To run the game you will need to download and extract the zip. Try double clicking the jar and it should start the game. If not you'll need to go into a terminal or command line and run 'java -jar LDRU.jar' in the directory you extracted it to. Requires Java 7.
Thanks to iximeow for figuring out my rendering bug.
I liked it, minimal, got to the point and was reasonably fun; however i don't know if that's deliberate or not, whites kept flashing on my screen and gave me a tremendous headache. Someone could get seizures from this.
Interesting. It reminds me a bit of Antichamber with its whacky randomness; however, I didn't like Antichamber. It would have been neat if it was possible to learn the "bizarre physics" of each level by some sort of system rather than guessing and testing every possibility.
SkyWolf: It's not supposed to flash whites! D: I'm so sorry! There seem to be issues with how portable the game is and this might be a side effect from that.
wrongcoder: Totally agree. Spent a lot of time working on the physics system, had about 4-5 hours to do all of the game content. I thought the levels were short enough to just kinda figure it out. There is a system at work, and I'm sure if I had more time to do level design and hadn't wasted so much debugging parts of the code I ended up not using I would have definitely tried to make it more iterative. Thanks for the feedback :)
Again I'm sorry about the situation on windows. I'll try to get it fixed this week but I don't know how much time I'll get to commit to it. If someone else more experienced with LWJGL and Windows can figure out how to jar this PLEASE send me a pull request on GitHub, I would really appreciate it!
I can run it sort of... the white lines/circles flash briefly before it's all black. I notice if I hold the window bar (like when you drag a window around on a computer) with my mouse or press r the screen flashes briefly again. When I spam mouse clicks on the window and I sort of see what's going on and can sort of control the circle but it usually flies off the screen. I'm using Windows 7 Professional 64bit. I just double-clicked on the jar after unzipping the game.
Compiled fine for me, Win7 64bit with 64bit JDK7. Your graphics bug was having a Display.update(); call in your render(), along with a second call immediately after. Display.update was drawing to and updating the screen correctly in render(), but the second call was (.. I think? not entirely sure) swapping buffers and displaying exactly nothing. Then doing Display.sync(60) made it wait with that blank screen being shown, which is why it appeared blank for some users rather than flickering.
I haven't used Git and don't have it installed, so I can't commit a fix or anything, but it's line 330 in your Game.java
As far as the game goes, I enjoyed it! It was a bit hard to understand that if you roll/bounce/fly off a surface, you cannot control your movement, though. Also detecting when the ball goes off the screen and letting the player know that the level becomes unwinnable at that point may be a good idea.
Ack! Thank you so much! I spent a couple hours last night poking around trying to change things and see if they fixed anything but nothing was working. Nice catch :)
Glad you enjoyed it :) I agree that it would be nice to know if the level was unwinnable, that was just not a problem I had time to solve.
I've committed the fix and will be uploading an updated .jar shortly :)
WOW, this is really awesome! It reminds me of VVVVVV because of the gravity mess, but since VVVVVV is one of my all-time favourites, everything reminds me of it is awesome for me. ;) Very good idea!
Why do you thank Gearbox Software? Are you affiliated with them somehow? I mean the creators of HL: Opposing Force.
MegaBrutal: Glad you enjoyed it! There is no sound, didn't even have time to think about it :/ And yes, I'm an intern at Gearbox Software :) In May I'll have been there a year!
anbreizh: Yeah, all content creation happened in roughly the last 4 hours. One of the things that I regret was not giving the level design what it deserved, and fixing movement to clockwise or counter clockwise (it's determined by blind vector math right now). I look forward to improve on all of this next compo :)
That is incredibly cool mechanically. Something about it makes it very awkward to control however. I think that if I was playing as something that indicated what direction is "up" (like a little guy) I would feel more connected to my actions.
In general, I just want to see my character conveying more information to me. which would of course be against the theme, but if you expand it that would be one way that I would do it.
Comments34
wrongcoder: Totally agree. Spent a lot of time working on the physics system, had about 4-5 hours to do all of the game content. I thought the levels were short enough to just kinda figure it out. There is a system at work, and I'm sure if I had more time to do level design and hadn't wasted so much debugging parts of the code I ended up not using I would have definitely tried to make it more iterative. Thanks for the feedback :)
Display.update();
call in your render(), along with a second call immediately after. Display.update was drawing to and updating the screen correctly in render(), but the second call was (.. I think? not entirely sure) swapping buffers and displaying exactly nothing. Then doing Display.sync(60) made it wait with that blank screen being shown, which is why it appeared blank for some users rather than flickering.
I haven't used Git and don't have it installed, so I can't commit a fix or anything, but it's line 330 in your Game.java
As far as the game goes, I enjoyed it! It was a bit hard to understand that if you roll/bounce/fly off a surface, you cannot control your movement, though. Also detecting when the ball goes off the screen and letting the player know that the level becomes unwinnable at that point may be a good idea.
Glad you enjoyed it :) I agree that it would be nice to know if the level was unwinnable, that was just not a problem I had time to solve.
I've committed the fix and will be uploading an updated .jar shortly :)
Why do you thank Gearbox Software? Are you affiliated with them somehow? I mean the creators of HL: Opposing Force.
anbreizh: Yeah, all content creation happened in roughly the last 4 hours. One of the things that I regret was not giving the level design what it deserved, and fixing movement to clockwise or counter clockwise (it's determined by blind vector math right now). I look forward to improve on all of this next compo :)
Very fun, but short.
Couldn't run it on win7 with java 1.6, but it worked ok on win8 with java 1.6.
In general, I just want to see my character conveying more information to me. which would of course be against the theme, but if you expand it that would be one way that I would do it.
Good work :)