Thanks for your answers!
Yeah, Lenn you can host it if you want.
I have some problems you might help me with:
When you get hit, you should see a kind of frame poping up and fading out again. When you have few enemys (<30) this works as it should, but the more enemeys there are the less it works. The frame pops up for just 1/10 second and disapears immediately after it. The function doing this is however not linked to the AI or something. Perhaps Blitz simply gets problems handling more than 200 ships...
The planet atmospheres:
Well the code should work in 16Bit as well, so I have to do a workaround, but thats something I will do later, because the glow doesnt work in 16Bit as well.
The code is simply this
SpriteViewMode pl\atmo,2
So no Z-Buffer or anything^^
The Glow:
This was the only piece of code we did not develop ourselves. It was taken from Blitzcoder (by Bouncer). It looks really nice, but as if you perhaps noticed it eats the fps^^. So if you know a faster one that is easy to implement, tell me.
The performance:
As you see the game is not optimised or anything. At the moment we use no single surface system for the sprites and the text. Is there a dll out there, that simply modifies the commandos like createsprite so that I dont have to rewrite/modify hole bunches of code.
I once tried to implement meshtrails (they look so cool in Homeworld), but I dont get all these createsurface etc. commands. I looked for the code here in the libary and implemented it but the result was very poor looking and it cost that much performance, that I threw them out. The rocket example which was on Blitzcoder seems to have a much better performance, but I was not able to implement it (I admit that it is difficult to implement code you dont understand).
Mr. Picklesworth you said the good ones always loose?
When I tested it the good ones won 9 out of 10 battles (in easy mode of course) with me doing nothing or being coded out of the teams! I was curious if I should strenghten the red ones... crazy stuff
Post your higscores!
Yeah, Lenn you can host it if you want.
I have some problems you might help me with:
When you get hit, you should see a kind of frame poping up and fading out again. When you have few enemys (<30) this works as it should, but the more enemeys there are the less it works. The frame pops up for just 1/10 second and disapears immediately after it. The function doing this is however not linked to the AI or something. Perhaps Blitz simply gets problems handling more than 200 ships...
The planet atmospheres:
Well the code should work in 16Bit as well, so I have to do a workaround, but thats something I will do later, because the glow doesnt work in 16Bit as well.
The code is simply this
SpriteViewMode pl\atmo,2
So no Z-Buffer or anything^^
The Glow:
This was the only piece of code we did not develop ourselves. It was taken from Blitzcoder (by Bouncer). It looks really nice, but as if you perhaps noticed it eats the fps^^. So if you know a faster one that is easy to implement, tell me.
The performance:
As you see the game is not optimised or anything. At the moment we use no single surface system for the sprites and the text. Is there a dll out there, that simply modifies the commandos like createsprite so that I dont have to rewrite/modify hole bunches of code.
I once tried to implement meshtrails (they look so cool in Homeworld), but I dont get all these createsurface etc. commands. I looked for the code here in the libary and implemented it but the result was very poor looking and it cost that much performance, that I threw them out. The rocket example which was on Blitzcoder seems to have a much better performance, but I was not able to implement it (I admit that it is difficult to implement code you dont understand).
Mr. Picklesworth you said the good ones always loose?
When I tested it the good ones won 9 out of 10 battles (in easy mode of course) with me doing nothing or being coded out of the teams! I was curious if I should strenghten the red ones... crazy stuff
Post your higscores!