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Test my artillery game

2,571 Views | 36 Replies
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I have started working on an artillery game recently, ive been working on it for 3 days now, Ive almost finished the basic engine. Tell me what you think, here it is. I still have some problems though, I need to fix the for loop/hitTest, if you look, you will notice the colision detection only works with the last bullet fired. I need this to work with all of them in the air at the time. I also need to think of some stuff to put in the bit at the top, a mini map, armour level, specials, mines, whatever. I also need to think of a name and I need some music for it. I looked for quite a while yesterday, but I couldnt find anything. I would want either some ww2 style battle music or a fast paced, electronic style modern loop.So if anyone can test my game, give me suggestions, or help on anything, that would be great.


My websites: MayesMods | FireStorm | I'm also on almost every other website in existence, mostly under the username: andy70707 (youtube: brainiac777, eBay: 10andy70707).

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Response to Test my artillery game Jan 4, 2009


It seems good so far, i only encountered one bug.

the bug was the is you move your mouse to the bottom corner, it changes the turrets gun facing to a default position of a 45 degree angle facing left.

you might want to add hit test in at the floor and at the ramp and wals, so the balls dont fly through them.


Destroyed.

Response to Test my artillery game Jan 4, 2009


The only coding improvement i can suggest is making the
gravity increase on the balls for how close it is to being straight up.
Do you know what i mean?

Teehee, i said balls.

what

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Response to Test my artillery game Jan 4, 2009


Gah, this type of game is overused.

I'm sure the coding behind it is pretty but without a USP it's gonna be made pretty redundant and you're hard work will have been for nothing.

It's either going to have to be visualy exciting or there needs to be an added "Extra" somthing that nogame like this has had.

As far for testing, apart from the bug posted above it's fine. The balls fall as they should and it shoots where aimed.

I wish you the best of luck.


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Response to Test my artillery game Jan 4, 2009


The shooting and moving is messed up. The ball moves independently from the background, thus I can manipulate where it lands after shooting it by moving left or right.

Also when you change moving direction you can see how the frame kinda jumps out of place and you can see the edges. Looks pretty bad.


You can solve pretty much any problem you may have with AS3 by consulting the AS3 Language reference.

Response to Test my artillery game Jan 4, 2009


The background moves at exactly half the speed of the tank, which is why it looks like you can changeg where the ball lands by moving. Try shooting near one of the bases and you will see that it is inline with the foreground. Anyway, small update.
*Added control with A/D to make it more ergonomic
*space to place mines
*enemy base at other end, windows added
*stops at each base


My websites: MayesMods | FireStorm | I'm also on almost every other website in existence, mostly under the username: andy70707 (youtube: brainiac777, eBay: 10andy70707).

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Response to Test my artillery game Jan 4, 2009


Two things, one is a bug, and the other is merely a suggested improvement:

1) When It is moving right, I cannot shoot.

2) The tank's x speed needs to be added to the missiles x speed. That way it reflects basic real world relative motion.


#include <stdio.h>

char*p="#include <stdio.h>%cchar*p=%c%s%c;%cmain() {printf(p,10,34,p,34,10);}";

main() {printf(p,10,34,p,34,10);}

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Response to Test my artillery game Jan 4, 2009


not to well made,here are some bugs/suggestions.

- you cannot fire at the same time the right arrow is pressed.
- wasd keys should be used,not arrow.
- the balls dont make a "collision" with the "ground" if more than 1 is fired at a time.
- there are no actual collisions,your checking the y coordinates.
- the background should move at a different (slower) speed than the foreground/ground
- more gravity

thats all i have for you right now,but id fix that, then it MIGHT be able to be implemented into a game.

if you have any questions just ask :]

Grah i feel so unknown, SK8MORE god damn :/ EvanHayes seems like a much more serious name than sk8more,so i changed it.

Response to Test my artillery game Jan 4, 2009


Speed the projectile up :/ its slower then the tank lol


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Response to Test my artillery game Jan 4, 2009


I'm pretty sure the code you have there is directly from the flash kit version with the moving screen from the platformer from flash kit. You didn't even change the barrel of the gun.


Response to "dumbest person you ever met" :

"Some girl I knew once forgot how to breath." -Dlxrevolution

BBS Signature

Response to Test my artillery game Jan 4, 2009


At 1/4/09 02:29 PM, sk8more wrote: not to well made,here are some bugs/suggestions.

- you cannot fire at the same time the right arrow is pressed.

that is on purpose

- wasd keys should be used,not arrow.

they are, look in new nersion

- the balls dont make a "collision" with the "ground" if more than 1 is fired at a time.

read problem in first post

- there are no actual collisions,your checking the y coordinates.

what?

- the background should move at a different (slower) speed than the foreground/ground

it does

- more gravity

k

At 1/4/09 02:52 PM, Alexman159 wrote: I'm pretty sure the code you have there is directly from the flash kit version with the moving
screen from the platformer from flash kit. You didn't even change the barrel of the gun.

well, I must admit, I DID copy the object physics engine from emanuele feronato, but I did all the graphics myslef, and moving the screen really isnt that hard. I just used a vcam that follows the tank, a simple movement code, and made the background move but half the speed as the tank. so :P


My websites: MayesMods | FireStorm | I'm also on almost every other website in existence, mostly under the username: andy70707 (youtube: brainiac777, eBay: 10andy70707).

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Response to Test my artillery game Jan 4, 2009


Bullets aren't moving properly when you are moving your tank.
And only one bullet ( last ) hits the floor you should really store all your attached movieclips in an Array and let a "for" go through the length of that array, checking if any of them is hitting the floor.

also i don't know how you can make this game fun, but well tried.


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Response to Test my artillery game Jan 4, 2009


You are not supposed to be able to fire whilst moving (latest update) and I do have a for loop (no array, where would this come in?) but it appears to not be working properly.


My websites: MayesMods | FireStorm | I'm also on almost every other website in existence, mostly under the username: andy70707 (youtube: brainiac777, eBay: 10andy70707).

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Response to Test my artillery game Jan 5, 2009


Update, you can now only drop 1 mine at once. Once I get the hittestin sorted, I can add enemies.


My websites: MayesMods | FireStorm | I'm also on almost every other website in existence, mostly under the username: andy70707 (youtube: brainiac777, eBay: 10andy70707).

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Response to Test my artillery game Jan 5, 2009


It doesnt matter, he is adding a lot more then what the tutorial does. Maybe he didnt know how to make the actual cannon so he used a tutorial.

Dont just assume he takes it and makes it his own, tutorials are fine.

Response to Test my artillery game Jan 5, 2009


He did not steal this. This was from a tutorial. Many people use what they make in tutorials to make a game. Don't even start to say people steal untill you look at the over a thousand people on here who have taken a SMALL piece of a tutorial they viewed to make a game that it not just that tutorial.

Hes added the rest of the body, he's done mines, and he's doing more, taking a small piece is nothing compared to the shit that people steal on here and the idiots on here are so retarted they can't figure that out.

Pay more attention!

P.S

Response to Test my artillery game Jan 5, 2009


It didnt send my whole thing.

P.S ANDY is a well respected newgrounds user!

Response to Test my artillery game Jan 6, 2009


Thanks billy, and come on guys, A little crosshair isnt gonna make much difference. I did say that I used that tutorial, and I havent got round to changing the crosshair yet. I will change the crosshair in the end if it will make people stop going on about me stealing it.


My websites: MayesMods | FireStorm | I'm also on almost every other website in existence, mostly under the username: andy70707 (youtube: brainiac777, eBay: 10andy70707).

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Response to Test my artillery game Jan 6, 2009


no problem Andy :D

Response to Test my artillery game Jan 6, 2009


It's not an issue with tutorials. It's an issue with originality. You guys need to learn how to actually program not just use a tutorial to make the base of a game. Whats the fun of taking a tutorial and dressing it up? Also the people that use tutorials never admit it. If it isn't so bad why not say they used one?

Response to Test my artillery game Jan 6, 2009


Update.
*changed crosshair
*lowered FPS
*doubled gravity
*added armour, mines, and ammo indicators
*made ammo/mines stop when they get to 0
*added money

Still havent fixed the hittest. Anyone know whats up with that?


My websites: MayesMods | FireStorm | I'm also on almost every other website in existence, mostly under the username: andy70707 (youtube: brainiac777, eBay: 10andy70707).

BBS Signature

Response to Test my artillery game Jan 6, 2009


Why in your code are you doing:

if (_root.ground.hitTest(_root["cannonball_" + (i - 1)])) { _root.explode2.start(0, 0); _root["cannonball_" + (i - 1)].removeMovieClip(); }

check it with i not i-1. There is no real point in checking the 'older' cannonball. Also learn to use && in your if statements.

if (Key.isDown(32)) { if (mineplace == true) { if (mining == true) { } } }

Could easily be condensed to

if (Key.isDown(32) && mineplace && mining) { }

Also don't just use i++ whenever you add a cannonball. That means that your for loop will get longer and longer the more you fire. Eventually lagging the game out. Reset 'i' at one point. Think about it how many cannonballs will you have on the screen. 10? 20? Reset 'i' and that should fix some of the lag.

Response to Test my artillery game Jan 7, 2009


been decompiling, eh? Well, I changed the i-1 but and it dosent hittest atal now, atleast that hittested with the last one. I dont really need to bother condensing the code, because I am always adding bit in and changing stuff around, and its a bit pointless apart from being smaller/more condensed. Also, just having i increment dosent seem to lag atall. So I still jsut need to fix the for loop. I managed to get it working in my other game (pushies) and I ued the exact same code (with different variables, obviously) but it dosent work (well, it does, it hittests the last one)


My websites: MayesMods | FireStorm | I'm also on almost every other website in existence, mostly under the username: andy70707 (youtube: brainiac777, eBay: 10andy70707).

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Response to Test my artillery game Jan 7, 2009


I'll play around with your code later, but you should get in the habit of condensing. Just a quick test I ran.

if (a==true) { if (b==false) { if (c<10) { } } }

Took 361ms to run at 10 million loops.

if (a && !b && c<10) { }

took 87ms to run at 10 million loops.

Response to Test my artillery game Jan 7, 2009


I'm starting to hate Emanuele Feronato.

Response to Test my artillery game Jan 7, 2009


Update
*optimised code
*added mini map

Still need to:
*fix hittests
*work on enemy AI
*think of name and find music
*menu


My websites: MayesMods | FireStorm | I'm also on almost every other website in existence, mostly under the username: andy70707 (youtube: brainiac777, eBay: 10andy70707).

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Response to Test my artillery game Jan 7, 2009


Well those are the things I just changed- I doubled the gravity to make the shells feel heavier, decreased the frame rate to 24, and changed movement from arrows to WASD, but I will also add an option to use arrow keys if you wish. I have set the keys as I have so you can have your left hand on the wasd keys, thumb on space, and use your right hand on the touchpad/mouse.


My websites: MayesMods | FireStorm | I'm also on almost every other website in existence, mostly under the username: andy70707 (youtube: brainiac777, eBay: 10andy70707).

BBS Signature

Response to Test my artillery game Jan 31, 2009


Update
*fixed hittests- thanks to AsianSpark (you will be credited)
*made a hand-animated, frame by frame cool little explosion that appears when you hit the ground
*added enemy (okay, its just a picture of an enemy. But I will code it soon)

Also, jephz has offered to help with the graphics. Once I get the enemy code done, and made the mines explode when run over, the basica game engine will be complete, and I can start designing some cool levels. Ive also decided on the gameplay, enemies (will get stronger and faster as levels progress, also more of them) will travel towards your base (and attack you on the way) and you have to defend yourself, but more importantly, stop tehm getting to the base. So idealy not get past you. You have to attack all the enemy tanks on the way to the other side of the map (which will get further away as the levels progress) and shoot at it until it is destroyed.


My websites: MayesMods | FireStorm | I'm also on almost every other website in existence, mostly under the username: andy70707 (youtube: brainiac777, eBay: 10andy70707).

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Response to Test my artillery game Jan 31, 2009


Jephz is just doing some of the art now, and the tank looks great. Anyway, what I forgot to ask is how the hell would I program the enemy AI? I can use the same ball shooting code pretty much, but if I get it to "aim" for the player, it will always miss, as long as you keep moving. So it needs to work out where its gonna hit, like if its moving fowards to aim a bit infront, and if its going backwards to aim there, and if its stationairy to aim there. also, how would I get it to calcuate the angle/power needed, but very rough, so it dosent hit 100% of the time.


My websites: MayesMods | FireStorm | I'm also on almost every other website in existence, mostly under the username: andy70707 (youtube: brainiac777, eBay: 10andy70707).

BBS Signature

Response to Test my artillery game Jan 31, 2009


its getting much better now, this could turn out to be a really good game, i think it may need to have a quicker pace but with better artwork on the way, i cant wait to see what it will look like! good luck