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Mu Prototype in Java

Posted by Zach, 07 May 2007 · 251 views

I've been busy making an applet of Catacombs of Mu. Since it's an original game, I thought it would be a good idea to try out the gameplay before doing any 6502 coding.

I'm aware that there are bugs, and am not looking for bug reports at this time. Also, I probably will tweak the gameplay. I just wanted to show you what I've been working on:

http://gaia.ecs.csus...leyz/mu/mu.html

p.s. The game flickers more on some systems than others. Now I understand why most Java applet games have a small width and height.




The closing-in walls is a really cool idea :)

I like it. ;)
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Thanks Bob. Hopefully I'll be able to do some coding in the future, but I've got other things to take care of these days. It turns out that even though 2600 programming is difficult, not programming when you've got a good idea is even tougher.
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If anyone is interested, I now know how to fix the flicker using double buffering. However, I wouldn't be able to get to it until next weekend at the earliest.
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Zach, on Sun Apr 6, 2008 12:48 PM, said:

If anyone is interested, I now know how to fix the flicker using double buffering. However, I wouldn't be able to get to it until next weekend at the earliest.

Seems like an interesting game.  Could be fun on the 2600.  I think there needs to be some continuation after an escape.  Perhaps go to another level where the monsters are faster and more deadly; there would thus be an incentive to get as many points as practical from earlier levels, since getting points in harder levels would be, well, harder.
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1. Bait the trap: Add more openings to the next level of the screen, or slow the walls. Also, is it possible to add more rarer and more valuable treasures? Right now, there's little temptation to stay and collect crystals - it results in an immediate death.

2. Give newcomers a chance. Begin player movement without the mouse click, or force the rest of the demo to wait as well.
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A Sprite, on Mon Apr 7, 2008 7:40 AM, said:

1. Bait the trap: Add more openings to the next level of the screen, or slow the walls. Also, is it possible to add more rarer and more valuable treasures? Right now, there's little temptation to stay and collect crystals - it results in an immediate death.
I'm not using the missiles yet, so I could put in some treasures the same colors as the worms, assuming there's enough time in the kernel. The question is though, what could be more valuable than blocks of solid diamond?

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2. Give newcomers a chance. Begin player movement without the mouse click, or force the rest of the demo to wait as well.
Yeah, that's an issue with Java applets. I don't know how to activate the keyboard without the user clicking on the applet first. (Anyone?) One solution is to make a title screen with a "Start" button.
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Zach, on Mon Apr 7, 2008 7:32 PM, said:

Quote

2. Give newcomers a chance. Begin player movement without the mouse click, or force the rest of the demo to wait as well.
Yeah, that's an issue with Java applets. I don't know how to activate the keyboard without the user clicking on the applet first. (Anyone?) One solution is to make a title screen with a "Start" button.

Or else delay the action until the player starts to move.

Also, is there any reason you don't allow a restart function within the applet itself?
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supercat, on Tue Apr 8, 2008 1:26 AM, said:

Or else delay the action until the player starts to move.

Also, is there any reason you don't allow a restart function within the applet itself?
Yeah, a restart function within the applet would be more convenient.
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