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TIGSource ForumsCommunityJams & EventsCompetitionsVersus (Moderator: Melly)Quake - [FINISHED]
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Mega
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« 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

                                           
 








----------------------------------------------------------



I'm new to this site, and joined for the purpose of entering 'this' competition.
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.     

 
« Last Edit: March 14, 2011, 11:13:47 AM by Glinka » Logged
Melly
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« Reply #1 on: January 20, 2011, 09:22:43 PM »

I'm intrigued by the Asciiness.
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« Reply #2 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 Smiley 

Looking forward to seeing yours.
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« Reply #3 on: January 20, 2011, 09:50:58 PM »

I wonder how detailed it'll be.
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Mega
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« Reply #4 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.
 
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« Reply #5 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.
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« Reply #6 on: January 21, 2011, 05:46:11 PM »

Quote
Text Your Might
..I might use that
« Last Edit: January 24, 2011, 07:04:31 AM by Glinka » Logged
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« Reply #7 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.
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Melly
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« Reply #8 on: January 24, 2011, 12:48:14 PM »

...will you implement rocket jumping? Durr...?
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« Reply #9 on: January 24, 2011, 01:43:38 PM »

I suggest you get familiar with ttyquake
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« Reply #10 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.
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« Reply #11 on: January 24, 2011, 07:07:36 PM »

Quake... and Pong?
Does not compute. Must know more!
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mcc
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« Reply #12 on: January 24, 2011, 07:28:11 PM »

Quake... and Pong?
Does not compute. Must know more!
I'd play it
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« Reply #13 on: January 24, 2011, 09:26:02 PM »

Quake... and Pong?
Does not compute. Must know more!
I'd play it
Ahh, that takes me back.
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« Reply #14 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!
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Melly
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« Reply #15 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.
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« Reply #16 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.  Cool hmmm...


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« Reply #17 on: February 02, 2011, 11:12:28 AM »

Add support for gamepad and possibly make the controls simpler so this doesn't happen.
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« Reply #18 on: February 19, 2011, 01:34:37 AM »

@Rivon Gamepads, thats a good option

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« Reply #19 on: February 19, 2011, 02:09:13 AM »

Screenshot:



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
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