deadlychicken22
Man is a reasoning rather than a reasonable animal
Looks great, i will try it out when I get the chance (i'm supposed to be working right now )
atm it's only a version without trails , gradient background, layered earth etcdeadlychicken22 posted on Sep 25 2005 at 10:10 PM said:Looks great, i will try it out when I get the chance (i'm supposed to be working right now )
-wind: notice the little wind text on top of the screen? strenght and direction...Esn posted on Sep 26 2005 at 02:24 AM said:Actually, I liked the previous screenshots better (where there's a smooth change between light green and dark green, vs the version a few posts above).
Now, some comments:
- Would it be possible to add some way of telling which way the wind is blowing and how strongly?
- Sometimes, after an enemy tank kills another tank, the cursor doesn't move on to the next tank and the game just freezes (I can still push start to exit)
- Rollers sometimes will roll straight under a tank that's sitting on a slope and continue rolling... seems a bit strange
- Once or twice, when I died the computers continued shooting at me and not at themselves.
- Would it be possible to add "P1", "P2" etc near the scores at the end of the game so that the player knows which score belongs to whom?
- Is it possible to make the tanks think about shooting more quickly than they already do?
- Also, is it possible to make one or two even harder modes, where it's really difficult to win? Right now I find that I'm winning most of the time on hard.
Landscapes:
- What exactly do all of those landscape option MEAN? I fiddled around with them, but I still have no idea what I'm changing...
- I think it would be really cool if you could have caves and overhangs - you'd have to blast your way out of them. Islands in the sky might also be good (if a tank ends up on one it may have a temporary advantage, but there'll be hell to pay if the other tanks cause it to fall )
- different terrain colours, perhaps, to set off the monotony even more?
- if you make clouds to make things more interesting (they would be very usefull to visually show the windspeed too), they should be without outlines so as not to look too cartoonish, like you said. I'm thinking more along the lines of using the "spray" tool in MSPaint and making most of the clouds transparent (so the clouds would just be a collection of white pixels, moving in accordance with the wind)
So yes, that's about it. This is a fun game - I played it for at least an hour today. :rolleyes:
when all the new things work as they should, and it contains enough features for a next releaseDryer Lint posted on Sep 26 2005 at 11:38 AM said:... so where's the new download? You implemented all that new stuff since the last version, I want to play it! :-D
P.S.: Ever since I came to this board I've been wondering: Who is that guy in your avatar?
Racemaniac posted on Sep 26 2005 at 01:31 PM said:i've also given the game a name, fxe icon, splashscreen,...
the samespot issue, i've slightly changed the code that positions the tanks, it should happen far less often now , tanks should be spread a lot betterEsn posted on Sep 26 2005 at 05:33 PM said:Ok, I think that the bug when it doesn't move on to the next turn often happens when a tank kills the tank that's supposed to go after it.
Also, could you make it so that two tanks cannot end up in the same spot? I've had that happen twice now and once you and the other tank kill everyone else, the computer (understandably) freezes with indecision.
Are you thinking about adding a high-score table, by the way (one that's not erased when the game's restarted)?
Yeah, that would make it more complicated. :unsure: I was thinking of just a "one game" high score... perhaps for whichever options you choose for weapons and number of enemies and such, the "previous high score" for that option could be visible on a corner of the screen while you play, so that you can try and beat it? Also, maybe certain weapons should give more points than others in certain situations (ie. scoring a direct hit with a rocket on someone on a slope would be worth more than using a roller, dependind on how far away the shot is and how much more difficult it is to use a rocket than a roller)?Racemaniac posted on Sep 26 2005 at 05:12 PM said:and you can also edit the amount of weapons you get at the start of a game... pretty complicated stuff...
so frankly i kind of doubt i'll implement highscoresEsn posted on Sep 26 2005 at 07:36 PM said:Yeah, that would make it more complicated. :unsure: I was thinking of just a "one game" high score... perhaps for whichever options you choose for weapons and number of enemies and such, the "previous high score" for that option could be visible on a corner of the screen while you play, so that you can try and beat it? Also, maybe certain weapons should give more points than others in certain situations (ie. scoring a direct hit with a rocket on someone on a slope would be worth more than using a roller, dependind on how far away the shot is and how much more difficult it is to use a rocket than a roller)?Racemaniac posted on Sep 26 2005 at 05:12 PM said:and you can also edit the amount of weapons you get at the start of a game... pretty complicated stuff...
One more thing: I think that that the health (and maybe current score) of each tank should be visible in tiny print beneath (or beside, or on) that tank. Also, when you hit a tank there should be a temporary showing of how much damage your hit(s) caused to that tank (ex. a red number saying "-32" for 2 seconds or so). As it is right now, you have no idea how much your shots hurt a tank or how much health a tank has left (until the next time the turn moves to that tank again and you can see its information).