[Game]Shooters
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gamer
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Posted: Wed May 12, 2004 10:38 pm Post subject: (No subject) |
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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 |
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omni

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Posted: Thu May 13, 2004 3:17 pm Post subject: (No subject) |
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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. |
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the_short1
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Posted: Thu May 13, 2004 3:38 pm Post subject: (No subject) |
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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 >? > >? |
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Mazer

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Posted: Thu May 13, 2004 3:59 pm Post subject: (No subject) |
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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. |
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omni

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Posted: Thu May 13, 2004 4:47 pm Post subject: (No subject) |
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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. |
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the_short1
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Posted: Thu May 13, 2004 6:01 pm Post subject: (No subject) |
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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...
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 mazer |
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omni

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Posted: Fri May 21, 2004 9:07 pm Post subject: (No subject) |
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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? |
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gamer
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Posted: Sat May 22, 2004 6:59 pm Post subject: (No subject) |
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pretty good but then the recoil stuffs are gone now , 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  |
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Delta

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Posted: Sat May 22, 2004 9:47 pm Post subject: (No subject) |
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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. |
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the_short1
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Posted: Sat May 22, 2004 11:08 pm Post subject: (No subject) |
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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... |
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omni

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Posted: Sun May 23, 2004 9:38 am Post subject: (No subject) |
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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 |
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Delta

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Posted: Sun May 23, 2004 10:51 am Post subject: (No subject) |
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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. |
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omni

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Posted: Sun May 23, 2004 1:24 pm Post subject: (No subject) |
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| alright i think this version is fixed up. |
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Delta

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Posted: Sun May 23, 2004 9:41 pm Post subject: (No subject) |
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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. |
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s_climax
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Posted: Sun May 23, 2004 9:46 pm Post subject: (No subject) |
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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. |
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