ships getting stuck together is an issue with the collision math..... I didnt originally write that bit... so ive been holding off on re-working it. And as I said I've basically stopped working on this map.. mostly due to a lack of interest in such a game.
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the tick duration is as fast the as the game can possibily run it.
the collision detection
all the physics affected units are in several unit groups
all the units groups are merged
one unit is taken out of the unit group(or removed from it), has all its movement caluculated
then this unit's distance is checked against all the other units in the unit group( the distance is a collision if it is smaller then the unit's Inner radius)
if there is a collision detected a subroutine handles that
this process is repeated untill no more units are in the unit group
Thing is I have to limit the ammount of objects entered into the engine that actually use the physics because it gets bogged down pretty easily. The game can only calculate so many things before it begins to lag. Primary cause is collision detection between every object in play.
This is why the lock-on missiles are handled purely by data. And the left click projectiles have a fairly short life span.
I should prolly make the lock-on missiles only last for a short duration and not for forever.
Well Ranak if your really that interested, your welcome to work with me on the map. I havent developed much of it beyond whats currently online.
The equations I used in game, I put in place just to immitate gravity.(Im very open to improving upon them)
Missile(projectiles, as in data launch missile effects) do not wrap, Unit projectiles do wrap, since they are being moved with a x,y velocity every game loop
This is my first attempt in a game to create a AI that can possibly change tactics and respond every game loop.
Shoot me a pm or catch me on skype if your interested in working with me on this.
I understand controls are a bit touchy and hard to get used to. The current sliders available are intended to allow the player some ammount of control over how thier ship handles.
Game starts right away so that other players do not have to wait for people to do thier garage stuff.
In the garage you can set it to auto spawn. So your ship will always be spawned automatically at the begging of every level.
I intend to add a lot more areas of customization in the garage.
The b.net lagg is quite a pain, not much I can do there.
Any suggestions on changing how things are handled will be considered
@SouLCarveRR: Go
Weapon power ups added
Raiden Beam weapon added .....
Current Version of Beam
Would love some feed back on how the camera and controls feel, as they currently are.
Could use some new feed back on the newest version online.
@Ranakastrasz: Go
ships getting stuck together is an issue with the collision math..... I didnt originally write that bit... so ive been holding off on re-working it. And as I said I've basically stopped working on this map.. mostly due to a lack of interest in such a game.
@Ranakastrasz: Go
the tick duration is as fast the as the game can possibily run it.
the collision detection
Thing is I have to limit the ammount of objects entered into the engine that actually use the physics because it gets bogged down pretty easily. The game can only calculate so many things before it begins to lag. Primary cause is collision detection between every object in play.
This is why the lock-on missiles are handled purely by data. And the left click projectiles have a fairly short life span.
I should prolly make the lock-on missiles only last for a short duration and not for forever.
Well Ranak if your really that interested, your welcome to work with me on the map. I havent developed much of it beyond whats currently online.
Shoot me a pm or catch me on skype if your interested in working with me on this.
@Ranakastrasz: Go
Ill look into it
@Ranakastrasz: Go
its currently only intended for 2 players..... It can handle more just.... the content of the levels doesnt really support it.
So if you found the one that has only 2 lobby slots thats the one. You can remove the computer player and invite a friend.
@StragusMapster: Go
thanx for the feed back.
I understand controls are a bit touchy and hard to get used to. The current sliders available are intended to allow the player some ammount of control over how thier ship handles.
Game starts right away so that other players do not have to wait for people to do thier garage stuff.
In the garage you can set it to auto spawn. So your ship will always be spawned automatically at the begging of every level.
I intend to add a lot more areas of customization in the garage.
The b.net lagg is quite a pain, not much I can do there.
Any suggestions on changing how things are handled will be considered
re-worked ai's to do a few more things.
working on adding some more levels.....
bump....
FULLY FUNCTIONAL Ai's added
co-op Ai's and hostile Ai's
Ship Customization Garage added....
videos of them soon to come
@Taintedwisp: Go
no weapon grades or power ups currently in the game
Ive thought about it just havent gotten there yet.
@SouLCarveRR: Go
Now with asteroids flying all over
taking suggestions on things to add btw....
Need feed back.....