Mouse R-Click (when you have a lock on) = fires guided missiles at the locked-on target
E converts energy to Shields
Rules
Co-op play vs ai controlled hosiles. Destroy all hostiles to procede to next level. One player must survive the level for all player to procede to the next level.
Another Example of the physics engine in use is this 3d space fighter game
Another Example with some football ball throwing mechanics...... Ive changed it quite a bit for the original ball throw from the demo that comes with the engine.
Wow looks great, I cant wait to play it, you should consider doing more Arcade games, Maybe a pac man or a astroids, This is great though I will deffinatly bookmark this one when it comes out if it plays smooth.
The concepts are interesting. The game mechanics make it very hard to maneuver (as it was in the original game) but add the battle.net lag on top, and it's very difficult to control your vessel.
I don't think the game should start before you have picked your vessel. Also, it's tricky and time consuming to use these little sliders... I would rather just put a selection of ships to pick from.
Still, it's interesting, but it's so hard to control your ship around! :)
I understand controls are a bit touchy and hard to get used to. The current sliders available are intended to allow the player some ammount of control over how thier ship handles.
Game starts right away so that other players do not have to wait for people to do thier garage stuff.
In the garage you can set it to auto spawn. So your ship will always be spawned automatically at the begging of every level.
I intend to add a lot more areas of customization in the garage.
The b.net lagg is quite a pain, not much I can do there.
Any suggestions on changing how things are handled will be considered
Looks fun! Thanks for giving credit, but you spelled my name wrong.
Here's a tip for overcoming the b.net lag. You want to use a control scheme that has immediate feedback. Have you ever played a first person shooter with a high input delay for the mouse? It's a nightmare, because it doesn't have immediate feedback, causing you to overcorrect and have to make guesses all the time. The mouse in sc2 has immediate feedback, so if you devised a control scheme that involved pointing to where you want to go with your mouse and then let the ship turn until it's facing that direction automatically that would be easier to control. Or something like that.
For the AI, Can you add some leading for the Aim ai, except add a random factor in?
I think missiles are a bit too powerful, and at least should have a timed life.
Do projectiles wrap? If so, I suggest you use the torus equation for range finding as well as angle finding. Also, Is it viable to display some *dummies* for objects to help with the map wrap illusion? Like show four (or 8 counting the dyagonals) more ships that have the same position and rotation, possibly stats as well, Offset a map width so that you can see enemies past the border of the map.
Also, Gravity could actually be translated the same way, just taking into account which method gives the lowest distance.
Remake of SPACEWARS from the good old days.
Game info
Controls
Rules
Co-op play vs ai controlled hosiles. Destroy all hostiles to procede to next level. One player must survive the level for all player to procede to the next level.
Imported Assests
First time uploading anything to you tube.
SPACEWAR Tribute - Development
SPACEWAR Tribute - Online Gameplay
SPACEWAR Tribute - Planet
SPACEWAR Tribute - Sun
SPACEWAR Tribute - Asteroids
SPACEWAR Tribute - Beam Test 1
SPACEWAR Tribute - Beam Test 2
Let me know what you think.
Find it on USA server called "SPACEWAR Tribute"
Planet models from Planet Package! by xcorbo
Another Example of the physics engine in use is this 3d space fighter game
Another Example with some football ball throwing mechanics...... Ive changed it quite a bit for the original ball throw from the demo that comes with the engine.
@SouLCarveRR: Go
No comments?
@SouLCarveRR: Go
Wow looks great, I cant wait to play it, you should consider doing more Arcade games, Maybe a pac man or a astroids, This is great though I will deffinatly bookmark this one when it comes out if it plays smooth.
very interesting
Added some models from Map Package! by xcorbo
And tweaking.
Need feed back.....
@SouLCarveRR: Go
Now with asteroids flying all over
taking suggestions on things to add btw....
This would just be for cosmetics but a space station in the back ground would be cool.
Do you have weapons upgrades?
@Taintedwisp: Go
no weapon grades or power ups currently in the game
Ive thought about it just havent gotten there yet.
ah, well its looking great.
FULLY FUNCTIONAL Ai's added
co-op Ai's and hostile Ai's
Ship Customization Garage added....
videos of them soon to come
bump....
@SouLCarveRR: Go
Post to subreddit!
@PirateArcade | I make games | Ask me things on Discord
@StragusMapster: Go
thanx for the feed back.
I understand controls are a bit touchy and hard to get used to. The current sliders available are intended to allow the player some ammount of control over how thier ship handles.
Game starts right away so that other players do not have to wait for people to do thier garage stuff.
In the garage you can set it to auto spawn. So your ship will always be spawned automatically at the begging of every level.
I intend to add a lot more areas of customization in the garage.
The b.net lagg is quite a pain, not much I can do there.
Any suggestions on changing how things are handled will be considered
re-worked ai's to do a few more things.
working on adding some more levels.....
Looks fun! Thanks for giving credit, but you spelled my name wrong.
Here's a tip for overcoming the b.net lag. You want to use a control scheme that has immediate feedback. Have you ever played a first person shooter with a high input delay for the mouse? It's a nightmare, because it doesn't have immediate feedback, causing you to overcorrect and have to make guesses all the time. The mouse in sc2 has immediate feedback, so if you devised a control scheme that involved pointing to where you want to go with your mouse and then let the ship turn until it's facing that direction automatically that would be easier to control. Or something like that.
Good luck.
I am on NA, and I cannot locate the game via search, unless it is intended for only 2 players at this time. Is there a way to increase that?
@Ranakastrasz: Go
its currently only intended for 2 players..... It can handle more just.... the content of the levels doesnt really support it.
So if you found the one that has only 2 lobby slots thats the one. You can remove the computer player and invite a friend.
@SouLCarveRR: Go
Ah, ok. I understand.
For the AI, Can you add some leading for the Aim ai, except add a random factor in?
I think missiles are a bit too powerful, and at least should have a timed life.
Do projectiles wrap? If so, I suggest you use the torus equation for range finding as well as angle finding. Also, Is it viable to display some *dummies* for objects to help with the map wrap illusion? Like show four (or 8 counting the dyagonals) more ships that have the same position and rotation, possibly stats as well, Offset a map width so that you can see enemies past the border of the map.
Also, Gravity could actually be translated the same way, just taking into account which method gives the lowest distance.
@Ranakastrasz: Go
Ill look into it