Tank Universal
Community Forums/Showcase/Tank Universal
| ||
Another weekend's worth of work. Have started to add ParticleCandyFx. It's amazing how particle fx's really add to the atmosphere. The plumes of smoke are from destroyed tanks. They also add a gameplay element in that they can obscure incoming tanks or shells. The bulbous things in front are projector gem pods. The interface and gun on the right are still placeholders. |
| ||
Excellent stuff! The addition of the projector pods gives the game an interesting 'organic' look. Definitely looking forward to trying a new demo. |
| ||
looks like halflife. |
| ||
This looks really great! |
| ||
Looks even more awesome every time you update, MadJack -- keep on at your own pace and don't stop until you're satisfied, because this just looks ace. |
| ||
I remember when this project started... I don't think anyone believed it'd get this far! |
| ||
Bloodlocust/Mordunn/Foppy/Yavin/GNS 'I remember when this project started... I don't think anyone believed it'd get this far! ' Heh - the usual response would be 'myself included', but the fact is I want to have a game published, I want it to be a game I'd like to play myself, and that's been my goal from the outset. It's just taking quite a while to get there. Part of that has been boning up on all the different areas a lone coder has to, just to produce something halfway decent. The other thing is that it's only in the last year or so that a number of high quality *reliable* apps have appeared that really help out. Finally, major scope creep - usually when I got a feature working and after playing it to death, felt that it needed 'something more'. Getting the mix right is really difficult. Anyway, a few more pics Yes, that is a ParticleCandy emitter in the foreground - another bug. Want to include coloured light circles on the terrain as well - should add an extra touch. Artillery. Can fire over a very long distance. Shells come straight down (so can fire into a maze eh?) |
| ||
Nice stuff. |
| ||
That looks awesome.... |
| ||
Originality flares. specially love the detail in the radar |
| ||
aab Thanks - will need to overhaul the radar probably though, needs to be crystal clear I think. |
| ||
Looking very impressive! Keep up the good work! |
| ||
I love the radar... |
| ||
Thanks guys. The long road continues. I've been baulking at a couple of pieces of coding work and have instead been diverting myself with designing level 4. Getting there - still needs much work. Level design takes so much time and just when is a level finished? I don't know. I do know my texturing skills are naff. I'm hoping that when I get to the end of this level, it'll force me to finish up the Behemoth animation and behaviour coding. plan to add lightning snaking out from the globes for a bit of drama. |
| ||
Looking better and better every time I see it.... Keep going man, can't wait for this to be finished. |
| ||
This is an inspiration to us all! Excellent MadJack! Thanks for the updates. |
| ||
This looks awesome....especially the radar.... |
| ||
Anyone got a really fully featured lightning bolt generation code, that's public domain? |
| ||
There's one in the Code Archives by EdzUp: http://www.blitzbasic.com/codearcs/codearcs.php?code=439 Dunno how 'fully featured' it is but the code seems fairly easy to implement. On a different note, looking great MadJack. Certainly has come a long, long way from the original demo (which I'd like to play again, provided I can find somewhere to download it). |
| ||
GNS Yep, have been using that one. Just wondered if there was something a bit more sophisticated around. Perhaps I could combine Edzup's code with some ParticleCandy trickery to make do though. I had actually uploaded the old demo to my webspace, but it seemed to fall over on the last few bytes (as these things always do). May look at re-uploading shortly. |