Playable game

Yesterday was sunday and I had no plans what so ever. Finally some time to do some coding 🙂

The little java game is actually playable now. Its possible to complete levels, and the game now has four tutorial levels.

I’ve compiled a runnable JAR file for download here. If you have the JAVA 1.6 runtime installed you just need to double click it to run it.

Continue reading

Still coding…

Phew… this little java game is turning into a somewhat bigger project. I’ve stopped counting hours but know for sure that more than 50 hours of work has gone into this now. My summer holiday is over and this leaves even less time for crazy projects like this.

The game pretty much looks the same as before, but a lot has been changed.
Continue reading

More 2D Java gaming

Seven hours of further work on the game and its starting to look like a game. Some proper graphics have been added and I’ve started to code the game logic. I want pixel perfect collision detection, but since hardware assisted features like these have gone to hell during the last 15 years I have to code it myself. On the picture theres an extra window open for debugging purposes. This window shows what the collision detection algorithm sees. I was worried that this was going to be slow so I optimized it quite a bit. I still ended up with a system that does 65536 comparisons every frame…. but since cpu power has gone WAY up during the last 15 years this didn’t even bother the system at all. In fact I can hardly even measure if the collision detection is on or off.

Creating a Java 2D Game just for fun

To refresh my Java skills I started making a little game. I’ve always liked the good old Thrust and back in 1994 I wrote a similar game for the Amiga. Back then it took me 3 weeks of hardcore assembler coding. The Amiga had hardware support for two layers of graphics and 8 sprites(Smaller graphics objects). This included hardware collision detection between all those elements. This made it fairly easy to write a game with a ship (one layer) and stuff that it shouldn’t hit (The second layer consisting of a tile based world.) and a bunch of missiles(Sprites) that the player could shoot with.

The result was a nice little game where the player controls the rotating spaceship through a maze of rocks, shooting stuff, and carefully maneuvering towards the exit. It had multiple levels, sound, and high score table.

Now 15 years later I wanted to recreate the game on the PC… of course bigger and better.

Continue reading