kostyan1996 2015-04-21 15:35
Why here is only source?
Foon → Ludum Dare Explorer → LD32 → Throw Bottles at people you don't like!
By jajo
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 3 | 62 | ||
| Humor | 580 | 2.72 | ||
| Audio | 592 | 2.41 | ||
| Theme | 895 | 2.66 | ||
| Fun | 896 | 2.47 | ||
| Graphics | 897 | 2.31 | ||
| Mood | 928 | 2.32 | ||
| Innovation | 984 | 2.09 | ||
| Overall | 1007 | 2.50 |
Why here is only source?
Could we have a non source download lol ?
@Kostytan1996 @Shared I had trouble creating a jar due to the libraries I haven't used before. I am hoping that somebody who knows how to use Slick2D and make a Jar using JarSpliced could help me.
liked the music, some sprites had weird borders around their bounding boxes
@mcburrobit Oh, thank God the jar worked, must have just been my computer.
Can't get it to launch, I have first to fix the Manifest because the Launcher-Main-Class had the wrong package, but then it says the LWJGL library is missing, you have to package the natives (dll/etc. according to the platform) with your game, I haven't used this lib for a while but I think you can just make a ZIP with the Jar + all the natives side by side. I hope this will help.
@Manu & Wan thank you. It seems to be working for some and not for others. I will try to do this.
@Manu & Wan if possible, could you tell me how you changed the manifest? I think I'm putting the right package in JarSpliced...
omar2
isn't getting on :s
@dyfer it seems it only works for a few people... This is annoying.
The .jar file doesn't work for me.
ah damn, it doesn't seem to run for me either.
-Neith
Could you also upload an executable? Most of the people don't want to build it from your source ;-) Thanks!
Misread instructions and drank the contents of the bottle.
I'm drunk
@lochmann-apps that's my problem, I failed making the fat jar...
@chikun Dev Team please, don't hurt me in a drunk rage ;-;
Worked fine for me now that there's an executable .jar.
Nice game with simple graphics and gameplay, no real challenge though, as the enemies AI doesn't help them at all.
Nice work!
Nice job! Glad to see you got this working. I been checking back every few days since you rated my game. :)
@Zayron your game was great, good luck in the voting :)
I like it. Reminds me of the little side games in Always Sometimes Monsters. The collisions are a bit buggy though.
High score 125.
Fun game. Anyone who makes a game in java is impressive in my book.
Maybe I'm misinterpreting, but you wanted someone to take a look at the source, even in the event the case that the export is fixed (as it so happens to be)?
First, and most importantly, code-ing for the compo is a whole 'nother beast from say, production code, or even a 'normal' hobby project. A lot (not all, but a lot) of design is actually done so that you (or someone else) can still look at the code say, 6 months from now and do some maintenance, without getting a headache. But that sort of design, while really useful in the long run, slows you down a lot. So when you've got less than 2 days (because art, etc. takes time as well) for coding, don't go for style, or 'beautiful' code, just get something working, and don't try to cringe if you've created something that you'd otherwise think of as inefficient or 'ugly'.
Second, I just skimmed your code ... I didn't really go into much depth, so I probably missed some things I should have seen.
That said (and basically opposed to the whole 'first' point):
- Take a look at the 'switch/case' statement... it can replace those if/else if/else if/else if/... structures (and even if/if/if/... sometimes when cleverly used). [ https://docs.oracle.com/javase/tutorial/java/nutsandbolts/switch.html ]
- Use an Enum class to repressent "up"/"down"/... etc. rather than a String.
- Maybe make bottle inherit from Rectangle, so you don't have to new-up a rect, when asking the object for it's bounds.
- Perhaps don't include GameState as a member of bottle (for proper O.O.)... I mean, yes, it's a reference and takes up no space, but 'GameState' is not really part of a 'Bottle'.
- Related to new-ing up objects: take a look at the 'flyweight' pattern: [ http://en.wikipedia.org/wiki/Flyweight_pattern ]
- Separate the gamestate from everything related to drawing: this is useful to prevent such things as 'having to move each mook a step' each time the player moves.
However, your code was not difficult to read at all, and that's a very good sign :-)
Just keep codeing! Practice (and some reading) makes all the difference.
@rburema Your advice is extremely appreciated and I will certainly use these tips in the future, thanks :)
The music is a little repetitive and there were a few issues with the sprite borders, but on the whole this is a fairly solid concept with a lot of potential for further expansion :)
Jar doesn't run :(
@Smirnov48 is it a platform thing? Is the jar in the same folder as the res folder? It seems to work for others...