Alien Shooter 3d Java Game 320x240
Hi everybody! I'd like to have some feedback for my game 'Alien Shooter'. You control a cannon that can turn around 360 degrees and move up+down using the mouse. The left mouse button fires rockets and the goal is to hit at least as many enemies as announced at level start. Currently, as this is WIP, there is only one type of enemies and the game only contains 5 levels currently. Using the ESC key you can enter a pause mode in the game - then the mouse will be released, as well. Don't worry - the mouse is only captured when the actual game is running, I've tried to make this as convenient as possible.
Its a Web Start application and the link to the JNLP file is on the following page directly beyond the screen shot: You'll need Java 6 and an OpenGL 2.0 driver in your system to run this game! Please have a test drive and tell me about things you like or dislike. And, of course, please tell me if something does not work at all.
Stefan ---- Some additionial hints: You can open and close a console window by hitting the '^' key. The console can be scrolled using page up/down and even supports completion assistance using the Tab key as well as a command histoy. There are some commands that may be helpful: dump_timer Shows all registered timers and their current values quit Exits the game d_draw_perf_infos 1 Shows performance graphs (ms per frame and FPS) d_draw_statistics 1 Shows some statistical data (triangles, FPS, caches etc.) d_draw_boundingspheres 1 Draws the bounding sphere for all object in the scene tree Lots of the other vars don't have an effect since these features not used in the game (e.g.
Skinning and terrain rendering). Zhurnal dou utrennij filjtr obrazec 2. If an error pops up, you can habe a look into the alienshooter.log that you'll find in your home directory.
Feb 1, 2018 - Mar 14, 2014 - Default Alien Shooter 3D - Java Game - Cheat Code. Assalam-o-Alaikum Cheat: In the Main Menu, go to About press #25, again.
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Thanks for the replies - it seems the game does not have any major technical problems as everybody was able to run and play it - thats very good. @Hansdampf: You get 1 point for each percent of your accuracy. But if you have more than 70 percent you'll get 2000 Points at once as a bonus. I added the 1 point per percent just to show the player that the game respects accuracy at all. @Mickelikas: I'm planning to add some powerups that the Ufos drop as a loot when they're killed - you have to shoot the loot to get it. To keep players to just fire multiple rockets to an enemy to always get the loot, there will be some items that will have a negative effect.
So players will have to watch what was dropped and then shoot again to get it I'll also add some more enemy types: Ones that need more than one shot to be killed, enemies that accelerate or make turns on their way, ones that split into two distinct enemies when shot and maybe even some airplanes with humans in it - these will give you a huge penality if you shoot them. It's really exciting.
So much ideas. Lets see where it gets. Greetings and thanks for testing! Yes, you are right - the requirements could be lowered for this particular game. Currently I am using shaders to render the game logo and the simple lighting on the other characters.
This could be done using standard OpenGL lighting. But Shaders will be used much more in future releases of the game, so OpenGL 2.0 is the minimum requirement here. The engine already supports hardware skinning, for example, which is done using vertex shaders as well. So for this particular game you are right. But this is just a preview yet and the full game will definitely require OpenGL 2.0. Greetings Stefan. Yes, you are right - the requirements could be lowered for this particular game.
Currently I am using shaders to render the game logo and the simple lighting on the other characters. This could be done using standard OpenGL lighting.
But Shaders will be used much more in future releases of the game, so OpenGL 2.0 is the minimum requirement here. The engine already supports hardware skinning, for example, which is done using vertex shaders as well.
So for this particular game you are right. But this is just a preview yet and the full game will definitely require OpenGL 2.0. However, you could disable fancy effects requiring OpenGL 2 on old graphics cards, it would be better than nothing. Which engine do you use? Your own engine?
Maybe build-in features provide some replacement code when shaders are not available.
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