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Title: Quake - [FINISHED] Post by: Mega on January 20, 2011, 07:15:19 PM Hope you Enjoy, alot of features are missing.
The aim is to have network/lobby support some time. Download: http://meganetstudios.com/dl/110228qpng/Quake_Pong.rar Requirements: Windows XP (vista or WIN7 might be buggy) Mising Features (for this build) - Control listing/Tutorial - Ingame and Main Menu 'Settings' (Main menu only Audio and Speed) - Smooth loopback to main menu - Smooth Game end events - In game <Bonus> aquisition (eg: hitting a falling bonus thing / w/e) - checking if its window is the active window - Complete crowd_AI and use of ambience audio BUGS - When the ball impacts the top while heading ENE its deflected WSW! instead of ESE sorry, I guess this will only affect TEAM A so watch out! - 2 player Teams each option - Lobby Server - Observers - Display Menu to list/edit observers - Single Player AI - Quake Mode, which will be a type of adventure pong mode Intended Features for future build - Network (LAN/IP) CONTROLS Team A -----> 1,2,3,4 keys R=UP, D=Down, S=Forward, A=Back Team B -----> >,?,:," keys --------- Arrow Keys ---------- Bonuses are the 1,2,3,4 OR >,?,:," keys Bonus1: [Blaster] : When a ball is incoming press this key and when the ball impacts you it will be rebounded at a high speed in a straight line at your Y position. Cost:1B if the ball changes heading (no longer towards you) the move is canceled at no cost Bonus2: [ Run ] : Increase player speed for 2 seconds Cost: 1B Bonus3: [ Bombs ] : Place 4-5 bombs at random positions on the screen. Ball deflected on impact. Bombs auto-destruct after 10 seconds There are 2 kinds: [SMART_Bombs] && [DUMB_Bombs] - Press and hold the Bonus3 button for more than 2 seconds to activate SMART_Bombs, which will only explode if the resulting vector will be away from you Cost:3B - Press and release the Bonus3 button before 2 seconds to activate DUMB_Bombs, which will go off on any impact. Cost:1B If you dont have 3 Bonuses and try to use SMART_Bombs: - If you have enough for DUMB_Bombs, They will be activated when you release the key. - If you have nothing then nothing will happen when you release the key Bonus4: [Goalie ] : Summon your Goalie for 17 seconds Cost: 1B Goal Keeper kicks ASS! ------------------------ Non Bonus Spec Moves: [ Control ] : When the ball impacts you and you are holding the 'Back_btn' then you'll control the ball. Control ends if you release the 'Back_btn' [ Tackle ] : While controlling the ball you can move up or down to Tackle [ Throw ] : While releasing Control if you are pressing Up_btn or Down_btn The ball will will be kicked off north or south [ Aim ] : When the ball impacts you: - if(you're pressing Up_btn AND Back_btn) The ball will be deflected at a steep angle northerly - if(you're pressing Up_btn AND Forward_btn) The ball will be deflected at a shallow angle northerly - if(you're pressing only Up_btn) The ball will be deflected at 45 degrees to the x and y axis northerly - vice versa for Down_btn and southerly - if(you're pressing NOTHING) The ball will be deflected at its default angle for its current heading axis northerly (http://meganetstudios.com/dl/110228qpng/qpng_screen2.PNG) ---------------------------------------------------------- Without much ado, The Game: Test Your Might with Ascii Kombat Kick ^$$ with Ascii Kombat WINS! with Ascii Kombat C code, ascii graphics, windows. Sorry folks, I've decided to make quake instead. Specifically, Quake Pong I hope you'll enjoy. It will still be ascii mode so not to worry (all my games have been). The thing is I always make extravagant plans then run out of time.. so I've decided Quake should fit the time slot and allow completion. I noticed Derek emphasized that word. which to me was a bit hilarious. Anyway, Best of luck. Title: Re: Ascii Kombat Post by: Melly on January 20, 2011, 09:22:43 PM I'm intrigued by the Asciiness.
Title: Re: Ascii Kombat Post by: darklight on January 20, 2011, 09:50:29 PM This sounds like a game I wrote when I first started college - street fighter 2 & mortal kombat were big at the time, so I wrote a colour ascii version in turbo pascal, on a RM Nimbus PC. It had everything, loads of characters, hardoukens, all sorts. Looked something like:
Code: o o V= -=o VV> / > / \ Funny days :) Looking forward to seeing yours. Title: Re: Ascii Kombat Post by: Inanimate on January 20, 2011, 09:50:58 PM I wonder how detailed it'll be.
Title: Re: Ascii Kombat Post by: Mega on January 20, 2011, 11:00:01 PM Quote I'm intrigued by the Asciiness. Good, you'll like it. by the way your in it just for saying that.I'm always intrigued by the asciiness. Maybe I should follow in the footsteps of RaD Man and become a devout Asciiologist. studying the premise and theory Quote This sounds like a game I wrote when I first started college... Nice, I was big into these games as well. It wont exclusively be pure ascii as yours. do you still have a copy of your old game? Quote I wonder how detailed it'll be. well like I said it wont only be the first 128 ascii chars, I'll use all 256 so I'll have a little wiggle room to be creative... #219 #176,177,178. plus all sorts of buttons and whatever else.-Its full color with every color under the sun. -Over 20 Fighters -80W x 50H screen -Rear wheel drive -It wont be Quake I should tell you it probably wont contain a single Mortal Kombat character just people I know or some randoms. Title: Re: Ascii Kombat Post by: Mitiz on January 20, 2011, 11:18:06 PM [quoteauthor=Glinka link=topic=17290.msg493592#msg493592 date=1295579719]
Text Your Might with Ascii Kombat [/quote] Thats how i read it, cringed over the pun.. Then realised my mistake. Title: RE: Ascii Kombat Post by: Mega on January 21, 2011, 05:46:11 PM Quote Text Your Might ..I might use thatTitle: Re: - Quake - Post by: Mega on January 24, 2011, 07:02:51 AM Sorry folks, I've decided to make quake instead.
Specifically, Quake Pong I hope you'll enjoy. It will still be ascii mode so not to worry (all my games have been). The thing is I always make extravagant plans then run out of time.. so I've decided Quake should fit the time slot and allow completion. I noticed Derek emphasized that word. which to me was a bit hilarious. Anyway, Best of luck. Title: Re: - Quake - Post by: Melly on January 24, 2011, 12:48:14 PM ...will you implement rocket jumping? :durr:
Title: Re: - Quake - Post by: Sos on January 24, 2011, 01:43:38 PM I suggest you get familiar with ttyquake
Title: Re: - Quake - Post by: Mega on January 24, 2011, 06:55:49 PM Quote ...will you implement rocket jumping? sorry no spoilers. There are explosives, and a blaster. and a line.Quote I suggest you get familiar with ttyquake Jan Hubicka is quite something. It's always good to see fellow ascologists. scholarly ascologists.Title: Re: - Quake - Post by: iffi on January 24, 2011, 07:07:36 PM Quake... and Pong?
Does not compute. Must know more! Title: Re: - Quake - Post by: mcc on January 24, 2011, 07:28:11 PM Quake... and Pong? I'd play itDoes not compute. Must know more! Title: Re: - Quake - Post by: Türbo Bröther on January 24, 2011, 09:26:02 PM Quake... and Pong? I'd play itDoes not compute. Must know more! Title: Re: - Quake - Post by: Mega on February 01, 2011, 01:33:10 PM Guys I need some help with the keystrokes. See windows only allows a maximum of 3 keys down at a time before it jams. is there anyway around this? or is it too chancy?
@iffi: haha you'll see soon @Turbo Brother : Indeed, nothing new under the sun! Title: Re: - Quake - Post by: Melly on February 01, 2011, 02:39:21 PM It's not windows, it's keyboards. There's VERY little way around that, but there are certain key combinations that work best, like arrow keys + letters.
Title: Re: - Quake - Post by: Mega on February 01, 2011, 04:12:13 PM Quote ...but there are certain key combinations that work best, like arrow keys + letters. ok thanks. The thing is both players will share the keyboard and there will be times when im sure more than 3 or more keys will be down at a time. example one move involves holding down two keys. the ball will only be on one side of the screen at a time but in a fast game if both players are attemping to do that move it will result in 4 keys atleast down. 8) hmmm... Title: Re: - Quake - Post by: rivon on February 02, 2011, 11:12:28 AM Add support for gamepad and possibly make the controls simpler so this doesn't happen.
Title: Re: - Quake - Post by: Mega on February 19, 2011, 01:34:37 AM @Rivon Gamepads, thats a good option
Title: Re: - Quake - Post by: Mega on February 19, 2011, 02:09:13 AM Screenshot:
(http://www.meganetstudios.com/screen.PNG) Not much too see, I'll be able to finish this by the weekend. Right now it only supports a shared single computer. After the compo I might activate the multiplayer mode since its already coded for. but just no way to actually pass the values over the wires yet. (the technicians are working on it in engineering) All aspects of the network mode have been designed, but thier wont be enough time to R&D && Implement it. guess which one of those sprites is the ball. 10 points if you guess the right one. see you all at the finish line Title: Re: - Quake - Post by: Nix on February 19, 2011, 01:31:48 PM Guys I need some help with the keystrokes. See windows only allows a maximum of 3 keys down at a time before it jams. is there anyway around this? or is it too chancy? That's a problem with your keyboard. Title: Re: - Quake - Post by: iffi on February 19, 2011, 03:08:52 PM Guys I need some help with the keystrokes. See windows only allows a maximum of 3 keys down at a time before it jams. is there anyway around this? or is it too chancy? That's a problem with your keyboard. As far as I know, the best way around this is to either design your game to require as few buttons as possible held down at one time, or at least to allow customizable controls or gamepad support. Title: Re: - Quake - Post by: Mega on February 19, 2011, 08:15:44 PM Quote ...As far as I know, the best way around this is to either design your game to require as few buttons as possible held down at one time, or at least to allow customizable controls or gamepad support. I've been looking into this for a few weeks, I've decided to have penalties for pressing keys too long. for future reference I wonder if theres a way to connect two keyboards and reliably detect which one is which, using code Title: Re: - Quake - FINISHED Post by: Mega on February 28, 2011, 12:25:02 AM See First Post for Download Info Title: Re: Quake - [FINISHED] Post by: RSD on March 02, 2011, 01:04:06 PM Really original version of quake XD you should include a single player mode 2 :)
Title: Re: Quake - [FINISHED] Post by: Hayden Scott-Baron on March 19, 2011, 01:43:45 AM Increpare, Terry Cavanagh, Sophie H and I tried this game for a while.
The game often tried to scroll because of the large vertical resolution required and lack of fullscreen or resolution option. Sounds were annoying. We didn't really get into this, as it felt mostly like a joke. Title: Re: Quake - [FINISHED] Post by: Mega on March 19, 2011, 10:16:29 AM Increpare, Terry Cavanagh, Sophie H and I tried this game for a while. The game often tried to scroll because of the large vertical resolution required and lack of fullscreen or resolution option. Sounds were annoying. We didn't really get into this, as it felt mostly like a joke. I can see how you could percieve it this way. I can tell you that it was in NO way serious, but it WAS intended to be a fun game. If it didnt go fullscreen automatically you're probably using a version of Windows higher than XP. In that case you could resize the window to around 80w x 50h chars. Your're right, it would be tough to get into a game with these kinds of issues, but I wouldnt have written 10 thousand lines as a joke XD. Ascii improperly done just isnt much fun. I guess. Also, due to the deadline I couldnt have the audio options completed. - The crowd volume should have been adjustable - The F10 menu was a bit impromptu You can delete the audio files that are the most annoying I guess. |