[WIP] TankMania - Syntax Bomb Game Competition Sept to Oct 2018

Started by Qube, September 15, 2018, 02:12:50

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Qube

Cool, it's amazing what you can miss in the code archives :o - Interesting approaches to doing things and I one of those belongs to Stevie G
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Until the next time.

Qube

I now have a whopping three fully working levels ::) - I would have had more but a new learning experience cropped up to do with light map baking ( I'll spare the long story ).

Also started work on a shields power-up. Initial tests failed miserably as it effected the tanks ability to get through maze wall gaps vs deflecting enemy tank missiles. I'll give it another go today but at some point I have to get on and build levels.

Probably the best approach right now is to build levels and then revisit additional power-ups during the last 48hrs of the comp. Luckily no new killer bugs have shows up with plat testing which is good ;D
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Until the next time.

Qube

Yay!, we now have a shield pickup working ( looks much better when animated distorting it's environment ) - enemy missiles just bounce off that sucker ;D :

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Steve Elliott

Cool effect.   :D

I would use a consistent colour scheme on the text though, rather than random colours.
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Qube

Quote from: Steve Elliott on October 09, 2018, 09:38:08
I would use a consistent colour scheme on the text though, rather than random colours.
I tried having all the text titles the same colour but it just stood out as bland and boring for some reason :P - May revisit that side towards the end as the same colour text with an icon may look more ordered and better.
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Until the next time.

Steve Elliott

#65
Quote
I tried having all the text titles the same colour but it just stood out as bland and boring for some reason :P

You could have one colour for numbers and another for words.  Or you could outline characters with another colour.

Quote
May revisit that side towards the end as the same colour text with an icon may look more ordered and better.

Yes, it's also very wordy, icons could be another option.
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Qube

QuoteYes, it's also very wordy, icons could be another option.
I'll shove it under "tweaks to do" after the game is fully up and running ;D
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Until the next time.

Steve Elliott

Quote
I'll shove it under "tweaks to do" after the game is fully up and running ;D

Oh yes, get the game completed first before worrying about details.  It was just an idea for tweaking later.   :D
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Derron

For later: is the "95%"-percentage sign offset on the vertical axis? it seems taller than the "5". Looks odd (while it works nicely for the "f" in "2 of 3").


Do you plan to do your own music or is it this time a premade song? If one dares: I need some egyptian/ancient middle east music too (but have collected some already) ;-).


bye
Ron

Qube

QuoteFor later: is the "95%"-percentage sign offset on the vertical axis? it seems taller than the "5". Looks odd (while it works nicely for the "f" in "2 of 3").
That's how that font renders. I'll be taking the % sign out as it's not really needed and another "tweak to do" is to replace the health text with a health bar which changes width / colour ( green to red ) as your tank gets damage.

QuoteDo you plan to do your own music or is it this time a premade song? If one dares: I need some egyptian/ancient middle east music too (but have collected some already) ;-).
I'm creating as little media as possible as I just don't have time to do everything myself this time around :P - Still got lots to do so even spending a few hours on creating tunes for the game would just be sucking much needed time. Next game will more than likely be back to self created graphics / music.
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Until the next time.

Steve Elliott

Quote
and another "tweak to do" is to replace the health text with a health bar which changes width / colour ( green to red ) as your tank gets damage.

Yeah that's what I'm doing in my Tank Game.
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Qube

And I'm done ;D

I'll probably just spend the last remaining time cleaning things up and tweaking a few settings. I'm happy with the difficulty progression and if anyone fails to get past the first couple of levels then I suggest giving up gaming :P
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Until the next time.

STEVIE G

Quote from: Qube on October 13, 2018, 22:53:20
And I'm done ;D

I'll probably just spend the last remaining time cleaning things up and tweaking a few settings. I'm happy with the difficulty progression and if anyone fails to get past the first couple of levels then I suggest giving up gaming :P

Jealous!! If it works don't touch it!!!!! Do you have a Donkey setting?!

Qube

QuoteJealous!! If it works don't touch it!!!!! Do you have a Donkey setting?!
I may still redo the HUD tomorrow to make it less colourful and wordy. Not sure if I'll just gameplay tweak the levels or do that :-\

No need for a Donkey setting :P - The first couple of levels are easy peasy. It's a gradual increase in difficulty and throughout all the play testing I've never died or ran out of time on those levels. I've also play tested each level many times to make sure the game can be completed.

How is your game coming along? - Do you think you'll finish OK?
Mac Studio M1 Max ( 10 core CPU - 24 core GPU ), 32GB LPDDR5, 512GB SSD,
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Until the next time.

RemiD

@Qube>>cool game, nice fire effect. can you explain how it works ? is this a ready to use lib ? not sure if it is supposed to go through walls or if there is a collision detection system which works with it ? (to prevent the fire to go through walls)