Tiny World Peace by jwolf
The Tiny Planetary System is at war, and only you can stop them. Use the arrow keys to physically deflect their weapons out of the system. How long can you keep it up?
Warning: the audio might be a wee bit too loud, so please don't play the game with your speakers / headphones set to full blast.
Update:
Okay, I've made a hotfix for a timing issue that I really should have caught earlier. The simulation should now run at the same speed across different computers, although there's a few other things that I'm not so sure of (missile acceleration). None of the other bugs have been fixed.
The original packages are still up there, and presumably those ones should be used for judging the Compo Entry.
Update some more:
The fix mentioned above was naive. The timing in this hotfix should be better / more consistent across different systems.
Again, please judge the Compo links, and maybe give the hotfix a try afterwards if you're still interested.
Older Notes:
First time entrant; just trying to get something in.
You will have to compile from source (unless I have time to figure out how to make an executable).
Requires Java and libGDX (used a version from ~April 15, 2012; earlier versions should be fine).
Note: the game will crash after one complete playthrough (or do weird things). Probably best to quit and restart.
Update: Well I fixed the crashing, although it's still keeping box2d stuff from previous games, so don't mind the error output if you see it. It shouldn't crash...for a while...
Warning: the audio might be a wee bit too loud, so please don't play the game with your speakers / headphones set to full blast.
Update:
Okay, I've made a hotfix for a timing issue that I really should have caught earlier. The simulation should now run at the same speed across different computers, although there's a few other things that I'm not so sure of (missile acceleration). None of the other bugs have been fixed.
The original packages are still up there, and presumably those ones should be used for judging the Compo Entry.
Update some more:
The fix mentioned above was naive. The timing in this hotfix should be better / more consistent across different systems.
Again, please judge the Compo links, and maybe give the hotfix a try afterwards if you're still interested.
Older Notes:
First time entrant; just trying to get something in.
You will have to compile from source (unless I have time to figure out how to make an executable).
Requires Java and libGDX (used a version from ~April 15, 2012; earlier versions should be fine).
Note: the game will crash after one complete playthrough (or do weird things). Probably best to quit and restart.
Update: Well I fixed the crashing, although it's still keeping box2d stuff from previous games, so don't mind the error output if you see it. It shouldn't crash...for a while...
| Windows (Compo) | http://fs-industries.com/files/8713/3522/3374/TinyWorldPeaceExe.zip |
| Windows (Hotfix) | http://dl.dropbox.com/u/76008988/TinyWorldPeaceExe5.zip |
| Linux (jar; Compo) | http://fs-industries.com/files/1813/3522/3455/TinyWorldPeaceJar.zip |
| Linux (jar; hotfix) | http://dl.dropbox.com/u/76008988/TinyWorldPeaceJar6.zip |
| Source | http://fs-industries.com/files/5013/3514/3185/tinyWorldPeaceSource2.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11073 |
Ratings
| Coolness | 100% | 1 |
| Overall | 2.56 | 685 |
| Audio | 2.03 | 594 |
| Fun | 2.52 | 596 |
| Graphics | 2.05 | 815 |
| Humor | 1.89 | 607 |
| Innovation | 3.08 | 368 |
| Mood | 2.24 | 695 |
| Theme | 2.76 | 557 |
For Windows, the exe should be set up correctly...but if not, the version of the JRE that you may actually need is 1.6. (1.1.6? launch4j confused me a bit)
For Linux, just set the executable bit on the jar file, and you should be good to go.
A couple bugs:
1. The Player can but shouldn't be able to shrink the planets on collision. I had that going for debugging purposes during a last minute fix attempt. Obviously, I can't correct the bug now...
2. World objects from previous game plays seem to stick around. You won't see them and it doesn't seem to be causing any immediate instability...but you may run into yourself. Literally. (but not other old game objects...maybe)
3. Some of the font on the top line seems to get cut off in Windows.
I haven't run into your problem yet, myself, although I have seen the game perform unexpectedly slowly on some systems.
It was fun seeing the missiles bounce off of me though. Also interesting you can kill planets yourself hehe.
Yeah...sorry about the background, the colour contrast with the other game objects is terrible. It was the first art asset that I made, and I really should have swapped it out with a simple black background, but got preoccupied with other things.
The game is really just a simple score-attack, but I think it needs a lot more added to it (droneships, lasers maybe), and plenty of fine-tuning.
I've taken a look at the stack trace that you passed on. The only part of my code that's referenced is the call to the jogl wrapper that opens the window and starts the application. The rest looks like issues with libGDX. The version I used to make the jar package was a couple months old, so it's plausible they had a bug fix. I've uploaded another jar file with a more recent version of the library. It might help, although I'm doubtful.
The only other thing that I can think of trying is to switch from using the jogl backend wrapper to using the one for lwjgl, although that would mean modifying my source code. Or would that be considered "Porting"? I could try the HTML5 backend too, although I got the impression that it wouldn't work (well) since I'm using Box2d.
At any rate, thank you for the debug info.
private void doWorldStep() {
float accum = Gdx.app.getGraphics().getDeltaTime();
if (accum > 0.001) {
//System.out.println(accum);
world.step(STEP_RATE, 3, 3);
accum -= STEP_RATE;
} // if
//System.out.println(World.getVelocityThreshold());
} // doWorldStep();
...
...
Whoops! I suppose this means that I should add another non-Compo link, for people with better computers than I...
With a bit more polish, this game could be even better. First I think that the defender's movement could be a bit faster. Also, the homing missiles could appear only later in the game, because they are very hard to deflect (specially because they re-home after a while).
The galaxy graphic in the middle is kinda distracting -- maybe you could add some transparency in it, to make it stand out less?
Thanks for the awesome game!
Homletmoo: Yeah, there's definitely a timing bug. I've tried fixing it--maybe successfully, maybe not--but well after the compo ended. So even if you try the hotfix, please judge the entry by the Compo link, beforehand.
The noise scared my dog. :D
I think you should definitely leave planet-shrinking in; it may be a little silly but it also cuts the player some slack near the endgame.
Highscore: 1300!
PS The sound fx hurt my ears
...maybe I should stick a warning in, in case it's the latter...
Cool idea and works well. However, much like the UN, I couldn't move fast enough to prevent bloodshed.