wow pre rendered sprites, now thats a engine :D and all ive been trying to do until today :P
if you want you can try to add a "bounce" animation on the tank, maybe it will improve even more(like metal slug tank), but thats just guessing =)
Demo: Normal Tanks Full version available now.
Hey, very nice! I played through the first couple levels and it's definitely fun! I especially like the graphics.
A couple minor notes:
- An option to use relative controls would be nice. (W, S, A, D, for forward, reverse, turn left, turn right.)
- A noticed a couple times that the landscape along the top edge of my screen would "pop" in as I was driving up. I have a widescreen monitor if that matters.
- More weapons! Cannon and machine gun get a little old after a while.
I myself have been working on similar game:
http://www.tanky-tank.com/tanky-tank/
Like your Normal Tanks, my Tanky-Tank is a 2D top-down tank combat game (you even use the mouse to aim & shoot). But I'm concentrating on multiplayer instead of singleplayer. And it's not as pretty as your game. ;-) A new version should be released with tons of improvements within a week.
A couple minor notes:
- An option to use relative controls would be nice. (W, S, A, D, for forward, reverse, turn left, turn right.)
- A noticed a couple times that the landscape along the top edge of my screen would "pop" in as I was driving up. I have a widescreen monitor if that matters.
- More weapons! Cannon and machine gun get a little old after a while.
I myself have been working on similar game:
http://www.tanky-tank.com/tanky-tank/
Like your Normal Tanks, my Tanky-Tank is a 2D top-down tank combat game (you even use the mouse to aim & shoot). But I'm concentrating on multiplayer instead of singleplayer. And it's not as pretty as your game. ;-) A new version should be released with tons of improvements within a week.
Thanks all. : )
Holy Fuzz i too make new version of NT game. With multiplayer, and minimap.
I badly know English, and I can not answer all : ) And i understand all posts. Thanks.
Holy Fuzz i too make new version of NT game. With multiplayer, and minimap.
I badly know English, and I can not answer all : ) And i understand all posts. Thanks.
Loved the game.
Very fun.
I too am working on a tank game (Have not got very far yet).
I was going to do movement similar to "cannon fodder". Left click move, right click shoot.
I had a very interesting multiplayer idea (based on cannon fodder and Z (bitmap brother).
My suggestions...
Don't put a ammo count for primary weapon (normal single shot cannon).
Left click shoots secondary weapon (if you pick one up), but requires ammo. Have special weapons mount onto the turret (eg. machine gun, missile rack).
Publishing ideas...
I'd buy this if it was on Steam for $5 - $10.
Cant wait to see what multiplayer is like.
[Edited by - goblin77 on May 28, 2009 2:22:41 AM]
Very fun.
I too am working on a tank game (Have not got very far yet).
I was going to do movement similar to "cannon fodder". Left click move, right click shoot.
I had a very interesting multiplayer idea (based on cannon fodder and Z (bitmap brother).
My suggestions...
Don't put a ammo count for primary weapon (normal single shot cannon).
Left click shoots secondary weapon (if you pick one up), but requires ammo. Have special weapons mount onto the turret (eg. machine gun, missile rack).
Publishing ideas...
I'd buy this if it was on Steam for $5 - $10.
Cant wait to see what multiplayer is like.
[Edited by - goblin77 on May 28, 2009 2:22:41 AM]
goblin77
>Publishing ideas...
>I'd buy this if it was on Steam for $5 - $10.
Steam not accept game for publishing, i badly know english :
I make official site: www.normal-tanks.com
Please, help, check for language errors.
And i need help for write game short discription. And short features list, for presentation to STEAM. Help, if possible.
>Publishing ideas...
>I'd buy this if it was on Steam for $5 - $10.
Steam not accept game for publishing, i badly know english :
I make official site: www.normal-tanks.com
Please, help, check for language errors.
And i need help for write game short discription. And short features list, for presentation to STEAM. Help, if possible.
Hiya,
I sent you an email regarding your site. Just a few grammer suggestions.
I'll be happy to proof read your description and feature list.
You should have an email from me mattbere.....
Are you not including multiplayer any more?
I sent you an email regarding your site. Just a few grammer suggestions.
I'll be happy to proof read your description and feature list.
You should have an email from me mattbere.....
Are you not including multiplayer any more?
Now i make new Normal-tanks engine. With multiplayer. : )
My mail responce is blocked msn.com as spam. See gamedev.net PM please. : )
short exemplary list.
Features:
- 8 big levels.
- 30 enemy types
- powerful shader`s graphics
[Edited by - megabyte-ceercop on June 1, 2009 10:18:34 PM]
My mail responce is blocked msn.com as spam. See gamedev.net PM please. : )
short exemplary list.
Features:
- 8 big levels.
- 30 enemy types
- powerful shader`s graphics
[Edited by - megabyte-ceercop on June 1, 2009 10:18:34 PM]
Hi.
I make world-wide activation system for Normal-Tanks, by plimus.com.
Today i planed launch distribution of full english-version.
[Edited by - megabyte-ceercop on June 29, 2009 2:28:35 AM]
I make world-wide activation system for Normal-Tanks, by plimus.com.
Today i planed launch distribution of full english-version.
[Edited by - megabyte-ceercop on June 29, 2009 2:28:35 AM]
First of all this game looks gorgeous. I do think you should try out more control schemes, such as relative movement (W=forward in your current facing direction), or independent tracks (Q/A forward/reverse left tread, W/S for right). Current controls are tough to get used to--then again I'm on a laptop.
Can you provide more specifics on the rendering? You prerendered 3d models, then used the sprites+original normalmaps to do realtime lighting? What techniques? What about for the terrain?
I'm doing a 2D shooter myself, but 'lighting' is all faked by blending sprites.
Can you provide more specifics on the rendering? You prerendered 3d models, then used the sprites+original normalmaps to do realtime lighting? What techniques? What about for the terrain?
I'm doing a 2D shooter myself, but 'lighting' is all faked by blending sprites.
>CadetUmfer
Yes, is sprites rendered from 3d models, with normal map layer + z-map (for shadows and owersection calculation) + spercilar-level map.
If you want, look .png files of sprites. Use dragon unpacker, for unpack data/arh.grs file. All sprites contain 2 part. Left - diffuse+dephbuffer. Right - normalmap+spercular.
Blending realised in shaders v2.0.
Yes, is sprites rendered from 3d models, with normal map layer + z-map (for shadows and owersection calculation) + spercilar-level map.
If you want, look .png files of sprites. Use dragon unpacker, for unpack data/arh.grs file. All sprites contain 2 part. Left - diffuse+dephbuffer. Right - normalmap+spercular.
Blending realised in shaders v2.0.
This topic is closed to new replies.
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