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Tron Multiplayer [1-4 Players on same keyboard]


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#1 sneaky666

sneaky666

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Posted 13 September 2011 - 04:23 AM

Tron
By SuperSneaky
some sounds and graphics from internet


Info
This is 1-4 player game on the same keyboard, if you pick 2, 3, or 4 people, then you must move your bike and make a wall behind you and try to get the others to hit your wall. Secretly working in teams is recommended. :ninja:
If you pick 1 player mode, then you must achieve Mach 1 speed to win. That is have your speed really maxed out. The green speed bar on the bottom left has to be full.

Screens
Spoiler

Spoiler


Download
Size: 1200 width x 650 height
Can Go Full-Screen: No
Category: Racing/Strategy
XP/Vista/7 Compatible: Yes
Sounds: Yes
Size: 6.84mb
Link (new version): HERE (.zip)

Version 4: 21/09/2011
- much more optimized line drawing (thanks icuurd12b42 :laugh: )
- new sprite added for wall break indicator
- difficulty modes (levels 1, 2, 3, 4 and 5) added (more info available in the game info) for 1 or 2 or 3 or 4 player mode
- small bug fixes
- updated game info
- optimized collision masks of all sprites

Version 3: 18/09/2011
- somewhat more optimized line drawing code
- added an indicator (appears on top of the mini map) to notify you how much time is left for wall break power up, it fades away to show you how much is left
- updated game information

Version 2: 17/09/2011
- more efficient code
- bug fixes
- new sprite for the bouncer item
- implemented a main screen
- ability to restart or exit to main screen
- changed player names to their colors
- added option to disable sound and go full screen
- improved campaign difficulty
- changed the controls so it's more spaced out

FOR A CONTEST VISIT HERE
http://gmc.yoyogames.com/index.php?showtopic=519266


READ ALL INFO BELOW, THEY ARE IMPORTANT AND WILL HELP YOU WIN

Controls
ORANGE - PLAYER 1 - [W, A, S, D]
TEAL - PLAYER 2 - [up, down, left, right]
RED - PLAYER 3 - [Y, H, G, J]
YELLOW - PLAYER 4 - [P, L, ;, ']
Restart Room = Enter
Restart Game = Space

Items (re-spawns in a short time)
-Cross - bounces you up upon contact allowing you to jump over walls and other players (unless they are jumping as well)
-Bolt - permanently increases your speed
-Nuclear - allows you to break through walls, for a while...
-Skull - allows you to see walls on your minimap for a while
-Heart - gives user the 'Skull', 'Nuclear', and 'Bolt' abilities at once

Physics
-If you exit the room boundary, you will be teleported to other side of room in the respective direction
(eg. exit left, spawn right on other side of room)
-You can crash into an alive/dead vehicle or wall (even your own)
-If you crash you lose, and your vehicle is now dead (unable to control), you are now a spectator

Notes
-When a player crashes, the screen views change so the number of screen views match that of the number of playing players
-Each player has a minimap on the bottom left - colors indicate the players (dead vehicles and walls don't show up), dark blue for items
-Above your minimap, there is a speed meter that tells you how fast you are going
-Once you finish a round, the game will restart with the same settings, press space to get back to main screen
-Players are advised to team up on others :)

Edited by sneaky666, 23 September 2011 - 01:04 AM.

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#2 icuurd12b42

icuurd12b42

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Posted 13 September 2011 - 06:05 PM

that is pretty neat. though player2 acts weird when you start hold left and it goes right.


the trail is nice and when it fades it's also very nice

AI
http://www.host-a.ne...igthedTiles.gmk
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#3 sneaky666

sneaky666

    536e65616b79

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  • 1034 posts
  • Version:GM8

Posted 13 September 2011 - 10:39 PM

that is pretty neat. though player2 acts weird when you start hold left and it goes right.


the trail is nice and when it fades it's also very nice

AI
http://www.host-a.net/u/icuurd12b42/WeigthedTiles.gmk


The WeigthedTiles example, if i implement AI's in it, i want it to be like that, but that is only digital movement, i want the AI to be able to move like us humans do (analog style).

Also player 2 acts weird because of the algorithm i use for analog style movement. I don't want it so that if i am looking left, and i press right, i instantly turn right, i want it to take time to rotate, unfortunately my function takes a while to turn around if your angle mod 90 equals to 0. So if you try it again, and hold left for like 6 seconds, the player will eventually turn around. I need a better algorithm for turning...

Anyways i assume you concluded it's impossible to reach Mach 1 speed?

edit: just put up a new update, it now saves the configuration into a file, so you no longer need to see the info and specify how many players are playing, anymore. It checks if the save file exists, if so it uses it, else it asks u the question and shows the info file.

Edited by sneaky666, 13 September 2011 - 11:11 PM.

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#4 sneaky666

sneaky666

    536e65616b79

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  • 1034 posts
  • Version:GM8

Posted 16 September 2011 - 01:08 AM

Just uploaded a new version, changelog on first post.
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