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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner
Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Sun Aug 23, 2009 3:57 pm Post subject: Gohrillas |
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The long-awaited unofficial sequel to the QBASIC classic. Now available for OHR!
Features:
- Randomly generated, destructible terrain
- Jungle-based gameplay
- Two levels of CPU strength
- Player vs. player support
- Exploding bananas
http://www.slimesalad.com/forum/viewgame.php?p=56433 _________________
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Aug 24, 2009 5:27 am Post subject: |
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Wow, this is neat! I love the terrain. I'm really surprised that it runs as fast as it does - but I'm sure it runs pretty slow on my main, old computer. While it would nice if you improved it, I don't see that much room for improvement. Are you planning a fuller Scorched Earth clone?
You could get even faster speeds by using 16x16 border graphics - or wait for direct pixel manipulation in the distant future.
Heh, I'm surprised to see that you used my old crappy sin/cos scripts and wonder where you even got them: I've been using the rewritten scripts I put up over 5 years ago! Soon enough we'll have floating point, and they're be gone. _________________ "It is so great it is insanely great." |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner
Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Mon Aug 24, 2009 7:59 am Post subject: |
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Third-party HSI, from the wiki. Your scripts take angles from 0-199, which it took me too long to figure out. (Then it took me embarassingly long to figure out why the y-component was apparently upside down. It turns out down is up in screen coordinates!) Maybe you should've put in a note that says the angle parameter is in units of pi/100 radians.
As far as planned improvements, here's what I have in mind:
http://www.slimesalad.com/forum/viewtopic.php?p=56491#56491 _________________
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Aug 24, 2009 11:05 pm Post subject: |
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Huh? You mean this 3rd Party HSI Code library: '3rd Party HSI Code', containing the new versions; and clearly documented as accepting degrees, not gradians? I think the reason I originally used gradians was to avoid some overflow or rounding error or something.
The AI was really dumb, but on the other hand, it's no fun if the computer has perfect aim. Varying wind and obstacles would be good, increasing the skill required to get a successful hit. _________________ "It is so great it is insanely great." |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner
Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Tue Aug 25, 2009 8:04 am Post subject: |
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No, the one on the "What is the 3rd Party HSI?" page. Oops.
The Hard AI will usually one-shot you if there are no obstacles. I think the Easy AI is fine as-is. _________________
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Aug 27, 2009 2:26 am Post subject: |
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Oh. Whoops, removed the bad link. To be fair though: the old sin/cos was documented as using 50 degrees to a right angle (so it wasn't grads after all)
I noticed that sometimes the easy ai's aim got worse and worse: it was aiming off into the distance, and just increased its velocity even higher. _________________ "It is so great it is insanely great." |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner
Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Thu Aug 27, 2009 8:30 am Post subject: |
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Yeah, check the source. I should have capped the AI's velocity (it'll keep increasing as long as the shot keeps landing to your right), but that's hardly the only problem with the AI. Four lines of code just doesn't cut it sometimes. _________________
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FyreWulff Still Jaded
Joined: 02 Apr 2005 Posts: 406 Location: The Internet
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Posted: Sun Aug 30, 2009 2:01 am Post subject: |
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I would have not thought that someone would still be using the Third Party HSI more than 5 years after it was first put together.. mostly because I thought most of it was actually in-engine now. |
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