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Topic: RobotDuel - game for 2 players Replies: 50 posts
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Author Topic: RobotDuel - game for 2 players  (Read 21027 times)
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Petr Schreiber
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« on: June 08, 2006, 03:38:50 pm »

Hi,

this is simple game featuring two robots.
You can play it alone against computer controlled enemy, but it is more fun for 2 players on one PC.

The goal of the game is to destroy your opponent and survive.
How to damage opponent?  By damaging him using rockets !

Each player can control massive robot, which can move quite fast.
Player controls are simple, you will need only 5 keys to control the mechanical beast.

To make the gameplay more variable, version 1.5 introduced power-ups. They appear from time to time in the arena, falling from the sky.

At this time, there are 7 types of power-ups:
  • Double damage
  • Double speed
  • Shield
  • Regeneration
  • Slow opponent rockets
  • Crazy rockets
  • Cooler

Both you and AI can take the advantage of power-ups. But there is one problem - you never know which power up is in the box. Sometimes double damage effect for your rockets, sometimes tricky crazy rockets which are turning during the flight.

Try it on your own and let me know your impressions about difficuly levels, new powerups ...

Petr

P.S. Runs best on thinBASIC 1.3.0.1 and newer

UPDATED TO VERSION 1.7.3
  • Tweaked to run correctly with thinBASIC 1.6.0.10 and newer
Attached files Thumbnail(s):


Other attached file(s):

* RobotDuel1_7_3.zip (288.32 KB - downloaded 367 times.)
« Last Edit: July 05, 2008, 11:00:07 pm by Psch » Logged

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« Reply #1 on: June 08, 2006, 08:59:43 pm »

Added new version,

It improves visibility of the player numbers and does other important stuff.
The camera system now uses special beaviour when it tries to keep both robots always visible - this was bad in last version.

I changed the level appearance too, because I finally disliked it Wink
The new design is ... maybe strange for someone, but not as strange as not fitting skybox and desert layout in previous version.

Bye,
Petr
« Last Edit: June 08, 2006, 09:04:08 pm by Psch » Logged

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« Reply #2 on: June 11, 2006, 11:33:36 pm »

Patched to version 1.4.1,

it fixes possible "Division by zero" bug, spotted by Eros.
Also there is smaller font, the 16 was too much Smile

I'm now working on better AI for the singleplayer opponent.


Petr
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« Reply #3 on: June 11, 2006, 11:51:19 pm »

Petr,

this game is fantastic, also considering it is only 700 lines of code.
Thanks a lot Petr.

To everyone: if you make some inetersting modification to sources like adding power-ups or whatever, consider to let us know in order to add new functionalities to official script. Your name will be listed into the script Smile

Ciao
Eros
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« Last Edit: June 12, 2006, 12:15:36 am by ErosOlmi » Logged

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« Reply #4 on: June 12, 2006, 11:09:48 pm »

New version uploaded !,

play tricks on your enemy using one of the 6 power ups!
Also few performance optimizations were performed for smoother playing.

Do you have idea about new powerUp ? Suggestion about difficulty levels ? Put it right here !


Petr

P.S. Eros thanks for action pictures!
P.P.S Forgot to say when something explodes nearby camera it will make it shake

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« Reply #5 on: June 13, 2006, 12:34:13 am »

Very nice! Smile

A couple of suggestion to consider, if I may:

- Rocket launchers overheating: so that simply firing keeping the fire button pressed all the time will lead to the lancher shutting down until it cool a bit (like in Mech Warrior, just to name one).

- The Rocket explosion could affect / alter the a robot position & heading (shaking it), depending on how near it explode and the relative position respect of the robots. So that if both robots are firing toward them, the first that will be hit will find itself in need to re-aim or move a little.

Again, excellent works!

P.S.
BTW, I added a new defs to my TrID to identify the .M15 thinEdge models! Smile

Bye!
« Last Edit: June 13, 2006, 12:36:55 am by Mark0 » Logged

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« Reply #6 on: June 13, 2006, 12:48:57 am »

Marco,

thanks a lot for both (suggestions and .M15 extension consideration).
Petr will have a look at new features. I like a lot overheating. Maybe I will be able to win Smile

Few images of the new version
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« Reply #7 on: June 13, 2006, 10:32:05 am »

Hi,

Marco, thanks a lot for your suggestion! The idea is very good.
What do you think instead of shutting down to seriously damage the robot which tries to fire while its guns are too hot ?

The shaked aiming is next step to realism ( * not present in 1.5 Very Happy )

Also thanks for indexing M15 format Smile

Eros, thanks for the foto-report from action again! I was trying to catch some screens, but it is quite difficult to catch nice one Smile.

Thanks,
Petr
« Last Edit: June 13, 2006, 10:35:48 am by Psch » Logged

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« Reply #8 on: June 13, 2006, 10:35:06 am »

Have you seen my FPS  Very Happy
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« Reply #9 on: June 13, 2006, 10:38:15 am »

Eros,

please don't try to play tricks on me. You must have joined 3 accelerators in megacrossfire mode Very Happy

I never go below 29 FPS and higher than 37 Very Happy But maybe it is more processor question, as there is no difference between 640x480@16 and 1280x1024@32.

Petr
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« Reply #10 on: June 13, 2006, 10:51:20 am »

I think in your last version you made some optimization in source code, isn't it?
Version without power-ups was slower, so the only way to have more options and more speed at the same time is more optimization.

So ... thanks.
 ;D
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« Reply #11 on: June 13, 2006, 11:07:59 am »

Yes,

optimization is useful Smile. The last version runs faster by more than 5 FPS.
Luckily both aim-shake and overheat should not be such a big performance consumers.

Petr
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« Reply #12 on: June 13, 2006, 07:44:41 pm »

Hi,

version 1.5.5 is available now.

What's inside ? Implemented Marco's aim-shake and overheat ( if overheated you cannot shoot for a while ).
There is also new powerup "Cooler" which allows you to ignore overheating.
I'v added F12 key to quickly grab screenshots too.

The AI has different reaction time on different levels, so it should be easier to win over enemy bot.

Bye,
Petr

P.S. Eros, I'm now working on sidewalking. Quite complicated to introduce in 2 players game, because GetAsyncKeyState is not happy when too much normal keys are pressed. I'm searching solution now.
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« Reply #13 on: June 14, 2006, 02:55:43 pm »

Version 1.6 available

Why so early ? Now comes funny story from developing ;D

I tried to run RobotDuel 1.5.5 on PII 400 MHz and GeForce2 MX card.
I runned the script ... OH NO ! 3 frames per second at maximum !

I realized the computer has not installed latest 1.0.9.8. Uff, so that's the reason !
So I reinstalled it and runned ... again 3 FPS ! I was desperate, but then it hit me - the models are too complex for such a card - each robot has more than 5 000 polygons.

So version 1.6 is bundled with both high definition models and low definition ones ( one robot = 252 polygons ).

Just switching to lower detail models allows you to play the robots smoothly even on P II 400 MHz computer with GeForce 2 MX 400, maybe even slower. The dark side is that the low detail models really aren't too eye candy Very Happy

Bye,
Petr
« Last Edit: June 14, 2006, 03:16:59 pm by Psch » Logged

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« Reply #14 on: June 17, 2006, 10:14:24 am »

A little trick to pause hte game for a while.
To be added just after   While IsWindow(hWnd) main loop.

Code
    if GetAsyncKeyState(%VK_P) then
     sleep 100
     PauseFlag = iif(PauseFlag = %TRUE, %FALSE, %TRUE)
   end if
   if PauseFlag = %true then
     doevents
     iterate while
   end if
 
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