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February 24, 2020, 06:23:40 AM

Author Topic: The Wildest West  (Read 5868 times)

Offline Xerra

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Re: The Wildest West
« Reply #15 on: September 18, 2019, 04:50:47 PM »
Derron has some good suggestions. Tumbleweed, cacti in random positions and have a wagon rolling up the screen for defensive opportunities every so often.

I'd also suggest having the option of a better gun if you make it through a few rounds (code unlock or save config, whatever). Bullet speed a bit quicker, bigger bang. Stuff like that.

Offline 3DzForMe

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Re: The Wildest West
« Reply #16 on: September 18, 2019, 06:03:21 PM »
I likes:

Quote
If there's a player bullet on screen then work out how far it is away from you based on how many pixels it moves each game update. The smarter AI could react a bit quicker then the dumb AI here. Make one move up and one move down to avoid the bullet, for example, and it depends on the sprite size if and where they get short. Just in case you're looking at having a couple of shots to win the game unless it's a direct head shot.

Then again, first shot could always just shoot the opponents hat off, if they get the head. That would be really cool.

And I also likes:

Quote
To enhance the game: add collectibles: like "bullets" which refill your gun instead of having a short refill timer blocking perma-fire. Or have "seeds" - collecting them lets a cactus grow in the middle lane ...
Then moving waggons might be interesting - or stuff like rolling tumbleweed?


And maybe even add boss levels: with more than 1 opponent - eg 1-2 static "red shirts" lurking around behind two kegs/barrels.

I've got major requirements creep going on - and this is my game so far ;)    :----

Obviously.... the cactus is further away than the horse and wagon ;)


 :D :D :D ;D

Rockstar will be quaking in their boots - or maybe not.....




[EDIT}

Significant Challenges:

ALL (nigh on) my B3D work over the years is still on an old computer that died towards the final 36 hours of the last competition. It worked for a while and then..... died - again. Hope to resuscitate it before this weekend - but bloody hell, I so hate re-inventing the wheel when you've sussed numerous codeing hurdles in a particular language.

Wish me luck - will PC Doctor doctor up my PC ? ???


Offline Derron

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Re: The Wildest West
« Reply #17 on: September 18, 2019, 07:17:19 PM »
What does that alien thing do to the poor camel on the left?

... that's real programmer art at its finest ;)
Thanks for your honesty.


bye
Ron

Offline 3DzForMe

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Re: The Wildest West
« Reply #18 on: September 18, 2019, 08:20:38 PM »
Lol, cheers Ron, it's concept at its.....  Hazard I say, best?

Offline Rick Nasher

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Re: The Wildest West
« Reply #19 on: September 18, 2019, 09:25:47 PM »
Love conceptual art.

Gunfight was one of the very earliest games I've ever played *and* liked (never fancied pong that much) on my nephew's z81. He was from the back then considered more wealthy part of the family and was an early adopter of homecomputer tech.

Nostalgia:


Later I played the Atari version, but was never as exiting as playing it with a bunch of kids on a birthday party, up in his room, lemonade and chips, parents downstairs having drinks, food and chatting, we batteling on the little critter with the very unstable memory expansion and immense loading times that make you go crazy for waiting so long and then playing slightly too enthusiastic on the already on the verge of cracking  membrane keyboard, causing the system to move slightly and  aiii!! a little too much for that sensitive expansion thing to hold onto the game... Aarrgh, have to start loading all over again! (and again and again..)  :))
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 B3D + physics + shaders + X-platform = AGK!
:D ..ALIENBREED *LIVES* (thanks to Qube).. :D
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Offline 3DzForMe

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Re: The Wildest West
« Reply #20 on: September 18, 2019, 09:37:52 PM »
Ahh, the ZX81, my mate 'loaned' me his when I was... 11 or 12, it was my first home coding experience.

Incredibly (I Live in Lincolnshire now) - when I was in my late thirties, camping with my young family in Scotland (nearly a decade ago) - I bumped into him in the computing book section of a large book store in Glasgow.

The ZX81 was a membrame tastic experience.

The video of your addictive version is still somewhat alluring - I can see I have my work (potentially) cut out here.... best not get too ambitious ;)
 :D

Offline 3DzForMe

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Re: The Wildest West
« Reply #21 on: September 21, 2019, 05:52:44 AM »
Some good progress yesterday,

Today's challenge - get the collision detection working. I seemed to have reverted to using items co-ords in the past to achieve this goal - I'm hopeful I can use Blitz3D's native collision logic this time......

  Oh yeah - need to make player two's bullets shoot from ... where player two is ! :))   

[EDIT] Progress - players 2 bullets synch'd - now then - collision detection...........    ;D


Offline 3DzForMe

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Re: The Wildest West
« Reply #22 on: September 21, 2019, 08:43:57 AM »
Yeeeeessss!

Player 1 bullets now 'hitting' player 2 - well, player in the loosest sense of the world.

Note to self: If trying to use collision detection - helps to MoveEntity instead of PositionEntity.  ???


Offline Rick Nasher

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Re: The Wildest West
« Reply #23 on: September 21, 2019, 05:59:32 PM »
Don't want to over complicate things, but once you're done, you could try adding a multiplayer mode.
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 B3D + physics + shaders + X-platform = AGK!
:D ..ALIENBREED *LIVES* (thanks to Qube).. :D
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Offline 3DzForMe

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Re: The Wildest West
« Reply #24 on: September 22, 2019, 03:11:46 AM »
@Rick:

Quote
Don't want to over complicate things, but once you're done, you could try adding a multiplayer mode.

Already got the cogs whirring towards this - yesterday morning was spent getting bogged down in the nuances of the native Blitz3D collision code.

Got it working initially - as soon as tried to start discerning between three object types to allow for collision diffrentiation between P1 and P2 bullets - whoops there goes a couple of hours of head scratching - some bullets going straight thru - some not.

Anyhow - after a brief break for a couple of jogs - the solution became apparent - I bring you 3DzForMe proximity function:

Code: [Select]

;Basically passing in co-ords of interest for comparison between two objects

Function p2bulletsHit(p2x,p2y,b1x,b1y)

If b1x<=p2x+4: If b1x >=p2x: xclose=1
Else
xclose=0
EndIf
EndIf

If b1y<=p2y+4: If b1y >=p2y: yclose=1
Else
yclose=0
EndIf
EndIf

If xclose=1: If yclose=1: shot=1
Else
shot=0
EndIf
EndIf

Return shot

End Function




I think Xerra mentioned hats been blown off - also got ideas about this - sounds like a fun twist.

Offline 3DzForMe

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Re: The Wildest West
« Reply #25 on: September 22, 2019, 07:56:22 AM »
Cactus in ma desert ;)

Thanks to help from Jayenkai at Socoder  :D


Offline Steve Elliott

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Re: The Wildest West
« Reply #26 on: September 22, 2019, 08:21:33 AM »
Love the appropriately blocky cactus, but the sand needs to match the blockiness too (and less colours).
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Offline 3DzForMe

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Re: The Wildest West
« Reply #27 on: September 22, 2019, 09:27:32 AM »
Cheers for the feedback Steve, improved the placeholders from Spheres, a bit more work required.

Obviously the cowboys don't have their hats on at the mo, cause the suns not up yet. Its a night fight!


Offline iWasAdam

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Re: The Wildest West
« Reply #28 on: September 22, 2019, 10:38:39 AM »
very nice faux pixel shader :)

Offline 3DzForMe

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Re: The Wildest West
« Reply #29 on: September 22, 2019, 10:06:57 PM »
Thanks - its down to JayEnKai's assistance from SoCoder - I needed a 'dad knap' to remember/recall where I'd seen some isometric wizardry, I spent an hour after being on earlies at work - but my dull headache informed me I needed a quick (hour long....) recharge - magically transforms .png s into beautiful isometric stuff. 3DzforMe - still from BRL's stable ;)

 

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