Author Topic: NaaLaa - MissileCommand  (Read 8431 times)

kevin

  • Guest
Re: NaaLaa - MissileCommand
« Reply #15 on: January 13, 2013, 08:11:49 AM »
Hi - I have better speed in the Java applet now, but have a new issue with the explosions, but its progress I guess :)....I have to pop out now, but should have time a little later to resolve this....

Mopz

  • Guest
Re: NaaLaa - MissileCommand
« Reply #16 on: January 13, 2013, 09:17:57 AM »
I did some changes to the code. I didn't separate drawing from logic in the game loop, because I was afraid things would stop working ;) I simply put everything that had to do with drawing within "if shouldDraw" blocks. Haven't tested it much, but it seems to run better now. I've attached the new files and shall update the applet next so that you can try :)

Hiding the mouse cursor is not possible yet. But I'll see if there's something I can do about it later. As far as I know java applets have no support for it, but you can somehow replace the normal cursor with a transparent image or something - can't be done through naalaa, I'd have to update the java classes.

http://www.naalaa.com/applets/MissileCommand/mc.html

kevin

  • Guest
Re: NaaLaa - MissileCommand
« Reply #17 on: January 13, 2013, 09:59:14 AM »
Many thanks - that seems a lot better, pretty much the same as the Windows version. I tried it about 6 times, and only once was it slow, which seems strange, but I am using an old Pentium4 laptop at the moment. Next time I tried it was fine again.

Mopz

  • Guest
Re: NaaLaa - MissileCommand
« Reply #18 on: January 13, 2013, 11:19:34 AM »
Great. I'm using a really slow notebook most of the time myself, makes me write better performing code ;) I'll add an icon on the online games section then. Most of the traffic on naalaa.com is on that section, so hopefully many will play it. Perhaps you should also submit the game to javagametome? If so, just create an account there and use the link to the game on naalaa.com when submitting the game (unless you've got a site of your own). They've got ok traffic.

kevin

  • Guest
Re: NaaLaa - MissileCommand
« Reply #19 on: January 13, 2013, 03:05:03 PM »
Thanks - I'm sorting out some web space currently just to keep some small files, screen prints and so on - I'll post it on javagametome too once I get that sorted (I can use it to link to the screen print that javagametome seem to want.......Many thanks for all the work you've done to create the  applet - I've learnt a lot.....

JSM

  • Guest
Re: NaaLaa - MissileCommand
« Reply #20 on: January 20, 2013, 09:08:40 AM »
I like this game a lot, but i think it is very difficult :) You should be a little bit more kind when blowing up enemy missiles. i get the feeling that the player missile vs all enemy missiles occur at a single time frame? you should start a timer when the explosion starts and let it last until the explosion has finished. as long as the timer is active all enemy missiles whithin range should be destroyed.

Do not mind the critics, very good job! I will keep on fighting for a better high score position :)

Also, please make the hiscore list available from the menu screen, not only on game over :)
« Last Edit: January 20, 2013, 09:12:55 AM by JSM »

JSM

  • Guest
Re: NaaLaa - MissileCommand
« Reply #21 on: January 20, 2013, 09:20:53 AM »
played some more. and i stand corrected, the enemy missile whacking does not seem to occur at the single frame of player missile impact. maybe the explosion radius is just too low ... or maybe i am just lousy at playing this game :D I repeat, i like it alot :) with a couple of games like this and dedicated web page you could probably make some bucks a month.

kevin

  • Guest
Re: NaaLaa - MissileCommand
« Reply #22 on: January 20, 2013, 09:35:34 AM »
Thank you so much for the feedback....as you have seen, it is possible for one missile to blow up more than one enemy missile, but it is difficult to judge it correctly as it is quite a tight range. I experimented with the radius, and struggled to decide between making it too easy and too hard...I don't know what the correct answer is to be honest, as I think while some people will want it one way, others will disagree....I have considered reducing the radius as the player goes through the levels, or maybe having options in the menu screen for "easy" or "difficult" games. I like the idea of showing the High Scores as an option in the menu and will definately include that in any update I do.
The criticism is really welcome - I am so new to this and have a lot to learn, so ideas like yours really will help me....thank you.

kevin

  • Guest
Re: NaaLaa - MissileCommand - updated
« Reply #23 on: February 02, 2013, 07:09:13 PM »
Hi, I agree that the game difficulty level is set too high, so I've made a couple of changes. There is now an easy game option as well as the original hard option. The difference is that the easy option needs a little less accuracy when aiming your missiles, and makes it easier to destroy more than one missile at a time, although this does get a little harder as the levels increase. The hard option is just a little easier than before.
I've also added an option to see the high scores from the menu following JSM's suggestion.
I've tidied up the code a bit, and separated the logic from the drawing routines to make it a bit easier to read - feel free to change anything you wish.


« Last Edit: February 03, 2013, 06:35:51 AM by kevin »

kolyamatic

  • Guest
Re: NaaLaa - MissileCommand
« Reply #24 on: February 02, 2013, 10:32:33 PM »
@ kevin

At the end, when one is close to being out if missiles it reads "You've running out of missiles..." which ought to be "You're running out of missiles".

kevin

  • Guest
Re: NaaLaa - MissileCommand
« Reply #25 on: February 03, 2013, 06:40:56 AM »
Oops - thanks for letting me know - I've fixed it in the zip file attached yesterday.