After 47.5 hours of Hard Work Lenimentus is Complete for those of you Wondering Lenimentus is Latin for Improve I was feeling Archaic when I named it.
Just a simple Test build of my game figured I’d releases it as I did just spend 2 hour fighting the thing to compile.
Tell me how it runs on your machine fps wise. Hopefully it runs at a reasonable rate.
Edit: Oh you people need controls don’t you
wasd to move.
numberpad to shoot.
Ok I’m having some issues right now with creating an executable jar file for the game. I’m using the netbeans IDE and the first time I tried I got an error saying no lwjgl in java.library.path after fiddling with it for a while I used jar splice to create a fat jar and now get the error Can’t Load IA 32-bit .dll on a AMD 64-bit platform. I have no idea what to do about this and all I found via googling has brought up nothing. I doesn’t seem to have anything to do with the operating system or version of java as I tried running it on my 32-bit laptop to see if It would run. But its not working if anyone knows what to do please help me on this one I would hate for a days work to go to waste. My other option is to program an entirely new engine from scratch instead of using Slick 2D and to be honest I don’t really want to do that.
After a bit of fiddling I’ve improve the graphics quite a bit and have created a non stand in character. The best part is its not even what I was trying to draw it was supposed to be a space ship of sorts
Nothing really special just a little video hopefully I will get more don’t during the time I should probably sleep.
Its that day again isn’t it the day I spend 48 hour with no sleep desperate to create a game in an incredibly tight timeline. Maybe this year will be easier, This Time I admit I won’t create a custom game engine, I’ll be using Slick 2D it may help probably won’t but lets see what happens.
I refuse to call it a postmortem for the end of the dare is not the end of the game , Due to how much i like the idea and the game-play i will continue Chronoflux. now to get down to the meat of the post.
What went right:
-Sound creation was a breeze with sfxr and Greasemonkey’s Autotracker-bu it took all of 5 seconds to add some sound to the game;
-Art creation though its not a work of art by any stretch I made art that make your eyes bleed and it take too much time.
-Infinite Coffee who needs sleep anyway
-Made a map editor as clunky and painful as my (sort of unreleased) map editor it is much better then if i tried hard coding it
What went wrong:
-Lack of outside testers caused me issues such as the slowdown on level two (caused by poor collision detection) and the difficulty of some puzzles(end of level 2 for example)
-Lack of sleep to be honest i slept a total of 2 hours during the dare, as much time as i gained not sleeping i lost much more from being tired… i may have started mumbling to myself and rocking back and forth one hour… but thats besides the point…
-Infinite coffee without it i would have passed out, it would have been for the better
-Lack of time i lost many hours from my madness cause by lack of sleep so i lost time to add features such as past npcs, animations and a proper tutorial.
All and all if you get anything from this. code +fuel = game. sleep = fuel. coffee != fuel
didnt get around to adding the story elements, or player animations. but it will get done i may pick this up as my main projects i like it alot
you know can warp between future and past yay now to add a past timer and past enemies
I have been working on the game for a little while now i have a map editor working and collision working im not happy with the speed the game is progressing time to kick it into overdrive.
Alone is an interesting theme and i have a pretty good idea time to get to work