The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.39 / 5.00 38,635 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.09 / 5.00 15,161 ViewsUpdate
*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.
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.
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
Thanks funky. Oh, and here is a preview of the tank (untextured) Jephz did. Good eh?
*Enemy AI and movement added, thanks to AsianSpark.
However, its still quite glitch and inacurate, and it lags a noticable amount, which would probably get worse with more enemies (there will be probably at least 3 on screen at once, with a maximum of about 20 in later levels)
Looks like your making some good progress on this. The only thing that really bothers me so far is that the text on the info panel is just a tad difficult to read (black on dark gray == no no). I'd suggest either using a different image for the background of the panel or using a different text color (maybe a real dark red or something).
Thanks, Ive tried loads of other colours, and believe it or not red is the hardest to read. White, green, yellow, and basically any other bright colour just don't look right, so black was my only option really. I will probably change the HUD later on anyway, thats the least of my problems. Also, litterally a few seconds after I posted the latest update, Jephz finnished rendering the tank, and it looks awesome. I tried just now to replace the tank in flash, but its so big that when I resized it (even with jpeg quality set to 100) it looks pixelated and bad quality, so hes just resizing it in photoshop now. Hopefully that will be done soon.
Update
*enemy AI improved
*enemy shots deal damage
*enemy shots hittest with player
*enemy keeps moving
*enemy stops when gets to your base, and attacks it (no base health yet)
*enemy AI upgraded
*player tank art replaced with final tank design, thanks to jephz
*preloader added
*menu added, not finished yet, very basic, with full-size tank art on it*fixed most of the lag (I think)
I still need to think of a name (suggestions?) Make the enemy AI less glitchy, and fix the explosions for the enemy (they appear in the top left hand corner of the screen and arent shown on Vcam (unless you are all the way over to the left) Also, the crosshair dissapears after the first shot explodes on the ground. I have no Idea why.
Update
*mine graphics updated (thanks to jephz)
*mines explode when enemy runs over them
*enemy AI accuracy update
Update
-new UI
-new base graphics
-new enemy graphics
-enemy AI improved acuracy (ill still probably have to re do it though)
And it just looks so good right now, its alot better than Mage RPG, or any other games ive made.