running over people is very efficient >:D
You should also add a cartoon blood splatter animation it would be cool looking.
A new version of this scenario was uploaded on Tue Jul 08 05:43:55 UTC 2014
0.2.2
-Bug fixes
-Can now shoot while moving backwards
-Slightly more difficult
-Improved lag
A new version of this scenario was uploaded on Tue Jul 08 18:10:39 UTC 2014
0.3
-Soldiers are now innaccurate, making running them over more difficult, (can not easily dodge), and making shooting them easier, (less bullets will hit you)
-Many major bug fixes
A new version of this scenario was uploaded on Tue Jul 08 18:13:19 UTC 2014
0.3
-Soldiers are now innaccurate, making running them over more difficult, (can not easily dodge), and making shooting them easier, (less bullets will hit you)
-Many major bug fixes
A new version of this scenario was uploaded on Wed Jul 09 01:47:45 UTC 2014
0.4
-Rocket launcher enemies! Their rockets follow you for a short time, explode the rockets by shooting them or waiting for them to self-destruct
-Enemies group less
-Can now fire with mouse
-Bug fixes
You should add a delay tick, to delay your shots becuase you can really just keep clicking as fast as you can and shoot! you could make a tick += 1 and when the tick = 50 you can click, its slightly more realistic, and to counteract the slower shooting you could add an explosion that the shell hits (only when it hits the ground) and the explosion can kill more then one enemy.
just my 2 cents!
Ryan
Yeah, the enemies use that system to shoot, but I think semi-auto for the player is fair. I didn't want people just holding down a key at all times and it firing every 50 counts. However, I may add other weapons in the future that do that. Currently, I am trying to balance running enemies over and shooting them.
Do you think it would be better if I went back to just space bar? You couldn't really shoot as fast then, as you would have to use your thumb, or take your other hand off the mouse.
Thanks for the feedback!
A new version of this scenario was uploaded on Wed Jul 09 17:59:09 UTC 2014
0.4.1
Enemy improvements including:
-They don't keep moving towards you when they get close
-Their shots are much less predictable, especially in groups, (no volley fire)
-They fire faster when about to be ran over
-The difficulty is lower to start, but increases faster
0.4.1
Enemy improvements including:
-They don't keep moving towards you when they get close
-Their shots are much less predictable, especially in groups, (no volley fire)
-They fire faster when about to be ran over
-The difficulty is lower to start, but increases faster
-More edge of map fixes
And if you need help with your game I could try to work on other features (sounds etc, to add depth) you can still publish the game, I would be more then happy to help!!
Right now you can use either. I showed to someone and they said mouse would be easier, so now you can choose. As for sounds, I had them, but greenfoot isn't too fond of fifty gunshots noises at the same time. :( It caused tons of lag and eventually an error message.
I have sound on a couple of my scenarios too. But in this one, there may be fifty shots at once, which causes terrible lag with sound. It makes it unplayable.
The tank gun isn't the problem, it's the enemies. The files are .wav. As I mentioned before, I prefer semi-auto for this game, as it makes the game require more skill than simply holding a button down and having it fire every five counts. I could make sounds for the tank only, but that would seem strange.
hmm, you could try to make a new class that makes the sound when the tank is in range. so that the sound would not be running all the time,
and you should add it so that the enemys move around randomly and ONLY turn towards if theirs in range of the tank. it looks a tad flat when the enemy is allways moving and turning towards the tank.
It's supposed to be like a horde of enemies. If they didn't turn towards you, you could run them over one by one. When they all turn, they surround you, which was one of the things I was trying to do in this game.
Also, the sound lag comes when a large group of enemies are on screen, and then all start to fire. Currently, the enemies only fire when they are on screen.
ok, i get the sorrounding by enemys. But hmm i understand the problem. I think i have a way to fix it so its just not one sound played over, causing lag. but can explain how to do it XD
Also somthing more to add acceleration. you could have the move += 1 until it reaches its max speed (lets say 10) so then once move = 10 then move +=0 and if the key is realeased move decreases by 2 until it reaches 0 (this would add a sort of physics to the game and make it more interesting to play)!
@Artyoum The scrolling is more of an illusion than actual scrolling across the world. All objects simply move when you hold w or s. When they hit the edge, they disappear but keep track of where they would be. When their x and y are within what the screen can show they reappear.
The FPS is a support class in the "Reusable actors and support classes" collection
@dan11 thank you for your comment, I have already fixed the issue with my scrolling world with the help of danpost and am able to keep a frame rate of 61 frames on average on a map by the size of 2500x2500. If you want to use that code due to any circumstance, feel free to do so. Cheers!
i am making a tank game i have made my tank, it can move and shoot, now i want to know how to add other enemy tanks that can fire back at you.
A new version of this scenario was uploaded on Sun Nov 16 01:48:23 UTC 2014
0.6
-MINE BOTS!!! If you run into them, they blow up
-Minor balancing changes
@alikhan A great place to find someone to help you would be the "Discuss" part of Greenfoot. That way, you can post code, and others can post code to help you. If you post in "Discuss", myself or someone else may be able to help you.
@alikhan post the code on "discuss" as well as what you want to do. Most people will only help if they can see what you have; they don't want to write all your code for you. Also, their are many scenarios on Greenfoot where you can view the code. I would recommend looking at those scenarios.
Again, post what you have in "discuss" so people can know what exactly you need help with.
A new version of this scenario was uploaded on Thu Nov 27 02:44:27 UTC 2014
0.6.1
-Sound and graphics changes
-Enemies are now concealed by shrubs
-Edge of world bug fix
A new version of this scenario was uploaded on 2014-12-21 06:58:52 UTC
Christmas Theme!
-Merry Christmas!
-Will revert to original them Jan. 10
A new version of this scenario was uploaded on 2014-12-21 07:01:24 UTC
Christmas Theme!
-Merry Christmas!
-Will revert to original theme Jan. 10
A new version of this scenario was uploaded on 2014-12-21 07:03:40 UTC
Christmas Theme!
-Merry Christmas!
-Will revert to original theme Jan. 10
Nice Project, i like to learn it :)
++++++++++++++++++++++++++++++++++++++++++++++++++++
I am a newbie in Greenfoot, and I need suggestions or feedback for the development of my project. thanks :)
dont forget to visit my scenarios:
http://www.greenfoot.org/scenarios/12903 http://www.greenfoot.org/scenarios/12875
A new version of this scenario was uploaded on 2014-12-21 22:02:37 UTC
0.6.2
-Bug fixes
-Can now move foward and shoot
Also made it more Christmas themed
I've only seen myself and a few other people play it, so I'm not entirely sure, (hopefully I'll add high scores soon). I think if you are killed by mine bots, you had a good game. Mine bots appear at 100. My favourite strategy is to drive circles around the enemies until they are tightly packed, and then shoot them all at once. Before rocket launchers appear (50), you can probably get away without using your gun at all, and just running them all over. :)
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