battle of smielys

Posted By: Random

battle of smielys - 11/26/11 17:21

VIDEO LINK

While sparring money for my main project "Tarrox", I found a funny 2d game called "smiely wars".
So I also wanted to make a game with psycho smiely with epic weapons.
This is just for fun and only because my I have to wait for a while to continue my main project Tarrox.

PS: This project is like 35% finished.

Critic, opinions and ideas please ^^
Posted By: nomis23uk

Re: battle of smielys - 11/27/11 10:01

Does look good. how come you have to wait to finish Tarrox? somone doing some coding for you?

nomis
Posted By: Random

Re: battle of smielys - 11/27/11 18:36

No, I am the coder.
I am sparring some money for models and animations.
I already solved the you problem and stuff like that.
So I am just waiting for models (money :D)
Posted By: rvL_eXile

Re: battle of smielys - 11/27/11 18:43

MORE GORE AND BLOOD !!!! like this idea! keep it up
Posted By: nomis23uk

Re: battle of smielys - 11/27/11 22:01

ah no worries Random look forward to another installment from you laugh // goes to youtube and searches for Tarrox tongue
Posted By: ratchet

Re: battle of smielys - 11/28/11 00:47

Great laugh

If you will bring some movement to the smileys like some light blob body movement when they move, and som gelatine shader or other it will be great.

Keep it up !
Posted By: EvilSOB

Re: battle of smielys - 11/28/11 03:07

Moar noize, moar blood, huger gunz, moar animations!!!

Serious-face enabled::: Suggestions...
'Tis looking good, and I dare say, all the above are already in the works.

I like rachet's idea of the blobby movement. I think it would fit. ATM it looks
kinda pacman-ish. (but its only at 35%, so I will let you off for now wink )

And when I say bigger guns, I mean PHYSICALLY bigger, not more damaging.
The models youve shown look cool, just scale them up a bit so they look 'super-sized'.
Picture a 10 year-old wielding an M60! Final Fantasy style.

And your smileys all have the same face ATM, right. Hard to tell from the vid.
Have you thought about giving the player more of a selection?
Stick to just a batch of the 'standard' emoticons I think.
... OR ... have the faces change depending on their health/mood...
or the player can have a choice based on the function-keys or something.
Along with some taunts as well... Gotta have taunts in a deathmatch scenario!

Oh, an I assume the red cubes are to be blood-splatter decals? I hope so!

Keep up the great workz!
Posted By: 3run

Re: battle of smielys - 11/28/11 06:32

Looks great, I agree with both previous posts! laugh About emotions, just make enemies have evil (angry) faces, that will do I guess. Other ways, looks good, keep it up wink
Posted By: Random

Re: battle of smielys - 11/28/11 16:15

Ok I added healthbars and lot more weapons, also an "how much enemies you killed text".
I am working on emotions and that blob effect (I have no idea how, but I will figure out) grin
Posted By: Random

Re: battle of smielys - 11/28/11 19:31

PS; Does somebody knows how to let the screen shake?
Posted By: WretchedSid

Re: battle of smielys - 11/28/11 19:33

Earthquakes! Lots of them.
Posted By: Random

Re: battle of smielys - 11/28/11 19:36

You got it!
but how was the function again?

screen_shake? (no...)
Posted By: WretchedSid

Re: battle of smielys - 11/28/11 19:41

http://www.conitec.net/beta/aview-pan.htm
Posted By: Random

Re: battle of smielys - 11/28/11 20:06

Works grin
Now the screen shakes, when the player is to near an explosion ^^
Posted By: Random

Re: battle of smielys - 11/28/11 23:42

Now I have:

1.epic earthquaks.

2.grenade typs:
explosion after some seconds. (dynamite)
explosion after touching something. (some kind of bomb)

3.multiply weapon system (one weapon or bomb in etch hand).

PS: I`m adding some more weapons.
After that, I will bring out the next video grin
Posted By: GreenDeveloper

Re: battle of smielys - 11/29/11 19:51

i am excited for the next video grin

realy good projeckt.. laugh
Posted By: Random

Re: battle of smielys - 12/03/11 21:48

Ok, now I added teams.
So there are friendly smilies to grin

Any ideas, what I can do with my friendly smilies?
Maby flag capturing?
So with smiley team captured the most flags???
Posted By: Random

Re: battle of smielys - 12/07/11 18:39

Does somebody has 3dgs pro?
Could somebody publish a test version (for testing in public) for me?
Posted By: Rondidon

Re: battle of smielys - 12/07/11 19:07

Why do you need an A8 Pro? A8 Commercial does the job well. It compiles your code, too.
Posted By: Random

Re: battle of smielys - 12/10/11 11:41

Your right ^^

battle of smielies test 1

Please play around with it and tell me if you found some problems, bugs or what could be better.

Thank you grin
Posted By: 3run

Re: battle of smielys - 12/10/11 15:04

OK, I got the movement stuff. Found few bugs:
* camera is jerking sometimes (got this only two times, can't recreate)
* jerking movement, caused by bullets I guess (have no other ideas)

All other ways, it looks great laugh
Posted By: JoGa

Re: battle of smielys - 12/10/11 18:00

trololol, why there is a troll in your .cd-File? xD

This game makes fun!
The aiming is a bit hard and I never saw a TNT next to me, which was going to blow me up. Maybe you could mark the activated TNT with some "danger-icon" or blinking?

nice project, stay on it :-)
Posted By: Random

Re: battle of smielys - 12/11/11 21:24

danger-icon?
good idea ^^

I thought about adding a troll in my game, but that did not really fit grin

Now I am almost finished with adding some cars.
After that, there will be planes (jets or what ever).
Posted By: Random

Re: battle of smielys - 12/11/11 21:25

The AI can also use the cars grin
Posted By: Random

Re: battle of smielys - 12/11/11 23:33

Hy again.
I have a little problem with my car...
I looked for a long time for the reason, why the car is not driving.
There are no warnings, errors or other stuff.
The problem I am having is that the car just not react when I press W,S,A or D.
Could somebody please tell me were the problem is?

Code;
Quote:
var constr_front_left;
var constr_front_right;

var constr_back_left;
var constr_back_right;

VECTOR mom_speed;
var max_angle;
var stear_contr;

var max_speed = 1500;
var ang_force;
var speed_contr;

function mass()
{
pXent_setmass(my,60);
pXent_setfriction (my, 100);
pXent_setdamping (my, 20, 20);
pXent_setelasticity (my,20);
}

action warthdog()
{
pXent_settype(my,PH_RIGID,PH_CONVEX);
pXent_setmass (my, 15);

pXent_setfriction (my, 20);
pXent_setdamping (my, 5, 5);
pXent_setelasticity (my, 10);

ENTITY* constr_front_left = ent_create("tire.mdl",vector(my.x+75,my.y-45,my.z-10),mass);
ENTITY* constr_front_right = ent_create("tire.mdl",vector(my.x+75,my.y+45,my.z-10),mass);
ENTITY* constr_back_left = ent_create("tire.mdl",vector(my.x-70,my.y-45,my.z-10),mass);
ENTITY* constr_back_right = ent_create("tire.mdl",vector(my.x-70,my.y+45,my.z-10),mass);
pXcon_add ( PH_WHEEL, constr_front_left, my, 0 );
pXcon_add ( PH_WHEEL, constr_front_right, my, 0 );
pXcon_add ( PH_WHEEL, constr_back_left, my, 0 );
pXcon_add ( PH_WHEEL, constr_back_right, my, 0 );
while(1)
{
stear_contr = (key_d - key_a);
max_angle += stear_contr * 3 * time_step;
max_angle = clamp (max_angle, -30, 30);
if (stear_contr != 0)
{
pXcon_setparams2 (constr_front_left, vector (max_angle, max_angle, 0), nullvector, vector (95000, 500, 0));
pXcon_setparams2 (constr_front_right, vector (max_angle, max_angle, 0), nullvector, vector (95000, 500, 0));
}
else
{
max_angle = max_angle * (1 - (0.25 * time_step));
if (abs(max_angle) < 1)
max_angle = 0;
pXcon_setparams2 (constr_front_left, vector (max_angle, max_angle, 0), nullvector, vector (95000, 500, 0));
pXcon_setparams2 (constr_front_right, vector (max_angle, max_angle, 0), nullvector, vector (95000, 500, 0));
}
speed_contr = (key_w - key_s);
ang_force = speed_contr * 1000 * time_step;

pXcon_setmotor(constr_back_left, vector(-ang_force, max_speed, 0), nullvector);
pXcon_setmotor(constr_back_right, vector(-ang_force, max_speed, 0), nullvector);
wait(1);
}
}
}


Thank you future more.
Posted By: Random

Re: battle of smielys - 12/12/11 21:45

Ok I found out.
Take a look if your interested in it, it works fine grin

Quote:
function mass()
{
while(you)
{
pXent_setmass(my,60);
pXent_setfriction (my, 100);
pXent_setdamping (my, 20, 20);
pXent_setelasticity (my,20);
//pXent_addforcecentral (my,vector(0,0,2000));
wait(1);
}
pXent_addvelcentral(my,vector(-2000 + random(4000),-2000 + random(4000),2000 + random(4000)));
pXent_settype(my,PH_RIGID,PH_CONVEX);
wait(-20);
ent_remove(my);
}

action warthdog()
{
c_setminmax(my);

pXent_settype(my,PH_RIGID,PH_CONVEX);
pXent_setmass (my, 15);

pXent_setfriction (my, 20);
pXent_setdamping (my, 5, 5);
pXent_setelasticity (my, 10);

ENTITY* FLwheel = ent_create("tire.mdl",vector(my.x+75,my.y-45,my.z-20),mass);
ENTITY* FRwheel = ent_create("tire.mdl",vector(my.x+75,my.y+45,my.z-20),mass);
ENTITY* BLwheel = ent_create("tire.mdl",vector(my.x-70,my.y-45,my.z-20),mass);
ENTITY* BRwheel = ent_create("tire.mdl",vector(my.x-70,my.y+45,my.z-20),mass);
pXcon_add ( PH_WHEEL, FLwheel, my, 0 );
pXcon_add ( PH_WHEEL, FRwheel, my, 0 );
pXcon_add ( PH_WHEEL, BLwheel, my, 0 );
pXcon_add ( PH_WHEEL, BRwheel, my, 0 );
pXcon_setparams2 (FLwheel, NULL, vector(62, 100, 0), vector(500, 100, 4));
pXcon_setparams2 (FRwheel, NULL, vector(62, 100, 0), vector(500, 100, 4));
pXcon_setparams2 (BLwheel, NULL, vector(150, 300, 0), vector(500, 100, 4));
pXcon_setparams2 (BRwheel, NULL, vector(150, 300, 0), vector(500, 100, 4));

while(1)
{
var speed=0;
var lenk=0;

speed=clamp(speed,-10000,10000);
lenk=clamp(lenk,-45,45);

if(key_w)
{
speed-=1000;
}
else
if(key_w==0)
speed+=1000;

if(key_s)
{
speed+=1000;
}

if(key_a)
{
lenk-=5;
}

if(key_d)
{
lenk+=5;
}

pXcon_setwheel (FLwheel,lenk,0,0);
pXcon_setwheel (FRwheel,lenk,0,0);
pXcon_setwheel (BLwheel,0,speed,0);
pXcon_setwheel (BRwheel,0,speed,0);

pXent_addvelcentral(my,vector(0,0,-10));

if(key_shift)
{
pXcon_setwheel (BLwheel,0,0,5000);
pXcon_setwheel (BRwheel,0,0,5000);
}
}
wait(1);
}
}


greetings ^^
Posted By: 3run

Re: battle of smielys - 12/12/11 21:59

How your ai are going to handle physics cars?
Posted By: Random

Re: battle of smielys - 12/13/11 18:32

With traces.
The AI drives towards the enemy (furthermore it will be a base), and jump of it there are near enough.
But if they are driving and trace something, he will turn either left or right until the trace hits nothing anymore.

I have another little question.
I notice that "ent_next" uses all entities.
Which means, that in the example below, every entity with "entity_typ = 3" becomes invisible.
But I want that only the nearest entity with "entity_typ = 3" becomes invisible.
Also the entity should become visible again, if it is not the nearest entity with "entity_typ = 3" anymore.


example:
Quote:
for (you = ent_next(NULL); you != NULL; you = ent_next(you))
{
if ((you != my) && (you.entity_typ == 3))
{
set(you,INVISIBLE);
}
else
{
reset(my,INVISIBLE);
}
}


Does anyone know how to do that?
Posted By: Random

Re: battle of smielys - 12/21/11 15:26

Please, test grin

battle of smilies test 2

Replay, if you find any bugs or stuff like that, please.
Next will be, ais in cars wink
Posted By: Random

Re: battle of smielys - 08/12/12 20:46

I redeveloped battle of smilies, now it is called "smiley wars" ^^

New AI:
AI battle test

And more exotic AI to come:

dragon test

reviews please ^^
Posted By: Random

Re: battle of smielys - 08/14/12 11:51

DELETED
Posted By: Sajeth

Re: battle of smielys - 08/14/12 12:28

You're doing something horribly wrong if you need 10.000 particles and hundreds of functions for simple effects like these.
Posted By: Random

Re: battle of smielys - 08/14/12 14:19

But it looks so cool...
So how would you do it ?
As soon as a flame tga touches the ground it creates that after burn effect. But there are alot of flame tga`s hitting the ground (because the dragon throws then like a flamethrower).
Posted By: Random

Re: battle of smielys - 08/14/12 14:38

Never mind I solved it.
Please replay any bugs or something like that.
I need some more ideas for more attacks. If you have any spezial ideas please share them ^^

And don`t forgett: my dragon fights against smileies with automatic weapons and rocket launcher... And my dragon`s flamm attck is to slow to get the smilies. So my dragon needs some more spezial attacks whick makes him stronger.

youtube video

deleted
Posted By: 3run

Re: battle of smielys - 08/14/12 15:23

Looks great mate! Keep this up! laugh You could rewrite it, so it would work as a helicopter as well laugh I've found some bugs man. About particles, as I see from debug, there are almost 10000 particles, but non of them are visible... And dragon disappeared after a while (do smiles really shoot him?? I thought they are just aiming)... May be he just got bored and flow away to get some grin

Edit: I don't have much ideas, but try to use my flamethrower particle demo, it wasn't very slow (but not too fast as well). You can find it in some of the AUMs (may be 100). About dragon attacks, just make his flame faster and increase damage, that all I got in mind.
Posted By: Random

Re: battle of smielys - 08/14/12 18:22

Yes: The smilies are shooting like crazy at my dragon.
That is also were the thousends of particals come from: bullet trails.
And sence they are also shooting with automatic mashinguns, there are alot of particles ^^
If you move with the camera near the dragon or smilies you will See and hear the action wink

PS: My dragon is based on a rewriten version of my pathfinding code. And you really do can rewrite my dragon script to a Helikopter, spaceships ect..

Posted By: 3run

Re: battle of smielys - 08/15/12 01:16

You better remove those shooting "bullet trail" or better replace with something better. Cause I couldn't really notice them and even so, 10000 for trails are really too much mate. You should get about 700 max.
Posted By: Random

Re: battle of smielys - 08/15/12 02:47

Ok, I solved the fps problem!
Look how beautifull this is ^^

youtube video

deleted

Posted By: Random

Re: battle of smielys - 08/15/12 20:56

A new Demo of my dragon!

NEW new dragon test

Now you can shoot the dragon out of the sky and pound him in the ground.
Posted By: Random

Re: battle of smielys - 08/15/12 21:31

Well I think that future about knocking the dragon out of the air and attcking him while he is laying helpless on the ground, is better for adventure games with sword and bow and arrow.. But I really like my pain reaction when you hit the dragon with a rocket ^^

See it for yourself:
without being able to knock out the dragon

and

able to knock down the dragon

And play it yourself and tell me hoew you like it so far:

download link
Posted By: 3run

Re: battle of smielys - 08/16/12 08:23

Nice idea mate, change flame effect of dragons, previous was better. And I wanted to ask, what that white arrow was pointing to?
Posted By: Random

Re: battle of smielys - 08/16/12 17:16

The white arrow always points to grenades, which are near by.
The previous flamethrow effeckt? Ok ^^
Posted By: 3run

Re: battle of smielys - 08/16/12 17:30

Nice idea about grenades mate laugh keep up
Posted By: Random

Re: battle of smielys - 08/20/12 12:49

Right now I am working on a weapon generator system.
Every weapon an AI carrys or can be collected or bought in a shop is totally randomly.
The further you are in the game, the stronger the weapons are Ofcourse.
That means I will add hundrets of different colors to every weapon and also make alot of different shapes of every weapon typ.
This system will allow my game to have thousends of different weapons, all with different abilities ^^
Yes, I played throw Borderlands this weekend grin

PS: I am also working on a Quest generator. As soon the player activats asks for a mission a quest will be generated. Then I can create gigantic games in no time grin
Posted By: Random

Re: battle of smielys - 08/21/12 01:52

And here is step one in my epic weapon system:

my weapon system test 1
Posted By: Random

Re: battle of smielys - 08/25/12 13:54

Now my million weapon system goes alot smoother and perfectly balanced (but still randomly)

million weapon system test 2
Posted By: Random

Re: battle of smielys - 09/12/12 06:53

Right now I am still working on the models for my "buckazoids" weapon system ^^
I have the codes all working fine now. I just need the models..

Otherwise I am working on a locomotion (well kind of) system for my smilies (I decided to finally give them feet). It is quite easy since they have no joints grin
I should soon be finished and will upload something (After school, training and diver`s school...)
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