Computer Science Canada

[Game]Shooters

Author:  omni [ Sat Mar 20, 2004 5:46 pm ]
Post subject:  [Game]Shooters

This is a game combining the concepts of my starfield program and recoil program. It is a two player game. You choose your gun and shoot the other guy. It is from a top person view. Everytime you get shot, you get pushed back and you can't shoot for a while, depending on the gun (stopping power).

Almost done my game...

Author:  AsianSensation [ Sat Mar 20, 2004 6:40 pm ]
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well, I liked the recoil system, that wasn't bad at all. You deserve bits for that. Too bad the game runs too fast on my computer, had to delay some for it work out nicely. Add some obstacles, add some other weapons, maybe grenades?

Kinda reminded me of EM when I first saw the game screen.

+20 bits

Author:  omni [ Sat Mar 20, 2004 9:09 pm ]
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whats EM? Would I have to use cos or sin for the bouncing of the grenades, or would there be an easier way?
As for the more weapons, I hope to make counter terrorists and terrorists team, and each team has specific weapons that they can start off with; kinda like Couter Strike...

Author:  AsianSensation [ Sat Mar 20, 2004 9:36 pm ]
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EM - Evasive Maneuvers, Mazer's game.

As for bouncing, you could do it anyway you wanted, but trig is an excellent tool for dealing with stuff that involves angles.

Obstacles might be a good idea, like you can hide behind stuff to dodge bullets, or go around a maze to find your opponent.

Another thing though, try to have rotation in this game. So far, it's just 4 directions only, try to have them rotate 360 degrees. You will definitely need trig for that.

Author:  omni [ Sat Mar 20, 2004 9:43 pm ]
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I'm working on 8 directions, but I don't know anything about trigonometry.

Author:  AsianSensation [ Sat Mar 20, 2004 11:09 pm ]
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what school (since you are from windsor), what grade?

Author:  omni [ Sun Mar 21, 2004 9:40 am ]
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Massey grade 10

Author:  AsianSensation [ Sun Mar 21, 2004 1:34 pm ]
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hmmm, that's strange...I thought we taught trig in gr 10...

I'm also assuming you didnt take the robotics course, because I know trig is the first thing they teach there...

Anyways, when you learn trig, you can improve your movement further, but it's pretty good with what you have now.

Author:  Delos [ Sun Mar 21, 2004 6:01 pm ]
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Fun...but your ammo doesn't reload when you pass over an ammo powerup...the counter that is displayed goes up, but the # of bullets in the holder doesn't go up...and you can't continue firing recklessly at your opponent.

Author:  omni [ Mon Mar 22, 2004 12:33 pm ]
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I did that purposely, Delos. The ammo just gives you more clips. I guess I'll change that

Author:  omni [ Mon Mar 22, 2004 5:36 pm ]
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is it possible to draw straight lines with cos and sin? And does anyone have any tutorials about how to use cos and sin?

Author:  AsianSensation [ Mon Mar 22, 2004 7:43 pm ]
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yes, it's possible to use cos and sin to draw straight lines. The best tutorial, however, is probably given by the enriched math teacher in our school, them with their "winding functions"....swear to God, I learned the damn winding function like 11 times now....

still, I wouldn't be able to teach you trig that easy, considering every single math tutorial site teaches the SOHCAHTOA way, and I learned it the "winding function" way. I know SOHCAHTOA, just not very good with it.

Author:  omni [ Mon Mar 22, 2004 8:43 pm ]
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what the heck is sohcotoa?

Author:  AsianSensation [ Mon Mar 22, 2004 9:06 pm ]
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It's God's gift to Massey students.
Sine = Opposite / Hypoteneuse
Cosine = Adjacent / Hypoteneuse
Tangent = Opposite / Adjacent

Author:  omni [ Wed Mar 24, 2004 9:08 pm ]
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I've added a somewhat funny looking 8 direction firing and added 2 more weapons and tried to make it look better.
I hope to add 360 turning next time, or enemy AI.

Author:  the_short1 [ Wed Mar 24, 2004 11:05 pm ]
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good stuff.. i like the scater on the chain gun if u held the trigger... very realistic.....

does kinda seem like EM from mazer but without the ship graphics....
**Cough** and the long anoying sign in processs lookz cool... but sllowwwwwwwwwwwwww**cough**


enemy AI would kick !! i will be giving ya some bits when u pull it off...

Author:  omni [ Thu Mar 25, 2004 5:44 pm ]
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Thats IF I pull it off. There are soooo many if conditions.
The main thing for AI I am focusing on right now, is getting enemy to target you and fire.

Question: Should there be a coop mode? EX: 2 players versus an army of enemy AI , if I can do AI.

Author:  the_short1 [ Thu Mar 25, 2004 6:09 pm ]
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yea... COOP ver a bunch of army would kick.... AI is rough TONS of if statements.... trackers are the easiest...

Author:  omni [ Thu Mar 25, 2004 6:53 pm ]
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what are trackers?

Author:  the_short1 [ Thu Mar 25, 2004 7:36 pm ]
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the tracker code for pac man is... basically AI...
the enemy 'tracking' you... so for yours... .. maybe get the enemy to circle the midpoint of the screen in a wide circle... and
rotate every lets say .5 real seconds to make the facing directioon (the direction the bullet flyes out of u) be on the same line as the humman...so it can have a chance at firing... unless u dodge the bullet
hope that can work out for u and make it easier...

if a human lies on the same line as then orientation slope extended invisibly lthen SHOOT!
... mind u the math eqatuobn for the slope mite be hard to implement... im good at math... but not good at integrating math into turing...(the complex stuf)
heres a pictuire..
cuz this is realy hard to decribe my thought....

this mite not make sense still cause its realy hard to discribe... and i prob confuse u more tehn i help..

Author:  omni [ Thu Mar 25, 2004 8:19 pm ]
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acutally i've got a very basic enemy AI working, it fires at you quite accurately, or as close as possible, as the enemy can't move right now.

Edit: Heres basic enemy AI, no items just Ai and you. AI has unlimited health right now, just put an

EDIT : the enemy can now move.

Author:  omni [ Sun Apr 04, 2004 1:23 pm ]
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I've updated the game. This time round I got
semi automatic pistol, and a shotgun, plus a weapon selection interface.

Author:  Maverick [ Sun Apr 04, 2004 3:04 pm ]
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pretty fun game, not bad at all.

Author:  Preist_Holmes [ Sun Apr 04, 2004 4:56 pm ]
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Wow great game gj!!!

Author:  the_short1 [ Wed Apr 07, 2004 3:52 pm ]
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wow... good ai.... couple things...

it errors out if u choose gun 5-6-7 cuz of picture errors.....

second... maybe think of using...

View.Set ("offscreenonly")

... do a bunch of stuff
View.Update

this way it dont flicker like CRAZY!!!

good game tho...

Author:  omni [ Wed Apr 07, 2004 4:04 pm ]
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are you talking about enemyai.zip? or my regular game?
There shouldn't be any errors for regular game and I think I did use View.Update for the game.
I'll start updating my enemyai.t. What should I improve about my enemyai?

Author:  the_short1 [ Thu Apr 08, 2004 10:42 pm ]
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ahh.. t hat was about the enemy AI... i tried ur regular game.... WOW... great job... MUCH better.... still is flickery when firing tho...... meh!.... still plays DAM good... CUDOS!

Author:  gamer [ Thu Apr 15, 2004 4:28 pm ]
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GJ omni, btw i hav a little request/question

u kno how rite now its 2-player-game, is it possible to make AI so that the user is given the choice to either play against computer or against another human.....cuz i think then that'll be much much much better

however creating the AI might be tough

Author:  gamer [ Thu Apr 15, 2004 4:36 pm ]
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o sry sry my bad i didnt see the other game attached (enemyai.zip)
i wasnt tryin to spam i seroiusly missed that part

anyway, i think the problem with that enemyai is that the ai is just WAY to powerful, like theres no way to fight back...is there way to modify that alittle??plzz

Author:  omni [ Thu Apr 15, 2004 5:39 pm ]
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heh heh, I sometimes have trouble beating it.
I was thinking about an AI that will stop and fire at a distance and avoid incoming bullets, instead of what I have now, the AI closing in on you and hunting your @$$ off.
Also, how about 2 or more AI players versus you? Probably be slower, but MUCH MOREEEEE challenging.

Author:  gamer [ Thu Apr 15, 2004 5:46 pm ]
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um sounds good too, OR (i duno if its possible, but i believe u can do it Very Happy ) u can hav: 1. a human vs computer (given the option of whether to go against one or two computer), 2. a human vs human, AND 3. two humans against two computer Laughing

but firstly i think u should make the AI easier, so that people can actualy play aginst computer , i agree changing it so that the computer "stop and fire at a distance and avoid incoming bullets, instead of what I have now, the AI closing in on you and hunting your @$$ off."

i bet ya it'll be ULTIMATE when completed

Author:  omni [ Thu Apr 15, 2004 5:50 pm ]
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anyone know where I can get pictures of people from a top down perspective, (8 directions) I want to make the game look somewhat better?
If not then feel the wrath of my |\|00|8 ish drawings.

Author:  gamer [ Thu Apr 15, 2004 6:03 pm ]
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wut do u mean "people from a top down perspective, (8 directions)"??

Author:  omni [ Thu Apr 15, 2004 6:11 pm ]
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you know how in my game, the 'people' you move around are just boxes and sticks? I want to change that. And you can move in 8 directions if you didn't know that, which is why (8 directions).
Viewing the people from a "birds eye view" would let you be able to see the direction you are firing in.

Author:  gamer [ Thu Apr 15, 2004 6:13 pm ]
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but in real life if u were to view people in birdeyeview, u'll probably just see kinda like a rectnagle (from shoulder to shoulder) with a circle in middle (head) nothin reli special, but then u can add the guy holdin the guy too

Author:  omni [ Thu Apr 15, 2004 7:22 pm ]
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not an EXACT birds eye view, you guys know how the person was displayed in Pokemon, the GameBoy game? thats the kind of view I want.

Author:  gamer [ Thu Apr 15, 2004 8:15 pm ]
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o.... then just dl the emulator n rom play the game n take screenshot of him moving in different angels, lol that does work, not nessessary pokemon but dl rpg games n get a cool lookin guy, then simply import the pics in turin

if u think thats stupid or bad graphics (hey, still better than the box n stick u havin now) then i duno wut u can do

Author:  gamer [ Sun Apr 18, 2004 1:10 pm ]
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omni, so hav u been improvin u game rite now??
cuz i reli wanna see the final product Very Happy

Author:  Deshwitat [ Mon Apr 19, 2004 5:53 pm ]
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Heh nice game, a little bit to the fast side...but overall nicely done..

Author:  omni [ Mon Apr 19, 2004 7:13 pm ]
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trying to rearrange the code so then I user can choose the mode they want, Haven't done any real improvements. Been spending more time on working on AI.
I've decided to choose this as my final project for class, and I have a partner to work with. So I don't really want to go TOO far, or my partner might get lost.

Author:  gamer [ Tue Apr 20, 2004 7:42 pm ]
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well how do u even make ai??if ya tell me maybe i can help alittle n try it out myself too

Author:  Paul [ Tue Apr 20, 2004 8:17 pm ]
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u have it move around, and have it shoot u some times, by that I mean animated shooting and deduction of health?

Author:  omni [ Wed Apr 21, 2004 4:11 pm ]
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AI is obviously different for each game you make. For my game, you want it to do what PAUL BIAN said. You basically teach the program how to play your game. Should your AI move around, or should it make decisions? Should it shoot you, or protect you? Do you want it to constantly aim and shoot at you, or back away and shoot at you.
My AI is basically a whole bunch of if statements.

Author:  gamer [ Wed Apr 21, 2004 5:26 pm ]
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oic....thnx for teachin me this

Author:  Anonymous [ Wed Apr 21, 2004 5:46 pm ]
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wow gamer u get wut they ar sayin?
teach me too

Author:  Anonymous [ Wed Apr 21, 2004 5:51 pm ]
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yo the_one stop spammin sh*t.....i just saw u on other topics

Author:  gamer [ Wed Apr 21, 2004 6:01 pm ]
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the_one wrote:
wow gamer u get wut they ar sayin?
teach me too


yo the_one wuts wrong with u, stop spammin like this......plus its pretty hard for me to explain it to you as i just read his reply today...why not just ask omni or paul bian

Author:  the_short1 [ Fri Apr 23, 2004 4:43 pm ]
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ummm... how da helll do u acually bother puttin ur name... without signing up.... common.....

SIGN UP!!! why be a gues... Sad

it takes 2 minutes... and its not like compsci will do anything to ur email... or SPAM ur inbox.... its safe...

as for spamming... stpid move.... dont spam on compsci.. .we no like dat...



yea... making a program with a partner sucks... stick to urself and u can call it ur own... and make it however u want.... although the input and the second brain is good.... but that i why we have compsci for suggestions / comments....

anways.... if u put a finished polished version of this in FP contest... i think wed all be smoked... except my pac man... . it mite be tight competition...... Wink

Author:  gamer [ Fri Apr 23, 2004 8:14 pm ]
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but if omni puts both single and two-player in his game, n polish it, it'll b pretty awesome too

Author:  omni [ Sun Apr 25, 2004 8:02 am ]
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W00t! I got
1. One player vs computer (can support MORE THAN ONE computer at a time, obviously you need a better computer to handle more AIs)
2. one vs one (both humans)
3. Cooperative (two humans vs two computers or more)
All in one game.
Plus an intro.

I have NOT uploaded it yet... Need to make some more options (specify how many computers) fix some bugs, look forward to an updated version, with these game modes in one program. I also want to implement weapon switching, hopefully.
Yes it now supports more than one computer at a time, but the computer has the same thinking engine, double teaming your @$$.
Thanks for giving me the ideas for game modes GAMER.

Author:  gamer [ Sun Apr 25, 2004 8:12 am ]
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YO OMNI, post ur updated game ASAP!!
wait omni, u kno those computer ai, are they still the same as before (chase u like hell)?? cuz then it'll be impossible to beat.......it was impossible to go one on one with that kind of ai, so theres no freakin way to beat two or more computers with the same ai u had back then

Author:  omni [ Sun Apr 25, 2004 8:30 am ]
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Same AI... Must change that, but I did add one thing to it. Once the enemyhealth <=40 then they start backing away into the corner. Then they are sitting ducks. I am getting P\/\/N3D by my own computer players... I don't know whether to submit my code as turing sourcecode, or a compile program. If it is compiled, people won't be able to change it so then it can run nicely on their computers, but then they can also plagerize. If it is a compiled, then no plagerizing, but might run bad on some computers.
Opinions anybody?
(I'm leaning towards compiled)
Note: i'm using this a FP, which is why I am concerned

Author:  gamer [ Sun Apr 25, 2004 8:39 am ]
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omni wrote:
Note: i'm using this a FP, which is why I am concerned
"FP"?? anyway, i understand that u dont want people to copy ur codes
but personally, I would reli want da codes Very Happy , bcuz remember? im also makin a similar game as urs, if u dont want others to see ur code then u can simply pm or email it to me privately
p.s.: n hey, i gave u ideas Very Happy , but anyways, the choice is urs (up to u)

Author:  omni [ Sun Apr 25, 2004 8:46 am ]
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FP-Final Project
I'll decide to submit it as a compiled one, if anyone with a valid reason wants the code, I'll give it to them cough*Gamer*cough.
I'll submit it sometime this week, hopefully.

Author:  gamer [ Sun Apr 25, 2004 8:52 am ]
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o...does that mean i can hav it Laughing ?? lol, anyhow, yea im reli lookin forward to ur updated game with those extra modes

Author:  omni [ Sun Apr 25, 2004 9:50 am ]
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Loaded updated version:
Features different modes of gameplay
Optimized the code a whole bunch, but you won't be able to notice it
Now supports more than 1 AI, you'll need a fast computer to handle more AIs. 2-3 is decent on 550mhz.
Gameplay: Twoplayers:standard shooting against a friend
Oneplayer: you versus how many AIs you want
Two vs Two: you and friend versus how many AIs you want

Bugs Comments?

Author:  gamer [ Sun Apr 25, 2004 10:58 am ]
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its reli nice omni, however a little laggy on my computer.....1.6g n 256ram

Author:  Paul [ Sun Apr 25, 2004 11:20 am ]
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Well the AI goes off the screen and I can't kill it. Also the AI has infinite ammo and no recoil lol. Plus woot CS weapons, I see bullpup but its called something different lol.

Author:  omni [ Sun Apr 25, 2004 11:33 am ]
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Ya the AI can do some things that human players can't do. Fixing that. gamer How many AIs did you put in?
2 AIs run decent on my 550mhz 128mb ram.

Author:  gamer [ Sun Apr 25, 2004 11:48 am ]
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2, maybe its cuz i had internet explorer n msn open

Author:  Paul [ Sun Apr 25, 2004 12:50 pm ]
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one cause I have crappy computer.

Author:  the_short1 [ Mon Apr 26, 2004 2:57 pm ]
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ooo.... nice..... CANT WAIT!!!

u mite make this better then Evasive manuvers....
being #1 game...

Sad then my game is going for third Sad

it would be cool to have a network option...

but... ive tried with valor.. and its realy hard...
have to find a way of doing it good..

Author:  omni [ Mon Apr 26, 2004 4:50 pm ]
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whats networking?

Author:  Paul [ Mon Apr 26, 2004 5:18 pm ]
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maybe he means multiplayer over LAN or something.

Author:  omni [ Tue Apr 27, 2004 3:03 pm ]
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My teach is teaching COS and Sin in math, so I think I may decide to implement that in my game. That means 360 directions!
Would that make my game better, worse, same?

Author:  Raugrist [ Tue Apr 27, 2004 4:05 pm ]
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Trig will definitely help. But what's more important would be to fix the unlimited ammo for AI bug and just getting the game to slow down. I'm running on 1.8GHz here and I had to run 15 bots to play (and it was still too fast). I think AsianSensation wrote a tutorial on frames per second that will help you out.

PS: You do realize that when you compile the program you don't need to attach the source code right? Otherwise someone (*cough* gamer *cough*) may steal it. Wink

Author:  the_short1 [ Tue Apr 27, 2004 4:08 pm ]
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maybe lots of work (kinda) .... and mite make it slower... (more CPU power...).... but it would make it better..


second... yes... networking... as in over a network (lan) or maybe IP addy...

Author:  Raugrist [ Tue Apr 27, 2004 4:11 pm ]
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the_short1 wrote:
second... yes... networking... as in over a network (lan) or maybe IP addy...

In turing? Not impossible but... well, don't count on it.

Author:  omni [ Tue Apr 27, 2004 5:04 pm ]
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so when I compile it, I don't have to include those "subroutines.t, enemyroutines.t" and all those include files? It makes it into one program?
Holy &$@#*(% !
15 bots? Thats crazy!!!!!!! I can only run about 2-3, and it STILL LAGS.
Shooters over the net.... hmmm... Any tutorials about using the Net module?

Author:  Paul [ Tue Apr 27, 2004 5:05 pm ]
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Team battle Laughing where you can shoot health packs at ur own teammates.

Author:  the_short1 [ Tue Apr 27, 2004 6:41 pm ]
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if u use include then u need to still have the source..
MOD EDIT: I'm gonna have to shut you the hell up right there. How many times am I going to have to say this? The include command copies the files right into the code! IT'S ALL PUT TOGETHER IN THE EXECUTABLE!

I apologize for my harshness, but shit, man.


if u used turing's unit files (see my launcher i made for cervants Wink)... i belive turing will compile that into the .exe


NEt is REALLY hard and friged up in turing... i belive its posible...

but for some reason..
**this is why valor's pong game is kinda messed...
host should be sending ball location so its acurate... but instead we just made each computer do ball by their own.... inacurate... but works..

% host
var bs: string := ""
var ballx : int := 200
bs := intstr (ballx)
put : netSream,bs


% client
if Net.LineAvailable (netStream) then
get : netStream,bs
ballx := strint (bs)


some reason it wont send....
or ... client dont receive anything..
but for sending char's (single characters) it works fine Sad

Net.CharAvaiable (netStream)
using a :char vartiable..


*** i helped valor do the net stuff... Smile


check out the chat program in turing examples under fun or games... u can mod it to send stuff...
***still got the line issue... at least for me... if u figure it out... please PM me...

Author:  omni [ Thu Apr 29, 2004 6:11 pm ]
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scratch NET idea. Don't feel like learning it.

Update: Got a map engine that can draw a map to the screen and read map files. need to implement collision detection now.

Author:  the_short1 [ Thu Apr 29, 2004 6:34 pm ]
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ok... so i was wrong... oopz.... my bad...
i though i put 'i beleive' in front of that... but i see i didn't..
i didn't hear u say that.. ... cuz u didn't leave ur name (MOD)..
srry..


back to ur game...
yea... NEt is not fun to learn or use..
do C++ for net Wink

Author:  gamer [ Thu Apr 29, 2004 9:12 pm ]
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omni, u kno how during 1vscomputer, if the computer heath <=40, then it backs away to corner or sumthin, but then it like completely disappears so we cant even shoot it anymore (therefore no winning), is there a way to fix it??

Author:  omni [ Fri Apr 30, 2004 2:11 pm ]
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should be something with the if conditions. Not in the modd right now to go and fix that right now though.. Crying or Very sad

Author:  omni [ Sun May 02, 2004 3:35 pm ]
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Here is my map engine. It only scrolls vertically because I want it to do that. It is going to be implemented into my game. During two player you will have buildings to hide behind and there will be an adventure mode with objectives and what not

Author:  omni [ Tue May 04, 2004 6:18 pm ]
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do you guys care whether I take out 8 direction firing and replace it with 4 direction movement, but if you press right and up at the same time, you will face and move right as well as move up at the same time. So basically zig zagging

Author:  Paul [ Tue May 04, 2004 7:09 pm ]
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it would be even better if you could use Pic.Rotate and angles and stuff to make the character rotate on 360 degrees and shoot in all directions.

Author:  the_short1 [ Tue May 04, 2004 7:18 pm ]
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are u able to move ??

lookz good... but has no practical uses for me..
what are u going to use it for???



i want to learn blitz... i just need a better comp first Wink that is best for 3d...



yea... keep the 8 way... fireing its better thbat way i think..

also.. is it posible to make ur own bulets not pictures... so they will be / not | if ur shooting at an angle???

Author:  Mazer [ Wed May 05, 2004 5:09 am ]
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My problem is that when you move into a position where you can turn at an angle to fire at the bot, it's already facing you and firing. Way too fast. Try making the A.I. have some flaws, so that it doesn't aim perfectly all the time.

Author:  omni [ Wed May 05, 2004 4:11 pm ]
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the_short , ya Just have a separate pic of the bullet at a 45 degree angle, or use Pic.Rotate. AI is so hard, and there are many things to be done... I'm doing the best one person can do with my skills, and that isn't a whole lot

Author:  the_short1 [ Thu May 06, 2004 11:18 am ]
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then can u make the seperate 45 degree angle pic??

yes... u are doing an amzing job for ur skillz... and u have the BEST shooter made iun turing... except for EM... well... its close ........

Author:  Paul [ Thu May 06, 2004 5:39 pm ]
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it might help u a bit if u read Asian sensation's tutorial on space ship rotation or w/e.

Author:  omni [ Thu May 06, 2004 5:43 pm ]
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Ya asian's tutorial will help once I have got a good understanding of trigonometry and maybe implement it in the game. Making levels are taking priority though.

Author:  white_dragon [ Fri May 07, 2004 1:22 pm ]
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lol! tat helps a lot!

Author:  omni [ Fri May 07, 2004 4:21 pm ]
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for the scrolling, do you people want it like:
1. you reach the end of the screen or a part of the level and it loads a new screen or part of the level

2. you can scroll through the whole level (the level is just one huge file)

with '1' There isn't going to be scrolling, just loads one screen at a time
with '2' there would be scrolling, which means that I will have to learn how to do smooth scrolling.

Your opinion?

Author:  gamer [ Fri May 07, 2004 5:10 pm ]
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2 is better

Author:  the_short1 [ Fri May 07, 2004 6:43 pm ]
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2 is better.... *making the backround screen always mid point onto u rite....


but 1 may be an option if 2 seems too hard....

Author:  omni [ Tue May 11, 2004 6:04 pm ]
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now the map engine has collision detection for bullets and can handle different levels. EX; you reach the end of the screen and it will load up the next level, as long as there is one in the same directory.

Smooth scrolling is going to be hard... Any tips or advice or tutorials?

Author:  alikhan [ Wed May 12, 2004 10:19 pm ]
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i can help. i am scrolling in the game im makin. but r u willing to acept it from me. u usually dont.

Author:  gamer [ Wed May 12, 2004 10:38 pm ]
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so omni ar u only working on the map scrolling thing?? like wut bout the shooting sounds?? i personly think u should hav it play a sound when the gun shoots out a bullet.....but its up to u

Author:  omni [ Thu May 13, 2004 3:17 pm ]
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ya i'm going to be working on the map and enemy ai now. I don't really care for sounds that much, but it would make the game feel like a real game. Tried adding sounds, but lagged so much decided not to have them.

Author:  the_short1 [ Thu May 13, 2004 3:38 pm ]
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did u use Music.PlayFilereturn ??? ?? ? ? ? ? 4.05 feature...
or were u adding a bgrd music... ???

sounds for the bullets would SUCK.... unless u did every100th bullet... cuz there is a bullet fired every 1/10 th of a second...


but it would make it feel more like a reall game.....
why add the map engine to it >? > >?

Author:  Mazer [ Thu May 13, 2004 3:59 pm ]
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the_short1 wrote:
did u use Music.PlayFilereturn ??? ?? ? ? ? ?

Honestly, were all of those question marks really necessary?

the_short1 wrote:
sounds for the bullets would SUCK.... unless u did every100th bullet... cuz there is a bullet fired every 1/10 th of a second...

Yeah, um, that's 1 gunshot sound every 10 seconds.

Author:  omni [ Thu May 13, 2004 4:47 pm ]
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i'm adding the map engine so then you will have buildings to hide behind in twoplayer mode, but no scrolling. Like Asiansensation suggested like somwhere on the first few posts, adding some obstacles, or something like that. That way you don't have a huge open field, but you will have the option of playing on a map or just a white background.
Then there will hopefully be an adventure mode with scrolling and mission objectives.

Author:  the_short1 [ Thu May 13, 2004 6:01 pm ]
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me like map engine now....... keep up the good work and hope to play ur updated game soon.....


yea... all the ??? were nececary... Razz


btw... i am not used to humid weather ... i am used to dry weather in BC,,, so therefore... im DYING rite now (its really hot and humid in SSM rite now).. and cant think straight,,,, so Razz mazer

Author:  omni [ Fri May 21, 2004 9:07 pm ]
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Alright heres an update people.
Todays feature includes:

A map to play on, buildings to hide behind
360 directions, acutally more like 36 because I increment by 10.

This version is only twoplayer.

NOTE: you can change the map layout by changing the file twoplayer1.txt
Just make sure that there is a border of 2s around the outside.
0-grass
1-dirt
2-stonewall
3-water
S-starting point of player 1
T-starting point of player 2
*******
Every map must have these starting points and the border of 2s around the outside
*****
Controls:
player1
w-move forward
a d -rotate
s-back pedal
g h -strafe
shooting and reload are same
b r

arrows for player 2
0 . -strafe
shooting and reload are same
enter +
(use numpad to make easier)

Or would u guys like a better control setting?

Author:  gamer [ Sat May 22, 2004 6:59 pm ]
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pretty good but then the recoil stuffs are gone now Sad , the path/grass/water area reli has no difference i think
also personally i think this is kinda like asteriod controls n its a little hard

but hey, its still excellent job Very Happy

Author:  Delta [ Sat May 22, 2004 9:47 pm ]
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Interesting. I like it. I like it enough to make something similar. I'll work on it through-out the week. Maybe post it as I make it so you can see the progress. But I dunno. Anywho. Back to your game.

A couple things I'm not sure if anyone has noticed (on dailup not waiting to have page load)

You can reload even if your clip is full.
The Desert Eagle does not reload fully (one bullet missing)
Both players can leave map (just walk into the wall until you slide off)
Players move extremely fast. (To hard to kill each other, way too hard to aim)
None of the powerups show up. (Or are they not supposed to?)

I think those were the only problems I noticed.
Ya you need sound.

Author:  the_short1 [ Sat May 22, 2004 11:08 pm ]
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yea... sounds would make it better tho...


wel... big improvment from previous ones omni.,...
delta making his own version of it... hmm... he must be impressed...

Author:  omni [ Sun May 23, 2004 9:38 am ]
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Delta:
Ya I purposly left out some things like ammo and recoil. For got to put those things back in. I'll fix the reload bug.
Maybe your computer is fast? On my computer it runs slow enough.

How are you getting out of the map? The walls and collision detection should stop you...?
EDIT: fixed up the bugs Delta

Author:  Delta [ Sun May 23, 2004 10:51 am ]
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Walk into any corner just keep walking (hold it down). Oh it has to be either with side step or backstep. I think your problem is that you are only checking the boundaries infront and beside the player, but not behind him.

Author:  omni [ Sun May 23, 2004 1:24 pm ]
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alright i think this version is fixed up.

Author:  Delta [ Sun May 23, 2004 9:41 pm ]
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Way too fast dude! It's way worse than before (speed wise)
how bout adding a speed option at the beginning... like add options to choose from delay(5) or delay(10).

but as far as I can tell the boundaries are fixed.

Author:  s_climax [ Sun May 23, 2004 9:46 pm ]
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Its not so much an issue with the forward/backward speed. What you need to do though is drastically reduce the turning speed.

Author:  Delta [ Mon May 24, 2004 12:41 am ]
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No, what he needs to do is reduce the overall speed.... turning is too fast and so is movement.... players can't even hit each other .

Author:  omni [ Mon May 24, 2004 8:10 am ]
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maybe i'll take a look at Framerates and Asians tutorial.
Heh all this time I was afraid that this game would run too SLOW.
I need a better computer....
Would framerates fix this problem?

Author:  the_short1 [ Mon May 24, 2004 9:34 am ]
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check out catalyss's turing UNIT
its for FPS... you can use it to test the speed of the computer...


hypothetical..:
import FPS
if FPS.get > 10 then
delay = 99
else
delay = 33
end if


its cool.. if u need any help with units ask me...

Author:  omni [ Sat May 29, 2004 8:59 am ]
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This version has enemy AI in it. Slight improvement over the last one.
1. There is a speed difference, I can about 10 AIs pretty decent.
2. They fire in bursts of 5.

But they are still dumb.

Also there is a map editor. This version can accept different maps that you have made, otherwise it uses the default map.
You can add your own custom tiles I think. haven't tried it yet.

Alright ya you can add your own custom tiles. But they are just for looks right now. They should have the name
'tilex.bmp' where x is the tile number.

Author:  the_short1 [ Sat May 29, 2004 10:10 am ]
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whish file is the uploaded one??? where??

Author:  omni [ Sat May 29, 2004 10:28 am ]
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my updated games would be on the first page and first post.
Also added in framerates with the help of asians tutorial.

Author:  Delta [ Sat May 29, 2004 2:57 pm ]
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Nice job I like I like. A couple things tho.

For Bot AI/general :

- Make the bots run out of ammo as well
- If something is blocking their way, go around it
- Head for Items

For Weapon usage :

- While holding down the trigger the bullets spread (lowering accuracy),
good. Except sometimes the bullets will go backwards or sideways, Bad.
- The bullets aren't coming from the end of the barrel. Try rotating to different angles and shooting (you'll see what I mean)

For Textures :

- Grass is too busy, meaning too many colours try making it more solid or taking out that lil green patch near the top right of the tile
- Walls, nothing wrong. But add a brick tile, you know, to spice things up a lil Wink
- Dirt, again its' too busy.
- Water, if you can make 2-3 water tiles and have it cycle thru them to make it look animated, like well... water.


That's bout it. Please take no offense in anything I've said cuz none was intended. These are only suggestions/bugs.

Author:  the_short1 [ Sat May 29, 2004 10:43 pm ]
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damm good suggestions Delta...

yea the WATER thing is a nice touch.,.
im shure u can figure out the animated picture deal.s.. if not check out my tutorial on GIF images...


delta... ur just like my dad... he says stuff is 'too busy' hahahaahahahahah
so what if its too busy... who cares? it lookz BETTER that way.. well that my opinion! rest of stuff u said sounds like good ideas!

Author:  Delta [ Sun May 30, 2004 6:16 am ]
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Well just think. If you had a character for instance. Your character's emotion constantly kept changing (on the face). This is of course really kewl. But now make hundreds of other things say in the background moving and even on his clothes or something. This creates an unwanted result, busyness. You take your attention off the face (where it should be) and onto other, less important things.

I'm sure in some cases having a busy scene can make your animation/game much kewler. But in this case too much of the focus is drawn off the players, where it should be. Which brings me to these next suggestions.

- You should add player models. (Nothing too special, just enough to tell here are the players) Not just blue and red.
- Weapon models would be nice as well, but of course, that is alot of graphic work, ewwwww! Wink

Author:  gamer [ Sun May 30, 2004 11:10 am ]
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i personally think the shooting sounds make quite alot of difference

Author:  omni [ Sun May 30, 2004 5:34 pm ]
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wow Delta, you're assuming that I am a graphics artist!

I dont know how much I'm going to get done because I got infected with some virus and/or trojan and/or worm. I could barely post this message! I can barely browse through web pages without receiving the 'blue screen of death' or 'Explorer has caused an illigel operation'.

Author:  the_short1 [ Sun May 30, 2004 8:01 pm ]
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dam man.,... i had that b4..


u can load ur home page fine.... as soon as u type a new addy and press enter... the blue screen comes up./.. or if u load favourite... ... it was so friocking shitty... and i was a comp noob back then... it was hard to fix.. ended up making my whole HD apear as file001.chk and folder001.chk and i lost a bunch of files...... so i formated...


i recomend: unplug network cable... run ur virus scan../ if u cant find nothing.... pop in a second HD and back up all ur shit... cuz ur gona have to FORMAT! Sad

Author:  omni [ Wed Jun 09, 2004 6:31 pm ]
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UPDATE :
big change to the recoil system. I fixed the problem with the bullets going behind you. Added some other stuff..
1. Buy your weapons and ammo and armor
2.Weights- the guns each have a different weight

Thats all i can think of right now.
No improvements to AI though


: