December 13, 2019, 05:03:50 PM

Author Topic: The Wildest West  (Read 4008 times)

Offline MrmediamanX

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Re: The Wildest West
« Reply #45 on: October 06, 2019, 12:02:35 PM »
nicely done,it's a shame I can't enter this comp due to prior situations but i'll be around for the next one.

Offline 3DzForMe

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Re: The Wildest West
« Reply #46 on: October 06, 2019, 07:42:44 PM »
@MemediaManX:

Quote
nicely done,it's a shame I can't enter this comp due to prior situations but i'll be around for the next one.

Thanks, I'm having all sorts of blooming requirements creep now - I'm even struggling to come to a decision about how to invoke the controls / aiming.

considering making the aiming option viable at later levels - with just the old straight 6 shooter for the first five levels. Might put the 'year' at the top right to signify how fast the bullets can reliably fly.

Not even started on the AI yet - I need a dev team  ;)

Current controls for P1:

I used to have code in BLitz3D on 2 PC's ago that reliably allowed use of a PC gamepad - tempted to try and work in stuff for a 'joystick' - but I think two player action might just have to involve crowding around the keyboard old school style.

Decided on the leveling 'up' being time dependent for the AI model. As for 2 player - am inclined to go for maybe 9 lives each.......   jury's out on that one.




Offline 3DzForMe

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Re: The Wildest West
« Reply #47 on: October 12, 2019, 09:26:05 PM »
Initial stab at 'walking' trousers..... thought - not too bad - might need to scale them down a bit!

On the bright side - had a great idea about how to invoke some AI.

Offline Qube

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Re: The Wildest West
« Reply #48 on: October 13, 2019, 06:41:54 AM »
Interesting style to mix chunky pixel billboards with shaper resolution graphics. Look forward to seeing it in action :)
Until the next time...

Offline 3DzForMe

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Re: The Wildest West
« Reply #49 on: October 13, 2019, 08:02:56 AM »
Interesting style to mix chunky pixel billboards with shaper resolution graphics. Look forward to seeing it in action :)

Yeah, me too - ideally pre-deadline - beginning to get a feeling I may have two releases - the deadline one and then a polished one with bells and whistles.... ;)

Anyways - onto the AI ;)

Offline Xerra

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Re: The Wildest West
« Reply #50 on: October 13, 2019, 09:20:43 AM »
We best have the first headshot taking the hats off or I'll be right grumpy  :P

Offline 3DzForMe

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Re: The Wildest West
« Reply #51 on: October 14, 2019, 08:15:29 AM »
A headshot will result in deathness, although a hat shot, well I've something in mind.....  :o

Offline 3DzForMe

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Re: The Wildest West
« Reply #52 on: October 14, 2019, 11:01:49 PM »
Variable hatness in.....hmm the clock marches forwards. :-X

Offline 3DzForMe

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Re: The Wildest West
« Reply #53 on: October 16, 2019, 04:53:31 AM »
Quote
Re: The Wildest West
« Reply #10 on: September 18, 2019, 06:57:21 AM »
QuoteModify
Today's challenge,  will collision detection code fit on one page.......moreover how the hell does the syntax hang together?


My main.bb is now up to 1952 lines...... wow. And the cowboys hat falling off logic isn't quite there yet.... Actually, hitting the hat logic isn't even there yet ;) ???

Offline 3DzForMe

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Re: The Wildest West
« Reply #54 on: October 17, 2019, 11:16:00 PM »
Excited to announce hat gets 'holed' then the hat place holder flys to the ground. I know, baby steps, Boot Hill for this decade  :o

Offline 3DzForMe

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Re: The Wildest West
« Reply #55 on: October 19, 2019, 01:54:04 AM »
Two days.... Actually 1.9 ISH 1.04 ish, bugger.    :-\

Oh well, too dos:

1. Make P2 look less like has snow around him. [60%]
2. Calibrate bullets hit areas [69%]
3. AI for 2 player [19 %]
4. Music, increasing in tempo with levels [3% - still in discussion with resident musician about renumeration]
5. Menus [12%] - incorporated much deserved credit to Jayenkai  :D
6. Joypad controls. [60%]
7. Joystick control.  [0 %]    -   Can you actually have a joypad AND a joystick connected - bridge too far me thinks. Unless - I can squirt this in during bug fix week - hardly 'changing' functionality. Still VERY dubious Blitz3D will permit two separate USB esque things connected. Anyway, my AI is still in fag packet mode.
8. Figure why pixel 'bleed' on hi rez.[suspecting laptop gfx card issue - not a huge concern, but compromises display]

Simples, right?

Offline 3DzForMe

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Re: The Wildest West
« Reply #56 on: October 19, 2019, 08:23:50 AM »
Okay time for a break - what do I do to chill out when the following is confounding me:

Code: [Select]

;191019: Make player2 gun move                                               

;WTF won't player twos bullets x start equal player 2 x blah !!!!!!!!!!!!!!!



Yes, I know, I don't know how I've got the wildest west trhis far either. :-\

Still got to de-rez the blooming sand (note to self - do first post a break)

Offline 3DzForMe

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Re: The Wildest West
« Reply #57 on: October 19, 2019, 03:29:59 PM »
See if I can find some old blitz joypad code for this bad boy:

Offline 3DzForMe

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Re: The Wildest West
« Reply #58 on: October 19, 2019, 08:23:34 PM »
Just spent 20 mins making my sand look ..... shit. And I'm happy with it. Crazy what retro coding is like.

[EDIT] Except, it was too shit. Looked like planks of wood. If only I'd time to read the vagaries of Pixel ART - someone posted a link to a book on it. For now - we're at the death knell - again - so soon  ???

Offline 3DzForMe

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Re: The Wildest West
« Reply #59 on: October 19, 2019, 11:04:26 PM »
prototype is....... not quite functional. lastminute springs too mind...........

Might have to have a close look at what is construed as bug fixing at this rate.

Wait, what am I saying - there is almost 25 hours of coding left.....