Tankers 68k v.5.0.0 Released! | Barrett |
--- -Barrett A | 7 Oct 2002, 21:46 GMT |
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| Tankers 68k v.5.0.0 Released! | zkostik | yeah, that's very cool! i especially like the 'shoot over water' update as it makes Tankers much more realistic and gives more freedom to mappers. great job B. (oh, and of course big tks to tinews guys)
--- 09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0 | | 8 Oct 2002, 16:34 GMT |
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| Tankers 68k v.5.0.0 Released! | spiral | hmm...i was just abotu to respond but then i noticed that when this box to type stuff stuff in is open, the text from the news in barrett's comment which started the topic isn't there. I've never had a chance to play tankers, b/c 1 person had an 89 at my school (he lost it) and the other person is a frosh (stupid freshmen!!!:) and he really doesn't know crap about calculators. | | 8 Oct 2002, 21:42 GMT |
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| Tankers 68k v.5.0.0 Released! | zkostik | lol, i just got to try tha latest TankEd. i kinda liked the new look but i honestly think that old one was better cuz it was easier to move it around. however if you can make windows stick together when they're close to each other, this should make it way better. nice job B.
--- 09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0 | | 9 Oct 2002, 10:40 GMT |
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| Tankers 68k v.5.0.0 Released! | Digital | Thank you so much for the 'shoot over water' now. When I have a chance I'll start on the tile creation/mod and I might try to make some new ones. Great game, all we need is an AI like in SHOOTOUT so there could be some skill practiceing. | | 9 Oct 2002, 11:21 GMT |
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| Tankers 68k v.5.0.0 Released! | Digital | creation/mod refers to tiles Z. | | 9 Oct 2002, 11:29 GMT |
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| Tankers 68k v.5.0.0 Released! | Digital | Hey one thing that is a little wierd about tankers is that when you get hit you start over again. What should happen is a small or moderate explosion THEN reset positions. Hey what would be better is if you were too close to the other guy when he dies, his explosion would also take you out so there would be a draw for that round. | | 9 Oct 2002, 11:36 GMT |
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| Tankers 68k v.5.0.0 Released! | zkostik | yeah, AI is something we really need. however, a decent AI can be very hard to code but since we don't really need anyhting fancy we can just have a simple roaming bot or something like that (still hard to do, but possible). and yeah, we all need to get more tiles. maybe like several different tilesets or something like that. if i get time, i really want to extract Army Men:Operation Green battlefield tiles. they just look like they're for Tankers!
--- 09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0 | | 9 Oct 2002, 21:02 GMT |
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| Tankers 68k v.5.0.0 Released! | spiral | Just have like the computer shoot on random time, and maybe a slightly intelligent tank/random movement. like make code that moves it in x direction y times , and shooting for rand somethign when it equals 0, just try taht and see how it works. | | 10 Oct 2002, 22:51 GMT |
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| Tankers 68k v.5.0.0 Released! | Digital | That is a good idea. Another thing you could do is see if you could implement the AI from shootout into tankers. Although there would have to be mods form collision detection and movement, but the 'intelegence' is quite good. Check it out and consider it. | | 11 Oct 2002, 10:41 GMT |
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| Tankers 68k v.5.0.0 Released! | zkostik | yeah, that's a nice idea digital. since maps in shootout are also flat matrixes then it might be possible to reuse it in Tankers.
--- 09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0 | | 11 Oct 2002, 12:20 GMT |
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