elfprince13 wrote:
ah, very cool =)
Thanks. Smile I'm thinking of possibly foregoing the tank movement for the sake of my sanity, because I was just thinking more about the single-player mode, and if I were to have a settings screen, I could set a default minimum player count, and have it add more than one AI, or perhaps even AIs with players. All this sounds fairly brain-bending, though, so I'll definitely wait until I have something basic working first.

Edit: Repaired left-side premature Game Over, repaired explosions on empty spaces on the bottom, made Game Over cycle to the main menu rather than quit the game. Just need to add notification of the winner's name on Game Over, and I'll have a beta for you guys.
aww.... No movement oh well. This was a great project to begin with anyways. Very Happy
0rac343 wrote:
aww.... No movement oh well. This was a great project to begin with anyways. Very Happy
Thanks, I'm having fun playing it with Merth at the moment over globalCALCnet. Smile
Very nice! The last project I was working on before I (temporarily) quit calcs was a BASIC version of scorched earth, and I must say that you've done a great job with this one so far (although I admit that I'm also looking forward to multiple weapons in a possible 2.0 if you get there)
squidgetx wrote:
Very nice! The last project I was working on before I (temporarily) quit calcs was a BASIC version of scorched earth, and I must say that you've done a great job with this one so far (although I admit that I'm also looking forward to multiple weapons in a possible 2.0 if you get there)
Thanks, I appreciate it. Smile For what it's worth, I made a BASIC version called Scarth a few years ago; you can find it on ticalc.org. My beta-testing last night with Merth on HCWP indicated that this is just about ready for a beta release, but I'm trying to solve this gCn flow-control problem before I release the beta.

http://www.ticalc.org/archives/files/fileinfo/387/38731.html
I'm curious about how the projectile motion works. Does each calculator calculate where it ends up and then if it takes damage etc? Or is the calc that is sending just tell the other calcs where the projectile is and who got hit etc.

I imagine you just send the angle and velocity and each calc handles that on his own, but this could lead to someone making their own client where e.g. their tank never gets hurt.
merthsoft wrote:
I'm curious about how the projectile motion works. Does each calculator calculate where it ends up and then if it takes damage etc? Or is the calc that is sending just tell the other calcs where the projectile is and who got hit etc.

I imagine you just send the angle and velocity and each calc handles that on his own, but this could lead to someone making their own client where e.g. their tank never gets hurt.
You've correctly guessed that I went the lazy, trusting route. The firing calculator tells everyone where it's aiming and at what power, and each other calculator independently calculates the parabola, the damage, and the terrain changes, in order to minimize network activity. As you correctly guess, someone could patch the client to never take damage locally, but if all other calculators were uncompromised, they would all agree on that rogue calculator's health, and would end the game at the proper time anyway.
Ah, ok, so there's a little checking after the hit, too, not just the calc who got hurt saying "I took X damage". That's good.
merthsoft wrote:
Ah, ok, so there's a little checking after the hit, too, not just the calc who got hurt saying "I took X damage". That's good.
Correct, I had to do some slight defensive programming, even though overall it's a trusting system. In other news, as soon as I add a name notification in the game-over screen, I can release a beta.
THis looks awesome Kerm. I have fond memories of playing an online PC version of a similar game a few years ago with Kalan_vod and it was pretty fun. I'm glad eventually we will have an online one for calcs. Very Happy
DJ Omnimaga wrote:
THis looks awesome Kerm. I have fond memories of playing an online PC version of a similar game a few years ago with Kalan_vod and it was pretty fun. I'm glad eventually we will have an online one for calcs. Very Happy
Eventually? Merth and I have already played a few bouts of Obliterate, one last night, and one last HCWP. Smile Hopefully Merth will indeed make a C# version so that we can have my calculator version and his PC version playing together over gCn. I'm afraid that lots of school work, research, and teaching have left me with no free time to make Obliterate progress; hopefully I'll get back to it eventually.
Oh, by eventually I meant publicly available download. Sorry for the confusion. ;D

Sorry to hear about being busy. I hope your workload won't remain too high for long. X.X
DJ Omnimaga wrote:
Oh, by eventually I meant publicly available download. Sorry for the confusion. ;D

Sorry to hear about being busy. I hope your workload won't remain too high for long. X.X
No problem, I had a feeling that's what you might have meant. Wink Yeah, I hope so too. I've gotten a bit preoccupied with the USB HID spec during the few bits of free time that I do have (for the "$10 bridge"), but when I get that working, I'll switch back to Obliterate, which will hopefully be in the next few days.
Here's my suggestion for the icon. I think it could maybe be improved, but this is the best I could do for now:

Here's the binary:

Code:
.db %11101001,%01001000
.db %10101101,%00011100
.db %11101101,%01001000
.db %00000000,%00000000
.db %00000000,%00000000
.db %00000000,%00000000
.db %00000000,%00100000
.db %00000100,%00011000
.db %00011000,%00100100
.db %00100100,%00011000
.db %00011000,%00011110
.db %00111110,%00111111
.db %01111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
If you switched to cap T, cap L, cap B, it would take exactly 16 pixels wide, I think. Smile I like that, though.


Code:
.db %11101100,%10010111
.db %10101110,%10010010
.db %11101110,%11010010
.db %00000000,%00000000
.db %00000000,%00000000
.db %00000000,%00000000
.db %00000000,%00100000
.db %00000100,%00011000
.db %00011000,%00100100
.db %00100100,%00011000
.db %00011000,%00011110
.db %00111110,%00111111
.db %01111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
.db %11111111,%11111111
That's exactly what I was thinking! I'll add that to my source code right now. Out of curiosity, what's that Pixel: 5 part about? The zoom level?
Yeah, zoom level. Here it is at 10:
Awesome! That's almost as good as another sprite editor of which I know. Wink Just to review the bugs and to-do items we figured out tonight:

1) Synchronization count so that all the calculators agree on how many calculators are playing.
2) Don't display dead calculators
3) Add wind chosen by the shooting calculator
4) Add a settings menu that lets you set the minimum player count
5) Add a mechanism to fill in AIs to make the minimum player count (would allow for single-player gaming
5a) Allow games to start with one player with a minimum player count > 1.
5b) Broadcast the min player count with the start frame

Other things?
Make it so pressing 2nd at the Game Over screen takes you to the main Oblit screen, not the DCS desktop.
Make it so when a player looses, his tank explodes and a message pops up saying "Player X died".
Make it so if a player quits the game, either his tank drops out, or everyone is told that the game is over because player X quit, instead of just going straight back to DCS desktop.

Make it so!
  
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