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#1 bradftww

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Posted 23 April 2010 - 09:38 PM

PaintBall



PaintBall is a game based on the sport PaintBall.

This is a very early stage of the game, this is basically to test for glitches and things.

There are 3 levels with increasing difficulties.

Controls are in game.

Link is at the bottem

Screenshots:

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Version 1.0:
Made the game.

YoYo Link
Mediafire Download

If you support this game put this in your signature

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[url="http://gmc.yoyogames.com/index.php?showtopic=472240"][IMG]http://i438.photobucket.com/albums/qq109/n00b0/bannerpb.png[/IMG][/url]

Edited by bradftww, 23 April 2010 - 09:46 PM.

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Dream as if you'll live forever. Live as if you'll die today.~"I'm the shadow on the moon at night, filling your dreams to the brim with fright."
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#2 NestoFlo

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Posted 23 April 2010 - 09:53 PM

Nice dude!! can't wait to play it!
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#3 codyyo2

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Posted 23 April 2010 - 10:29 PM

I don't understand why there are random paint splatters in the screenshots, do the paintballs explode after a certain amount of time?
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#4 CaptainLepidus

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Posted 23 April 2010 - 10:36 PM

Make more levels/modes (eg. CTF or something), actually say what controls it has rather then what controls you want to put in, and add more features. The AI is fairly good, as is the paint splatter effects. All in all, I'll give it a 4/5 because it's a WIP.

Edited by CaptainLepidus, 23 April 2010 - 11:15 PM.

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"The reason programming is addictive is the same reason a good game is addictive: it constantly feeds you with a sense of minor accomplishment on your way to [achieving] the greater goal."

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#5 bradftww

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Posted 24 April 2010 - 01:17 AM

Nice dude!! can't wait to play it!

Thanks :D

I don't understand why there are random paint splatters in the screenshots, do the paintballs explode after a certain amount of time?

The paintballs explode after they hit something

Make more levels/modes (eg. CTF or something), actually say what controls it has rather then what controls you want to put in, and add more features. The AI is fairly good, as is the paint splatter effects. All in all, I'll give it a 4/5 because it's a WIP.


The graphics arent final and the game isn't gonna be like levels like this when I'm done. Thanks though :D
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Dream as if you'll live forever. Live as if you'll die today.~"I'm the shadow on the moon at night, filling your dreams to the brim with fright."
"Life is a wild ride, Buy a helmet"~ Zack Spartz~ "It's the friends you call up at 4 A.M. that matter"~Brad Benedict
Fight my brute!

#6 Duffymoon

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Posted 24 April 2010 - 02:32 AM

A great start. Fast paced and the AI works very well. Much better then the one I was working on. I would like to see more. Keep it up.
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#7 bradftww

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Posted 24 April 2010 - 03:15 PM

A great start. Fast paced and the AI works very well. Much better then the one I was working on. I would like to see more. Keep it up.


Thanks :D
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Dream as if you'll live forever. Live as if you'll die today.~"I'm the shadow on the moon at night, filling your dreams to the brim with fright."
"Life is a wild ride, Buy a helmet"~ Zack Spartz~ "It's the friends you call up at 4 A.M. that matter"~Brad Benedict
Fight my brute!

#8 codyyo2

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Posted 24 April 2010 - 08:14 PM

I don't understand why there are random paint splatters in the screenshots, do the paintballs explode after a certain amount of time?

The paintballs explode after they hit something

But they're pretty far from anything, anyway nice graphics and gameplay, only thing I would add is more paintball guns, maybe have to buy them?
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#9 bradftww

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Posted 24 April 2010 - 09:10 PM

I don't understand why there are random paint splatters in the screenshots, do the paintballs explode after a certain amount of time?

The paintballs explode after they hit something

But they're pretty far from anything, anyway nice graphics and gameplay, only thing I would add is more paintball guns, maybe have to buy them?


Yeah that's what I was thinking
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Dream as if you'll live forever. Live as if you'll die today.~"I'm the shadow on the moon at night, filling your dreams to the brim with fright."
"Life is a wild ride, Buy a helmet"~ Zack Spartz~ "It's the friends you call up at 4 A.M. that matter"~Brad Benedict
Fight my brute!

#10 CaptainLepidus

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Posted 25 April 2010 - 02:17 PM

Hang on...the AI looks familiar. Did you use chainsaw(don't remember the rest of his name)'s AI?
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"The reason programming is addictive is the same reason a good game is addictive: it constantly feeds you with a sense of minor accomplishment on your way to [achieving] the greater goal."

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#11 bradftww

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Posted 25 April 2010 - 05:01 PM

Hang on...the AI looks familiar. Did you use chainsaw(don't remember the rest of his name)'s AI?


I don't remember I made the AI a while ago. I might of, he kind of sounds familiar lol
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Dream as if you'll live forever. Live as if you'll die today.~"I'm the shadow on the moon at night, filling your dreams to the brim with fright."
"Life is a wild ride, Buy a helmet"~ Zack Spartz~ "It's the friends you call up at 4 A.M. that matter"~Brad Benedict
Fight my brute!

#12 CaptainLepidus

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Posted 25 April 2010 - 05:31 PM

Hang on...the AI looks familiar. Did you use chainsaw(don't remember the rest of his name)'s AI?


I don't remember I made the AI a while ago. I might of, he kind of sounds familiar lol

Here's the script that seem's familiar:
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/*
Put this script in the Step event

shooter_ai(enemyid,coverid,enemybulletid,bulletid,speedat
k,maxspeeddef,shootspd,registered)


enemyid:	   The enemy object*
coverid:	   The object considered as cover*
enemybulletid: The enemy bullet object*
bulletid:	  The bullet object that this object will fire**
speedatk:	  The speed to seek out the enemy
maxspeeddef:   The maximum speed to run to cover
shootspd:	  How often this object shoots***
registered:	Are you registered? True or False (use or don't use image_angle) 

*If you have different objects (eg. several different enemy objects for this object to fight),
use a parent. The example in the brackets, make a new object called "enemy_parent" and set
it as the parent for every enemy object. Then in the script put "shooter_ai(enemy_parent,...etc.)"

**If you have different objects for different bullets to fire, use a variable.
For example a variable called bullet_type and set this variable to equal whatever bullet object you
like. Then put in the script, "shooter_ai(*,*,*,bullet_type...etc.)

***Set this to random(...) to make the regularity of shooting more realistic.


				IMPORTANT!!!
/////////////////////////////////////////////////
In the Create event put:
////////////////////
mode=0
can_shoot=0
shootx=0
shooty=0
sx=0
sy=0
/////////////////
to avoid errors
Alternatively you could kill a puppy :P
(Treat unitialized variables as 0)
////////////////////////////////////////////////
*/
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////by Chhaaiinnssaaww! Get Some!////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
var nearest_enemy, nearest_cover, nearest_bullet, safe_x, safe_y, sped, dir, bb;

if instance_exists(argument0) && instance_exists(argument1) {

nearest_enemy=instance_nearest(x,y,argument0)
nearest_cover=instance_nearest(x,y,argument1)
nearest_bullet=instance_nearest(x,y,argument2)
dir=point_direction(x,y,nearest_cover.x,nearest_cover.y)
safe_x=nearest_cover.x+lengthdir_x(distance_to_object(nearest_cover)+64,dir)
safe_y=nearest_cover.y+lengthdir_y(distance_to_object(nearest_cover)+64,dir)
sped=(argument4+argument5/(1+(1+distance_to_object(nearest_enemy)/70)))+(distance_to_point(safe_x,safe_y)/70)
can_shoot-=1
if speed>argument5 speed=argument5
if collision_line(x,y,nearest_enemy.x,nearest_enemy.y,argument1,
1,1)
mode=1

if !collision_line(x,y,nearest_enemy.x,nearest_enemy.y,argument1,
1,1) && distance_to_object(nearest_cover)>10
																		  //feel free to play with the above number (10)
mode=0

if mode=1{
if argument7=1
image_angle=point_direction(x,y,nearest_enemy.x,nearest_enemy.y)
if collision_line(x,y,nearest_enemy.x,nearest_enemy.y,argument1,
1,1){
if point_distance(nearest_enemy.x,nearest_enemy.y,shootx,shooty)>90/*play with this value*/ or (x!=sx && y!=sy)
mp_potential_step(nearest_enemy.x,nearest_enemy.y,argument4,0)
if distance_to_object(nearest_cover)>10
mp_potential_step(nearest_cover.x,nearest_cover.y,(argument4/2),0)}
else{
shootx=nearest_enemy.x
shooty=nearest_enemy.y
sx=x
sy=y
speed=0
///////////////////////////////
}

if distance_to_object(nearest_bullet) < 150{
if !collision_line(x,y,nearest_bullet.x,nearest_bullet.y,argument
1,1,1)
mp_potential_step(nearest_bullet.x+45,nearest_bullet.y+45,-8,0)}
if can_shoot<1
{if x=sx && y=sy{
bb=instance_create(x,y,argument3)
bb.direction=point_direction(x,y,(shootx-((speed+4)*10)+random((((speed+4*2))*10))),shooty)}
if !collision_line(x,y,nearest_enemy.x,nearest_enemy.y,argument1,
1,1)
can_shoot=argument6
else
can_shoot=(argument6*3)}}

if mode=0{ 
if !collision_line(x,y,nearest_enemy.x,nearest_enemy.y,argument1,
1,1)
mp_potential_step(safe_x,safe_y,sped,0)
else
speed=0
if distance_to_object(nearest_enemy)<100{
if can_shoot<1
{if !collision_line(x,y,nearest_enemy.x,nearest_enemy.y,argument1,
1,1){{
bb=instance_create(x,y,argument3)
bb.direction=point_direction(x,y,(nearest_enemy.x-(speed*20)+random((speed*40))),nearest_enemy.y)}
if argument7=1
image_angle=point_direction(x,y,nearest_enemy.x,nearest_enemy.y)}
can_shoot=argument6}
}
else{if argument7=1
image_angle=point_direction(x,y,safe_x,safe_y)
}}
}
Check if you're using the same AI.
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"The reason programming is addictive is the same reason a good game is addictive: it constantly feeds you with a sense of minor accomplishment on your way to [achieving] the greater goal."

Yal

Planning to build a network of like-minded, innovative GameMaker developers, connected by a set of tools for building awesome games. Interested? PM me.


#13 bradftww

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Posted 25 April 2010 - 08:57 PM

Hang on...the AI looks familiar. Did you use chainsaw(don't remember the rest of his name)'s AI?


I don't remember I made the AI a while ago. I might of, he kind of sounds familiar lol

Here's the script that seem's familiar:
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/*
Put this script in the Step event

shooter_ai(enemyid,coverid,enemybulletid,bulletid,speedat
k,maxspeeddef,shootspd,registered)


enemyid:	   The enemy object*
coverid:	   The object considered as cover*
enemybulletid: The enemy bullet object*
bulletid:	  The bullet object that this object will fire**
speedatk:	  The speed to seek out the enemy
maxspeeddef:   The maximum speed to run to cover
shootspd:	  How often this object shoots***
registered:	Are you registered? True or False (use or don't use image_angle) 

*If you have different objects (eg. several different enemy objects for this object to fight),
use a parent. The example in the brackets, make a new object called "enemy_parent" and set
it as the parent for every enemy object. Then in the script put "shooter_ai(enemy_parent,...etc.)"

**If you have different objects for different bullets to fire, use a variable.
For example a variable called bullet_type and set this variable to equal whatever bullet object you
like. Then put in the script, "shooter_ai(*,*,*,bullet_type...etc.)

***Set this to random(...) to make the regularity of shooting more realistic.


				IMPORTANT!!!
/////////////////////////////////////////////////
In the Create event put:
////////////////////
mode=0
can_shoot=0
shootx=0
shooty=0
sx=0
sy=0
/////////////////
to avoid errors
Alternatively you could kill a puppy :P
(Treat unitialized variables as 0)
////////////////////////////////////////////////
*/
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////by Chhaaiinnssaaww! Get Some!////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
var nearest_enemy, nearest_cover, nearest_bullet, safe_x, safe_y, sped, dir, bb;

if instance_exists(argument0) && instance_exists(argument1) {

nearest_enemy=instance_nearest(x,y,argument0)
nearest_cover=instance_nearest(x,y,argument1)
nearest_bullet=instance_nearest(x,y,argument2)
dir=point_direction(x,y,nearest_cover.x,nearest_cover.y)
safe_x=nearest_cover.x+lengthdir_x(distance_to_object(nearest_cover)+64,dir)
safe_y=nearest_cover.y+lengthdir_y(distance_to_object(nearest_cover)+64,dir)
sped=(argument4+argument5/(1+(1+distance_to_object(nearest_enemy)/70)))+(distance_to_point(safe_x,safe_y)/70)
can_shoot-=1
if speed>argument5 speed=argument5
if collision_line(x,y,nearest_enemy.x,nearest_enemy.y,argument1,
1,1)
mode=1

if !collision_line(x,y,nearest_enemy.x,nearest_enemy.y,argument1,
1,1) && distance_to_object(nearest_cover)>10
																		  //feel free to play with the above number (10)
mode=0

if mode=1{
if argument7=1
image_angle=point_direction(x,y,nearest_enemy.x,nearest_enemy.y)
if collision_line(x,y,nearest_enemy.x,nearest_enemy.y,argument1,
1,1){
if point_distance(nearest_enemy.x,nearest_enemy.y,shootx,shooty)>90/*play with this value*/ or (x!=sx && y!=sy)
mp_potential_step(nearest_enemy.x,nearest_enemy.y,argument4,0)
if distance_to_object(nearest_cover)>10
mp_potential_step(nearest_cover.x,nearest_cover.y,(argument4/2),0)}
else{
shootx=nearest_enemy.x
shooty=nearest_enemy.y
sx=x
sy=y
speed=0
///////////////////////////////
}

if distance_to_object(nearest_bullet) < 150{
if !collision_line(x,y,nearest_bullet.x,nearest_bullet.y,argument
1,1,1)
mp_potential_step(nearest_bullet.x+45,nearest_bullet.y+45,-8,0)}
if can_shoot<1
{if x=sx && y=sy{
bb=instance_create(x,y,argument3)
bb.direction=point_direction(x,y,(shootx-((speed+4)*10)+random((((speed+4*2))*10))),shooty)}
if !collision_line(x,y,nearest_enemy.x,nearest_enemy.y,argument1,
1,1)
can_shoot=argument6
else
can_shoot=(argument6*3)}}

if mode=0{ 
if !collision_line(x,y,nearest_enemy.x,nearest_enemy.y,argument1,
1,1)
mp_potential_step(safe_x,safe_y,sped,0)
else
speed=0
if distance_to_object(nearest_enemy)<100{
if can_shoot<1
{if !collision_line(x,y,nearest_enemy.x,nearest_enemy.y,argument1,
1,1){{
bb=instance_create(x,y,argument3)
bb.direction=point_direction(x,y,(nearest_enemy.x-(speed*20)+random((speed*40))),nearest_enemy.y)}
if argument7=1
image_angle=point_direction(x,y,nearest_enemy.x,nearest_enemy.y)}
can_shoot=argument6}
}
else{if argument7=1
image_angle=point_direction(x,y,safe_x,safe_y)
}}
}
Check if you're using the same AI.


Nope im using a dif script
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Dream as if you'll live forever. Live as if you'll die today.~"I'm the shadow on the moon at night, filling your dreams to the brim with fright."
"Life is a wild ride, Buy a helmet"~ Zack Spartz~ "It's the friends you call up at 4 A.M. that matter"~Brad Benedict
Fight my brute!

#14 buffelz

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Posted 27 April 2010 - 12:48 AM

Really fun game ^.^ I think you should add more levels though. 4/5
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#15 bradftww

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Posted 27 April 2010 - 09:28 PM

Really fun game ^.^ I think you should add more levels though. 4/5


Thanks :)
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Dream as if you'll live forever. Live as if you'll die today.~"I'm the shadow on the moon at night, filling your dreams to the brim with fright."
"Life is a wild ride, Buy a helmet"~ Zack Spartz~ "It's the friends you call up at 4 A.M. that matter"~Brad Benedict
Fight my brute!

#16 bradftww

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Posted 30 April 2010 - 09:15 PM

bump
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Dream as if you'll live forever. Live as if you'll die today.~"I'm the shadow on the moon at night, filling your dreams to the brim with fright."
"Life is a wild ride, Buy a helmet"~ Zack Spartz~ "It's the friends you call up at 4 A.M. that matter"~Brad Benedict
Fight my brute!

#17 bradftww

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Posted 04 May 2010 - 07:35 PM

bump
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Dream as if you'll live forever. Live as if you'll die today.~"I'm the shadow on the moon at night, filling your dreams to the brim with fright."
"Life is a wild ride, Buy a helmet"~ Zack Spartz~ "It's the friends you call up at 4 A.M. that matter"~Brad Benedict
Fight my brute!

#18 Urbanturkin

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Posted 05 May 2010 - 08:33 PM

Hmm...I gave it a shot a few weeks ago but forgot to comment :P

I liked it...it played good, no huge bugs that I could think of. And I really liked the AI where the enemys tried to "dodge" the balls ::lmao::
One thing you should improve is the graphics. They make the game look much worse than it is!

Anyways, itīs good and has a lot of potential. Keep up the good work.
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#19 IQbrew

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Posted 05 May 2010 - 08:38 PM

This AI behaves extremely familiar.
Not to imply you stole it, but would you post a portion of your AI code?
"Personally, I rather look forward to a computer program winning the world chess championship. Humanity needs a lesson in humility. "

#20 lbweb151

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Posted 08 May 2010 - 12:24 PM

I'm not played it, but it look interesting :)
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#21 Dylan93

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Posted 01 September 2010 - 11:52 PM

This AI behaves extremely familiar.
Not to imply you stole it, but would you post a portion of your AI code?


Turgon's Top Down AI

Edited by Dylan93, 01 September 2010 - 11:55 PM.

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#22 CaptainLepidus

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Posted 02 September 2010 - 01:33 AM

This AI behaves extremely familiar.
Not to imply you stole it, but would you post a portion of your AI code?


Turgon's Top Down AI


I think not. It seems more like "chainsawwwwww! get some"'s AI.
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"The reason programming is addictive is the same reason a good game is addictive: it constantly feeds you with a sense of minor accomplishment on your way to [achieving] the greater goal."

Yal

Planning to build a network of like-minded, innovative GameMaker developers, connected by a set of tools for building awesome games. Interested? PM me.


#23 Dylan93

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Posted 02 September 2010 - 11:58 AM

This AI behaves extremely familiar.
Not to imply you stole it, but would you post a portion of your AI code?


Turgon's Top Down AI


I think not. It seems more like "chainsawwwwww! get some"'s AI.


Or its that, its either one of those 2 because his AI looks very similar.
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