Path: chuka.playstation.co.uk!news From: sosman@terratron.com (Steven Osman) Newsgroups: scee.yaroze.freetalk.english Subject: Re: New Game: pingping Date: Tue, 04 Sep 2001 01:39:54 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 201 Message-ID: <3b942f4a.3445093@www.netyaroze-europe.com> References: <9mgdt1$66s1@www.netyaroze-europe.com> <01c13405$82c03540$LocalHost@pal-s-omnibook> <9mvj76$s3h4@www.netyaroze-europe.com> <9mvpgd$s3h9@www.netyaroze-europe.com> <3b95a3eb.75469749@www.netyaroze-europe.com> <9n0fhj$s3h15@www.netyaroze-europe.com> NNTP-Posting-Host: dsl092-099-074.nyc2.dsl.speakeasy.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent 1.5/32.452 Actually, almost completely a rewrite, but not so bad. Lately, I've been trying to write more of my yaroze stuff in C++, so the more I use objects -- and the less I use pointers -- it should be a pretty easy adaptation. What does come pretty easily is some of the game logic. I've found that drawing and input is dependent on the platform, but actually processing the input, moving characters, checking for game over, and code like that is pretty straight-forward -- this is particularly the case when you're going from java to yaroze. Most people will tell you I'm crazy for my "religion" on Java versions -- so you may want to go and get other opinions. I've been using it more than most people (since version 0.9x) and I've had to deal with tonnes of compatability issues. Just think -- if you don't like downloading for three hours, how would visitors to your site like to be told that they have to install a 10-20 meg plugin just to use your web site... Some (probably many) will just move right along to another game. People argue that browsers change, features change, etc, but have no clue just how long it takes for a browser update to propagate. I like 1.1, it offers a lot. Unfortunately, even swing is not standard with 1.1, so depending on how much you want to minimize downloads, you may want to avoid using swing and just stick to awt. Sauce On Mon, 3 Sep 2001 18:43:40 +0100, "John \( QuietBloke \)" wrote: >Hi Steve, >I didnt mean to imply that a Java applet can be used to run on a Palm.. >I sort of meant rather than producing for the Palm ( of which you now have >many >flavours... B/W Palms, color Palm, Handsprings ( which have there own >offshoot >of the OS ) you could write it as an Applet that would be runnable on most >systems >( ie.. pc's running windows, Linux, Unix and Mac's ) from within a browser.. >so its no hassle >as far as the user is concerned. > >I take your point though.. it would have to be written in, as you say, 1.1 >which as luck would have it is the one Im looking at. I was actually going >to >get hold of the latest Beta of Java 2 but it turned out to be a 3 hour >download >so I couldnt be bothered... sounds like you wouldnt recommend it so Im shall >stick >with what I got. > >So.. when you produce the code in Java... is it a total rewrite to get it on >the Yaroze ? > >John ( QuietBloke ) > >"Steven Osman" wrote in message >news:3b95a3eb.75469749@www.netyaroze-europe.com... >> John, >> >> I don't know how well java runs on a palm.... I've written >> applications for the palm before in C, it's very easy... >> >> Personally, the little Yaroze I've actually produced, I wrote *first* >> in Java, and then ported it over to the Yaroze. It has just been >> easier that way. >> >> As for using new Java's, keep in mind that it'll be a *long* time >> before everyone supports it, so you're losing the major reason for >> using it. The thing I hate the most is when people insist that you >> install Sun's java machine just to visit their web site (instead of >> using IE's perfectly good -- and high-performance JVM). I can't tell >> you how many times my systems have crashed trying to install sun's jvm >> because people didn't try to just make their software work with a >> slightly earlier API. >> >> Anyway, that's my Java gripe ;) After 6 years of Java programming, I >> find too many people complaining about it because they ran out and >> started using versions that were way too new -- and hardly supported. >> Personally, I use it and love it, but almost always stick to version >> 1.1 and whatever comes with it. >> >> Sauce >> >> On Mon, 3 Sep 2001 12:27:34 +0100, "John \( QuietBloke \)" >> wrote: >> >> >The idea of converting the pingPing ( and other Yaroze games ) to other >> >platfroms is a great idea. >> >The Palm is a huge market and the PocketPC is getting there too. >> > >> >Of course if your want to reach an even bigger audience Java might be a >good >> >one to try. Most machines can run >> >Java applets and as machines are getting faster all the time speed is >less >> >of an issue for it these days. >> >Im actually in the process of seeing if I could recreate my current >BugSplat >> >code into Java just so some of my mates >> >can see what Im up to. Anyway.. looking at the sun site the new Beta >release >> >of Java seems to include direct screen >> >access letting you run Java apps in full screen ( and presumably >> >considerably faster ). I have no idea what the >> >3D capabilities are but for pingping you can implement the basic game >them >> >add as much of the effects as >> >is feasable. >> >Who knows.. if I get into the swing of it and get some spre time I may >just >> >come knocking to ask if I can implement >> >pingping in Java to bring it to the masses.. unless someone beats me to >it. >> > >> >Cheers >> >John( quietBloke ) >> > >> > >> >"Matt Verran" wrote in message >> >news:9mvj76$s3h4@www.netyaroze-europe.com... >> >> > Well, I dont' know how to put it without sounding flattery, but I >find >> >> > PingPing brilliant. It is the best Pong rehash ever, really. So bad >it >> >> > takes so long to boot and load a NY game... >> >> >> >> Wow, thanks Pal, high praise indeeed :) Fingers crossed it makes it >to >> >the >> >> OPM disk eventually. >> >> >> >> > I hate: >> >> > - that you dont plan to take some time to make it perfect. >> >> >> >> While I'm not planning a new version, I will try and fix all the bugs >and >> >> play with the AI a little sometime this week. I hate to release >unfinished >> >> stuff and pingping doesn't quite feel finished to me yet so it's not a >> >dead >> >> project. >> >> >> >> > I'm sure a portable (eg Palm?) version would meet with great >> >> > success. I had my elder brother play with me, and he's >> >> > definitely not a hardcore gamer nor a small game lover, but >> >> > he got addicted and asked for a PC version to play >> >> > at his office! >> >> >> >> It's a great idea, I'll consider anybody experienced at another >platform >> >who >> >> wishes to convert it. At the moment I really won't have time to do it >> >> myself. >> >> >> >> > (btw, the 2p game is much more enjoyable than the 1p one) >> >> >> >> I know, pingping really is a 2p game. I have some ideas about having a >> >> different type of game dynamic for 1 player, not sure if i'll have time >to >> >> do it though. >> >> >> >> > I noticed it is possible to hit the ball more than once in a row, >> >> > but it is very difficult; I think there is some interesting >> >> > gameplay tricks to achieve from there (somehow like in >> >> > volleyball?)... >> >> >> >> This is intentional, at slower ball speeds this was a much bigger >element, >> >I >> >> plan for it to be easier in the next version. >> >> >> >> > Will you publish the sources? I think it would be an interesting help >> >for >> >> > getting into 3d, with simple mechanics leaving the fundamental things >> >> > visible. >> >> >> >> I won't be publishing the sources any time soon I'm afraid. If people >want >> >> help with specific things I'm really happy to give out code segments >but >> >> parts of my code directly crossover into stuff thats under dev >agreements >> >or >> >> I plan to use commercially in the future. Plus I've used ideas and >logic >> >> from a couple of Jon Prestidges fantastically brilliant math routines >> >which >> >> he want's to keep under wraps right now. >> >> >> >> Matt >> >> >> >> >> >> >> >> >> > >> >