ID:113636
 


Press "Arena"

http://www.byond.com/games/ChrisGayle/ArmoredUnits

There truly is not much to do, however i'd just like to people to look at it and give any possible suggestion! Just download and give it a run. My greatest hope is that BYOND can actually run this on a hosted server as smoothly as it does when played locally.

Controls are as follows:
Arrow keys - Main movement
ASWD keys - Secondary movement (aiming)
TAB key - Enter/exit vehicle
SPACE key - Fire weapon (if available)

I've excluded the actual "Armored Units" lol... It's not done yet and it's the icing on this game's cake we'll show that off in a hosted test :)

Three more exams and then this game and others will get my full attention :) an RPG and various other small games :D



Note
* I know the walls aren't dense.
* I know the layering isn't done.
* I know nothing blows up or gets damaged.
You guys are wizards! Keep up the good work!
This would be really awesome if you could get away from the standard 8-directions. Although it would increase resource size, you could pre-generate vector-usable icons.

I also found the pixel-movement a bit touchy, but that's probably good in an action based game. ;)
Oasiscircle wrote:
This would be really awesome if you could get away from the standard 8-directions. Although it would increase resource size, you could pre-generate vector-usable icons.

I also found the pixel-movement a bit touchy, but that's probably good in an action based game. ;)


we were considering having more than 8 directions the work seemed too much if we are to to meet the deadline for the GSDC.
Zane444 wrote:
Oasiscircle wrote:
This would be really awesome if you could get away from the standard 8-directions. Although it would increase resource size, you could pre-generate vector-usable icons.

I also found the pixel-movement a bit touchy, but that's probably good in an action based game. ;)


we were considering having more than 8 directions the work seemed too much if we are to to meet the deadline for the GSDC.

Nonsense, if you have good pixel-movement setup to deal with decimal values all you need to do is pull the x/y values from cos(angle)*velocity and sin(angle)*velocity respectively.

Great game hope it gets done
@Oasiscircle: So you do not think creating 360 icon states is a lot?
Chris Gayle wrote:
@Oasiscircle: So you do not think creating 360 icon states is a lot?

You don't have to have them be all 360 degrees for each model.
I'd suggest having more states for smaller vehicles, because the differences between subtle changes in angle number would actually matter, but on large models like the bomber or the tank, you could easily get away with 6-8 degree shifts with no drop in graphical quality.

If you need a tool for creating the states, I happen to have one. You'll need to change around some numbers to fit the respective size of the icons you're using, but it should work out for you. And with anti-aliasing, every state shouldn't have any misplaced pixels so each image should turn out looking like an exact replica of the original.

EasyVector Download

Well we'll give it a look!
I don't know if its just me or not, but it seems like you go faster when you move diagonally.
Potential for sure. Initial suggestion is to remove the contradicting 2d perspective and go for 100% top down. You would save yourself a ton of work that currently has little gain which is just my opinion. Units are neat. Don't see the practicality of the speeds on such a small map though and without play testing.

I think single-dashed road dividers might be less noisy on the map.

I would suggest a timed out no fly zone instead of looping. You get shot down if you fly too far out for too long.

Stealing regular cars and trucks would likely add to the fun if your on foot and being chased. Trading armor for speed.

I too felt the control to be a bit wonky and think you should go with the 360 (72) state icons. It's pretty easy. Coincidentally, I used Oasiscircle tool last night, and created a rotating turret that was perfectly smooth in about an hour or so which was coded from scratch.

So... this brings me to a half baked idea I had and your game is right on track for something like it. Granted, I'm sure you guys have huge ideas for your game but here it goes anyway.

A multi-player "defense" game involving your city and your job is to halt the invading troops. You earn clout (respect) which lets you call for reinforcements. You and your team setup sandbags, machine guns, troops, and etc. Then you as a PC can also go out in tanks, heli-copters, and what not to halt the invasion. Since the map would be so large, you would have to communicate with your team on where the attacks are happening all over the city. You control your "red" set of troops and need to tell them where to go setup.

Seemed like a simple fun concept that could be played by 1 or more players.

Thought I would throw it out there. In my turret demo, I have a player who can walk up and take over the turret which happened to be similar to your design.

Anyway, fun all around and looks fantastic. Look forward to seeing more for sure.

ts
i have learned one thing.......my flying is horrible
Akriloth wrote:
i have learned one thing.......my flying is horrible

"Like"
yes
Oh man, I loved the part where the robot shot the other robot.
When you're in a plane and turn 90 degrees, the plane ends moving in a different direction than you're facing (half way between your new and old directions). For a helicopter that might make sense, but it looks weird for other planes.

So you do not think creating 360 icon states is a lot?

A top-down perspective makes this really easy!
lol helluva lot of states :o
this is interesting
@Forum_account: 1. There are icon states for light and hard turning of the plane so it actually looks quite fine. Just isn't in the version I uploaded. 2. I've experimented with it, it's really a lot to go over and go considering how much we've already done. (Much isn't shown in the game you're playing.) However we may try it.

@TsFreaks: Somewhere along those lines is where this game started, so you may see many of the like in the actual released game :)

@Jeff: I believe you do, it's because the pixel_x is increased at the same rate as if you were to go east (& visa versa). I'll fix that. Thanks!
Chris Gayle wrote:
@Jeff: I believe you do, it's because the pixel_x is increased at the same rate as if you were to go east (& visa versa). I'll fix that. Thanks!

No problem, I've done that so many times that I started to pick up on it more quickly (then I started using vectors to handle all my velocities and things :P).
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