![]() I did find a collision bug that let me clip through blocks, though it took longer than 15 minutes. I've finished converting all the levels, though I may have to add height data depending on whether or not I decide to implement isometric graphics. It most likely won't crash or reset your RAM as long as you stay inside the play area, but it's still super broken and I am not responsible for damage if you try it on a physical calc. I made a pre-release here if you want to try it yourself. This would need to happen continuously if the enemy tanks' barrels were to move smoothly. As you can see in the screenshot above, whenever the player rotates their cannon, the tick time increases by a significant amount. There could potentially be 30 physics objects in play at one time in the later levels.Īlso, AI seems like it will be really hard unless tanks just wander randomly and fire randomly without telegraphing their actions with a cannon swivel. That means I have some optimizing to do if I want the game to run smoothly regardless of how many tanks / bullets there are. I hope to eventually use isometric perspective like the original game does, which means that I will need to have some way to rotate tanks.Īdditionally, my target speed is 33 mspt (lower is better), and as you can see I am already basically at or beyond that point at all times. Currently the only sprites I have are tiles, and they are all one pixel too small. The pre-level screen is functional but still needs sprites for lives and for the background. I have to count out grid tiles manually for those. ![]() ![]() These actually take a long time to input not because of the blocks but because of the tanks. I still need to do a broad phase, as currently every shell is compared against every tank and that is very slow. I have collision detection working for shells as a proof of concept for reflection. Incredibly delayed progress update (over a month!): I have also decided to leave out tank treads, and I might replace white tanks with the black tanks that usually don't appear till level 50. Mines are also working, though I forgot to demonstrate that in the recording. I also worked on more collision stuff, and hopefully I can get those working soon. The line represents the barrel of the tank and can be rotated with mode and χτθn. The black boxes are hitboxes for various things, and the numbers in the top left of the big ones indicate which type of tank it is. I was aiming for 33 mspt / 30 FPS, but that doesn't seem too feasible since I don't even have collision stuff happening yet and I'm already past that point. The number in the top left is the mspt, or the reciprocal of frame rate. This will be fixed before release, obviously. Here's a progress update anyway:Īs you can see, there is an ugly grid over everything because my sprites are 12x12 but arranged on a size 13 grid. I've totally broken anything resembling graphics and I don't really want to work on sprites at this time. Now that finals are over, I've had a bit more time to work on the project. I really don't have anything done besides some data structures at this point, but I decided to go ahead and post a bit early so that people know about the repo: Normally I would just leave it out, but it actually has a gameplay function in the last level. I would have to store a giant sprite with all of the tread marks and render that between the tilemap and the tanks. The other thing that might be problematic is the tread marks. If anyone has any idea how to implement any of that efficiently please let me know. Lay mines near breakable blocks and in narrow areas If not, avoid going into the sight of the player If it can fire another bullet, move to where it can shoot the player Move coherently without crashing into walls (but sometimes other tanks) Move out of the way of bullets moving towards them (but not if it needs to bounce off a wall to get there) Shoot bullets toward the player, potentially bouncing off walls to get there In the video, you can see that the AIs will Of these, AI will probably be the most difficult part. I'll most likely either use two keys to rotate the barrel of the tank, or have a button that, while held, causes the arrow keys to control a crosshair instead of the tank, keeping the tank moving if it is in motion already.Ĭonvert levels and sprites into a usable format Now, you are probably asking yourselves, "How is he going to get the crosshair to work without motion controls?"Īfter a thorough investigation of the Wii Remote and the CE's USB hardware, I have come to the completely stunning and absolutely novel conclusion that motion controls are not feasible at this time. If you have not played it before, the goal of Tanks! is to destroy all the enemy tanks in 100 stages. So, I have decided to start working on a clone of Tanks! from Wii Play for the CE. This project is still under development (read: I've almost started.) ![]()
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