Hey, really nice minimap.
Like the movement regions but something doesn't seem to always work.
Its probably the distance calculation:
http://www.devkiwi.com/pictures/bug.jpg
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Hey, really nice minimap.
Like the movement regions but something doesn't seem to always work.
Its probably the distance calculation:
http://www.devkiwi.com/pictures/bug.jpg
na it´s just the display right now,- not the checking will be fixed propably next
smal update
http://www.renderhjs.net/bbs/flashki...eenshot_14.jpg
- no lags anymore with the pathfinding! because the pathfinding now only works on the green fields
- bridge tiles started
- xxl map in map1 slot
demo
http://www.renderhjs.net/bbs/flashkit/tank_move/demo12/
Not sure if it has been mentioned, but if you shoot a tree, you can then move onto that square but the tree is still on the screen.
Just out of curiousity, what will be the objectives in the final game? Trying to find some secret object by shooting buildings down and such? Bit like BattleShips but with tanks. Sounds like fun.
Sometimes at the end of a move, the screen jumps/skips to correct position, so the camera movement is not smooth.. Just so you know:)
skipping is something I want to fix soon and add some smooth transition or perhaps a black fade in/out effect wich looks then seamlessly.
that has nothing to do with the engine,- it´s rather because I defined it for those maps in each map. The reason is because I simply dont have yet tiles for the destruction statesQuote:
Originally Posted by ChaseNYC
not very clear yet but it´s basicly a duell game with some hidden traps/ items like in bimberman but round based.Quote:
Originally Posted by EvilKris
I was thinking of adding dropable mines and buildable barricades to block the opponent and forcing him to take a different path.
A friend of me suggested taking the pipes as play element so that you for example can shoot in the pipe and the shot will move through that pipe and exit the end piece that way one could attack another tank without a directional attack.
Anyway a design goal will be that the player needs the impression that his choises are valuable thus all the gfx stuff for the arrows, area fields ect. Another thing is that environment plays a very big role because the battle ground changes not just visually but will have impact on the tanks as well (recovery areas, hiding spots, explosive fields (chain reactions,..).
anyway update:
http://www.renderhjs.net/bbs/flashki...eenshot_16.jpg
I added little stars on the path preview so actually can count the star credits that are required for that path by just looking at them as a collection.
http://www.renderhjs.net/bbs/flashki...eenshot_15.jpg
changed accessable areas to dar orange wich I think works till now best on all tiles - earlier styles were hard to see or detect on tiles such as grass.
http://www.renderhjs.net/bbs/flashki...eenshot_17.jpg
perhaps you already saw my new dynamic shadows, they now have an angle to give the whole style more depth. But not all tiles do automaticly draw shadows - you´ll notice that if you shoot for example on vertical walls.
I really think it improves alot the general visuals I mean look at the screenshots they have more complexity and fullness wich is great as it means less work for me painting/ rendering tiles.
http://www.renderhjs.net/bbs/flashki.../shdw_expl.gif
Then I thought about improving the explosions since some of you already said it is to fast - so I tweaked that somewhat and... :D
added dynamic shadows that deform based on the explosion without slowing down.
demo:
http://www.renderhjs.net/bbs/flashkit/tank_move/demo13/
new shortcut: "w"- key is to enable/disable shadows
nice thread render, its nice to see an evolution like this of a game!
Very nice stuff :eek:
Could I ask you how you got the tank to follow the path? I'm having some trouble with that on a project I'm working on.
In the last example, the shadow from the tile directly 4 tiles below the tank should not be there. Also, in case of an explosion, the white light emitted by the blast would for a moment be point of reference of all the shadows. The way they ease in is nice, but the angles just seem wrong because they only do it in the event of an explosion.
@ImprisonedPride: that´s called orthographic projection ,- each position is euqal in terms of depth so are the shadows and it´s angles. It´s a visual style like seen in command & conquer, warcraft 1 &2 , simcity 1 ect - and it helps to simplify the scenario and to give a structured overview.
They change only within explosions because the light source on the surface is brighter as the sky light source - or one could say that the light source is at that moment on the surface.
It´s wrong for you because you compared it with photo reality, anyway works for me.
I really don't like the shadows. They completely defy the laws of physics.
http://ian.janasnyder.com/tm.gif
Personally, I think your game is better without them.
I concur with 404
I´d rather prefer comments with suggestions, anyway seems that I have to come up with them myself, lets see...
http://www.renderhjs.net/bbs/flashki...soft_shdws.jpg
I blended the alpha channel of the shadow with a gradient so it fades out and changed the angle slightly more towards the up direction, that should damp most critical spots. Is that better?
http://www.renderhjs.net/bbs/flashki...shdw_expl2.gifQuote:
not even sure why this is here
because the shadows are resulting from the clipping parts (yellow) of the tiles that dont fit within the grid (red lines). I copy the alpha channel and scale it so that you actually see it (otherwise it would be behind the tile in front of it).
http://www.renderhjs.net/bbs/flashki...eenshot_19.jpg
dust smokes on track marks - so that it looks more as if the tank moves within the environment
http://www.renderhjs.net/bbs/flashki...eenshot_18.jpg
experimental dust clouds in the explosion animation aswell- but these take alot of tweaking time
some other changes:
- minimap shows players (enemy = white, player = black)
- added some bitmap caching so that it runs slightly faster
- new stone tiles
no demo for now, I want to fix some older things before another demo goes online
Ok, what 404 said "not even sure that's supposed to be there" is the exact same shadow I was referring to, except you gave to completely different responses. :p
hmm,- I understood it as removing shadows at all (as suggestion),- but I really like them thus my first response as something to defend the stlye
2nd response was after I came up thanks to you with a different approach
I didn't mean completely rid the game of shadows... they are probably the best feature that adds to the realness of the game. I understand it is still in beta; I'm not just picking it apart before it even hits the runway. My suggestion before was concerning the blast. Watch it. See how light it gets in the center? This blast should create a secondary (if not change the primary) shadow dynamically based on the light source (bomb or sun).
i think you have a problem with the shading on the objects not matching the direction of the shadows.
update
demo:
http://www.renderhjs.net/bbs/flashkit/tank_move/demo14/
like mentioned before:
- gradient shadows +changed angle
- smoke while moving
- explosion smoke + additional blooming on explosion (though hardly noticeable)
- track marks work basicly
- readjusted scroll movement if you move the mouse in the directions,- should be slightly faster now
a timer is in the make (ugly fgx right now)- wich will countdown a timer if the time is up it switches control to the next player. I felt that this needs more action elments so I decided on a timer.
I also plan to not include shooting to the star credits but rather let each player only shoot once per round but additionally at a unlimited distance though the angle limit will remain the same.
Here is some GFX stuff that´s beeen done recently:
finally a 4th character "simon":
http://www.renderhjs.net/bbs/flashki...ion_char_2.jpg
and the logos for the characters:
http://www.renderhjs.net/bbs/flashki...move/logos.jpg
(flash is a superb tool for quickly and preciese tracing logo sketches)
Render, I just want to say you are a brave, brave soul.
There is no way I would let ANYONE see my early work in progress stuff. It would be like dancing naked in front of a crowd. Of dance critics. Who also don't like nudists. And the room is VERY cold.
I like the shadows, and find it interesting how you did them. The way they start partway up the tree is distracting though. The alpha blend you added to make them less stark did help though.