It is the year 3067. You are a renegade commander for the imperial army (human). Your DNA has become slightly mutated, and is now a strain known as DNA-FX1. DNA-FX1 is being targeted by the imperial army for extinction, although its members are basically human. They live on certain planets where the trees grow very fast.
You have crash landed your shuttle ship on one of these planets, where your friend runs a bot shop. You can buy bots because you're still a commander. You spend your time hidden in a tree next to the bot shop because that is the only safe place to be. You use a cloaking technology to avoid detection.
You use the trees as cover for your bots. The base is impervious to attack (due to 6 separate technologies).
I am lucky enough to have
@p2 helping me out with the graphics on this. Check it out.....
(https://s13.postimg.org/mqh1n5ml3/killcmnd_anim.gif)
(https://s18.postimg.org/qpkqcdbcp/dropship2.png)
*edit*btw this game is a tribute to the film Kill Command, its really good
Looks awesome! I can't wait to see the finished game.
Nice work; looking good :) Cool sprites p2. I'd be happy to help with any optimizations and things that might arise; good luck on this!
THis is coming along nicely and I think this ship will fit pretty well. Good job so far Kotu :3=
Thanks guys
*edit*
this is a special update for my special workmate p2 to show he is cared about because i am so loving because i am nice.
p2, you are now in the credits!
(https://s15.postimg.org/jg1kc01bf/crdts.gif)
:D yaay :love: :thumbsup:
might become the first *released* game with my name in it ^.^
Congrats p2 :D . I didn't know you never released a game before, though O.O
I wrote a lot of stuff like greyscale version of 2048 (even with animations), a 1 on 1 soccer game with more or le realistic physics, ...
But looking at the other guy's games I never shared any of my stuff since it looked so boring and crappy an mid of reupen and mario... :/
I'd actualy love to upload them now, but I lost both the old backups (harddrive went poof) and the originals on my calc (the os-is-gone problem). Even undelete couldnt help them anymore :/
So I'm trying to learn Axe again now >.>
Ah I see now. Sorry to hear. Good luck learning Axe again.
Just wondering what people think the lowest acceptable framerate would be for a RTS-style game (a very simple one) where you see the bullets/missiles flying through the air.... ?? thx
*edit*
i guess i'll just have to try itt to see if it works 8)
as long as you cant the pixel length of a flying bullet it's all fine ;)
what??! lol
the bullets are gonna be 2x2 black squares
(because i can't really do transparent rendering with a 256 color palette)
'this aint mechcommander'
then you better make them move fast ;)
Alternatively instead of "rendering" them every frame you coud also think about lowering their accuracity in calculations to speed up the process :) <-- only fo 3D games
For example take any tank game (for example WoT) - normal bullets lok fine but ever watched the flying path of these long-distance things? They're like a low-poly version xD
in 2D games they instead sometimes use the trick to make the bullet a litle bit longer (so its more a line not a dot) but only display it each time it moved 3 pixels or somjething like that (so the bullet flies faster while having to calculate less) :)
Quote from: p2 on September 23, 2016, 08:32:54 AM
For example take any tank game (for example WoT) - normal bullets lok fine but ever watched the flying path of these long-distance things? They're like a low-poly version xD
Missiles might be doing that for a valid reason - to gain height so they can easily clear obstacles
working on a little demo at the minute
@p2 using your tree sprites, to show how the trees are gonna work.
well here is the fruit of my last day and a halfs work (ish)
@p2it shows the world inn accelerated time - the trees play a critical part in the game
(http://s10.postimg.org/471dh9c1l/trees_animated.gif)
*edit*
in a few weeks i should have the tutorial implemented, then i can upload a playable demo (of just the tutorial) and we can find out if ppl think it might work as a game
don't be too hopeful, i am mainly just doing this as a exercise, so i don't care if it doesn't work. but would probably stop if everyone hates
me for it hates it.
:P
I like the tree growth patterns. Can they be harvested or something?
No they are useless you need metal and weapon parts. In the year 3067 there is abundant available energy for disposal.
Ah ok. What are the growing trees for, then?
They just grow really fast on certain alien planets, something to do with high silver levels on the planet. They grow quite faster than bamboo.
It is accelerated time in the gif, part of the game is pressing a 'wait' key (F3) to wait for another thing to happen - either units appearing on radar 'sensor' - or - one of your units falling out of cover because a tree died. The cloaking tech is based partly around the subtle energy systems of plants, and it relies on this. So you have to keep moving your units about
*kotu slams the door and runs as his game idea is s***
I really like it how you put my sprites to use, it looks nice ;D
Maybe you could add a little faster growing speed for the green ones than for the brown ones? ^^
Btw... The way you use them was correct - they were ment as different races (depending on water level in ground / ground color) ^^
But actually I gon an alternative way of growing trees:
it's little brown "dirt walruses" that live below the ground.
They feed off earth and rocks and once they reach a certain age a whole tree-like thing starts to grow out of their backs ^^
here's a picture of one: (http://img.ourl.ca/treewalrus.png)
Once they're fully grown, they walk around like this (but only at night time).
Usually you dont notice them as they stick their head into the ground and look like usual trees ;)
(was planing on animating it, but ran out of time) xD
Quote from: p2 on September 24, 2016, 06:04:05 PM
They feed off earth and rocks and once they reach a certain age a whole tree-like thing starts to grow out of their backs ^^
here's a picture of one: (http://img.ourl.ca/treewalrus.png)
Once they're fully grown, they walk around like this (but only at night time).
Usually you dont notice them as they stick their head into the ground and look like usual trees ;)
strange
looks and sounds like a famous dj i once knew
you know a reallive guy feeding of rocks and dirt...? O.o You got some strange friends there, kotu O.o
Quote from: p2 on September 24, 2016, 06:48:14 PM
you know a reallive guy feeding of rocks and dirt...? O.o You got some strange friends there, kotu O.o
well
i certainly USED to know a famous Dj
OMG
@p2 you should put this :walrii: in the Walrii fanart thread
(https://s18.postimg.org/5n4mae36x/features.gif)
wait a sec... why's there written "sunny"... :ninja:
Don't tell me you're gonna add weather :D
*Will take much work for the adjusted tiles not to look crappy... different weather settings are really hard... You sure about this?
Looks nice. As for weather you could just replace the tile palette with another one. I don't how if the rain/snow overlay might slow things down, though.
Yeah, I wasn't necessarily going to change the graphics for this. It just affects the tree growth.
(https://s11.postimg.org/qtksk2oub/image.gif)
Looks cool ;D
thanks buddy :)
@MateoConLechuga you are in the credits now he he he
look --->
(https://s18.postimg.org/7bmrqgltl/miser.gif)
*new bit*
(https://s9.postimg.org/6ijigxhf3/blip.gif)
gonna be no updates for a while i expect.
hmm in the shop you extened the grey boxes around the text by a few pixels so it's like
[ ]
[ text ]
[ ]
instead of
[ text ]
maybe you should do the same with the tutorial texts as well? :)
really like it ^^ :thumbsup:
units test :)
(https://s11.postimg.org/42tvcodpf/unittest.gif)
*edit*
explosion test!
(https://s21.postimg.org/blh5fg0nr/expl.gif)
aww I dont know why but somehow that little explosion is super cute ^.^ :love: I really like it ^^
Wow those units actually look cool with the background. Different style, but they're very visible. The explosion also looks nice :)
haha fun! Explosions always make things better. Will you add support for multi-tile
ones?
Quote from: Unicorn on October 08, 2016, 08:09:35 AM
haha fun! Explosions always make things better. Will you add support for multi-tile
ones?
No. I'm keeping most things pretty basic. Sorry lol
You could maybe rotate them 180° every frame. It would be a cheap effect but only require 1 sprite. :P Or you could change the explosion color palette to flash (or make the entire screen flash between yellow and red, passing by black, while the explosion shows up, but that might cause seizures x.x)
Quote from: DJ Omnimaga on October 10, 2016, 04:55:11 AM
You could maybe rotate them 180° every frame. It would be a cheap effect but only require 1 sprite. :P Or you could change the explosion color palette to flash (or make the entire screen flash between yellow and red, passing by black, while the explosion shows up, but that might cause seizures x.x)
nice idea
got purchases working...
(https://s14.postimg.org/l6wh7mjoh/purchase.gif)
can't help feeling it looks a bit suck**, oh well
*EDIT*just for fun, too many LRMs
(you can't have this many units in real life)
(https://s14.postimg.org/6n4xvesdd/too_many_lrm.png)
So I can't have 40 battletanks on a far off planet in real live...? :'(
How about 20 then, will that be fine? In reallive? :trollface:
no
(https://s17.postimg.org/lob9w2hqn/drive.gif)
Whats the hole in the center if i may ask :)
You mean the big round thing? That's the mech base
The small square inside it is where a mech shop and a tree are going to be.
This is coming along nicely :3=
Quote from: kotu on October 17, 2016, 01:58:17 PM
You mean the big round thing? That's the mech base
The small square inside it is where a mech shop and a tree are going to be.
Ahh ok.
Overall i like the environment graphics so far, but one thing you could improve is fixing that crack in the meck base betmean the floor and walls, where some sand and dark blue stuff shows up :)
Quote from: c4ooo on October 17, 2016, 09:57:10 PM
Ahh ok.
Overall i like the environment graphics so far, but one thing you could improve is fixing that crack in the meck base betmean the floor and walls, where some sand and dark blue stuff shows up :)
That's supposed to be some sort of 3d highlight effect :-|
I am talking about these:
(http://imgur.com/LpgBjlr.png)
TBH they dont realy give a 3D look at all :( You should probably look up how to draw isometric pixart ;)
I know how to do isometric... this project is actually going to be a mix of styles - top down mixed with some isometric stuff
I tried greying out those areas like you said but trust me it doesn't work as well.
you would have to give the whole building a real texture in order to make it look good ^^
If you want me to I can give it a try and send you the results tomorrow :)
Quote from: p2 on October 17, 2016, 10:14:41 PM
you would have to give the whole building a real texture in order to make it look good ^^
If you want me to I can give it a try and send you the results tomorrow :)
Up to you. I quite like it at the moment
If you do though, if you change the floor, make sure its just the same 16x16 tile repeating, if you can, thx :)
of cause :)
aaand add a huge walrii statue in the center >:D :walrii:
btw we need a walrii smiley doing an evil laughter... ;D
Just seeing what people think about this...
(https://s22.postimg.org/a3j8xsjz5/red_truck_markers.png)
The red squares are possible positions for repair/salvage trucks, which now stay in the base and operate remotely via teleporting etc. (the maximum number of them is 4)
This means I don't have to do complicated stuff (pathfinding) - i don't think so anyway.
Good enough, or pathetic??
:ninja:
(http://img.codewalr.us/kotu%20base.png)
Quote from: kotu on October 18, 2016, 09:17:27 AMGood enough, or pathetic?? :ninja:
p2: i like what you did, however i can't use this for 2/3 reasons..
1) the base is supposed to be made of something approximate to extremely dense concrete so has to be grey.
2) the tiles don't repeat and therefore..
3) the graphic would use 20k. my binary file size is limited to 64k and already i'm using 30k, this is with most code still to be written too.
*edit*
plus, a mech base probably would be grey and not black. O.O
uuuh... c. Forgot about that... :(
ok then forget about it xD
thanks for your effort
still gonna be able to use the other buildings and the spaceships.
Quote from: kotu on October 19, 2016, 09:54:40 AM
3) the graphic would use 20k. my binary file size is limited to 64k and already i'm using 30k, this is with most code still to be written too.
Well you could perfectly load your graphics from appv, allowing unlimited graphics size :ninja:
Maybe you should make a short tutorial about that, TheMachine02? :)
i actually wanna stick to the 64k limit and have it in one file
more sociable too
Just compress your sprites :p
heheh
this is arse
basically i'm going to have to write a mini pdf book to fully explain my games universe
annoyances
but im still <_< gonna try and do it
about 200-300 words i think will do it
might release that first actually
(there is lots of techs and stuff involved of which descriptions ARE needed in detail
will it be that complicated? O.o
I'd prefer an in-game tutorial if that'd be possible ^^
No there's too much to read for in to be in game
The basics are explained in-game, and the short version of the storyline.
The game could have a mini tutorial that can be installed optionally as extra mission. Otherwise I am fine with an instructions manual. Besides, games always interrupt you every second when teaching you, breaking the flow of the tutorial and making it hard to concentrate. <_<
Anyway long instructions are inevitable with a strategy game. Just make sure to use images and stuff, though.
its not a instruction manual the controls are all explained in the tutorial.... it's just a bit of background to the story and the technology
just thought i would post a pic of a unit in cover (cloaked) as i thought it looked cool :)
(https://s14.postimg.org/c34och1r5/cover.png)
I like it. I think the tree might need to be a little darker, though.
or add a black 1px border around the unit when its hidden? Just so you can see it better ^^
My trees are covering the units too good xD
But I really like the idea of using trees like this, too :thumbsup:
so that's one person thinks the trees should be more defined and one thinks the units should be more defined
that means
i get to leave it as it is
plus 10 for laziness
we both agree on tree+unit are too undistinguishable. You should really change ONE of them, your choice xD
laziness <3
I think the units are pretty well defined actually. After all, they have that black outline lol.
interesting topic and a potential end of development!
how should i get ai units to line up (at a specified range of a target unit) ??
proper pathfinding (as per the following image) would be too costly. i will be using a waypoints system and evaluate squares a distance of 1 square away
(https://s12.postimg.org/66z92k0v1/image.png)
i have been thinking about one possible solution, won't go into details here.
if the map wont change then you could as well just predefine 3 or 4 paths and let the units randomly chose one of them for each attack wave ;)
think about those cheap tower defense games - predefined paths all over the place ;)
Quote from: p2 on October 31, 2016, 11:52:14 AM
think about those cheap tower defense games.......
can you name one?
really ANY
bloons tower defence, bug tower defence, ... there are thousands of them
they always have different entry points (4 sides) but then join in one path.
no path-finding, just pre-programmed paths.
If you did the same but with multiple different paths, It should be fine I guess :)
Quote from: p2 on October 31, 2016, 12:24:50 PM
really ANY
bloons tower defence, bug tower defence, ... there are thousands of them
they always have different entry points (4 sides) but then join in one path.
no path-finding, just pre-programmed paths.
If you did the same but with multiple different paths, It should be fine I guess :)
well there are going to be pre-programmed paths but i thought it would be nice if the tanks could take a detour
if it doesn't have this it won't be worth making the game.
btw. currently working on getting some missiles firing
*edit*hehe
(https://s15.postimg.org/rakklq9rf/silly_and_stupid.gif)
Erm.... <_<
that point is quite nice... but isn't it a bit bouncy in the end? ;D
Looks like its flying around the target like a stupid fly instead of hitting it ^^
But I like the speed, it's not too slow but still gives you enough time to move your units out of the way :thumbsup:
Quote from: p2 on October 31, 2016, 05:54:24 PM
Erm.... <_<
that point is quite nice... but isn't it a bit bouncy in the end? ;D
Looks like its flying around the target like a stupid fly instead of hitting it ^^
it's being stupid
Quote from: p2 on October 31, 2016, 05:54:24 PM
But I like the speed, it's not too slow but still gives you enough time to move your units out of the way :thumbsup:
you won't be able to get out of the way these are homing missiles
it will be faster than this
now it does this
(https://s21.postimg.org/tzvhtc3gn/andnowitdoesthis.gif)
sorry for top-posting dj
now it does THIS
(https://s17.postimg.org/n257mmdkv/full.gif)
that's the full tutorial sequence so far.
Wow I like the progress so far. Glad to see some animated eye-candy :)
did some work on this again.... only refactoring to save code space but still enjoyed it. kill cmnd hasn't been killed!!" (-_(//));
file size down to 35k .. yes! 8)
glad to hear, was already worried as there was no progress D:
keep up the work :thumbsup:
Glad to hear it's still going :D
I forgot to ask: what was the previous filesize? :)
And how long do you think will it take until the first beta release? :)
Quote from: p2 on November 25, 2016, 09:21:07 AM
I forgot to ask: what was the previous filesize? :)
about 3kb larger
Quote from: p2 on November 25, 2016, 09:21:07 AM
And how long do you think will it take until the first beta release? :)
i could put out a demo version in a few weeks i expect :)
This Is A Show Off Announcement
this is a show off announcement
my game uses 14 buttons in its controls (including clear)
hoping this is unprecedented on calcs muahaha
is it?
There are at least 14 buttons in Pokémon Topaze too. Maybe exactly 14 (so maybe you could beat that by adding just one more button), but at least 14.
one idea that could result in this is an idea i had a while ago of having F5 as an alternative 'help' key (F1 is the default)
but that idea wasn't that great really
think it's gonna be 14
/me cries in shame
Don't worry, you still beat the number of official keys, Topaze has 14 keys but only 12 officially :P
(except if I forgot some but I don't think so).
14 seems fine for a strategy game. After all, expert players will prefer key shortcuts instead of navigating in menus :)
it's 15 now :)
valid reason
I think Starcraft II uses the entire keyboard O.O
It's possible to play with just the mouse, but you'll lose most online games.
Quote from: DJ Omnimaga on November 26, 2016, 06:01:28 PM
14 seems fine for a strategy game. After all, expert players will prefer key shortcuts instead of navigating in menus :)
Yeah, that's why there are 4 "wasted" keys on Topaze when selecting an action in battle. You use 4 keys on the numpad to select if you attack, use an object, change your pokemon or run away. This could have been implemented with arrow keys and 2nd(A) but I liked that better (plus, it's legacy from the Basic version so it's kind of an allusion to the first version too).
ok enough talking about keys!
i have completed a PDF which will go with the game when it is completed which you can now read... here....
http://www.mediafire.com/file/vi02opubk17rpcu/kill_cmnd_pdf.pdf (http://www.mediafire.com/file/vi02opubk17rpcu/kill_cmnd_pdf.pdf)
also I plan to issue a 'example' of what is coming, not really a demo, just basically what you have seen in the gifs so far, with a few minor touches. Because
@p2 was complaining a bit. Ha ha! Would rather do this than release a 'almost complete' version
Enjoy your read! and have a nice day
love kotu
*editmodified link
mo complaining only means that I'm interested in the project, so that's actually a good sign ^^
btw telling the players they're expected to die normally isn't the best motivation ;D
Quote from: p2 on November 27, 2016, 02:32:35 PM
mo complaining only means that I'm interested in the project, so that's actually a good sign ^^
btw telling the players they're expected to die normally isn't the best motivation ;D
i only care about myself p2
do you want to play through the tutorial section you have already seen on gif? if not i wont upload anything but in that case i WONT be uploading anything until everything is complete. i only care about myself AND you would be able to control lots of units etc
it would spoil the thing-type-bit-of-c-stuff-game. i mean game
hmmm i dont know I think you should rather concentrate on finishing the entire game then :) I'll wait for it :) but thx ^^
Quote from: p2 on November 27, 2016, 03:47:08 PM
hmmm i dont know I think you should rather concentrate on finishing the entire game then :) I'll wait for it :) but thx ^^
you can playtest versions as they come but not public posting them.
did you think the book is ****
the colorset is kind of weird but else I liked it :)
also
try to make text boxes like tihs:
Quote
TEXT
(add some empty space around the text inside the boxes, that way they look much nicer and you can read the text easier ;)
are you serious
they want to make a film
I think he means how in the PDF, there's an huge white frame surrounding the text area, while the text has the greeen background. I'm unsure if it's an Adobe bug or intentional, though.
Anyway
@kotu you should stop getting mad or attacking anyone that gives constructive suggestions or criticism about your projects. That's what project showcase is for to a certain extent, after all. If you don't want any suggestions then fine, don't implement them, but don't jump on people who are doing only the normal thing any forum member on the entire Internet would do.
If you want people to continue caring about this project, then have respect for them. Thank you.
Sorry about that stuff
Anyway just to say, that Supercrete stuff is only a shell, billionths of an inch thick
The idea isn't flawed
*edit*
also immature files post
(https://s17.postimg.org/ynaaxh5an/files.png)
Have you gotten any luck working on this
@kotu by the way? :)
haha
not done much lately
just sorted something out with
@MateoConLechuga which i have been waiting on so..... (-_(//));
theeen back to work xD
but me, too, have to work on my proect again, too >.<
Can you provide another screenshot of what you'Re working on right now? :)
Quote from: p2 on December 20, 2016, 04:52:00 PM
Can you provide another screenshot of what you'Re working on right now? :)
lol i can't its just backend stuff
Ah I see. Hopefully it's nothing too difficult to overcome x.x
Already overcome just need to implement some stuff and rewrite some stuff
Ok that's now done, all the input is done using interrupts now which is better for the game (...) and saved me quite a lot code space :D
Should have more graphics to show you guys soon gonna arrange a weapons test or something (-_(//));
I can't wait for new animated eye-candy :)
yess me, too ^.^
really looking forward to some new updates :)
i have updated the pdf you can get it here
http://www.mediafire.com/file/vi02opubk17rpcu/kill_cmnd_pdf.pdf (http://www.mediafire.com/file/vi02opubk17rpcu/kill_cmnd_pdf.pdf)
contains a little pic of the base so you know what it looks like.
should post a software update soon.
Cool, I'll read it soon. :) The best is having a guide or readme with screenshots, since some people are visual, but it makes the download much larger.
Quote from: DJ Omnimaga on January 06, 2017, 05:04:42 PM
The best is having a guide or readme with screenshots
Trying to cover with tutorial
Thought I would put a beta out ...... everything in it has already been shown in the gifs but what the heck... ppl keep complaining so.... :P
If anyone has any issues with it pls say, thx :)
*ATTACHED
*edit
needs graphx and keypadc libs on calc
Could you maybe add links for the necessary libs? :)
https://codewalr.us/index.php?topic=1050.msg49483#msg49483 (https://codewalr.us/index.php?topic=1050.msg49483#msg49483)
Glad to see a demo out. :D Gonna try it now :3=
Also guys, when in doubt, download all C/SDK libs. I usually send all of them to my calc. Also make sure to use the latest versions.
Too bad this has no enemies though :/
2/10 very disappoint
The rest isn't too bad though, i wish you good luck.
It should play best on a real calc because sometimes on the emulator, the controls are really sloppy.
Quote from: gameblabla on January 12, 2017, 04:39:33 AM
sometimes on the emulator, the controls are really sloppy.
they're not!!!!!
Quote from: kotu on January 12, 2017, 04:40:51 AM
Quote from: gameblabla on January 12, 2017, 04:39:33 AM
sometimes on the emulator, the controls are really sloppy.
they're not!!!!!
well on ubuntu latest git version, it is lol
I did notice some issues with controls actually. I suspect this is only in the emulator, but for me, if I go in the credits screen and press enter by accident while in there, I have to press clear multiple times in order to get out. The other issue is that in the game, I cannot hold down the arrows to move the cursor around. I have to press the arrow key repeatedly. Other than that I like the idea so far. I can't wait for the enemies but I understand this will take a while to code >.<
Also the tutorial is a nice touch. Very few calculator game had tutorials like this to get the player started. :)
Quote from: DJ Omnimaga on January 12, 2017, 04:51:24 AM
I suspect this is only in the emulator, but for me, if I go in the credits screen and press enter by accident while in there, I have to press clear multiple times in order to get out.
well spotted
Quote from: DJ Omnimaga on January 12, 2017, 04:51:24 AM
The other issue is that in the game, I cannot hold down the arrows to move the cursor around. I have to press the arrow key repeatedly.
it's meant to be like that
Quote from: DJ Omnimaga on January 12, 2017, 04:51:24 AM
Also the tutorial is a nice touch. Very few calculator game had tutorials like this to get the player started. :)
thanks :)
Ah I see about the arrows. How big can the maps be by the way? Because I could see those arrow controls become a problem if the map can be like 128x128, unless you can jump from place to place from the minimap by pressing arrows while holding down another key (which would move a cursor on the minimap and clicking would make you jump instantly). It's fine if the map can't get much bigger than now, though.
Quote from: DJ Omnimaga on January 12, 2017, 04:58:10 AM
Because I could see those arrow controls become a problem if the map can be like 128x128
it never gets that big.
*editdoes anyone know is this the first Mech game to have ever been made for a calc?
Have started making a windows app to test out various stuff easily
(https://s29.postimg.org/4d0vpdtyv/image.png)
looks nice. Is it simulating battles? :)
But how's that supposed to be a happy end if there are so many red ones? :ninja:
Quote from: p2 on January 13, 2017, 08:43:44 AM
looks nice. Is it simulating battles? :)
it's for testing battles plus things like line-of-sight, waypoints, and unit movement.
That looks cool. I hope you don't have too much trouble implementing the AI on calc.
Quote from: DJ Omnimaga on January 13, 2017, 05:15:53 PM
That looks cool. I hope you don't have too much trouble implementing the AI on calc.
the planned ai is quite simple, it doesn't need to be complex.
Yeah my main worry was the speed, but if you don't make everything act in one single frame then the speed impact should not be bad.
'hopefully' i wont have to split things across frames
*fingers crossed*
this whole thing is actually quite a lot more complex than i had imagined... also, 'horror', i might have to use sqrt() once per frame per missile :'( meh
anyway here is my progress on my test app so far
http://www.youtube.com/watch?v=MJpsZjpw_ug
Edit by p2: fixed youtube link
that looks really nice :D
I it the similar speed you can get on the calculator, or is this testapp faster? :)
also you might want to color the bullets red//blue? :)
Quote from: p2 on January 18, 2017, 08:10:05 AM
that looks really nice :D
I it the similar speed you can get on the calculator, or is this testapp faster? :)
thanks. this is running at 10 fps, hopefully i should be able to get something like that on calc
Quote from: p2 on January 18, 2017, 08:10:05 AM
also you might want to color the bullets red//blue? :)
yes i'm aware that graphical work needs to be done XD
hopefully some thing like a vapour trail will be possible
I actually like the bullets how they are. :)
thought i would upload this so you ppl can play about with it and maybe get some feedback
the daywalker mechs attacks (red lasers) aren't implemented yet but the other 2 units are. the LRM bots are (obviously) long-range and the blue tanks are medium range
explosions and sound fx not added. lol
http://www.mediafire.com/file/d3ke890p0y5h3t4/KCMapTest.zip (http://www.mediafire.com/file/d3ke890p0y5h3t4/KCMapTest.zip)
*edit
should really have uploaded the 20fps version. oh well
link now void
here is the new version which has lasers!
http://www.mediafire.com/file/f693t98kadnm5an/KCMapTest.zip (http://www.mediafire.com/file/f693t98kadnm5an/KCMapTest.zip)
also runs at 20fps instead of 10
OOoh nice speed improvements! What did you do that improved the frame rate this much? I'll give it a try in a few minutes. :)
well, it could run a lot faster than that on PC
the frame rate is limited to about 20fps in this case because it's run by a system timer - the smallest reliable time step is about 50ms
Oh wait, I just downloaded it and realized this is a PC program, not for calcs. Is the 20 FPS on PC only or on calc?
lol i did wonder
its just on pc at that speed
calc will be slower..... although... from my initial tests, even a framerate as low as 7fps would be pretty acceptable for this game
*edit
screenshots->
(https://s24.postimg.org/8iey9ggb9/image.png)
(https://s23.postimg.org/fit459azf/image.png)
For the calculator frame rate, what you can probably do is only process a certain amount of units per frame but check for keypresses every frame, so that despite stuff moving around 5-7 FPS, you can still move the cursor and select stuff faster, thus, controls remain responsive.
As for the units, I never programmed a strategy game, but I did play Starcraft quite a bit, so I can probably help you with unit balance in terms of types and weaknesses. Usually you got light, armored and heavy units, melee, medium range or long range attacks and various types of projectiles, with some units moving faster than others. But the combinations depend of the race. Also, the basic units are often weak, but can still be handy later in the game (although not much in the very end). Generally, fire and acid projectiles are strong against non-armored units and missile style projectiles are strong against armored units. As for heavy units, usually melee units are very strong against them when their speed is upgraded because heavy units often have troubles attacking at short range. There are also air units but not all RTSes have them.
Yeah my game is going to be probably the simplest strategy game around in terms of units. There are only really 3 units (also a scout car but that does not attack) - 1 long range, 1 medium and 1 short range. Want it to be as simple as possible in that respect. I often think strategy games have too many unit types.
I wonder, how many bullets can the red ones take?
and how fast are the blue's guns?
one shot fired and the next one after the previous one hit? or one every second? :)
(for the calc game later)
Quote from: p2 on January 19, 2017, 08:42:20 AM
I wonder, how many bullets can the red ones take?
and how fast are the blue's guns?
one shot fired and the next one after the previous one hit? or one every second? :)
(for the calc game later)
try it out
*editthought i could give you the stats...
LRM_RELOAD_TIME = 3.2 s
SHELL_RELOAD_TIME = 2.0 s
LRM_VELOCITY = 160.0 m/s
SHELL_VELOCITY = 420.0 m/s
LRM_DAMAGE = 0.3
SHELL_DAMAGE = 0.5
LASER_DAMAGE_PER_SECOND = 0.41
Daywalker HP = 1.9
LRM HP = 1.0
Tank HP = 1.6
if the shell is faster in any aspect, shouldnt you reduce the damage each bullet makes? :) that would sound fair again :)
machine gun instead of heavy canon ;)
no
the tanks are pretty hardcore and lrm is just a support unit really
LRM 3.125*0.3 = 0.9375dmg/s
SHELL 5*0.5 = 2.5dmg/s
LASER 0.41dmg/s
while
Daywalker HP = 1.9
LRM HP = 1.0
Tank HP = 1.6
isnt the SHELL a bit overpowered? it could easily bring down a tank within a second... :ninja:
shell = tank
>:D
anyway its 0.25 not 2.5
Quote from: kotu on January 19, 2017, 05:57:16 AM
Yeah my game is going to be probably the simplest strategy game around in terms of units. There are only really 3 units (also a scout car but that does not attack) - 1 long range, 1 medium and 1 short range. Want it to be as simple as possible in that respect. I often think strategy games have too many unit types.
Yeah I agree. It takes forever to learn everything and it's actually impossible to remember all unit combinations from what I noticed in big RTSes. There are just so many strategies. >.<
have now made a new version of the weapons test app in which both sides attack each other at once.......... --->>
http://www.mediafire.com/file/jyef1jzhpy15x41/KCMapTest2.zip (http://www.mediafire.com/file/jyef1jzhpy15x41/KCMapTest2.zip)
now it's time to work on the game again!
I notice that the killed units disappears gradually (one by one). It might definitively be a good move if making them disappear all at once causes massive lag. Good luck! You should try to make this program for the calc and test in CEmu to see how fast it is when the entire screen is filled with 150 units of each color :)
i am actually working on integrating this stuff into the game at the moment
btw you only ever to get to have 15 units at once XD
15 units total or per type? 15 total would be fine but I guess it depends if it limits the game possibilities. One thing you could do is make certain units so that they're grouped. Eg mini units that are bought in packs of 4, with low HP and always moving around together. When hit by big projectiles, all units would lose HP at once while if hit by small projectiles, only one would take damage at a time, dying one by one. If one unit dies then the sprite would change to a new sprite only showing 3 units, then 2 units, then 1.
it wont really limit the game possibilities
like i have said before, don't expect too much from this game, i am mainly doing it as an exercise in completing something -fairly- complex which is a full game
it might be quite interesting though
In any case, I can't wait to see the result. :)
Hey
@kotu, what about Kill Command? There hasn't been an update in a long time :ninja:
Well, I fixed the bug that was introduced by refactoring, not done much else apart from that
that'S really sad, you should keep working on it!! :(
but yay on having ixed the bug :)
yeah......... i lack motivation lol
try to at least do one tiny bugfix per week, ok? :)
Don'T want you to abandon the project D:
(and if you dont work with it regulary you might forget how key elements of it work which would mean the end of it as well) :/
hahahaha
it all works p2
lol
Motivation is definitively hard to come by <_<. I hope this project comes to fruition :)
@p2 thinks it's full of bugs :trollface:
Quote from: p2 on February 22, 2017, 03:21:12 PM
.....(and if you dont work with it regulary you might forget how key elements of it work which would mean the end of it as well) :/
Wouldn't mean the end of it.... you have to deal with this all the time. You just have to refamiliarise yourself with the bits of the code you want to work on,
That is the worst part I think <_< (when I remade Mana Force for the CSE and added new features, it took me like a week to decipher what the original code did). And when I tried resuming Illusiat 13 6 years after it died, I gave up because I could no longer figure out which code was where >.<. Thankfully, with C you can comment your code, which isn't a viable solution in TI-BASIC since the comments overwrites Ans and slows the game down considerably.
It helps if you have your code neatly compartmentalised into different logical units, which perform different operations. In fact this is the only way you get anything advanced done - it's essential
I love this project, and i am very excited to see it continued!! Also, kotu, I have a CE and I am decent with image editing/creation, so i can help with creating sprites and stuff (I have helped
@PT_ with some stuff for AoCE) so I can help if you need some! :w00t: :w00t: :w00t: :w00t: :w00t:
Quote from: Pieman7373 on March 28, 2017, 09:43:40 PM
I love this project, and i am very excited to see it continued!! Also, kotu, I have a CE and I can help with creating sprites and stuff (I have helped @PT_ with some stuff for AoCE) so I can help if you need some! :w00t: :w00t: :w00t: :w00t: :w00t:
That's really kind of you Pieman and thanks for your comments
With regards to the sprites... I think all the graphics are already taken care of (as far as I can remember), but thankyou :)
talking about motivation... can i have a dose of that? I have so many unfinished things
but anythings, kotu, have what little motivation i can spare!
I wonder... Will it be possible in the options to change the color of our units and enemy units like in Starcraft and Warcraft? I thought I would suggest that since units are made of two colors, it seems. Regardless, I hope you find motivation to work on this again soon.
@DJ Omnimaga , i think that would complicate things too much, as there are actually 4 teams (or sides) involved in the game
It's up to you. I was wondering since Starcraft has up to 8 teams :P (but then your color choices are very limited). Anyway I can't wait for the next updates :)
About time I made an announcement on this, basically, I am, at the moment, seriously doubting in my ability to complete this project, with a decent enough framerate, for various reasons, line-of-sight checks etc etc etc
HOWEVER, I think I will make it for PC first.
Then calc afterward (if it is possible).
It will be much faster for me to develop this for PC in C++, and the graphics will be better.
(-_(//));
I'm fine with a PC version. I really would like to see this finished. Maybe the PC version cluld allow mouse controls as well for faster gameplay. I tend to prefer strategy games where one turn doesn't last several minutes. I hope this comes to fruition, regardless of the final platforms
spoiler here for anyone waiting for a game that is actually going to be good, it's time for those hopes to be banished
[spoiler]* Walrified post by DJ Omnimaga on Re: KILL CMND https://codewalr.us/1590/56200 23:30:03
kotu lol 23:33:30
* kotu attacks dj 23:33:36
DJ_Omnimaga Walrus 23:34:34
DJ_Omnimaga Noes 23:34:37
* PatrickD1 has quit IRC (Ping timeout: 260 seconds) 23:35:12
kotu there is going to be some delay between turns, because you have to wait to see how the trees evolve, and if this leads to any of your units falling out of cover. 23:35:44
kotu leading to you having to reposition units 23:36:01
kotu i guess there could be a time-skip mode, but the trees looks nice animated smiley 23:36:34
c4ooo what 23:36:52
c4ooo so your game is fought on the timescale of millions of years O.o 23:37:09
kotu no the trees grow really quickly on this planet 23:37:42
kotu faster than bamboo 23:37:47
c4ooo ahh 23:38:05
kotu the game never lasts longer than about 30 game years, for certain reasons. 23:38:07
c4ooo you ment "grow" not evolve thought right... 23:38:16
kotu yeah 23:38:27
kotu its not alpha centauri 23:38:34[/spoiler]
Trees that evolves into walruses :P
I have started to put this together in C++Builder :D
(https://s18.postimg.org/b1diijhqh/2window_rum.png)
It actually feels like a small project now, lol.
*EDIt*
want to keep both versions the same in many respects so i extracted the CE's font he he he
(https://s2.postimg.org/s1rnfbiyx/ce_font.png)
*EDIt*
2x mode
(https://s17.postimg.org/4q3zxtnen/mateo_has_been_spayed.png)
Glad you're keeping the old graphics. The old-school feel will remain :)
Yeah I am keeping the old graphics but I will be able to add stuff like weather effects and proper missiles with vapour trails etc
Ooh that would be cool :D. Maybe the speed of some units or the projectile ranges could be affected by weather?
i doubt it btw you are chinese
8)
Oh yes
kotu ur being strange again <_<
But I'm happy t osee ur making progress on the game again :)
Trust me, the annoying ads are worth it. You have made significant progress on this, since I last visited this thread. Wow..
Could you give us some more eye candy O.o?
Soon :)