Tank Movement Engine

Post your Construct-made creations!

Post » Wed Jan 14, 2009 3:52 pm

A little engine for a tank game i was planning on making. features destructable terrain and uber realistic tank.... uhhh... movement. :mrgreen: The normal finding engine was developed by me and my brother quazi, through linked cerebral parallel thinking (talking)

space to shoot, arrow keys to move and aim.

http://willhostforfood.com/?Action=down ... leid=49624
B
25
S
3
G
6
Posts: 1,197
Reputation: 5,620

Post » Wed Jan 14, 2009 4:37 pm

That's really cool! The little puffs of smoke that come off the tank are a nice touch, too. I was doing a similar normal-finding engine thing the other day for a sonic-style movement engine. :)
B
2
S
1
G
5
Posts: 59
Reputation: 1,518

Post » Wed Jan 14, 2009 5:16 pm

Like BenH said, it's very impressive. However, I don't quite like the way tank's body 'vibrates' when you shoot. I don't think it's meant to do it. Also, the recoil is way too strong. Another thing that can be improved - there are gaps in the threads when the tank is over any sharp 'spike' in the terrain:

This is probably you have thread segment sprites look that like this:

You can try using differently shaped segments:

Other segments will cover those rounded ends, but in situations like that red 1 on the picture there won't be a hole in the thread.
I have no idea how to help with the problem number 2. Anyway, it's a lot less noticeable than #1.
B
4
G
4
Posts: 65
Reputation: 1,305

Post » Wed Jan 14, 2009 5:30 pm

hmm, i think i know what you mean about the vibration. it doesnt happen on my pc, but if the game runs slower than intended i've noticed that it vibrates violently as you said. It happened to me when i was testing some more demanding effects. As for the treads, i know i couldve used more segments,but i was just too lazy lol. i do use both types that you mentioned btw. i dont really plan on fixing it tho, me and brother are currently working on a full scale game (2 actually) :mrgreen:
B
25
S
3
G
6
Posts: 1,197
Reputation: 5,620

Post » Thu Jan 15, 2009 6:14 am

Nice demo, but where's the .cap? I mean, if you don't plan on using it... :P
Moderator
B
5
S
2
G
6
Posts: 4,348
Reputation: 10,971

Post » Thu Jan 15, 2009 11:24 am

Cool effect. Nice smoke fx too.
B
30
S
15
G
10
Posts: 285
Reputation: 7,144

Post » Thu Jan 15, 2009 12:22 pm

Very neat Do you wanna share it with others^^
B
11
S
3
G
4
Posts: 622
Reputation: 3,186

Post » Thu Jan 15, 2009 1:08 pm

You should try to use something like that rope thingy for the threads, could be a nice effect too.
ImageImageImageImage
B
140
S
58
G
36
Posts: 2,547
Reputation: 31,170

Post » Thu Jan 15, 2009 1:21 pm

Very nice.. would be interesting to see how this is done :).

The sounds could use a little work, as could the acceleration. Perhaps fade the sound in as the tank gets faster, fade it out as it slows down/stops.
B
3
S
2
G
5
Posts: 1,777
Reputation: 5,529

Post » Fri Jan 16, 2009 7:44 pm

shinkan, i dont think a physicsy rope would look good at all. It would be tough to make it work correctly, and it would'nt at all fit with the pixely style of the tank, unlike segmented treads. i might release the .cap of this if i completely abandon it. thanks for the feedback.
B
25
S
3
G
6
Posts: 1,197
Reputation: 5,620

Next

Return to Your Creations

Who is online

Users browsing this forum: No registered users and 0 guests