Tank
Moderator: MaxCoderz Staff
Tank
About:
This will be either a 83+SE/84 line game with AI that will be constantly moving, or it will be a dumbed down version where the 83+ can play it. The reason why is that it is fast now on the calcs (the screen shot doesn't do much justice), and with AI it would only slow it down. So I will have to decide to either make one of the two or both, so everyone can play it!
Things added:
-Several obstacles
-8 way movement
-8 way Shooting
-Giant environments, as big as your calcs memory
-Map editor
Planned:
-AI, which will have either 8 way movement or just four
-More obstacles
-Menu
These ideas are not set in stone, so if you have a suggestion let me know. I will be working on other projects along with this one, so do not expect this to be released soon.
It actually runs smoother/faster on calc, and is blazing fast on the 83+SE/84 line.
This will be either a 83+SE/84 line game with AI that will be constantly moving, or it will be a dumbed down version where the 83+ can play it. The reason why is that it is fast now on the calcs (the screen shot doesn't do much justice), and with AI it would only slow it down. So I will have to decide to either make one of the two or both, so everyone can play it!
Things added:
-Several obstacles
-8 way movement
-8 way Shooting
-Giant environments, as big as your calcs memory
-Map editor
Planned:
-AI, which will have either 8 way movement or just four
-More obstacles
-Menu
These ideas are not set in stone, so if you have a suggestion let me know. I will be working on other projects along with this one, so do not expect this to be released soon.
It actually runs smoother/faster on calc, and is blazing fast on the 83+SE/84 line.
Last edited by kalan_vod on Fri 14 Apr, 2006 10:42 pm, edited 1 time in total.
Whoa! That's some pretty slick sprite design. I'm guessing from the lack of a run indicator we owe thanks to xLIB or ASM?
My diet consists of nails, code-stealers, and HP fans.
Projects:
Robot War [TI-82, TI Flash App]
Sonic the Hedgehog [Multiplatform]
Projects:
Robot War [TI-82, TI Flash App]
Sonic the Hedgehog [Multiplatform]
So well does the 8-way movement work? (I guess that's handled by the xLib). I seems to work pretty accurately in the screenshot. And any idea of when we can take this tank for a test drive?
My diet consists of nails, code-stealers, and HP fans.
Projects:
Robot War [TI-82, TI Flash App]
Sonic the Hedgehog [Multiplatform]
Projects:
Robot War [TI-82, TI Flash App]
Sonic the Hedgehog [Multiplatform]
Yeah with 8-way shooting you could probably do all kinds of crazy stuff (makes the game a lot more intense too). Will the rules work sort of like Tankers?
My diet consists of nails, code-stealers, and HP fans.
Projects:
Robot War [TI-82, TI Flash App]
Sonic the Hedgehog [Multiplatform]
Projects:
Robot War [TI-82, TI Flash App]
Sonic the Hedgehog [Multiplatform]
-
- Calc King
- Posts: 2195
- Joined: Sun 27 Mar, 2005 4:06 am
- Location: sleeping
- Contact:
Yeah, that's the one Zelda-looking one. That one used multiple AI, but you could probably have enemies respawn if the speed is an issue. Like in that Chickenshoot game.
My diet consists of nails, code-stealers, and HP fans.
Projects:
Robot War [TI-82, TI Flash App]
Sonic the Hedgehog [Multiplatform]
Projects:
Robot War [TI-82, TI Flash App]
Sonic the Hedgehog [Multiplatform]
- tr1p1ea
- Maxcoderz Staff
- Posts: 4141
- Joined: Thu 16 Dec, 2004 10:06 pm
- Location: I cant seem to get out of this cryogenic chamber!
- Contact:
WOW!
That looks awesome kalan! You had told me about this project but i hadnt seen any screenshots. It's so fast!
That looks awesome kalan! You had told me about this project but i hadnt seen any screenshots. It's so fast!
Last edited by tr1p1ea on Tue 02 May, 2006 5:05 pm, edited 1 time in total.
Update [08/06/06]:
Seems that I have been pretty tied up this summer, so not much progress has been made, but many things have been rethought.
Things added since last update:
-Optimizations, where it is an improvement in speed along with optimizations on the map editor (which shaved 300b)
-More tiles, some of which are power ups
-Implemented 1 new type of weapon, which is a stinger missile (that you can control, like in MGS)
-Added a level compression system, which compressed the level in the screen shot by 84%
Things to be added:
-Implement more weapons, and power ups
-Decide on a type of AI
-More obstacles
-Menu
I am debating to how I will set this game up, to how the game will flow. I am thinking of creating several types of this game, such as: 1 with AI, multi player, TBS (turn based strategy), multi player linked. If tr1p1ea is able to add CLAP (linking protocol by Timendus), I should be able to make a multi player version. I am pretty sure I will have at least 1 of these versions made, and at the moment it is looking like it will be a TBS version with AI + multi player via same calc. Also, if tr1p1ea adds a compression system I will remove my basic one (which takes about 10 seconds to load each map >.>)
Seems that I have been pretty tied up this summer, so not much progress has been made, but many things have been rethought.
Things added since last update:
-Optimizations, where it is an improvement in speed along with optimizations on the map editor (which shaved 300b)
-More tiles, some of which are power ups
-Implemented 1 new type of weapon, which is a stinger missile (that you can control, like in MGS)
-Added a level compression system, which compressed the level in the screen shot by 84%
Things to be added:
-Implement more weapons, and power ups
-Decide on a type of AI
-More obstacles
-Menu
I am debating to how I will set this game up, to how the game will flow. I am thinking of creating several types of this game, such as: 1 with AI, multi player, TBS (turn based strategy), multi player linked. If tr1p1ea is able to add CLAP (linking protocol by Timendus), I should be able to make a multi player version. I am pretty sure I will have at least 1 of these versions made, and at the moment it is looking like it will be a TBS version with AI + multi player via same calc. Also, if tr1p1ea adds a compression system I will remove my basic one (which takes about 10 seconds to load each map >.>)