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BestOfTheWorst Unstoppable!
Joined: 02 Jun 2006
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Posted: Sat Jun 12, 2010 11:07 pm Post subject: |
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thanks for the feedback
I've updated the first post with new version (v12) and source |
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Dark_Odyssey Dominating!
Joined: 30 Dec 2009 Location: Neuschwabenland
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Posted: Tue Sep 21, 2010 10:55 pm Post subject: |
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I know I´m late, but I tried this just a few minutes ago for the very first time in a fairly serious manner, and I gotta say nice Worst, or, better still: Nice work, Worst (not to implement I would be referring to any1´s snake here ...)
The very first installment of this game principle I had witnessed in my dull and miserable, aeon old existence had been a game on the Commodore 64 called "Nibbler" btw ... anyone still familiar with this one ?
P.S. No relation to the embodiment of cuteness from Vergon 6 |
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Plastic Indian has entered the game!
Joined: 09 Dec 2010
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Posted: Mon Dec 20, 2010 6:14 pm Post subject: |
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I was playing this with my brother the other day. It got me thinking, would this be a good jumping off point for a TRON wad? |
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BestOfTheWorst Unstoppable!
Joined: 02 Jun 2006
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Posted: Mon Dec 20, 2010 6:41 pm Post subject: |
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heh that would be also possible without too much work, by doing some changes in the ACS code of the game.
I dont have time or interest for that now though, but if you are experienced enough in ACS and/or coding, you can always grab the sources from the first post, and try doing that yourself
..after looking at the old code I wrote back then, I see a lot of things that could be designed better and be less ugly now though |
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Fluffles Unstoppable!
Joined: 31 Dec 2007
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Posted: Tue Dec 21, 2010 12:54 am Post subject: |
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As fun wsnakes was the tron wad sounds like a really good idea, I'd love to play something like that |
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Evolution Wicked Sick!
Joined: 06 Sep 2005
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Posted: Tue Dec 21, 2010 10:24 am Post subject: |
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awesome work, bravo acs plasnerd! |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Tue Dec 21, 2010 11:14 am Post subject: |
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Plastic Indian wrote: | It got me thinking, would this be a good jumping off point for a TRON wad? |
Fluffles wrote: | ...sounds like a really good idea, I'd love to play something like that |
Tried Trails (or the even lesser-known sequel)? |
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BestOfTheWorst Unstoppable!
Joined: 02 Jun 2006
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Posted: Tue Jan 11, 2011 1:12 am Post subject: |
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Update!
Code: | v14 - improved 'Tron Snakes' mode player handling; Players can enter
the boxes at anytime, but spawning only happens when the round
is changing. At least 2 players are needed to score points.
When there are no players, the game will stop and wait
for players.
- improved soundFX playback. There should be less missed sounds
now. Added a new msg and sound for points in tron mode.
- adjusted 'Tron Snakes' scoring, now winning a round awards 4
points instead of 1.
This should work nicer with the available point limits.
- Implemented dumb bots for Tron Snake mode, they appear when
there are missing players.
- Made normal snake games pause when there are no players.
- Made player teams configurable from the setup room.
v13 - LOTS of changes, mostly cleaned up the code.
- Fixed Snake to Snake collisions.. old glitchy behaviour where
snakes overlap is avaible in its own mode :P
- As a result of cleaned up input/moving/collision code the
maximum speed has been reduced to 12. (timing issue otherwise)
- Games now end and stop when someone wins, and instead of
the auto- restart on same map, the setup room is re-enabled
and players can start another game from there, without
needing to do a callvote to reset the map.
- Added a 'Tron Snakes' mode. In this mode, players gain points
by being the last snake alive in each short round. The snakes
extend endlessly and the tails stay at the start. Dying doesn't
result in any point loss. A faster snake speed is recommended
for this mode along with a lower scorelimit.
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wsnakes_v14.zip
[XXX] wSnakes Server
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