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Comments for The Mundane Exploration of Cyan Sphere of Doom

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linish22linish22

2009/5/3

lol Yuri's miners give you oranges.
A new version of this scenario was uploaded on Mon May 04 10:14:34 UTC 2009
MuZiKMuZiK

2009/5/4

or, kind of like mjrb said, simply make one tutorial level that introduces all of the attacks and allows the player to become familiar with them.
MuZiKMuZiK

2009/5/4

Also, I was wondering why there was a health meter if you die instantly when you hit an enemy...
MuZiKMuZiK

2009/5/4

What do I do in the pants level...
NintoNinto

2009/5/4

The tutorial is really laggy for me...
NintoNinto

2009/5/4

But really a nice game!
Tutorial is laggy because I had to create a convoluted code for the triggers. Pants level: use the drones! Cocktails and other weapons aren't really effective against the pants. The floating disc do help.
And i'll work on it... Also, you lose health when you are in contact with the pizzas.
A new version of this scenario was uploaded on Wed May 06 01:01:51 UTC 2009
A new version of this scenario was uploaded on Wed May 06 09:11:13 UTC 2009
NintoNinto

2009/5/6

The reason that the tutorial is laggy is that you keep loading the images every loop. In other words you only has to call the 'updateImage()'-method in the constructor. And you can also just say: 'public void updateImage() { ' setImage("CyanspherespeechTut"+ image +".png"); '}
BlackholeGFBlackholeGF

2009/5/7

I keep getting stuck on the level with 4 burgers, I kill them and nothing happens.
A new version of this scenario was uploaded on Fri May 08 00:21:41 UTC 2009
A new version of this scenario was uploaded on Fri May 08 00:41:11 UTC 2009
Oh... I removed the level with V0.02.00. (But it had its error so it was quickly updated.)
BlackholeGFBlackholeGF

2009/5/9

How do I kill the trousers?
I assume you are talking about the levitating jeans... To remove it, Use the drones (They are the best against floating targets that are rarely vulnerable to other weapons such as cocktails and bombers.) Floating disc also helps. Deploy the Instant Armor at the middle.
I forgot currently I forgot to add one code that makes the later additions vulnerable to explosions... I will change it and add new levels in the process.
A new version of this scenario was uploaded on Sat May 16 16:04:44 UTC 2009
A new version of this scenario was uploaded on Sat May 16 16:48:12 UTC 2009
well... we finally have v0.03.01!
A new version of this scenario was uploaded on Tue May 19 22:22:31 UTC 2009
MuZiKMuZiK

2009/5/20

Takes a bit to load.
MuZiKMuZiK

2009/5/20

Try to clean up the code a little bit.
with what method shall I clean the code?
A new version of this scenario was uploaded on Fri May 29 23:10:20 UTC 2009
A new version of this scenario was uploaded on Thu Jun 04 23:25:37 UTC 2009
Be aware: Stay near the capturable structures to capture it. Currently the captuarble structure is the fuel factory (the structure with smokestack, 2 towers, and a dome), which provides resources in intervals of time. Also, the resource meter works well.
delmardelmar

2009/6/7

Looks interesting, although slightly confusing. Maybe the different weapons can be introduced one by one as the game progresses. I have trouble using them all (or even knowing what they are and what they do.)
visit tutorial (The purple warp in the bottom part of the starting stage)
HermanHerman

2009/6/8

Nice, I'm getting the hang of it :)
spacebluespaceblue

2009/6/9

At the last level, java keeps on lagging, finally running out of memory. Does anyone else get this?
I get lag on 19th stage... but no crash
A new version of this scenario was uploaded on Wed Jun 17 02:09:50 UTC 2009
But how will I reduce lag? Lag is the biggest detractor for the game... :(
spacebluespaceblue

2009/6/18

Okay, so I looked at your source, and your act() methods are all pretty long.... which contributes to lag. However, for something like this: if(frame > 4) { frame = 1; } if(frame == 1) { setImage(frame1); } if(frame == 2) { setImage(frame3); } etc. You can use a switch method to make sure the computer doesn't go checking through all 5. Switch would be like this: switch (frame) case 1: doThis(); break; case 1: doThis(); break; case 2: doThis(); break; case 3: doThis(); break; case 4: doThis(); break; default: doThis(); break; } For the switch, the computer takes the number you input into the parenthesis, and goes to the case associated it. This would be faster than your original code, which checked if the number equals 1, and then checked if it equals 2; basically, the computer just does the searching for the number once in the switch. So basically, try to cut down on the amount of things the computer does.
spacebluespaceblue

2009/6/18

My bad, there's a "{" after the (frame) up there.
mjrb4mjrb4

2009/6/18

Wow, I never thought I'd see the day where I wished for a find feature in the class hierachy... that's possibly the most I've ever seen! Are they all being used? With regards to the lag, is that on the level with the smoke particles? As an aside, you could do with cleaning up some of your code a bit so it's more conventional - starting all class names in upper case, variables in lower case, making your fields private rather than public and that sort of thing.
I use all the classes. The reason that I use public variable is because almost all require interaction from other objects and thus are subject to change (meaning I cannot use private variables or have to go through overhauling it) Smoke particles do not cause such lag, but many objects do cause lag.
spacebluespaceblue

2009/6/18

I think i found the problem. When the babies fall from the sky, the game lags, and i think this part of the code in the suicidebaby class has to do with it: platform vipr = (platform) getOneObjectAtOffset(0, (getImage().getHeight()/2), platform.class); if(vipr == null) { setImage("suicidebabyparatroop.png"); setLocation(getX(), getY() + 1); } if(vipr != null) { setImage("suicidebaby.png"); parachute = false; } That was found in the act method, so basically, when the baby is falling, the computer continuously assigns it the same image. So maybe you can have some type of initialization to set the parachute image first so that it isn't set continuously.
spacebluespaceblue

2009/6/18

Also, you can save those images as greenfootimages, so that Java doesn't have to continuously create an image from the same file.
spacebluespaceblue

2009/6/18

So this is my modification of the code: public suicidebaby(boolean ini) { parachute = ini; hitpoints = 300; if (parachute) { setImage("suicidebabyparatroop.png"); } } ... else if(parachute == true) { platform vipr = (platform) getOneObjectAtOffset(0, (getImage().getHeight()/2), platform.class); if(vipr == null) { setLocation(getX(), getY() + 1); } if(vipr != null) { setImage("suicidebaby.png"); parachute = false; } } So basically, the initialization of the suicidebaby class takes care of the image, and later, the computer does not continuously set the image as the parachute thing., but sets the landing image when the baby has landed.
ty and I did use the switch on the stages. I have not thought of using switch on the frames... but ty.
A new version of this scenario was uploaded on Fri Jun 19 12:57:07 UTC 2009
A new version of this scenario was uploaded on Fri Jun 19 17:01:15 UTC 2009
We got the sequel coming up with scrolling screen but it does not upload! :(
dtdanielsdtdaniels

2009/12/4

Totally awesome!
limefortheworldlimefortheworld

2009/12/13

ty
A new version of this scenario was uploaded on Wed Jul 11 21:07:06 UTC 2012 Minor patch -The Penultimate stage no longer lags -Units can go out of bound, and if Cyan Sphere falls too much, the stage will be reset as if he has fallen.