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Moderator: DarkAuron
I modified my wind code to work more fluidly, so it works more realisticly. I also added a new option on the main page for the Stats menu (which isn't coded yet).
I also added the display for the wind, with a changing arrow below the Wind text, and designed a shape underneath all the text, did a few tweaks here and there.. yeah, a bunch of little things that make it nicer.
You can see the changes in the Screenshots section, like always
I also added the display for the wind, with a changing arrow below the Wind text, and designed a shape underneath all the text, did a few tweaks here and there.. yeah, a bunch of little things that make it nicer.
You can see the changes in the Screenshots section, like always
[Gridwars Score] - E: 1860037 M: 716641 H: 261194
Hopefully soon, especially since the second tank now exists in the gameplay (check screenshots!)
[Edit:]
Now that the second tank is in, I've made it so it can die from either being 'bunged' (term used in gunbound for those of you who play it), or can lose its life from getting shot at and die. I also fixed a rather major bug with generating random landscapes, so now that works a lot better.
I decided to have the second human player and cpu code embedded at the end of the first player's shot code. Reason for doing this is if I put it in the main loop, it'd run much slower, and I'm running on tight speed as it is. This means it'll leap in code size, but it should maintain the same speed as it is now throughout the game.
From now until I get the code done for the other tank, things will be *ugly*. Thankfully I have backups upon backups of Tankies, but I'll probably screw up things a bunch before I get it done
[Edit:]
Now that the second tank is in, I've made it so it can die from either being 'bunged' (term used in gunbound for those of you who play it), or can lose its life from getting shot at and die. I also fixed a rather major bug with generating random landscapes, so now that works a lot better.
I decided to have the second human player and cpu code embedded at the end of the first player's shot code. Reason for doing this is if I put it in the main loop, it'd run much slower, and I'm running on tight speed as it is. This means it'll leap in code size, but it should maintain the same speed as it is now throughout the game.
From now until I get the code done for the other tank, things will be *ugly*. Thankfully I have backups upon backups of Tankies, but I'll probably screw up things a bunch before I get it done
[Gridwars Score] - E: 1860037 M: 716641 H: 261194
I really don't know right now. During school I'm going to spend personal time working on research over emotions, personalities, how the mind interprets things, why we have emotions, whether we really have control over them or not, etc. I'm in a mid-life crisis now, for more reason than just losing a friend.
As for Tankies, I'm having a problem with the speed of the game. The 2nd player runs at speed that it should, but since I have it embedded within player 1's code, player 1's code has to skip all the 2nd player code every loop, causing a major slowdown. Either I can restructure the code or split Tankies into 2 programs. At first I thought the only thing I could do was split it, but now I realize I could just restructure it a bit.
As for Tankies, I'm having a problem with the speed of the game. The 2nd player runs at speed that it should, but since I have it embedded within player 1's code, player 1's code has to skip all the 2nd player code every loop, causing a major slowdown. Either I can restructure the code or split Tankies into 2 programs. At first I thought the only thing I could do was split it, but now I realize I could just restructure it a bit.
[Gridwars Score] - E: 1860037 M: 716641 H: 261194
Would taking a look at the code of this game help? It is very similar (though not as good ) and there is no difference in speed for the players.
bananas... o.o
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- Calc King
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