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-   -   BoxWars - An overhead 2d shooter (http://www.anythingbutipod.com/forum/showthread.php?t=60126)

jbob182 12-27-2010 09:48 AM

BoxWars - An overhead 2d shooter
 
1 Attachment(s)
I am currently working on an overhead shooter game for the xfi2:


New version:
New Features:
*speed of the game is much faster
*enemies slowed down
*rewrote parts of the collision system
* rewrote the shooting system so now when you let up on the screen it usually stops shooting

Bugs:
*Blue ammo crates will disappear if a bullet crosses them
*guns may not stop firing when let up on screen

datallboy 12-27-2010 02:11 PM

nice idea! its about time someone thinks of making a shooter. next project could maybe be a 1st person

jbob182 12-27-2010 02:38 PM

Not so fast there! A 1st person shooter requires a 3d engine that is fast, so far we only have a wire frame engine and i am still understanding it ( hopefully i will eneventually be able to make 3d pong of it, but thats for another time)

Redwolfhome 12-28-2010 09:03 AM

I love boxhead
And your signature, too :)

jbob182 12-28-2010 11:38 AM

After a discussing art with a friend of mine it seems he wont be able to help so right now i have 1 hope left for art, i will let you know if it works out

-------------------------------------------------------------------

Does anyone have ideas for a control setup, I originally thought of using the accelerometer for movement, home button for switching weapon, power for pause and touch to shoot.

There is a tiny problem, well not so tiny. When the user holds down on the screen on a specific point it recognizes it as a touch.hold. now hold refreshes every second so shoot speed is only 1 shoot per second here versus move, click, or up, it shoots as a speed of a variable i set. Any ideas on how to fix this? if i have an auto shoot and the user just aims then no limited amo

datallboy 12-28-2010 09:10 PM

well a 1st person game doesnt have to be 3D it can be 2D

Habhome 12-29-2010 07:03 AM

Quote:

Originally Posted by jbob182 (Post 525130)
After a discussing art with a friend of mine it seems he wont be able to help so right now i have 1 hope left for art, i will let you know if it works out

I miiight be able to help somehow, maybe. Once I get home from Prague, which will be on the 3rd of Jan.

Quote:

Originally Posted by datallboy (Post 525230)
well a 1st person game doesnt have to be 3D it can be 2D

How would that be possible?...

jbob182 12-31-2010 02:17 PM

1 Attachment(s)
Here is a quick demo of what is done so far :

Us the accelerometer to move, auto shoot , home button to change weapon, and power to exit


It runs alot smoother on the player than i thought it would. As for weapon balances would anyone care to improve them, sps is shots per seconds, well not really per second any more

how it works is i have 100 then subtract 1+shots per second every framerate. damage is how much damage 1 bullet inflicts.

For sure Pistol should be slower, Later i will add spread shots to the shotgun and lower the damage per shoot ( because of the spread).

Should there be an auto aim?

Android18 01-03-2011 03:32 AM

Then u can just activate a mode when touched
and deactivate the mode when released

then in the mode u can just write the script u wanna run

if ----
mode = true
elseif---
mode = false
end


if mode then
---

end

jbob182 01-03-2011 07:07 AM

Pardon? what are you refering too?

Brett_val 01-03-2011 01:32 PM

I think I had the same idea as Android18, and it's about the shooting while holding. You can leave out the whole touch.hold, just ignore it, and start the autoshoot at a touch.down, and stop it at a touch.up or touch.click. This will effectively be the same as touch.hold (because the user is holding the screen between a .down and .up/.click anyway) but without the 1 second interval.

Cool idea for a game btw:)

jbob182 01-03-2011 04:20 PM

Ah now i see what you are saying. I never considerd that option, i will add that in the next version, and one question: Do you think it would be better to 1. have an auto aim(where you can toggle through enemeys, and touch is to shoot)? 2. only be able to shoot in the direction you are moving(still touch to shoot) , or 3. just leave the setup as is.

Thanks for the idea about shooting, that will save me same time.

Android18 01-15-2011 03:23 AM

@jbob182

U can just use the accelerometer to look round
or create a knob for tat

and create a fire button to fire

jbob182 01-15-2011 08:24 AM

I got my control setup already but thanks for the suggestion. Right now i am still working on the shotgun, it is harder then it sounds because right now the spread will variate depending on where you click, which i dont want

jbob182 01-18-2011 10:37 AM

1 Attachment(s)
New version
now with :
1. amo
2. more accurate gun damage
3.proper shotgun spread
4.when eneneyms die there is a 50% chance they will drop a crate containing amo.

Controls

*touch the screen to shoot ( hold to keep shooting).
*Home button to switch weapons and start a new game once you die.
*Power button to exit.

(still player only for best results)
( the uzi amo is a tad high)

Habhome 01-18-2011 02:14 PM

Trouble with the shooting, even just a click makes it continue shooting, and even after a hold it keeps on going.

It is also a bit slow in changing directions of the shooting, and the boxes attacking you move way too fast to take out with anything I tried but the rifle. Pistol and Uzi was just too weak to get enough hits in that short time-frame, especially if they came from the "long" sides.

jbob182 01-18-2011 02:19 PM

Ok, I did not have my player when i finished this. I just tried it and agree that the shooting is a problem,

For shooting should it be
1. the same though possibly some speed improvements ( though i think there is not much i can do due to the players limited capabilities)
2. auto aim but you choose when to fire and possibly an option to toggle through enemies
3. other ( suggest something)

Brett_val 01-18-2011 03:18 PM

As it is now it's way too hard :p as been said, the boxes track you down very fast. But the idea is really nice, I can see myself playing this on the train or bus :).

Autoaim would make it too easy I think, besides moving by accelerometer is also helping to aim anyway.

For speed improvements, I see you're redrawing the whole screen, maybe just place little fillrects with black right before you calculate new positions in all the respective functions.

jbob182 01-18-2011 04:42 PM

That should help with redirecting the shots once you click , i also need to fix my code that attempts to only have it shoots when you press,

so next time:
1. enemies will move slower
2. change the guns speed/damge
3.fix shooting
4. dont redraw bg
5. possibly add map scrolling so as you move left the map moves left e.c.t(like in boxhead)

Also i may be relasing more version more often because it is almost impossible to debug or play a game on my player now, i might get lucky some times but it always seems to crash(my warrenty is up)

jbob182 02-19-2011 07:50 PM

This project is on hold until my artist friend finishes the art and even later then that. Expect at most up to a year delay(Very Latest): Reason: Pingus (being developed by RedWolfHome and I) is in full gear. We are making great progress and i am devoting any extra time i have to Pingus. We have finished the engine, a few levels, about a third of the abilities and various feature one of which: an exclusive auto updater.


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