Conquer all evil that opposes the land of Rolotopia and defeat The Evil Hand that purges the place you once called home. If you have completed all the levels, try designing your very own campaign with the built-in level editor. Share your levels with your friends so that they too may bring piece to a fallen terrain. ZERO INSTALLATIONS REQUIRED. It's incredibly easy to play; even on the go, just have the latest version of Java updated on your system.

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Blog RSS Feed Report abuse Latest News: Flack v1.3 Update: Full Screen Mode

5 comments by doppl3r on Sep 4th, 2012

I'm not quite sure why it took me this long to create this option. People have been requesting it since I first started Flack. After many silly hours spent on creating and optimizing this feature, I present to you: Full Screen Mode.

Here's a pic of the full screen mode from my desktop:

 


Under-The-Hood

This part of the article will deal a little more heavily with the programming aspect. If you're not familiar with programming or Java's libraries, this might be a rough read.

First of all, I would like to mention that Flack uses the JFrame windowed features which is not really designed to aid game developers. In fact, I don't know any professional programs that implement this simple frame system. I would have saved a great amount of time if it had a method that said something like: Frame.setFullScreen(true);

Yet that method exists nowhere. You guys are probably conjuring tons of ways in your head right now of ways you would make the game full screen right now, but if you've never actually tried it, you're in for a boat load of similar problems I had; problems such as performance, buffered images, and resolution.

It was 3 in the morning and I was just about to go to bed. I had random thoughts such as: What should I do tomorrow? Why is my room cold? Why am I still awake? Yet the most random thought came to mind - What's a good way to make Flack full screen compatible? It hit me like a brick, I needed to simply use a buffered image to achieve full screen! I then hopped out of bed and began tapping away at the code.

In shortened form, a buffered image takes a container of painted images or items and makes them into a usable image. By usable, I mean that you can literally do anything with this image such as stretch or shrink, which is exactly what I did with it.

After the buffered image has been made, it is then positioned according to the screen size. For example, if the screen is not stretched it will place the buffered image directly in the center. Otherwise, the image will be placed at exactly 0x and 0y.

Here is an example:

Sounds easy! But what about if the game is windowed? How will that work out if 0x and 0y are different locations with the screen? There solution is similar yet needs just a bit more code to work fluently.

Here's a picture of the windowed mode example:

The neat thing about this current build is that it can also be shrunken down properly. If for some reason you want to play Flack in a place you're not suppose to *cough class* then you can make it the size of a post-it note and play it at the same ratio.

Here's an example:

In conclusion, I would not recommend using JFrame for your games. If I had to be honest, I would have used the Java Slick library that is available out there. I say this because it uses the lwjgl and it's curved to aid developers with features like this. If I chose to use Slick from the start, I'm pretty sure this game would have been completed long ago. haha!


Flack v1.2.1 changelog:

  • Updated Flack's skin to enable a talk animation. Simply press the 'ctrl' button and he'll open his mouth. This was designed for video recording purposes...pretty random
  • Updated the Keepers hitbox
  • Removed the blinking purchase button within the shop...that was really annoying
  • Decreased the time it takes for the Keepers trail to show up
  • Decreased the time it takes for the Keepers audio to sound off

Flack v1.3 changelog:

  • Added a full screen option
  • Added a stretched screen option
  • Removed mouse icon when playing

If this game could have one more feature, it would be Controller Compatibility. I think it would be pretty cool to play Flack with and Xbox360 controller. This also has been recommended by people on many occasion. Unfortunately, the number of players who would use this option are far less than you would expect. My only reason for not pursuing this feature now is work load vs. pay-off/time. After all, I am a full time student and that alone is time consuming

As always, thanks for reading and I hope you enjoy playing and listening about Flack!

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Flack Demo: Mac/Linux Version

Flack Demo: Mac/Linux Version

Jul 29, 2012 Demo 0 comments

This is the demo for Flack. It includes 2 levels from 2 chapters within the campaign along with the option to play randomly generated levels.

Flack Demo: Windows Version

Flack Demo: Windows Version

Jul 29, 2012 Demo 0 comments

This is the demo for Flack. It includes 2 levels from 2 chapters within the campaign along with the option to play randomly generated levels.

Flack Test #7 (Mac and Linux)

Flack Test #7 (Mac and Linux)

May 18, 2012 Full Version 0 comments

No installation required. Just click play and try out the campaign (This is not going to be in the finished game, just a demo really)

Flack Test #7 (Windows)

Flack Test #7 (Windows)

May 17, 2012 Full Version 0 comments

No installation required. Just click play and try out the campaign (This is not going to be in the finished game, just a demo)

Flack Test #6

Flack Test #6

Apr 19, 2012 Demo 0 comments

This is the 6th release of the game Flack. Major update: file saving/opening, enemy addition. To play: have java installed, and be sure to create a custom...

Flack Test #5

Flack Test #5

Apr 12, 2012 Demo 3 comments

This is the 5th test release. It has bugs. I know what they are. I don't feel like fixing them at the moment. Have Java installed to play! O boy!

Post comment Comments  (20 - 28 of 28)
Draliendude
Draliendude Jun 2 2012, 1:40pm says:

Is there a website where you can post your own campain? I would love if you told me it if there was. Btw I love the game.

+4 votes     reply to comment
ElectroMite
ElectroMite Jun 1 2012, 12:38am says:

The game was pretty good. I wasn't sure when I hit the end until I couldn't find a way off the small island with checkered titles as the border. Are you going to be making any changes or is it time to move on?

+4 votes     reply to comment
doppl3r
doppl3r Jun 1 2012, 12:47am replied:

Everything you've played so far (from the campaign selection) will be completely different. I'm currently working on 4 different campaigns (about 6-10 levels each) and you can choose which ones you feel like playing. If you compare the FlackTest7 with the most recent version, it'll feel almost completely different with tons of more content (:

+3 votes     reply to comment
kiiril
kiiril May 30 2012, 6:59pm says:

weird game. :P

+2 votes     reply to comment
doppl3r
doppl3r May 31 2012, 3:13am replied:

Try out the test demos. It gets weirder...in a good way ಠ_ಠ

+6 votes     reply to comment
#Tilbie
#Tilbie Apr 13 2012, 11:07am says:

Looks really great :D

+3 votes     reply to comment
LostOfficial
LostOfficial Apr 7 2012, 4:12am says:

where can i downlaod the engine used to make th is game?

+4 votes     reply to comment
doppl3r
doppl3r Apr 7 2012, 6:35am replied:

Unfortunately, this is a custom built engine that I'm currently still working on. When the game is finished, you'll be able to create your own set of levels or 'game' with the level maker. It'll be like creating your own mario-style game, but much easier.

+4 votes     reply to comment
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Flack
Platforms
Windows, Mac, Linux
Developer & Publisher
Doppler Indie Games
Engine
Custom Built
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Release Date
Released May 26, 2012
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Highest Rated (2 agree) 8/10

A very interesting game that somewhat challenges the gamer. The only draw-back about this game is that the controls are just a bit iffy. Other than that this game is pretty good.

May 31 2012, 8:25pm by Plifet

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