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Axis Games
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Pumpkin Carving 2008
It's pretty fun... I wish there was a RUN button though... and more than just 1 on 1... and I don't want to register just to submit scores. Other than that though I like it.
The 'Boose':
ASUS Sabertooth P67 TUF
Intel Core i7-2600K Quad-Core Sandy Bridge 3.4GHz Overclocked to 4.2GHz
8GB G.Skill Ripjaws 1600 DDR3
ASUS ENGTX550 TI DC/DI/1GD5 GeForce GTX 550 Ti (Fermi) 1GB 1GDDR5 (Overclocked to 1.1GHz)
New addition: OCZ Vertex 240GB SATA III SSD
WEI Score: 7.6
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M.D.
i never found the other guys. , the shroud is a good idea, its stopping me from winning
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Pumpkin Carving 2008
The AI tends to stick to the outside... most times (at least in easy) I can grab the flag and be 1/2 way back before they grab the flag...
The 'Boose':
ASUS Sabertooth P67 TUF
Intel Core i7-2600K Quad-Core Sandy Bridge 3.4GHz Overclocked to 4.2GHz
8GB G.Skill Ripjaws 1600 DDR3
ASUS ENGTX550 TI DC/DI/1GD5 GeForce GTX 550 Ti (Fermi) 1GB 1GDDR5 (Overclocked to 1.1GHz)
New addition: OCZ Vertex 240GB SATA III SSD
WEI Score: 7.6
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I like the CTF idea but would agree that it would have been more fun to have more then just 1 on 1. hmm....
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Axis Games
Originally Posted by ImprisonedPride
The AI tends to stick to the outside... most times (at least in easy) I can grab the flag and be 1/2 way back before they grab the flag...
That's the whole point of easy ;-)
In addition to other factors, on higher difficulty levels, the AI moves faster and choose more unpredictable paths.
Also, registering gives you more than the ability to submit scores. You can earn points by doing well in games, then spend them to unlock special features. It's the theme the site is designed around. Read this link for more info if you're interested:
http://www.axis-games.com/axispoints.php
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Please, Call Me Bob
one bug is that the unconsious timer keeps going after gameplay is paused
also, for one level, the baddie never showed up, he mustof gotten stuck somewhere
you dont have to fix the bug though, i like it
feel like you should make the fog of war effect much less tiled and slow, would look awesome if it were more fluid
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Pumpkin Carving 2008
Yeah you should definately consider the use of a vector mask as vision is cone shaped, not rectangular.
The 'Boose':
ASUS Sabertooth P67 TUF
Intel Core i7-2600K Quad-Core Sandy Bridge 3.4GHz Overclocked to 4.2GHz
8GB G.Skill Ripjaws 1600 DDR3
ASUS ENGTX550 TI DC/DI/1GD5 GeForce GTX 550 Ti (Fermi) 1GB 1GDDR5 (Overclocked to 1.1GHz)
New addition: OCZ Vertex 240GB SATA III SSD
WEI Score: 7.6
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Axis Games
I'd love to make it more realistic, but I coded it the only way I know how. It's obviously not the best way to do it, and it slows the game down a bit, but I don't know what you mean by a vector mask, and wouldn't have the first clue in how to code it.
The way I have it now (and I understand this is a terrible way to code it), is I have a grid made up of small black squares (the fog of war), and an invisible rectangle mc attached to the front of the hero mc that acts as his line of site. If the line of site mc hits one of the black squares, the black squares are made invisible. I used a double for() loop to cycle through them, which is why the game isn't very smooth.
I'm always up for learning new thing and such, so if there are any good tutorials on what you're talking about, please direct me there. Also, the game is coded in AS1. I'm currently in the process of learning AS2/3, so I'm a little behind the times.
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Pencil Farmer
I like it.
I wish there was a way to get more ammo (powerups or something).
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Axis Games
I limited the ammo to make it more difficult. During testing, I found that the games went on too long and people would just spam the poor little bugger until they landed a lucky shot.
Limiting the shots adds a little skill and forces the players to conserve their ammo. Power-ups would be a good idea, or awarding 5 or so bullets for each round.
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Pencil Farmer
Yeah, I think limiting it is a good idea, otherwise it would be too easy.
But if you run out you're kind of screwed without any way to get more.
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