Author Topic: TANKGAME: BAD NEWS!!  (Read 3343 times)

I find them quite easy to see, but do you think I should put an option for a black shadow around them in?
I would suggest brighter colors overall

use brigher colors on the tanks.  make a more varied background.  make the tanks and their projectles stand out so people know where to PAF and what to dodge.

actually holy forget get an artist


i mean unless he works for free

I don't think you should need to hit a move button to move, instead just tap somewhere to do so. Also the aiming should be aiming in a direction and not at a tile.

I would suggest brighter colors overall
I kind of wanted a darker theme to the game. But I will put an option for shadows under the tanks, which would help them stand out better. I have already tested with shadows (their really just black gradient sprites underneath, shadows would be performance costly) and it seems to work well with the overall design. They might need to be coded a bit so they don't stay in the same spot when the tank changes direction.

I don't think you should need to hit a move button to move, instead just tap somewhere to do so. Also the aiming should be aiming in a direction and not at a tile.
I have thought about this myself and I would have to implement this into all of my codes. But I will mesh the aim and move buttons into 1 where you can alternate between aim and move modes. I don't think aiming in a direction would be best suited for the game I have envisioned, it would mean I would need to create one of those clunky joysticks and the smoothing of the aim would be much harder to make and would ruin the overall "quality" (if you will) of the game.

use brighter colors on the tanks.  Make a more varied background.  Make the tanks and their projectiles stand out so people know where to PAF and what to dodge.

actually holy forget get an artist

There will be a more varied terrain, this is just a placeholder (as is the shop) until I have finished the core of the game, then I will focus on the artwork. I have been working on making the tanks and their projectiles stand out recently. The projectiles already stand out enough with the lights around them and there will be sprite shadows around the tank.

It is quite hard to actually dodge the projectiles as they are now so that won't be a problem, although there is a chance that the tanks projectiles will collide in the air and explode.

An artist would be a horrible idea for me. My budget was zero so I am already $100USD over :|. Also once again, the sprites you see are just placeholders for now. I think I may only keep the revolver sprite (after some tweaking) from the shop and the LAV/Tank I have created.


Where is the graphics?
Do you mean graphics settings? If so they are not a component in the game yet. There will be settings for a performance mode in a future update (probably the next update I do).

As a side note: the passenger update nears completion. For a preview download check this out: http://www.mediafire.com/download/3b3471i2866xj3d/TANKGAME.apk

(Make sure when to purchase the passenger before any guns, for now all weapons are free (because I forgot to input the prices before updating))

If you experience any bugs in the shop its self, be sure to tell me.
The passenger is located under the [Player] tab in the shop and the guns in the [Passenger] tab.

The passenger costs 400 cash.

Cash is not obtained by killing an enemy but by finishing a wave, it works on a 100 + Waves (your current wave) - 1 algorithm.


ALSO: I will be inactive from 12:00pm today until 9:00am tomorrow Australian Eastern Standard Time.
« Last Edit: September 30, 2015, 07:59:44 PM by Tom060197 »

OK I am back and have a small set list of updates I will be working to. If you want to see anything in the future updates say it NOW and I will see what I can do to put them in one of these set updates!

The update list goes like this:

(Update Name | What is included/planned)
  • The Passenger Update (the one I am working on now) | Cash currency for purchasing weapons, the passenger; a passenger that will help kill the enemy tanks, 10 weapons for the passenger, an fps clock (or whatever you call it), upgrades to the shop ui and a few bufixes
  • The Performance/Options Update | A few changes to the options panel to allow older devices to run TANKGAME (Such as swapping shaders and using sprites instead of lights (all of the features in this update will be entirely optional), a shadow option to enable shadows under each of the tanks.
  • Update V | I will announce the contents of this update later, unless you can guess whats in it before hand
  • The Classified Update | You may have seen some things saying "CLASSIFIED" like an entire shop panel? I have a lot planned for this!

Passenger Update has been released!

NOTE: I have also added a few things, they are:

  • When you start a new game you will be asked if you have an android phone or tablet. This is just a temp fix for the aspect ratio
  • A new base for the shop (I will make this better over time.
  • Shadows under the tanks
  • This is a trial: New mini-map icon for the player

not uploading to gamebucket yet?

also what ai system did you use?

I wont upload just yet because to me the menu's still feel quite... choppy? I will have a good think about it and I may upload it tomorrow if I feel it is good enough.

I am using the pro version of A* Path-finding. It is very powerful and the grid graphs (which is what I'm using for the navigation) is very easy to use and I can customize and optimize it to my liking.

The pro version cost $100 USD and I find it to be much better than the free version which I used for roughly a month before upgrading. Also it is updating all the time, making it faster and stronger which is amazing.

Link: http://arongranberg.com/astar/

I'll have to test A* out then. I'm working on a project (for mobile) where the npcs are sail ships. I was using my own steering behaviours and then just had local avoidance for path finding but it was a bit buggy.

I'll have to test A* out then. I'm working on a project (for mobile) where the npcs are sail ships. I was using my own steering behaviours and then just had local avoidance for path finding but it was a bit buggy.
Do you know anything about serialization? I need to serialize multiple gameobjects and I can't find anything for unity 5 in the asset store and the documentation confuses me.

Do you know anything about serialization? I need to serialize multiple gameobjects and I can't find anything for unity 5 in the asset store and the documentation confuses me.
Depends on the amount and type of data you're trying to serialize.

What part specifically are you struggling with? How to make your classes serializable, or the saving of the serialized object?