- Tinsdalia
Alright, I know Tinsdalia was the summer-awaited release, however, after learning some better programming practices, I came to the conclusion that I'll need to reprogram it entirely. So in the meantime, to refresh things, I have instead first decided to test out what I've learned about organization, and object oriented programming in a new project that won't take as long to build.
Will Tinsdalia come? I would definitely say I'd like to reprogram it in the near future. As of now it is just officially one of the most dreaded things for me to work on it. It would take me 5 minutes (4 if I'm lucky) to quickly compile it and host it, which is really inconvenient when I'm trying to fix a small bug, because it takes 3-4 minutes, and if I have to recompile and rerun about 10 times, it takes half an hour, which is not ideal. Not to mention how often I reboot plus the time it takes the reboot prevents me from getting an ample amount of testers online at one time. Which makes updating the game and fixing bugs take -forever-, hard to test an entire game on your own.
War Bots
I have been working on a project, War Bots, which was originally just going to be a simple PopLava entry (I lost =<), but unfortunately, I only had 2 weeks to work on it before the contest, so it is not nearly done (or not polished enough to be released for a contest)
However, I expect it to be initially released by the end of next week, provided I can get an ample amount of willing testers (and I don't get hammered in the ass with my honors math class).
Please comment below if you would like to participate in testing. (The game is available to be played, however it is definitely a very, very early beta, go to PopLava's page for more info).
Major Issues as of yet
- Lag
- BYOND Server Delay Auto-setting
- The icons are scaled to twice their actual size, so I'll have to make the game more compatible for different resolutions later, because it is not stretch-to-fit, so if your screen is too small, people will be able to shoot you from much, much further away than you can see them, which is an obviously unfair advantage.
Summary of War Bots
War Bots is basically just a topdown online shooter game in which you can mix and match many different parts from many different models in order to create a mech optimized for your style of gameplay.
It is kind of like Armored Core, Exteel, or Gundam (I think that's how Gundam works), you're a giant robot, you shoot people in giant environments (or rather environments that seem huge due to the size of relative objects, like buildings).- Parts:
- Helm - determines range
- Arms - Determine marksmanship
- Legs - determine walking speed, how much
- weight your bot's load capacity
- Core - Determines your bot's energy efficiency (the regaining, and how much energy it has in general)
- Booster - Determines the Top Speed ( how fast you go while boosting), acceleration (high acceleration makes you dash when you boost) and Deceleration.
- Operating System - Whenever you target someone by moving your mouse over them, the redical starts red, and turns blue after a period of the time. When it turns blue, this means bullet's trajectory takes into account position and speed, meaning if someone is moving, instead of shooting at where they were when you shot the bullet, it aims ahead of them, and shoots for more accuracy. After the calculation is made, it never has to turn back blue, unless you lose track of the target for a certain amount of time. The OS determines:
How long it takes to calculate
How long it takes for you to have to recalculate upon losing memory of their coordinates.
ID:117328
Aug 17 2011, 2:09 pm
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My suggestion is to keep the current source and try to apply your new learned knowledge to the existing code. Nothing is worse than having an almost completed game, scrapping it to reprogram it, and then losing motivation.