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Work in Progress / HybridWolves - Tanks Allot

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Dragon Knight
17
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Joined: 10th Jan 2007
Location: Newcastle
Posted: 19th May 2009 16:53 Edited at: 19th May 2009 17:06
Version 0.6 release,
(Check first page) had to release something for my birthday even if it's not got that many significant improvements

Updates:
New HUD's
Fixed some collision bugs
now multiple tank HUD colours
New loading screen
Also includes storyboards for the intro
Special thanks to the artist, Gabriel Brenner
(Really nice guy, works relatively cheap)
Night time finished?
Still not fully networked yet, implementing dark net shortly! So stay tuned

New ideas going into the pot soon, any ideas welcome
I'm thinking of having random animals walk around the land and perhaps one or two super animals, which if you hit them they become giants chasing you around , with laser eyes.

-Other News-
I've been seeing one of the guys in my class take a bit of a shine to 3d Modeling perhaps he could become part of the team helping me create a more fulfilled landscape of objects, ah only time shall tell ^-^

Monk
16
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Joined: 25th Sep 2008
Location: Standing in the snow =D
Posted: 20th May 2009 13:12
Quote: "I'm thinking of having random animals walk around the land and perhaps one or two super animals, which if you hit them they become giants chasing you around , with laser eyes."


Whilst you're at it, why not include a version of the whomping willow...

Dr Tank
15
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Joined: 1st Apr 2009
Location: Southampton, UK
Posted: 21st May 2009 19:05 Edited at: 21st May 2009 19:06
I finally played it! Good game. Didn't play against anyone. Just trundled around a bit.

Tank sounded really good. Music was cool too. Nice presentation. Plenty of options. Water looks really great. How did you do that? Gameplay is more of less solid.

Criticisms/ suggestions
I got stuck in the volcano for a bit.
Dark levels too dark for me (although i'm playing in daylight at the moment).
When i selected 1 minute round, it went straight to the end of game stats on loading.
Couldn't uncheck "friendly fire"
when clicking on menu options (not the drop down button to the right), got a flash of dropdown menu.
No mouse control of turret when in exterior camera view.
Sometimes hard to tell tank orientation relative to turret unless you look down at your wheels. Maybe something on the HUD could show this.
Tank driving felt very "slidy"- if you don't accelerate or brake and just turn, you keep sliding for ages!
Looking at your media, it looks like you had a radar "sweep" image. Wasn't showing up in game. Not sure if you haven't put it in yet, or i have a shader problem. Would be useful to have a video to compare with.
Radar texture mapping effected by filtering from one side of the texture to the other. You could try set object texture flags, or put a bit of a clear border around the texture.
Edge of world is obvious.

It's good though. I look forward to further developments.

Dragon Knight
17
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Joined: 10th Jan 2007
Location: Newcastle
Posted: 22nd May 2009 18:10 Edited at: 23rd May 2009 20:30
Fixing EVERYTHING you suggested within today and tomorrow

Fixes so far:
Head Lights on tank fixed, now perfectly fitted to tanks
HUD covering up radar + tank rotation view, fixed
When night time, instead of fading objects by 40, it's now 70. Should be able to see them better now
Stats now only show when you press Q or at the very end of a match
Doesn't display Friendly fire option anymore, when it's a non team match! Yay
Flashing when pressing the left hand side of the buttons, Fixed

The reason you couldn't turn off friendly fire, was because it wasn't a team match

The reason the radar etc.. wasn't showing was depending on your 3d Accelerator card, but now i've made a significant difference in distance, and increased the size to compensate so that should be working.

The HUD should have looked like this:


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Monk
16
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Joined: 25th Sep 2008
Location: Standing in the snow =D
Posted: 22nd May 2009 20:48
Thats a nice HUD =) Looks a lot better...

Dragon Knight
17
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Joined: 10th Jan 2007
Location: Newcastle
Posted: 23rd May 2009 21:27 Edited at: 24th May 2009 19:06
Thanks monk , sadly all the other new stuff didn't show up for you heh, i've fixed everything requested by Dr Tank, apart from the skidding tanks part, as when testing with over 20 players we had quite a bit of fun trying to hump the other people with the skidding system to make it slightly more difficult.

I thank you so much dude for pointing out the flashing buttons etc.. that was really easy to fix, but it's making it more and more professional.

Uploading newest download now:
-BROKEN FILE look at main page for newest file-
Fixes include:
Buttons fixed
Turret now turns whilst in different views
Rotation viewable via HUD
Radar now viewable
Start of match used to display match results now fixed
Friendly Fire - Fixed
Night time objects are slightly brighter

Just as I promised, the bugs are fixed. Just gotta finish the volcano to instant kill if you fall into it. But that's more about objects etc.. and level design which is still being worked on in the long run.

Dr Tank
15
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Joined: 1st Apr 2009
Location: Southampton, UK
Posted: 24th May 2009 03:10
Sounds good. You work fast! Unfortunately, when extracting, i get

"CRC failed in "Tanks Allot ...... Application.exe". File is broken. "

have downloaded twice and got same error.

Dragon Knight
17
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Joined: 10th Jan 2007
Location: Newcastle
Posted: 24th May 2009 19:05
hmm, that's strange, built a new build of it now and just uploaded it

Also included the new underwater features hopefully this version will work

http://files.filefront.com/Tanks+Allot+version+fixedrar/;13800761;/fileinfo.html

I'm really not that fast I just like solving these little problems its the big parts of code that i dread changing xD

Dr Tank
15
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Joined: 1st Apr 2009
Location: Southampton, UK
Posted: 25th May 2009 00:40 Edited at: 25th May 2009 00:41
Nice. This one works. Cool water effects! If you want to fix a few more things..

Make shift work in name entry (capslock works OK)

i assume you are dividing mousemove by something and getting an integer- anyhow, when you move the mouse slowly, your turret doesn't move at all, making it difficult to track slowly, or make tiny adjustments. You either want to use a floats, or if this is problematic with the network code, keep the remainder somehow.

Turret rotation HUD works fine. Radar sweep isn't showing though.

Water fx always on on volcano world!

Dragon Knight
17
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Location: Newcastle
Posted: 25th May 2009 03:42 Edited at: 25th May 2009 03:43
Ah lol, forgot to turn off the water effect if the water itself doesn't exist, easy mistake , that's solved now. Thanks for pointing it out

Hmm strange about the turret movement, i declared it as a float but it handled it as an integer, changed the divide 4 to /4.0 seems to have fixed it.

Radar sweep fixed it's now 15 pixels closer to the camera than the other object rather than being just 1 pixel away so there should be no problem

shift key, I'm working on at the moment, it seems slightly more tedious.

Any other suggestions are welcomed! I'll work as fast as possible to get updates out, as I'm on my uni holidays now (apart from one exam) Perhaps after the shift key, I'll start work on the network implementation of dark net.

Next version i have to have significant improvements, either AI included or networked fixed ^_^

Dr Tank
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Location: Southampton, UK
Posted: 25th May 2009 04:09
You're quick!

Quote: "Hmm strange about the turret movement, i declared it as a float but it handled it as an integer, changed the divide 4 to /4.0 seems to have fixed it."

Yes. In DBP if you divide where the denominator doesn't have a decimal point, it gives the result of the division as an integer!

I can't see any more obvious problems. I'll shout if anything comes to mind. Presumably you have plenty to be getting on with. I look forward to playtesting the next version.

Dragon Knight
17
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Joined: 10th Jan 2007
Location: Newcastle
Posted: 25th May 2009 05:31 Edited at: 25th May 2009 05:36
waw the shift key was a simple thing to add in, thought it mighty involved me recording different scancode's and fiddling around, but quite straight forward .

Going to have a go at the networking tomorrow, now this bit I'm really dreading, cause the testing is going to be the hardest part.

The only reason I'm being quick is because it feels like you guys want the game to be completed, so with the community's on going random messages, I shall work harder ^-^

Girl friend just bought me AC3D so that will mean, I'll be able to create more models for the game

I have a question though, about hiding the edges of the map, I'm currently using advanced terrain.. The only thing i can think of is changing the sky geo-sphere to the same colour as the green on the ground nearer the bottom of it, and using a blur on the texture map around the edges.

That or dipping the surround part downwards into water (but that means making the water bigger, which will either lose detail or add more polygons depending on how i do it)

Monk
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Location: Standing in the snow =D
Posted: 25th May 2009 22:25
Or have it going into a mountain range, or a large blank grass coloured plain.... Theres enough ways to do it....Ill try the new version now...

Erk
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Posted: 29th May 2009 04:11
It's a shame you are having connection issues, this game's looking pretty good.

I tried the latest version and really only drove around Sandbox.
The only bug I found was the first one I knew to test. You can drive up under the bridges and warp to the top of them.

I couldn't find anything else. Good luck.
Dragon Knight
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Location: Newcastle
Posted: 1st Jun 2009 13:37 Edited at: 1st Jun 2009 15:14
Erk -> it's only a temp problem (I hope lol)

I'll be out of uni halls half way through this summer, and moved into my new apartment so I'll be able to test and connect with no bother.

Either that or dark net gets a wee update on using these sort of uni wi-fi nets implemented <-- then it'll be done in no time

Heh thanks for pointing out the bug, . Sorted and will be released with the fixed network when ever I have it fixed over the summer.

Whilst i wait i plan on creating a range of little mini-games so to speak.

Monk <-- COMPETITION TIME!

Sixty Squares
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Joined: 7th Jun 2006
Location: Somewhere in the world
Posted: 5th Jun 2009 01:46
Wow I just downloaded it and I love the menus and weapon configuration options! I wanted to fight someone but I wasn't sure if it was possible to have computer players so I just drove around for a bit . Maybe you could use a certain font for the numbers instead of the default one? I think it might improve the menu's appearance, but it's already looking great nice work.

<-- Spell based team dueling game!

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