Thank you for the feedback.
Unfortunately I'm a little shy on cash right now, so I had to cap the framerate off at 20fps, I'm sure there are better methods of timing control, but it was a quick fix for my situation. I'm programming on a 64mg shared ram video card in an old laptop, so my development computer can only run between 2 and 15 fps depending on what the game is doing. My main computer can hold a steady 16 fps but it is also no where near a prime computer system.
There are two major functions that are chopping up the fps, primarily the yfind() and the ai().
I can't find any way around the yfind() being run 5 times a cycle per tank in order to provide the tank tilting and object collision checks... Tanks center and 4 corners basically being tested against 4 different data arrays for the ground matrix, buildings, roads, and ground tiles. The collision system is all manual calculations using the coordinate system I designed for level designs, so it's really just internal math and pretty fast.
I'm trying to break the ai() down into smaller thinking steps, perhaps alternating the aquire# angle calculations between tank body, tank turret aim, and tank turret altitude, which will become even more bogged down when I tell the AI to start trying to find and pickup objects. Right now each AI I run tends to drop the fps by 5-10 on the development computer, I hope by breaking the function down into alternating cycles will retain the logics accuracy and challenge, without making the movements choppy.
Where the music is concerned, I usually disable the function call so I don't go brain numb hearing it over and over.. I'll fix it.
accelleration and deccelleration would be nice, I plan on putting that in down the road, but right now I have some core engine functionality to put in ahead of it, you will probably see it in version 0.1.0
The Gravity in the game is also manual... I forgot to change it from featherfall to real. However a lot of why it falls so slow is your low fps rate. Everything is based on 20fps, so if you're running 10fps, imagine everything running twice as fast.
versions.... I haven't updated in a while....
dbp version 5.8
ide version 109b
editor version 1.1.0.3
Thanks for playtesting guys.
As always, more to come.
http://ausukusa.breakset.com