Author Topic: Storm2D Public Alpha Release  (Read 6015 times)

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Offline r0land

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Storm2D Public Alpha Release
« on: June 07, 2014, 04:23:55 am »

Storm2D is a fast-paced and action-packed 2D sidescrolling multiplayer shooter
inspired by Liero and Soldat. Download for free from http://storm2d.net/

     

     


I have been working with a small team for the past few years on Storm2D, a game inspired by Soldat and Liero. Michal Marcinkowski has taken an interest in the project and has been supervising its development as an official Transhuman Design game. We are still using some content from Soldat (Interface, fonts, the trailer music, etc) which will be replaced as soon as possible. In the meantime however it can give the illusion that Storm2D is just a clone of Soldat. This isn't the case - Storm2D is a completely new game, with features such as destructible terrain, new game modes and multiple character classes. Storm2D isn't meant to replace Soldat, nor is it "Soldat 2". We are simply attempting to create a great side-scrolling shooter that takes the best from Soldat, Liero and other 2d games like Cortex command, Worms and Contra.

At this stage we're unsure about the direction we want to take. The majority of the time spent on the development of Storm2D has been building the core of the game, mod support and networking. Now that most of that is done, there's more time to focus on making the game unique. We're planning to add vehicles and extra gamemodes next, but we really need input from you guys on what you like and dislike about the game right now. Character classes have been difficult to balance, so we've made a separate mod for competitive gaming that has a single character class and is similar to Soldat. We're probably going to work on multiple mods simultaneously and just weed out the ones that aren't fun later.

You probably won't like the movement at first if you're a regular Soldat player, but just be patient - you'll quickly get used to it. Flips and rolls have been taken out while we perfect the movement physics, but we will be definitely adding them back in, hopefully soon.

Please try it out and let us know what you think!

Existing features:
  • Multiplayer online with official US, EU and AUS servers (Hosted by jrgp)
  • Works on Windows, Linux and Mac
  • Destructible polygon terrain
  • 8 Game modes including Zombies, Capture the flag and Deathmatch
  • Mod Support
  • Auto-update system

Planned features: (Ordered by priority)
  • Vehicles
  • Conquest and HQ Defence Gamemodes
  • Campaign Mode
  • Ingame Map Editor
  • Missions
  • Minigames

Roland Bewick
Storm2D Lead Programmer
« Last Edit: June 07, 2014, 04:30:25 am by r0land »

Offline Szaman

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Re: Storm2D Public Alpha Release
« Reply #1 on: June 07, 2014, 05:09:41 am »
Good job! It's nice to see that someone can make "new generation Soldat".

Is it scriptable? In which language it is written?

Offline r0land

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Re: Storm2D Public Alpha Release
« Reply #2 on: June 07, 2014, 05:30:58 am »
Good job! It's nice to see that someone can make "new generation Soldat".

Is it scriptable? In which language it is written?
Thanks! :)

Yep, Storm2D supports scripting using JavaScript. Character classes, bots and game modes are almost completely scripted. Maps, weapons and bullets can also be scripted, as well as pickups and bonuses. A server script also exists which is based on the Soldat scripting system.

Storm2D is written in Java, using the Lightweight Java Game Library.

Offline Viral

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Re: Storm2D Public Alpha Release
« Reply #3 on: June 07, 2014, 05:43:48 am »
I'm afraid I'm too attached to the movement system in vanilla soldat to play Storm, but the rest looks sick indeed! I'll check it out and I hope it's not too chaotic xB

Offline r0land

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Re: Storm2D Public Alpha Release
« Reply #4 on: June 07, 2014, 06:09:04 am »
I'm afraid I'm too attached to the movement system in vanilla soldat to play Storm, but the rest looks sick indeed! I'll check it out and I hope it's not too chaotic xB
We actually made a separate "Chaos" mod for the video which isn't in the game yet  ;D. If you play on the default or Pro mod the battles are quite like Soldat and it isn't too chaotic.

Offline Bistoufly

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Re: Storm2D Public Alpha Release
« Reply #5 on: June 07, 2014, 06:39:52 am »
Any plan on making the movement aspect of the game more central?


You mentioned adding backflip and roll.
But what about prone, superman, cannon ball, ... ?




Offline Adam

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Re: Storm2D Public Alpha Release
« Reply #6 on: June 07, 2014, 07:01:08 am »
having almost the same unique movement in Soldat would definitely inspire me to dl; reason being that the movement feels way too stiff.

Arguing with your girlfriend and you don't get a response for a few minutes

Offline kicikici

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Re: Storm2D Public Alpha Release
« Reply #7 on: June 07, 2014, 07:55:45 am »
Code: [Select]
Crash Log 2014/06/07 14:53:01
Storm2D Version: 0.050c
Language: polski
Country: Polska
Maximum memory: 247MB
Error message:
org.lwjgl.LWJGLException: Pixel format not accelerated
at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:244)
at org.lwjgl.opengl.Display.createWindow(Display.java:306)
at org.lwjgl.opengl.Display.create(Display.java:848)
at org.lwjgl.opengl.Display.create(Display.java:757)
at org.lwjgl.opengl.Display.create(Display.java:739)
at storm.a.g.c.a(Window.java:89)
at storm.a.g.c.b(Window.java:64)
at storm.a.l.a.<init>(MediaManager.java:63)
at f.a.a(StormSharedMedia.java:76)
at core.Storm.<init>(Storm.java:30)
at core.Storm.main(Storm.java:54)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58)

Failed to create media

Any suggestions?
Classic banana

Offline Szaman

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Re: Storm2D Public Alpha Release
« Reply #8 on: June 07, 2014, 08:22:55 am »
Nice ideas :)

But I've got an error on the end of zombie mode:
Code: [Select]
Crash Log 2014/06/07 15:19:52
Storm2D Version: 0.050c
Language: polski
Country: Polska
Maximum memory: 247MB
GameMode: BATTLE
SubGameMode: Zombies
NetworkType: OFFLINE
Map: Lagrange
Error message:
java.lang.NullPointerException
at storm.a.h.r.n(WeaponsMenu.java:583)
at storm.a.h.r.a(WeaponsMenu.java:1111)
at storm.a.q.d.g.h(WidgetSubject.java:35)
at storm.a.q.f.b.c.a(SingleSelectionPolicy.java:71)
at storm.a.q.b.c.a(Container.java:54)
at storm.a.q.b.g.h(Widget.java:175)
at storm.a.q.b.g.y(Widget.java:169)
at storm.a.q.f.a.c.a(DefaultSelectionManager.java:40)
at storm.a.q.b.g.a(Widget.java:163)
at storm.a.q.b.a.a(AbstractContainer.java:44)
at storm.a.q.h.h.a(Panel.java:157)
at storm.a.q.b.a.a(AbstractContainer.java:47)
at storm.a.q.h.a.e.a(ScrollPanel.java:74)
at storm.a.q.b.a.a(AbstractContainer.java:47)
at storm.a.q.h.h.a(Panel.java:157)
at storm.a.q.b.a.a(AbstractContainer.java:47)
at storm.a.q.h.a.a.a(AbstractDecorator.java:64)
at storm.a.q.b.a.a(AbstractContainer.java:47)
at storm.a.q.h.h.a(Panel.java:157)
at storm.a.q.b.a.a(AbstractContainer.java:47)
at storm.a.q.h.a.c.a(Frame.java:42)
at storm.a.q.b.a.a(AbstractContainer.java:47)
at storm.a.q.b.c.a(Container.java:146)
at storm.a.q.b.d.c(GUI.java:125)
at storm.a.h.k.a(IngameMenuManager.java:76)
at storm.a.e.a.b(IngameMediaGame.java:135)
at storm.a.l.a.d(MediaManager.java:166)
at f.a.c(StormSharedMedia.java:52)
at e.a.a(StormShared.java:38)
at core.Storm.<init>(Storm.java:33)
at core.Storm.main(Storm.java:54)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58)

Storm crashed :(

Do you have any bug-tracker?

Will this project be open-source?

Offline darDar

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Re: Storm2D Public Alpha Release
« Reply #9 on: June 07, 2014, 11:35:01 am »
I Love the idea about having different classes. Simply this adds a lot to the game ; there can be certain servers / mods / gamemodes for only 1 class for example.
Also it generates a new tactic system for competive matches. While you can only say that you are good with a certain weapon or a certain task in Soldat you can specialize to play a certain class here.
The last time I was trzing to play that game literally caused my computer to crash
 the autoupdater was automatically restarting the process when I clicked on the cancel button.
When I tried to remove the task (java) in my taskmgr then, it just came back
There was no way for me to cancel to autoipdate (on XP)

The last time I played it the movement system felt a bit weird (compared to what im used of by solday)
At this time I was wondering why you added like 70? Weapons to the game before finishing the actual movemenh physics/animations.

Btw. There is no map editor in the folder, so is there a way to make maps for the public ? Or does storm 2d support the pms map file?

You said that you are going to replace the resources storm2d shares with soldat right now (sounds , interfaces , ...)
What direction are you trxing to move that game at ? There is already a class called "Soldier" if I remember correctly, which is exactly the same like what we have in soldayt. Are ypu going to make the game as much like Soldat or what are your plans here ?
Also: I was wondering who you actually are. Talented devs don't come out of the nowhere , they need at least 2000 posts on the soldatforums or any other THD related forums :P

Keep the work up, nice thatyou have updated the website lately btw. (it was pretty outdated a few weeks ago, it's important to keep websites for projects up-to-date because visitors might think the project was abondened if the latest post was a few year(s) month(s) ago.
« Last Edit: June 07, 2014, 01:28:42 pm by darDar »
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Offline Szaman

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Re: Storm2D Public Alpha Release
« Reply #10 on: June 07, 2014, 12:17:57 pm »
Your european servers have 350+ ms ping for player from Poland. US servers have 500+ ms ping.

Offline jrgp

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Re: Storm2D Public Alpha Release
« Reply #11 on: June 07, 2014, 04:07:38 pm »
Your european servers have 350+ ms ping for player from Poland. US servers have 500+ ms ping.

Can you please open up cmd.exe and ping the 3 servers and tell me the results? They're
node-fl2.gshost.us (US) node-de2.gshost.us (EU) node-au1.gshost.us (AU)
Careful with that axe, Eugene.

Offline Szaman

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Re: Storm2D Public Alpha Release
« Reply #12 on: June 07, 2014, 05:37:57 pm »
Sure, here are the results:

Code: [Select]
ping node-fl2.gshost.us

Badanie mischa.joegillotti.com [198.136.48.50] z 32 bajtami danych:
Odpowiedź z 198.136.48.50: bajtów=32 czas=145ms TTL=50
Odpowiedź z 198.136.48.50: bajtów=32 czas=140ms TTL=50
Odpowiedź z 198.136.48.50: bajtów=32 czas=178ms TTL=50
Odpowiedź z 198.136.48.50: bajtów=32 czas=141ms TTL=50

Statystyka badania ping dla 198.136.48.50:
    Pakiety: Wysłane = 4, Odebrane = 4, Utracone = 0
             (0% straty),
Szacunkowy czas błądzenia pakietów w millisekundach:
    Minimum = 140 ms, Maksimum = 178 ms, Czas średni = 151 ms

ping node-de2.gshost.us

Badanie eu2.joegillotti.com [5.9.101.201] z 32 bajtami danych:
Odpowiedź z 5.9.101.201: bajtów=32 czas=40ms TTL=53
Odpowiedź z 5.9.101.201: bajtów=32 czas=39ms TTL=53
Odpowiedź z 5.9.101.201: bajtów=32 czas=38ms TTL=53
Odpowiedź z 5.9.101.201: bajtów=32 czas=42ms TTL=53

Statystyka badania ping dla 5.9.101.201:
    Pakiety: Wysłane = 4, Odebrane = 4, Utracone = 0
             (0% straty),
Szacunkowy czas błądzenia pakietów w millisekundach:
    Minimum = 38 ms, Maksimum = 42 ms, Czas średni = 39 ms

ping node-au1.gshost.us

Badanie au1.joegillotti.com [125.63.57.72] z 32 bajtami danych:
Odpowiedź z 125.63.57.72: bajtów=32 czas=351ms TTL=47
Odpowiedź z 125.63.57.72: bajtów=32 czas=350ms TTL=47
Odpowiedź z 125.63.57.72: bajtów=32 czas=355ms TTL=47
Odpowiedź z 125.63.57.72: bajtów=32 czas=418ms TTL=47

Statystyka badania ping dla 125.63.57.72:
    Pakiety: Wysłane = 4, Odebrane = 4, Utracone = 0
             (0% straty),
Szacunkowy czas błądzenia pakietów w millisekundach:
    Minimum = 350 ms, Maksimum = 418 ms, Czas średni = 368 ms
But the pings show in game are higher. Much higher.

Offline Blacksheepboy

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Re: Storm2D Public Alpha Release
« Reply #13 on: June 07, 2014, 05:59:12 pm »
Cool to see people making Soldat-like games.

Offline jrgp

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Re: Storm2D Public Alpha Release
« Reply #14 on: June 07, 2014, 06:40:56 pm »
But the pings show in game are higher. Much higher.

Maybe storm doesn't report the actual ping properly? Does the game appear sluggish/laggy for you or are the numbers just wrong? My guess it's either that or you have broken ipv6 connectivity and storm chooses v6 over v4 when it's available.
Careful with that axe, Eugene.

Offline Szaman

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Re: Storm2D Public Alpha Release
« Reply #15 on: June 07, 2014, 06:42:51 pm »
I don't know if it was laggy, cause I was the only person/player on the server.

Offline L[0ne]R

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Re: Storm2D Public Alpha Release
« Reply #16 on: June 07, 2014, 08:04:20 pm »
I tried an earlier version of Storm2D but was put off by the art style, animations and movement system. It looks improved in the trailer though so I'll give it another shot. Still, it would be so awesome if one day Soldat and Storm2D merge together into a game that has the best of both worlds.
« Last Edit: June 07, 2014, 08:08:00 pm by L[0ne]R »


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Offline r0land

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Re: Storm2D Public Alpha Release
« Reply #17 on: June 07, 2014, 08:19:42 pm »
Any plan on making the movement aspect of the game more central?

You mentioned adding backflip and roll.
But what about prone, superman, cannon ball, ... ?

Yes, all these things are definitely needed. We eventually want movement at least as good as Soldat. Unfortunately I'm not working on the movement - MM is, but he's been busy with other projects so hasn't had much time to work on it.

Offline r0land

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Re: Storm2D Public Alpha Release
« Reply #18 on: June 07, 2014, 08:24:15 pm »
Code: [Select]
Crash Log 2014/06/07 14:53:01
Storm2D Version: 0.050c
Language: polski
Country: Polska
Maximum memory: 247MB
Error message:
org.lwjgl.LWJGLException: Pixel format not accelerated
at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:244)
at org.lwjgl.opengl.Display.createWindow(Display.java:306)
at org.lwjgl.opengl.Display.create(Display.java:848)
at org.lwjgl.opengl.Display.create(Display.java:757)
at org.lwjgl.opengl.Display.create(Display.java:739)
at storm.a.g.c.a(Window.java:89)
at storm.a.g.c.b(Window.java:64)
at storm.a.l.a.<init>(MediaManager.java:63)
at f.a.a(StormSharedMedia.java:76)
at core.Storm.<init>(Storm.java:30)
at core.Storm.main(Storm.java:54)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58)

Failed to create media

Any suggestions?
What OS?
You probably need to update your graphics card drivers. Have a look here for more info

Offline r0land

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Re: Storm2D Public Alpha Release
« Reply #19 on: June 07, 2014, 08:37:06 pm »
Nice ideas :)

But I've got an error on the end of zombie mode:
Code: [Select]
Crash Log 2014/06/07 15:19:52
Storm2D Version: 0.050c
Language: polski
Country: Polska
Maximum memory: 247MB
GameMode: BATTLE
SubGameMode: Zombies
NetworkType: OFFLINE
Map: Lagrange
Error message:
java.lang.NullPointerException
at storm.a.h.r.n(WeaponsMenu.java:583)
at storm.a.h.r.a(WeaponsMenu.java:1111)
at storm.a.q.d.g.h(WidgetSubject.java:35)
at storm.a.q.f.b.c.a(SingleSelectionPolicy.java:71)
at storm.a.q.b.c.a(Container.java:54)
at storm.a.q.b.g.h(Widget.java:175)
at storm.a.q.b.g.y(Widget.java:169)
at storm.a.q.f.a.c.a(DefaultSelectionManager.java:40)
at storm.a.q.b.g.a(Widget.java:163)
at storm.a.q.b.a.a(AbstractContainer.java:44)
at storm.a.q.h.h.a(Panel.java:157)
at storm.a.q.b.a.a(AbstractContainer.java:47)
at storm.a.q.h.a.e.a(ScrollPanel.java:74)
at storm.a.q.b.a.a(AbstractContainer.java:47)
at storm.a.q.h.h.a(Panel.java:157)
at storm.a.q.b.a.a(AbstractContainer.java:47)
at storm.a.q.h.a.a.a(AbstractDecorator.java:64)
at storm.a.q.b.a.a(AbstractContainer.java:47)
at storm.a.q.h.h.a(Panel.java:157)
at storm.a.q.b.a.a(AbstractContainer.java:47)
at storm.a.q.h.a.c.a(Frame.java:42)
at storm.a.q.b.a.a(AbstractContainer.java:47)
at storm.a.q.b.c.a(Container.java:146)
at storm.a.q.b.d.c(GUI.java:125)
at storm.a.h.k.a(IngameMenuManager.java:76)
at storm.a.e.a.b(IngameMediaGame.java:135)
at storm.a.l.a.d(MediaManager.java:166)
at f.a.c(StormSharedMedia.java:52)
at e.a.a(StormShared.java:38)
at core.Storm.<init>(Storm.java:33)
at core.Storm.main(Storm.java:54)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58)

Storm crashed :(

Do you have any bug-tracker?

Will this project be open-source?
Thanks :)

I'll look into the crash.

No bug tracker at the moment - We have a bugs section on our forum
Eventually the project may become open source, probably not for several years though.