Tank wars 2 - multiplayer

Show us your works in progress and request feedback

Post » Sat Jan 17, 2015 2:59 pm

Lots of updates done already, check the newer version here.

Try it here


updated 15-feb-2015

Controls:
Keyboard, arrows (or aswd) and spacebar to shoot.

Details:
death matches.
8 players per match max.
3 tanks with slightly different attributes as speed, life and attack damage and different attack weapons (strength, firing speed)
The rockets are able to shoot an arch and hit targets on higher floors.
Small radar indicating players around you.
Killed/death tracking system while in game.
Custom name through main menu before game starts.

Looking for some general feedback on game play relating to kills, deaths, timing of events et


Updates:

Improved game mechanics
-New floor leveling with collision system, improving bumpage
-Various new audio
-Destroy-able terrain
-Audio controle
-New audio fx
-Songs
-Stats overview
-Advanced reconnection: peers take over when host leaves

Improved multiplayer options
-Region choices
-create or join private games

Improved Hud
-Graphics
-Tank speed gauge
-Button interfaces
-Game messages

Improved player control
-Improved speed control
-Acceleration and deceleration
-Firing recoil
-Ammo
-Firing lag compensation was implemented, but the host keeps getting 0,0 for the x,y compensates :-Advanced camera movement

Pickups
-Ammo refill / Ammo add 10
-Titan (COD like hellfire missile)+
-Support missile (Fighter jet strafe run)
-Homing missile
-Armor repair
-Shield, 20 seconds indestructible shield

Still working on various updates, better speed manipulation, new touch screen controls, joystick, social logins, and stats keeping offline.


If you run into bugs, try a reconnect or exit and try again.
Web RTC can be iffy :D
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Last edited by lennaert on Sun Feb 15, 2015 7:18 pm, edited 6 times in total.
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Post » Sat Jan 17, 2015 3:52 pm

That was fun.
Suggestion: Would be nice if the tank turned on key pressed and hold, but still turning in increments.
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Post » Sat Jan 17, 2015 3:58 pm

Savvy001 wrote:That was fun.
Suggestion: Would be nice if the tank turned on key pressed and hold, but still turning in increments.



Noted ^_^

Was good play indeed, it seemed very smooth :)

Thanks
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Post » Thu Jan 29, 2015 1:59 pm

Progress.


*top post updated
Last edited by lennaert on Sun Feb 15, 2015 7:25 pm, edited 1 time in total.
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Post » Thu Jan 29, 2015 10:21 pm

Ha I love the shadow and the subtle animation of the tank. It was fun, (this would also be a blast playing on a big screen with a few friends locally). Keep up the good work.
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Post » Sun Feb 15, 2015 1:22 pm

good game :)
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Post » Sun Feb 15, 2015 2:40 pm

@burak22 wrote:good game :)



Hey man, thanks for testing.

I have been busy the last month working on lots of updates for TankWars 2.

Here is an updated version


*top post updated

I have been making lots of progress.

Still working on various updates, better speed manipulation, new touch screen controls, joystick, social logins, and stats keeping offline.


If you run into bugs, try a reconnect or exit and try again.
Web RTC can be iffy :D
You do not have the required permissions to view the files attached to this post.
Last edited by lennaert on Sun Feb 15, 2015 7:24 pm, edited 1 time in total.
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Post » Sun Feb 15, 2015 6:12 pm

@lennaert how do you create such smooth movement between all peers? D:

Also, would you mind sharing how floors work? I'm trying to get the hang of 2.5D in multiplayer and while I think I've got the theory down, I've yet to try implementing it.
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Post » Sun Feb 15, 2015 6:59 pm

@DatapawWolf wrote:lennaert how do you create such smooth movement between all peers? D:

Also, would you mind sharing how floors work? I'm trying to get the hang of 2.5D in multiplayer and while I think I've got the theory down, I've yet to try implementing it.



Hey DatapawWolf

The floors just required a smart approach to them, lots of knowing when 'not' to invoke something combined with a couple else's in the right order. (image below of floor leveling collisions core)

As to the multiplayer, I spent weeks on end working out the mechanics and best approaches ... and in the end I managed quite well.

-Knowing what to execute by who (host/peer/both) really makes a difference.
-As few datasynchs as possible with a smart approach to movement.

My host and peer event sheets are tiny compared to my common events sheet.
(host 100 events, peer 50 events, common 500 events)


Wall is also member of level objects

I named my layers to: level0, level1, level2
Referencing them like move to layer: "level"&playertanks.activelevel
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Post » Sun Feb 15, 2015 7:42 pm

this is 1 awesome game, dident laughed so much for long time,really enjoyd it:D need more optimization for sure:D
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