Computer Science Canada

Space Combat - Updated Again

Author:  Bored [ Tue Apr 12, 2005 3:28 pm ]
Post subject:  Space Combat - Updated Again

Here are two games i made, one is a two player destroy the other base game while the other a 1 player 1 on 1 with an ai. the controls are,
P1:Movement - Arrow Keys
Sharp Trun - CTRL
Shoot - Shift
Change Weapons - Enter
P2:Movement - W,S,A,D
Sharp Trun - E
Shoot - Tab
Change Weapons - Q

There still are some problems such as the fact that the ai can't change weapons, The base combat runs slower than i wanted, and the ai sometimes get's stuck.

Author:  Delos [ Tue Apr 12, 2005 4:51 pm ]
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Pretty interesting. But your 2 player thing does end when the Green (and possibly purple) base reaches 0 health.

+ bits

Author:  Bored [ Wed Apr 13, 2005 2:20 pm ]
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Delos wrote:
Pretty interesting. But your 2 player thing does end when the Green (and possibly purple) base reaches 0 health.

+ bits

i never said it didn't end but thx for the compliment. and ohh ya i meant to post this in submissions (that's where i thought i was) so sorry for any inconvienence

Author:  jamonathin [ Wed Apr 13, 2005 2:51 pm ]
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Since you didn't compile your game (it's .t) then it usually ok to post it in source code, because you are giving the source code.

Author:  c0bra54 [ Fri Apr 15, 2005 6:11 pm ]
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nice little game!!!

only thing more i could suggest.. other then like little things like get comp to swith... and fix the bug where it gets stuck... make it faster.. like the entire thing.. i tried speading up the whole game by maybe a factor of 2 and it was alot nicer. and more fun just yes.. also increase speed of rotation by 4 not 2.. and don't increse rate of deceleration.. i find this is the best combo...

but yeh, i really enjoyed.. it.. just maybe have it oop, and eep track of who has won ..

here have some bits
+Some Bitz

Author:  [Gandalf] [ Fri Apr 15, 2005 7:17 pm ]
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Very good AI, its really hard to beat except for the few bugs, which make it really easy to beat...

1. It does get stuck sometimes.

*Spoiler?*
2.If you start shooting at it right from the start without moving then its pretty much dead and then you just charge straight on.

3. Also, having shift for any much used key is not a good idea on windows Neutral.

Multiplayer is good except for the fact that bases are invincible... the health goes below zero...

Author:  Bored [ Sat Apr 16, 2005 12:01 pm ]
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[Gandalf] wrote:

Multiplayer is good except for the fact that bases are invincible... the health goes below zero...

Sorry about that. I uploaded from the wrong directory but i just edited the post and now the right one is on there. I'm also working on a larger 2 player version with two screens (1 for each player). The bases have more health but you deteriorate a lot of health from the bases by killing the other player. Right now i just need to code the drawing of the boundaries and it will be ready for release.

Author:  Bored [ Sat Apr 16, 2005 12:35 pm ]
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Here's The two player slitscreen version mentioned in my post above. The higher the game speed the less the game updates the view (that's what makes it run faster). Also the higher the screen size the slowere the game as the more time it takes to draw (specifically the pointers to off screen objects). Remember when choosing the screen size that you have to double the vertical height and add 50 to get the size of the whole screen. Hope you enjoy..

Author:  c0bra54 [ Sat Apr 16, 2005 2:43 pm ]
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g/j on new vers.. hope to see more updates as you add more and more features

Author:  jamonathin [ Sat Apr 16, 2005 2:55 pm ]
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That's a nice split screen, and it's cool to see the bullet fly into the other screen. But they gameplay isn't al lthat great. It's good that you can move your 'ship' around. But the game's kinda laggy, and it's difficult to control your character. But keep up your work, and work on those things.

Heres some bits for inspiration.
+ 5 Bits.

Author:  Bored [ Mon Apr 18, 2005 2:24 pm ]
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If your experiencing lag or a slow game then try decreasing the screen size. I ususally have mine set to 325 by 375. and set the speed to 2. It runs really well then and it's fun because yo can see vey little so battles are tougher and involve a lot of guessing your opponents moves. Thx for the inspiration, i'll try to get some more on it but i have a C++ project i'm trying to focus and me and the rest of my dev team have a lot of work to do on it and a lot of work to do in school.

Author:  dann_west [ Mon May 02, 2005 2:22 pm ]
Post subject:  Re: Space Combat - Updated

[score in my books! Twisted Evil

Author:  Bored [ Mon May 02, 2005 9:27 pm ]
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Here's the .exe for both the single and multiplayer versions. I posted them for my friend who desn't have turing. The multiplayer version has also been updated since the last upload.

Attachment Deleted

Author:  jamonathin [ Tue May 03, 2005 8:29 am ]
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Pretty good. Now that you have your base set up (basically your gameplay), try using images for a different version. Although I do like how it's entirely in Turing, it would adda nice touch to the game.

Author:  Bored [ Tue May 03, 2005 2:09 pm ]
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I would but I'm too lazy to search for pics and I'm horrible at making them myself. I do know a couple of pixelers I could ask for them but I can't find there e-mails. Ohh well I'll get around to it eventually

Author:  Bored [ Sun Jun 26, 2005 3:57 pm ]
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I just finished totally rewriting the program with classes and adding in new AI and weapons. It is now capable of up to 6 players (up to 2 human). I still have a lot i'm working on but I created a fully playable new version here for you. There is now a small HUD with what weapons you have
(1-5) in the bottom left corner with the weapon curently in use highlighted in green, in the middle is your current score and on the right is your speed.
<pre>Weapons:
1. Blaster
2. Machine Gun
3. Shot Gun
4. Gravity Mine
5. Seeker Missile

Controls:
1st Player
Accelarate : Up Arrow
Deccelarate : Down Arrow
Turn Left : Left Arrow
Turn Right : Right Arrow
Sharp Turn : Shift
Shoot : Enter
Change Weapon : 6, 7, 8, 9, 0

2nd Player
Accelarate : W
Deccelarate : S
Turn Left : A
Turn Right : D
Sharp Turn : Tab
Shoot : `
Change Weapon : 1, 2, 3, 4, 5

Menu
Up : Up Arrow
Down : Down Arrow
Select : Enter
Back / Quit : Esc

Other
Pause Game / Score Board : P
End Game : Esc</pre>
<pre> </pre>The attached file contains both a documented and non-documented source code and a compiled version of the game. The code is not fully optimized and Turings pretty slow so the game may not run well on some computers.
<pre> </pre>If you add to the code such as a new weapon or game type please post the fully edited version of the code (working game) and just the code for it if available (you probably won't be able to if you add a new game type). Also please add any instructions for incorporating it such as any things needed to be added to the main game loop. If you do this I will look over the code and consider adding it into the game.
<pre> </pre>Also if you are interested in helping me with the creation of the game I'm thinking of making a small team so please e-mail me at <a href="mailto:dlpkelly@hotmail.com">dlpkelly@hotmail.com</a> with your name, username on compsci, an explination of how you could be useful and maybe a small example of some of your work (you could even have links to work posted on compsci).

Attached File Deleted

Author:  Bored [ Sun Jun 26, 2005 4:56 pm ]
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If only I got this done a week or so ago before school was out and people wwere still on here

Author:  [Gandalf] [ Sun Jun 26, 2005 5:02 pm ]
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Don't double post, not matter how bored you are. It's a good game, I'll try it out some more later, good that you improved the code too.

And besides, people are still here, just not all the spamming newbs. It's a good thing, now only the people who actually want to be here are.

Author:  Bored [ Tue Oct 04, 2005 6:59 pm ]
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I've updated the game and have incorporated some graphics. I've also made it so that there is a stary background that will help to show movement when there is nothing else on the screen. I've also messed around with some number, equations, and such to improve gameplay specifically changing weapon stats to make the game less of a seeker missle and grav mine win the game type of thing. (The shot gun is now my weapon of choice.) Some of the glitches and errors in the score board have been fixed and over all I've been improving mostly non-visible aspects of the game. I'm also looking for some programmer to help with the game. They need to understand classes, functions, procedures and object oriented programming. I'm specifically looking into improving ai, implimenting new game types and weapons, adding teleporters and healing pods, and am even looking into network play (probably won't be seen for a long time if ever for this game). If you are interested please e-mail me at <a href="mailto:dlpkelly@hotmail.com">dlpkelly@hotmail.com</a>.

p.s. I've tried uploading files but it doesen't seem to be working for me right now so if somebody could send me there e-mail I could send them the attatchment and they could post it for me.

Author:  [Gandalf] [ Tue Oct 04, 2005 10:40 pm ]
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Could you post the code? It's a big difference between your original code, and adding classes/oop.

Ah, if it is not uploading it is probably because you have used up all your storage space or it is too big. Try deleting some older programs (like the .exe version in this topic).

Author:  codemage [ Wed Oct 05, 2005 8:02 am ]
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If you absolutely can't post it here (for size reasons, errors, whatever) - you should up it to a free server (like rapidshare or megadownload) and post the link here.

I'd like to take a look at your new code. Smile

Author:  Tony [ Wed Oct 05, 2005 9:08 am ]
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I've increased your upload limit. Also take note that your filename must be unique, and not the same as your previous upload.

Author:  Bored [ Wed Oct 05, 2005 2:20 pm ]
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I don't know why but it still won't upload any file no matter what I try so I uploaded it to rapidshare.
http://rapidshare.de/files/5917516/Space_Combat.zip.html

Author:  Tony [ Wed Oct 05, 2005 2:53 pm ]
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Some issues I notice right away would be seisure inducing colours, lack of contrast (ships blend with background), and annoyingly slow rotation.

Also AI likes to bounce up and down on the bottom edge.

Author:  Bored [ Thu Oct 06, 2005 11:25 am ]
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I don't know what's wrong with the AI because they just started doing that and I don't remember making any changes to there programming. I'll try to see what's wrong but I really have no idea. If you want to speed up the ships rotation hit the sharp turn key (1 Players is Shift). Right now I'm gonna make a custom controls function so that you can change that if you'd like.


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