World War Whatever - First demo!

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Postby DilloDude » Fri Apr 28, 2006 4:25 am

Here is a list of all (I think) important game objects, which have been added so far:
Shots:
  • Basic shot: does 1 damage, usually high fire - rate.
  • AA Shot: does 5 damage, usually slightly lower fire - rate.
  • Missile: does 20 damage, can be destroyed, homes, usually low fire - rate.
  • Laser: does 10 damage, very fast, usually medium fire - rate.
  • Rock: not a proper 'shot', does five damage.

Enemies:
  • KWildcats: Have no ammo, usually low health. They just try to crash into you.
  • Wildcats: Have 100 Basic shots, 100 health. Turn into KWildcats when ammo is depleted.
  • AAGuns: Ground - based sentries, unlimited AA Shots.
  • Trebuchet: Ground - based sentries, unlimited rocks.
  • MBalloon: Air - based sentries, unlimited Basic shots.
  • Chopters: Can move in a different direction from aim, not always moving. Unlimited Basic shots.
  • MTank: Can turn without moving, unlimited Missiles.
  • BattleShip: Has two separate cannons, firing three AA Shots at a time each.
  • Destroyer: Has a mounted AA Gun on top.
  • UFO: Warps randomly, fires lasers.
  • Fighter Jet: Unlimited AA Shots, unlimited missiles.

Missions:
  • Training Mission: No objective.
  • Bomb Target: Drop a bomb on the target.
  • Destroy ScoutBallon: Destroy a ScoutBallon, usually well defended.
  • Escort Convoy: Escort a convoy truck safely to it's destination.
  • Defend Carrier: Defend an aircraft carrier from attack for a time - limit.
  • Liberate Captives: Destroy the guard towers around a prison camp.

Special Mission Objects:
  • Bomb -> Bomb Target: Drop this on the target. If it misses, you fail.
  • Convoy Truck -> Escort Convoy: Defend this on its path.
  • Convoy Tank -> Escort Convoy: These attack the convoy truck; destroy them.
  • Carrier Under Fire -> Defend Carrier: This is the carrier you must defend.
  • Carrier destroyer -> Defend Carrier: These attack the carrier; destroy them.
  • Guard Tower -> Liberate Captives: Destroy these so the captives can escape.


I think that's most of it.
If you would like anything else to be added here, let me know, so I can add it before I complete it (which will be very dificult if I can't find if a file exists (but is this even possible? I hope so.), but it should still work, just not as nice).
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Postby duracel92 » Fri Apr 28, 2006 2:35 pm

nice to hear it, :D , I'm glad too see your project is going so far!
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Postby Game A Gogo » Fri Apr 28, 2006 9:24 pm

now, I SO WANNA TRY IT!
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Postby DilloDude » Sat Apr 29, 2006 12:01 pm

Well, I've worked out a solution to finding if a file exists, if the file contains variables: create a variable, 'EXISTS', to be saved with the other variables. When you want to load:
Code: Select all
EXISTS = 0;
loadVars([loadinfo]);
if (EXISTS)
{
    //action
}
else
{
    //display error
}

However, I can't find if a .dat file exists, but I can save a variable to the number of levels. Because the file creates a string with the file name, starting with the file name, then the level number, then .dat, it can check if there is a level existing by finding the level number, and finding if it's less than the number of levels. Otherwise, it should load a file 'Credits.dat', which currently displays a text saying that you have reached the end of your current set of leels, and has a spot to click to return to the menu. So all of this should work, and, to some degree it does. It loads the game (WWW_0), and it starts working, so it is loading the correct game. But shortly after loading, it crashes, and displays an error, saying that it has encountered a problem and needs to close. But it does load the file, before the problem occurs. It opens and the text starts scrolling out. Anyone know what could be causing this? 'Coz I don't.
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Postby DilloDude » Sat Apr 29, 2006 9:45 pm

But it appears the problem is with the .dat file. Maybe I will try loading it from another game nd see what happens.
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Postby DilloDude » Sat Apr 29, 2006 9:50 pm

Well, it works fine if I do that. But when I load it from my other files, even one that loads the filename rather than building it from script, it crashes afterloading. At least it loads the first part, anyway. :?: :?: :?:
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Postby DilloDude » Wed May 03, 2006 7:16 am

Thats some of the weirdest things ever! It loads fine when I load it from a file which just loads on keydown event, but it doesn't load from another that does other things like saving variables. It doesn't check the variables in this case, or do anything with them. The weirdest thing of all is that it's not just it doesn't load; it loads and then crashes. Anyone know what could be causing this?
As soon as this is finished, I can start making the first levels, and release a set with the first five or so. But there's no point doing that if you can't play them.
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Postby DilloDude » Thu May 04, 2006 10:13 am

Ok, Ive done another experiment: using my loader file, I loaded the game and finished the level. The result was it loading an empty game, with the correct blue background colour, but where nothing happened. The escape to exit didn't even work. I'll do another test, to see if the credits file loads if it thinks I finished the last level.
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Postby DilloDude » Thu May 04, 2006 10:20 am

Interesting results:
It loads the credits file perfectly. But when I click on the 'Return to Munu' button, it loads the menu, and then crashes, just like loading levels.
But the only sctipt is
Code: Select all
LoadGame("WorldWarWhatever.exe");

But when I use a loader file with the script
Code: Select all
LoadGame("WWW_0.dat");
it loads fine.
:?:
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Postby Game A Gogo » Thu May 04, 2006 7:52 pm

sum little hint, you dont need to put *.exe or *.dat or whatever.
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Postby DilloDude » Fri May 05, 2006 3:18 am

Well, while that problem is being solved, I may as well release the latest version. It is only set up for the 'Bomb Target' mission, and it's pretty easy because most of the nasty enemies can be avoided, but it is still challenging to destroy every enemy. The map is basically the same as the last one, but with a few enemies moved a little, and new bits added.
Download it here.
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Postby SergeLo00001 » Mon Jul 03, 2006 7:21 pm

dam. dillo dude,
awsome!
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Postby Hedfone » Wed Aug 02, 2006 5:01 pm

Sounds Sweet, but it wont let me download it :(
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Postby Hyperyon » Wed Aug 02, 2006 5:37 pm

Yeah, for some people the page wont display.
Lets keep our dreams alive!
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Postby pesto126 » Sun Aug 27, 2006 2:27 pm

dead... lots of work went into this.. hopefully this is still around.
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