Author Topic: Obliteration ensues  (Read 12526 times)

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Offline KermMartian

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Re: Obliteration ensues
« Reply #15 on: January 22, 2011, 11:30:59 pm »
Thanks everyone, and thanks for the news, DJ.  Some new screenshots from the last two days of coding:

Quote
So! We have turn-taking, we have aiming and power-setting, we have parabolic motion (which was a massive, massive pain in the neck), we have collision detection, and a whole bunch of other cool stuff.  Other than debugging, important things still missing are the explosion at collision, health removal, terrain removal, and detection of turn-skipping and game-over conditions.


Offline shmibs

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Re: Obliteration ensues
« Reply #16 on: January 23, 2011, 12:06:22 am »
ohithur, kerm!
when it comes to tiny, Z80-driven machines, this is seriously the greatest thing i have ever witnessed. it makes me happy that one of these hundreds of pokemon clones in the works could feasibly include a GTS XD.
thanks for all your hard work!

Offline DJ Omnimaga

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Re: Obliteration ensues
« Reply #17 on: January 23, 2011, 01:14:29 am »
Great Kerm! I like the new screenshots :D

I have gotten myself a more decent nickname too q:
Oh yeah, AWESOME Kerm :D as always :3
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Offline KermMartian

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Re: Obliteration ensues
« Reply #18 on: January 23, 2011, 03:25:17 am »
Thanks DJ.  Shmibs, I am greatly flattered.

*bump* Lots of late-night coding along with Doctor Who, and I have explosions, a few debugged glitches, and even slightly-buggy terrain destruction! This is also fully-debugged parabolic/projectile motion, which continued to be a pain long after I thought it was working.


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Re: Obliteration ensues
« Reply #19 on: January 23, 2011, 03:25:57 am »
Epic O.O
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Offline jnesselr

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Re: Obliteration ensues
« Reply #20 on: January 23, 2011, 08:35:04 am »
That looks really awesome kerm!

Offline apcalc

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Re: Obliteration ensues
« Reply #21 on: January 23, 2011, 09:52:48 am »
These are the times when I wish I had a z80 calc...

This looks amazing, KermM! :D


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Re: Obliteration ensues
« Reply #22 on: January 24, 2011, 01:00:57 am »
I love the new screenshots Kerm. I saw them last night but Cemetech was a bit slow and I had to go to bed, so I only saw the first frame. It really reminds me when I played a similar PC game with Kalan Vod a few years ago. Good ol' memories.
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Offline KermMartian

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Re: Obliteration ensues
« Reply #23 on: January 24, 2011, 01:06:26 am »
Thanks everyone.

Correct parabolic motion! Explosions! Corrected explosion terrain removal! Tank collision detection! Tank health display! Game-over condition detection! Wooo.


Offline DJ Omnimaga

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Re: Obliteration ensues
« Reply #24 on: January 24, 2011, 01:11:17 am »
Ah cool, that looks even better. :)

Also speed seems pretty nice. :)
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Offline KermMartian

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Re: Obliteration ensues
« Reply #25 on: January 24, 2011, 01:23:20 am »
Ah cool, that looks even better. :)

Also speed seems pretty nice. :)
Thanks! Even with the CALCnet 2.2 interrupt (of course) running, it was way too fast, so I'm artificially lagging the parabolic motion to make it more pleasing to the eye.  Same with the explosions.



Offline DJ Omnimaga

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Re: Obliteration ensues
« Reply #26 on: January 24, 2011, 02:48:08 am »
Wow that's good to hear. I'm really curious to which extent multiplayer will be possible. I'm especially curious about RTSes.
« Last Edit: January 24, 2011, 02:48:23 am by DJ Omnimaga »
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Offline yunhua98

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Re: Obliteration ensues
« Reply #27 on: January 24, 2011, 06:00:38 pm »
awesome!  if it was played on a realy cal, would the screen scroll with the shot, or do you need all the calcs side by side?

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Offline DJ Omnimaga

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Re: Obliteration ensues
« Reply #28 on: January 24, 2011, 07:14:22 pm »
I don't think there is scrolling in this version. I don't remember if he plans to add any later, I'll have to go check Cemetech later today, tomorrow or Wednesday.
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Offline KermMartian

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Re: Obliteration ensues
« Reply #29 on: January 25, 2011, 02:20:00 am »
Yunhua, each calculator has a copy of the same terrain; this isn't like Netpong, where the screens form one long playing field.

Done since yesterday:
:: Test and debug >2 players
:: Fix a small rendering glitch in parabolic motion
:: Display a ^ when the bullet is above the top of the screen
:: Fully repair collision detection

Still to do:
:: Make the angle/power interface appear at the bottom when it would otherwise cover the aiming tank
:: Display the username of the currently-playing tank, and of the winner.
:: Some multiplayer glitches appear present on game launch