wastefully recreated. this is a problem for another day though.


Offline Munchor

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Re: Juggernaut
« Reply #71 on: January 08, 2011, 08:51:35 am »
so, i revamped the menu system and now it is more maintainable and extendable. however, in-game when you press pause then you press resume, there is a massive slowdown, which only gets worse the more times you pause then resume. i pressed ctrl+alt+del and noticed that my program is taking from 60-90% of the CPU, generally over 80%, which is very undesirable. i've yet to come across the culprit of the slowdown, but i believe it is that everytime i return to the game, there is a "savestate" of all the variables and flags, and they are all wastefully recreated. this is a problem for another day though.

That's quite a lot nemo, I mean, for a maze Java game. Is fullscreen available?

Offline nemo

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Re: Juggernaut
« Reply #72 on: January 08, 2011, 01:55:00 pm »
so, i revamped the menu system and now it is more maintainable and extendable. however, in-game when you press pause then you press resume, there is a massive slowdown, which only gets worse the more times you pause then resume. i pressed ctrl+alt+del and noticed that my program is taking from 60-90% of the CPU, generally over 80%, which is very undesirable. i've yet to come across the culprit of the slowdown, but i believe it is that everytime i return to the game, there is a "savestate" of all the variables and flags, and they are all wastefully recreated. this is a problem for another day though.

That's quite a lot nemo, I mean, for a maze Java game. Is fullscreen available?

it's not a maze, it's more like Exodus. i did come up with a solution though which will slowdown the game slightly overall, but it will be consistent. no random slowdowns, hopefully. i'm using platform graphics so fullscreen would be very, very slow. also, i'm not sure how to use the graphics card via java.

edit: woohoo, slowdown is nonexistent. only problem is a few glitches with menu interaction now
« Last Edit: January 08, 2011, 02:26:40 pm by nemo »


Offline nemo

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Re: Juggernaut
« Reply #73 on: January 08, 2011, 07:25:31 pm »
level 12 of Exodus has been ported to Juggernaut, because i made level 12 of Exodus. the menu system is complete and doesn't take up unnecessary memory and doesn't slow the program down. now to port the other two levels i made for Exodus. of course, level 12 accomodates for Juggernauts physics so there are a few differences, but the way to solve it is fundamentally the same.


Offline DJ Omnimaga

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Re: Juggernaut
« Reply #74 on: January 08, 2011, 07:32:35 pm »
Awesome! I didn't check the forums much lately and missed most updates, but I'm glad to see new progress :)

EDIT: I also noticed you have 1000+ posts. Congrats ;D
« Last Edit: January 08, 2011, 07:55:07 pm by DJ Omnimaga »