Hey,
Well I finally got myself away from Unreal Tournament 2004 yesterday, and did some coding...enjoy and comment please!
What I did:
-Fixed Stick of walls with your ship. (I just divided the vector + reversed it when it hit a wall)
-Made enemys shoot, prepare your eyes!
-Made you shoot less frequently.
I will be doing collision detecting next. I made an easy max 8 IFs per two any-sized pics collision dectecting routine awhile ago, I'll just modifiy it.
SpaceMerc
The new Core Demo of SpaceMerc! Need feedback!
- Mitth'raw'nuruodo
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The new Core Demo of SpaceMerc! Need feedback!
"But...It was so beutifully done"
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Quick comment:
Nice work, but it seems to have a problem moving right, had nothing to do with the wall as I still have a problem, but its from tring to move right... Left is fine, but its like a tractor beem pulling it that way.. if you get my drift.. no right, idles fine, left is okay...
Nice work, but it seems to have a problem moving right, had nothing to do with the wall as I still have a problem, but its from tring to move right... Left is fine, but its like a tractor beem pulling it that way.. if you get my drift.. no right, idles fine, left is okay...
-Kevin (aka:Rattra)
(x.t.r.GRAPHICS)
(x.t.r.GRAPHICS)
No, the movement seems to be an interesting spin on movement through space.
Since there's no friction in space you'd have to totally counteract initial movement before you can start in the next direction and this appears to be what's going on.
Because after getting it to move left, it refused to move right and yeah that's how it behaved.
Nice work, I like how the enemies seem to fly in small squadrons rather than on their own. Makes it very realistic.
Since there's no friction in space you'd have to totally counteract initial movement before you can start in the next direction and this appears to be what's going on.
Because after getting it to move left, it refused to move right and yeah that's how it behaved.
Nice work, I like how the enemies seem to fly in small squadrons rather than on their own. Makes it very realistic.
Later days,
Matthew
May those who love us love us
And those who don't
May the good Lord turn their hearts
And if he doesn't
May he turn their ankles
So we'll know them by their limping
-Irish prayer
Matthew
May those who love us love us
And those who don't
May the good Lord turn their hearts
And if he doesn't
May he turn their ankles
So we'll know them by their limping
-Irish prayer
-
- Veteran
- Posts: 1055
- Joined: Sun Jan 02, 2005 2:11 pm
- Location: At my computer
- Contact:
- Mitth'raw'nuruodo
- Veteran
- Posts: 839
- Joined: Sat Jan 22, 2005 11:04 am
- Location: Eastern Coast of US
- Contact:
Thank you.
It should run faster once I put in some collision dectecting, and you can kill some enemies....or they kill you.
I had to spend a lot of time debugging it, I was making a stupid mistake. I was passing the Sprite for the Heavy Plasma Burst (big yellow thing) to the erase sub instead of the Mask of the Sprite. Heh, so instead of erasing it it was drawing it again....go figure .
Meanwhile the deal on that circle-like enemy, I made it so that you will absolutley despise them. They shoot AT you. I made it by doing linear interpolation. Bascially in lame man's terms:
yVector = (yourshipY - enemyshipY) / StepsToMakeToDestination
xVector = (yourshipX - enemyshipX) / StepsToMakeToDestination
Well, To make the bullets go faster make Steps less.
Next step:
Collision detecting
It should run faster once I put in some collision dectecting, and you can kill some enemies....or they kill you.
I had to spend a lot of time debugging it, I was making a stupid mistake. I was passing the Sprite for the Heavy Plasma Burst (big yellow thing) to the erase sub instead of the Mask of the Sprite. Heh, so instead of erasing it it was drawing it again....go figure .
Meanwhile the deal on that circle-like enemy, I made it so that you will absolutley despise them. They shoot AT you. I made it by doing linear interpolation. Bascially in lame man's terms:
yVector = (yourshipY - enemyshipY) / StepsToMakeToDestination
xVector = (yourshipX - enemyshipX) / StepsToMakeToDestination
Well, To make the bullets go faster make Steps less.
Next step:
Collision detecting
"But...It was so beutifully done"