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Space Tactics

Posted: Thu Nov 27, 2008 10:59 pm
by jesterguy
Hello I haven't been around much lately do to my computer room getting remade but I have been able to make a bit of progress on my game and I figured Id finally get around to recording a bit of game play to showoff and get any comments. Keep in mind theirs still along way to go and all and also this video was in 720p till youtube made it look horrible (first video I've ever recorded so i didn't know).

http://www.youtube.com/watch?v=FwmRLIJ5Xg4&fmt=22

edited to link to hi-def version

Re: Space Tactics

Posted: Fri Nov 28, 2008 4:55 am
by Falco Girgis
Man, that is looking great. I was wondering what you have been up to lately. Looks pretty clear what you have been doing. Keep up the good work.

Re: Space Tactics

Posted: Fri Nov 28, 2008 8:16 am
by jesterguy
yea thanks, my friend gave a us a goal to have a semi enjoyable build before the end of the year so we've been getting lots done.
Anyways since quality looked so bad i uploaded the video to filefront, on the off chance anyone is interested in the original quality one
http://files.filefront.com/Space+11+27+ ... einfo.html

Re: Space Tactics

Posted: Fri Nov 28, 2008 9:20 am
by meltedgears
Hey man that looks really cool keep up the good work.

Re: Space Tactics

Posted: Sat Dec 27, 2008 11:20 am
by jesterguy
Hello all, I haven't posted in awhile but I still read the forum almost daily during my check on all the sites I visit frequently.

Anyways I thought make a small update for anyone who's interested in my project. Since making a new list of things to do for
a playable version around a month or so ago we've made good progress on a lot of stuff, Unfortunately most of it is code based
so theirs not much to show in a video or anything but there is one new system I wanted to show off and get opinions on.

My new unit and component creation and customization system all done through lua.
(Please keep in mind that this is only the first fully working version, there's still more stuff I plan to add.)

To create a new weapon all you need to do is make a blank .lua file with something like the following in it.
This is an example of a weapon created through the new system:

Code: Select all

local BP = {
	WeaponType = "Laser",
	Name = "ScatterShot",
	Icon = "Art/menu/lasers.png",
	Size = "Medium",
	Range = 15,
	Damage = 1,
	ApCost = 2,
	Accuracy = 6,
	FiringType = "ScatterFireType",
	ProjectileAmmount = 5,
	BurstAmmount = 3,
	ProjectileDelay = 0.5,
	Projectile = {
		texture = "art/laser.png",
		x = 0,
		y = 0,
		speed = 15,
		life = 5,
		r = 0,
		g = 0.8,
		b = 0,
		emitter = {
			texture = "art/highlight.png",
			maxParticles = 20,
			dieRandMin = 30,
			dieRandMax = 80,
			sizeRandMin = 7,
			sizeRandMax = 8,
			scaleSpeed = 150
		}
	}
}
The great thing is every value had default parameters so you only have to set the ones
you want to change from default and they don't need to be in any specific order, for instance
you could just make a weapon with the following:

Code: Select all

local BP = {
	Name = "ScatterShot",
	Damage = "9001",
}
and it would just create the default weapon with that name and damage.

Now all the components are similiar to this but here's an example of a units bp file:

Code: Select all

BP = {
	Name = "Hazar",
	MaxHp = 40,
	MaxAp = 30,
	Class = "Destroyer",
	UnitImage = "Art/Ships/mediumShip.png",
	Width = 2,
	Height = 3,
	SequenceSpeed = 7,
	WeaponSlots = {
		{
			Weapon = "Pow Pow Cannon",
			SlotType = "Top",
			SlotPosition = 0,
			SlotSize = "Large"
		},
		{
			Weapon = "Empty",
			SlotType = "Front",
			SlotPosition = 1,
			SlotSize = "Large"
		},
		{
			Weapon = "Laser Spewer",
			SlotType = "Top",
			SlotPosition = 3,
			SlotSize = "Medium"
		},
	},
	EngineSlots = {
		{
			Engine = "small engine",
			SlotPosition = 4,
			SlotSize = "Small",
			EmitterPosX = 16,
			EmitterPosY = 16
		},
		{
			Engine = "medium engine",
			SlotPosition = 4,
			SlotSize = "Medium",
			EmitterPosX = 16,
			EmitterPosY = 16
		}
	}
}
Now obviosly theres many parameters not in the examples of both weapon or unit because there
using the defaults but as you can see how easy it is to make new units and components with this new lua system.

Well that's the main thing I wanted to show, so any thoughts? or perhaps ideas of ways to improve it further?

Re: Space Tactics

Posted: Sat Dec 27, 2008 12:08 pm
by M_D_K
Thats pretty bad ass!

EDIT: Correction thats totally bad ass :)

Re: Space Tactics

Posted: Mon Dec 29, 2008 1:43 pm
by dandymcgee
M_D_K wrote:Thats pretty bad ass!

EDIT: Correction thats totally bad ass :)
Haha yea, that system is awesome jesterguy.

Re: Space Tactics

Posted: Thu Jan 01, 2009 5:03 am
by jesterguy
dandymcgee wrote:
M_D_K wrote:Thats pretty bad ass!

EDIT: Correction thats totally bad ass :)
Haha yea, that's system is awesome jesterguy.
Thanks, I thought someone might find that interesting
since its all done through lua.

I was hoping to finish up a couple things and get a video up of the
new ai playing a game, but sadly I couldn't handle working under
these conditions anymore.

^conditions: for the past 2 weeks Ive been at my grandparents
house for Christmas vacation, and I of course get to live in
the living room. So it gets very difficult to work with the constant
stream of people coming and going, talking and watching tv, looking
right over my shoulder and watching me, and worse yet the endless
amount of questions whatcha doing, whats that, is that homework,
is that same one as last time, whats that do, whys there so much stuff
open, is that all you do, etc etc.

So until I'm back at home sitting in a quiet room at a desk in hopefully
a few days I have stopped working. Instead Ill be sitting here playing
a new game of ffx with a keyboard (which is actually not as bad as you'd
think).Once I'm back I Might actually make the ai video and maybe throw
something else in aswell idk.

O and merry Christmas, happy new years, and in two days happy birthday to me :)

Re: Space Tactics

Posted: Fri Jan 02, 2009 12:43 am
by eatcomics
Wow that sounds like fun, and uh... happy birthday I guess...