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|-|1Pp13
17-11-2007, 01:30 PM
This is a new game im working on....

Tell me what you think as i make it and any suggestions would be great thanx!

military dev1 (http://www.gamedev.za.net/filecloset/data/files/269/Military_dev1.zip)

SkinkLizzard
17-11-2007, 01:59 PM
interesting test of controls and stuff, I would fix the footsteps or just remove them for now
they're not really an integral part of the game mechanic but they do make it look below par at the moment.
I think it would be better to reload at any time though having to run out of ammo completely first
could become irritating especially with out an auto reload.
otherwise no problems with it, keep going.

|-|1Pp13
17-11-2007, 02:04 PM
I think it would be better to reload at any time though having to run out of ammo completely first
could become irritating especially with out an auto reload.
.

i tried putting that in but i got problems...

it created a gap in the clip and generaly stuffed it up.

you think if i put autoreload options it would be fine?


interesting test of controls and stuff, I would fix the footsteps or just remove them for now
they're not really an integral part of the game mechanic but they do make it look below par at the moment.


how do you recommend i improve them?
this game started out with me messing around with the footprints so thats why they are there so early :)

Fengol
17-11-2007, 02:20 PM
I think you should change the controls so that Up moves towards the mouse cursor, DOWN away and using LEFT and RIGHT to strafe.

Pity there's nothing to shoot yet :( not even target dummies

|-|1Pp13
17-11-2007, 02:23 PM
I think you should change the controls so that Up moves towards the mouse cursor, DOWN away and using LEFT and RIGHT to strafe.

Pity there's nothing to shoot yet :( not even target dummies

the practice targets are coming now, just finished the ammo and auto reload

i thought about using those controls but i dont like the feel of it

SkinkLizzard
17-11-2007, 02:25 PM
ft = instance_create(ox+foot*lengthdir_x(5,direction),o y+foot*lengthdir_y(5,direction),foots)
ft.image_angle = direction
ox = x
oy = y
foot *= -1

thats my footprint code, the ox oy stuff is just stuff i used to check if the character had moved
ox and oy are equal to the characters last x,y co-ords.

foot is a variable that is either 1 or -1, allows for left or right foot.

please also realise the above code only works with registered version.

ft.image_angle = direction is me rotating the placed footprint to face the characters direction.


about the auto reload yea it'll make it better but still not ideal, your errors have to do with the way you update your clip and make bullets rather than having a stack with several clip_bullet objects, just give clip a variable called bullets, then when you press fire simply create the bullet from your player and say clip.bullets -=1 and throw in an if then statement in your shooting that says if clip.bullets >0 { do shooting stuf} else{ do empty clip stuff }

reloading then becomes the simple act of saying clip.bullets = maxbullets
where maxbullets is how many bullets you want in a clip.

in terms of the interface just get the clip object to draw bullet sprites for each bullet

for(i=1;i<=bullets;i+=1)
{
draw_sprite(x,y+i*bulletClipSprite.sprite_hieght, bulletClipSprite)
}

not sure but you might find the clip draws upside down with bullets coming off the bottom in the above code, in which case just invert the y, by saying - instead of plus and place the clip object lower kinda thing.

SkinkLizzard
17-11-2007, 02:27 PM
I think you should change the controls so that Up moves towards the mouse cursor, DOWN away and using LEFT and RIGHT to strafe.

Pity there's nothing to shoot yet :( not even target dummies

I find those type of controls somewhat clumsy, as the strafe lands up moving your char in a circle about the mouse_pointer and can get frustrating

|-|1Pp13
17-11-2007, 02:31 PM
[CODE]
The Whole Post


Thanx just what i need....but just test the auto reload pls. ill upload now. it should work!

(ctrl turns it on/off)

|-|1Pp13
17-11-2007, 02:39 PM
file closet for me right now isn't working (odd) so here is where i stored it:

http://drop.io/militaryDev1

|-|1Pp13
17-11-2007, 02:56 PM
okay i want to create an effect when a bullet hits an enemy....i need it to create the effect exactly where the bullet hit.

how would i do this pls?



oh wait nvm its fine thanX!

|-|1Pp13
17-11-2007, 03:22 PM
Pity there's nothing to shoot yet :( not even target dummies


check out the link, dont forget to the map_keys.txt!

theres enemies but they just targets...lol

its dev stage2 now

SkinkLizzard
17-11-2007, 03:25 PM
auto reload works fine :)

|-|1Pp13
17-11-2007, 03:27 PM
cool. i had a stupid error cause i put the blocks in the wrong place :p

theres a bug with the enimies at the moment. they dont die at 0 life. but i've fixed it but yet to update the files

|-|1Pp13
17-11-2007, 04:21 PM
Any one that can/wants to do/help me with the npc's AI

PLS CONTACT ME!! :D

|-|1Pp13
17-11-2007, 04:37 PM
http://drop.io/militaryDev1

There is a main menu (slightly incomplete)

i am lookin for feedback on this asap so i can change it (it is being modified+used for other games)

|-|1Pp13
17-11-2007, 06:30 PM
_ damn didn't work. sorry for the random message :D

|-|1Pp13
17-11-2007, 09:51 PM
NASA HIDING THE TRUTH (http://www.libertythink.com/totalinformation/BlueMars.htm)

you might be wondering why i posted such a random link but it gave me an idea for my storyline :D

01DT!m3r
17-11-2007, 10:40 PM
LOVE IT!!! Can't wait for full release ,just one psoblem even though i dowlaoded all the files (including the .txt) I still couldn't use WASD ,other than that kewl game keeep it up!:p

|-|1Pp13
17-11-2007, 10:48 PM
ya i found a WASD problem now....i have no clue what has changed

Thaumaturge
18-11-2007, 06:31 AM
A nice start, |-|1Pp13. ^_^

The footsteps look good, as does the blood - although I'd prefer it, I think, if that remained to stain the snow. ;)

I also think that I prefer the game with auto-reload on.

The main menu is interesting - although perhaps the warning about it might be better placed above the icons, or the acceptance areas placed above the icons - I didn't notice the warning at first (having focussed, I believe, on the icons), and accidentally started the game without meaning to do so.

|-|1Pp13
18-11-2007, 10:19 AM
A nice start, |-|1Pp13. ^_^

The footsteps look good, as does the blood - although I'd prefer it, I think, if that remained to stain the snow. ;)

I also think that I prefer the game with auto-reload on.

The main menu is interesting - although perhaps the warning about it might be better placed above the icons, or the acceptance areas placed above the icons - I didn't notice the warning at first (having focussed, I believe, on the icons), and accidentally started the game without meaning to do so.

thanx for the menu tip....blood on the ground! Thats wat i forget! *smacks head*

|-|1Pp13
18-11-2007, 10:29 AM
NOTE: i fixed the WASD problem

The key-mapping object was doing it at game_start but it wasn't created yet which=no WASD

the fixed one is on the site (Military Dev (now stage 3) (http://drop.io/militaryDev1))

|-|1Pp13
18-11-2007, 01:06 PM
i am doing doors at the moment...wwould doors that dissapear(like they go up or down) or swinging doors be best?

01DT!m3r
18-11-2007, 02:45 PM
i think swing doors would be better because . i think you are going for a modern war feel and we just dont have doors now-a-days that go up and down :p

|-|1Pp13
18-11-2007, 02:48 PM
ill mix and match..

has no-one seen the spelling mistake in the menu?? :p

|-|1Pp13
18-11-2007, 02:49 PM
im gonna release the next stage now....
i have changed:
menu layout
added walls
added doors
added a floor

Snow
Basic grenades (Space, Enjoy while theres no ammo ;))
Grenade effects (NOTE: grenades do splash and shrapnel damage...just not in this release)

|-|1Pp13
18-11-2007, 02:55 PM
The Usual Place (http://drop.io/militaryDev1)

|-|1Pp13
18-11-2007, 06:17 PM
is 16 grenades too much? :p
im thinking it has to be a multiple of 4 below 16...

so either 4, 8, 12 or 16?

GeometriX
18-11-2007, 06:51 PM
is 16 grenades too much? :p
im thinking it has to be a multiple of 4 below 16...

so either 4, 8, 12 or 16?
16 is way too much, in my opinion. 3 has always been pretty much the standard, and I think it's a good number.

Also, play this (http://www.abandonia.com/games/491/download/IntoEaglesNest.htm). I think you'll find it inspirational.

Otherwise, I like it so far. Keep up the good work.

|-|1Pp13
18-11-2007, 06:58 PM
16 is way too much, in my opinion. 3 has always been pretty much the standard, and I think it's a good number.

Also, play this (http://www.abandonia.com/games/491/download/IntoEaglesNest.htm). I think you'll find it inspirational.

Otherwise, I like it so far. Keep up the good work.

Thanx! this will come in handy..

The numbers has to do with the size of the grenades in the hud otherwise it looks fugly but thats just me being me...er i mean lazy...so im gonna make a new one that that has 3 :)

|-|1Pp13
18-11-2007, 07:08 PM
Also, play this (http://www.abandonia.com/games/491/download/IntoEaglesNest.htm). I think you'll find it inspirational.



that game is awsome, bad control system though

Now i gotta ask...what options would you expect from a game?

So far i have:

Sound
Fullscreen
3 resolution settings

Thaumaturge
19-11-2007, 05:05 AM
I love the grenade effect! The mixture of fire, smoke and sparks works very nicely.

I do think that it might be better yet, however, if you were to multiply the effects a few times - I found that the explosions looked more impressive when I had thrown a number of grenades in quick succession.

Of course, you might want to hold that for more powerful weapons.


is 16 grenades too much?
im thinking it has to be a multiple of 4 below 16...

so either 4, 8, 12 or 16?

I think that four to eight sounds good.

Why do you want it to specifically be a multiple of four, if I may ask?

As to the doors, they seem a little insensitive to me - I find that they only seem to disappear reliably when I turn as I move close to them.

Finally, I take it that the blue particles that drift about the screen are intended to be snow... unfortunately, they don't really look to me like snow. Perhaps, to have white snowflakes be visible against white snow, you could outline them in light to medium blue, and perhaps colour some of them a light blue.

Overall, a good update, I would say. ^_^

|-|1Pp13
19-11-2007, 09:03 AM
I love the grenade effect! The mixture of fire, smoke and sparks works very nicely.

I do think that it might be better yet, however, if you were to multiply the effects a few times - I found that the explosions looked more impressive when I had thrown a number of grenades in quick succession.

Of course, you might want to hold that for more powerful weapons.



I think that four to eight sounds good.

Why do you want it to specifically be a multiple of four, if I may ask?

As to the doors, they seem a little insensitive to me - I find that they only seem to disappear reliably when I turn as I move close to them.

Finally, I take it that the blue particles that drift about the screen are intended to be snow... unfortunately, they don't really look to me like snow. Perhaps, to have white snowflakes be visible against white snow, you could outline them in light to medium blue, and perhaps colour some of them a light blue.

Overall, a good update, I would say. ^_^

Tanx man...ya i also love just throwing grenades and watching the effects.
im thinking a cluster grenade anyone....? X-D

as for the multiple of fours it has to do with the sprite height in relation to my ammo (Still no health/armor as yet)
i re-worked it into 3 and it doesn't look too bad

EDIT: oh ya the doors they work with collision (and you dont colide properly with them). i tried using all kinds of collision point/area checking to see if the player was in front of the door and none worked!!!!

as for the sNOW the original was a mixture of white and light grey but was impossible to see. great idea with the blue tinge! how would i do it though?

(i am using an effects engine for the snow/explosions so i cant take all the credit though i have modified them a bit :) )

|-|1Pp13
19-11-2007, 11:11 AM
UPDATE: sorry exams gettin in the way of developement...next realese maybe friday/saturday if not tuesday/wednesday for sure

edg3
19-11-2007, 12:54 PM
I think your foot spacing is slightly too large, making it seem like you have an guy hopping around. :) otherwise, its cool.
:)

|-|1Pp13
19-11-2007, 12:55 PM
thanx. my sprite is slightly off so thats why :D will fix now....

|-|1Pp13
19-11-2007, 12:58 PM
ill post the updated footsteps now, just check pif they fine please

|-|1Pp13
19-11-2007, 01:01 PM
Dev4 link (http://drop.io/militaryDev1)

dislekcia
19-11-2007, 01:20 PM
Try giving your doors a mask sprite that covers the areas you want it to register collisions with the player in. Masks are essentially alternate collision patterns for your objects.

-D

edg3
19-11-2007, 01:28 PM
I just realised, sorry hippie, I was just playing from the first link in the first post.

|-|1Pp13
19-11-2007, 01:39 PM
Try giving your doors a mask sprite that covers the areas you want it to register collisions with the player in. Masks are essentially alternate collision patterns for your objects.

-D


thanx! just have to change one little thing with the grenades and it works fine!

|-|1Pp13
19-11-2007, 01:41 PM
I just realised, sorry hippie, I was just playing from the first link in the first post.

didn't realise my footprints had changed...owell. i'll be sticking to the drop.io link from now on...file closet doesn't always like me :p

edg3
19-11-2007, 01:43 PM
I just didnt realise that you hadnt updated the first link till that latest link :P sorry

|-|1Pp13
19-11-2007, 01:52 PM
lol. kinda my fault 2 :D well now you know......wait have you been playing the first one over and over?!?!

edg3
19-11-2007, 03:01 PM
Lol, I played the first one for the first time today :P Ive been away all weekend.

|-|1Pp13
19-11-2007, 03:03 PM
Lol, I played the first one for the first time today :P Ive been away all weekend.

ohhhhhhh. lolf :D

|-|1Pp13
19-11-2007, 04:38 PM
I am stilling looking for suggestions for the options menu please?

i have so far:
sound
fullscreen
3 resolution settings

dislekcia
19-11-2007, 05:52 PM
I am stilling looking for suggestions for the options menu please?

i have so far:
sound
fullscreen
3 resolution settings

You really don't need to go looking for things to put in your options menu. Let users turn off sound if you have it in your game. Let users turn off music. Let them switch between normal and fullscreen modes. Don't bother about resolutions unless they have a big impact on performance and don't alter gameplay. If you're not using a 1-1 cursor to screen mapping, then let users change mouse sensitivity. Traditionally options would be where users can change their keys.

If there are any other things that can be changed in the game, put them in: Things like AI difficulty, amount of health spawned (difficulty settings), etc.

But whatever you do: Don't build an options menu that has X, Y and Z in it when those things were never part of your game to begin with and then try to add them in. That's just silly.

-D

|-|1Pp13
19-11-2007, 05:59 PM
You really don't need to go looking for things to put in your options menu. Let users turn off sound if you have it in your game. Let users turn off music. Let them switch between normal and fullscreen modes. Don't bother about resolutions unless they have a big impact on performance and don't alter gameplay. If you're not using a 1-1 cursor to screen mapping, then let users change mouse sensitivity. Traditionally options would be where users can change their keys.

If there are any other things that can be changed in the game, put them in: Things like AI difficulty, amount of health spawned (difficulty settings), etc.

But whatever you do: Don't build an options menu that has X, Y and Z in it when those things were never part of your game to begin with and then try to add them in. That's just silly.

-D

i dont ,i just ask cause i have very little or no lateral thinking
*points to previous posts* :p

thanx! Difficulty is what im missing.....

|-|1Pp13
19-11-2007, 08:39 PM
Basic storyline ideas:

nuclear winter-
John Doe is un-happy that nation X and nation Y are having a war so he goes rogue from the army....

Global Warming
Global Warming has caused a new ice-age and John Doe is seriosly ****ed off and wants revenge....

Brain virus
John Doe has lost his memory and his ability to make new ones (/reference National Geographic magazine). He has no clue what happened just he is on a small island in the middle of some arctic sea (i forget the name) that is storing seeds (yes it exists!) and some organisation wants to infect the seeds (terrorism/al quade??)

References:

seed vault (http://en.wikipedia.org/wiki/Svalbard_Global_Seed_Vault)

Article on memoryloss (http://magma.nationalgeographic.com/ngm/2007-11/memory/foer-text.html)



PS:
Question:
did anyone notice the missing grenades sounds????? because if you didn't there's no point in using them...

Thaumaturge
23-11-2007, 12:53 AM
Heh, to be honest, I think that I played it with the sound off (I probably had my headphones plugged in, but didn't put them on). ^_^;

Having played it again with my headphones on, however, I ask: do you mean the lack of a "thorwing" action sound? The grenade explosion sound seems to be present, at least in the version that I'm playing.

I rather like your footstep sounds, by the way - although I'm less fond of the sound that you use for bullet impacts on walls.

|-|1Pp13
29-11-2007, 11:09 AM
I rather like your footstep sounds, by the way - although I'm less fond of the sound that you use for bullet impacts on walls.

yes i cant seem to find anywhere with a good sound

|-|1Pp13
04-12-2007, 02:04 PM
Okay sorry for the delay

(got Oldt!mer busy with the AI (thanx man))
busy with level design,

probably gonna have to rebuild because my code is a mess and i'll need to integrate the AI


EDIT: here are some screenshots

http://i220.photobucket.com/albums/dd224/HiPp13/screenshot1.jpg
http://i220.photobucket.com/albums/dd224/HiPp13/screenshot2.jpg
http://i220.photobucket.com/albums/dd224/HiPp13/screenshot3.jpg