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WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 23 Apr 2006 10:11:53 pm    Post subject:

Well, it's been a while, so I decided to start on a new project. War of the World II is a sequel of my War of the World game. It's got a new engine, interface, units, buildings... a lot of stuff and also it's currently smaller :biggrin: !
Here's a unfinished version, hope you like it. I also have a download link for x-lib, as it is required to play the game.

Just send the group to your calculator, ungroup, and run prgmWOW2

Any feedback would be great.

*Note: as it is unfinished, some functions of the game aren't coded yet, so don't rattle me just yet.

Edit: This post DOES contain the newest version of WOW2. You can also find it in other posts here (usually the most recent post by myself)


Last edited by Guest on 11 Aug 2006 09:22:41 pm; edited 1 time in total
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lolje


Member


Joined: 07 Feb 2006
Posts: 153

Posted: 24 Apr 2006 08:30:09 am    Post subject:

Laughing woW! looks great, feels like asm - this is really impressive! If you manage to integrate all these building and units i saw in the build menĂº it'll become really a wonderful game!
But you REALLY should try to 'compress' the game a bit (7 files are not very easy to handle); you could use the setEditor-command to create the game list automaticly and - Wtf is the program SELW for ?? lol - you should also put MAP into the main file and fix a few bugs, but as i think this project 'll
*if you continue investigate a LOT of time into it* make a real top game.
Keep it up!
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kalan_vod


Advanced Member


Joined: 04 Sep 2005
Posts: 446

Posted: 24 Apr 2006 01:55:30 pm    Post subject:

Looks and plays great, this is almost like starcraft or any RTS but not real time Razz. I think you have a great hit on your hands, also Welcome to the forums!
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WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 24 Apr 2006 05:45:31 pm    Post subject:


  1. Quote:
    Wtf is the program SELW for ??

    This program is used to handle movement, and interactions with the interface (what ever isn't in MAP).



  2. Quote:
    you could use the setEditor-command to create the game list automaticly

    Do you mean SetUpEditor? Or is this a totally different command?



  3. Quote:
    fix a few bugs

What kind of bugs?

Thanks for the feedback.
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Super Speler
Super Awesome Dude


Calc Guru


Joined: 28 Nov 2005
Posts: 1391

Posted: 24 Apr 2006 05:53:45 pm    Post subject:

Quote:
Do you mean SetUpEditor? Or is this a totally different command?

Weregoose bought to my attention a while ago that not only does SetUpEditer set up the list to be used with edit. But as well if the list does not exist it creates it or if it is archived it unarchives it.
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WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 27 Apr 2006 07:22:54 pm    Post subject:

Thanks, Super Speler. I'll be sure to use it.
Now might be a good time to ask, so here it goes:
I need someone to give me a crash course on programming an AI for this game.
Any help will be greatly appreciated.
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SilverCalcKnight
|_


Active Member


Joined: 15 Nov 2005
Posts: 577

Posted: 27 Apr 2006 09:24:29 pm    Post subject:

Well, I can't give you specific details on aspects of your game, because my 84+Se is currently being borrowed by my friend. But I can tell you how I programmed the AI for Tactics System 8x, because it's really quite simple. You put something like randInt(1,5)-->A at the beginning of his turn, then make him do things based on that number. How are you storing your unit coordinates? If you can, just PM me with the details of how your game works, and then I may be able to help you quite a bit.
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Super Speler
Super Awesome Dude


Calc Guru


Joined: 28 Nov 2005
Posts: 1391

Posted: 28 Apr 2006 05:23:17 pm    Post subject:

Silver Calc Knight, that imply's complete randomness not AI. One thing you can do is base the AI on whats more stratigic at the current situation: defence or offence. Then have it make the move based on your troop placement.
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SilverCalcKnight
|_


Active Member


Joined: 15 Nov 2005
Posts: 577

Posted: 28 Apr 2006 05:39:57 pm    Post subject:

Actually, I PM'd him with some more info on AI. Stuff like moving collectors towards their respective resources, troop advancement, and more. The 'random AI' is intended to do certain things based on what the player is doing. If the player is going to swarm the calc with many cheap units, the AI isn't going to send his units at the base to look for resources. There are just certain situations where you have to include randomness, like idle time when there are no scouts in the field to spy on what the player is doing.
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WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 30 Apr 2006 12:28:35 pm    Post subject:

It seems to me that there has been a misunderstanding on how each player collects resources. To collect resources, a player just needs to build a resource-collecting building, then assign a worker to collect that resource.
Ex. To collect food:

  1. Build a farm
  2. Return back to the main game menu (the one with the map and options at the bottom)
    [Below is NOT programmed yet, so don't try it]
  3. Press the [zoom] key to task workers, repair buildings, etc.
    *Note: In the version that's posted at the top doesn't have this because it's one of the many changes I'm making to the gameplay.
  4. Select a worker (doesn't matter wether it's idle or already tasked to do something)
  5. In the new pop-up menu on the bottom, select the resource that you want your worker to collect
I hope this will help to clear up the confusion


Last edited by Guest on 01 May 2006 06:14:56 pm; edited 1 time in total
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WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 04 May 2006 04:28:24 pm    Post subject:

Sorry for double-posting, but I have a problem with the code. It's too slow Sad .
Please help me optimize the code below.

*Note:~ means 1 space

"WEAPONS:~ARMOR:~~~FARMING:~MNFCTRNG:REFINERY:MONEY:~~~"->Str4
ClrDraw
real(7,0
If not(LDSAV(19+P
Then
Text(27,14,"NO~RESEARCH~~REPORT
Text(10,12,"TECH
Text(10,40,"LVL
Text(10,50,"STATUS
For(A,1,6
Text(6A+12,44,LDSAV(4A+56+P
End
While B!=45
For(A,1,6
If LDSAV(4A+56+P)!=9
Then
Text(6A+12,60,LDSAV(4A+58+P),"~G/T
Else
Text(6A+12,56,"MAXIMUM
End:End
real(12,8,55,12+C,84,18+C,1
DelVar B
While not(B:GetKey->B:End
real(12,8,55,12+C,84,18+C,1
If B=25
C-6->C
If not(C
36->C
If B=34
C+6->C
IfC=42
6->C
If B=85 and LDSAV(56+2C/3+P)!=9 and LDSAV(58+2C/3+P
LDSAV(58+2C/3+P)-10->LDSAV(58+2C/3+P
If B=95 and LDSAV(56+3C/3+P)!=9 and 90=>LDSAV(58+3C/3+P
LDSAV(58+2C/3+P)+10->LDSAV((58+2C/3+P
End


*Edit: Put the end in. Thanks Weregoose :biggrin:


Last edited by Guest on 04 May 2006 06:41:27 pm; edited 1 time in total
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SilverCalcKnight
|_


Active Member


Joined: 15 Nov 2005
Posts: 577

Posted: 04 May 2006 04:56:56 pm    Post subject:

I can't help you with optimization, but you can use that AI script I sent you for infantry as well. But when they're finished, you need to check all of the squares around it for enemies, and then make it attack the biggest/closest threat.
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Weregoose
Authentic INTJ


Super Elite (Last Title)


Joined: 25 Nov 2004
Posts: 3976

Posted: 04 May 2006 05:59:48 pm    Post subject:

From [font="courier new"]While B≠45 and down:

[font="courier new"]Repeat B=45
For(A,1,6
If 9≠LDSAV(4A+P+56
Then
Text(6A+12,60,LDSAV(4A+58+P),"~G/T
Else
Text(6A+12,56,"MAXIMUM
End
End
real(12,8,55,12+C,84,18+C,1
Repeat Ans
getKey→B
End
real(12,8,55,12+C,84,18+C,1
C+(Ans=34)-(Ans=25
Ans-36((Ans=42)-not(Ans→C
2Ans/3+P+58
LDSAV(Ans)+10((B=95 and LDSAV(C+P+56)≠9 and 90≥LDSAV(C+P+5Cool)-(B=85 and LDSAV(Ans-2)≠9 and LDSAV(Ans→LDSAV(Ans
End

In case you didn't know, the code you posted has a missing [font="courier new"]End.

Last edited by Guest on 04 May 2006 06:12:05 pm; edited 1 time in total
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WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 07 May 2006 09:39:42 am    Post subject:

Thanks for the help, Weregoose.

Next item of concern:

I need a quick brainstorm. Each nation is suppose to have their own national bonus. What should each nation's bonus be?

Also, I still need help with creating the AI.
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SilverCalcKnight
|_


Active Member


Joined: 15 Nov 2005
Posts: 577

Posted: 07 May 2006 06:38:44 pm    Post subject:

Again, I need to know the details of the game before I can help you with AI.

USA: Bonus in manufacturing heavy machinery
China: Cheaper infantry
G.B.: Bonus in sea units (if no sea units, then defensive units)
Italy: Bonus in light vehicles
Japan: Bonus in aircraft

Am I missing anyone?
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WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 09 May 2006 04:24:49 pm    Post subject:


  1. Quote:
    Again, I need to know the details of the game before I can help you with AI.
    What kind of details do you want for the ai, SilverCalcKnight?


  2. There are no sea or air units as of now.
    I'm thinking of expanding the game into 3-variations (land,sea,air), though. Not sure if that will happen.


  3. The teams are:

    • Britain
    • China
    • Germany
    • Italy
    • Japan
    • USSR (Soviet Union)
    • U.S.

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SilverCalcKnight
|_


Active Member


Joined: 15 Nov 2005
Posts: 577

Posted: 09 May 2006 06:50:10 pm    Post subject:

Details, as in:
+ How to move/attack
+ What factors decide the winner of a battle, if any
+ If there will be any other objects (trees, rocks, and such)
+ If you want any levels of difficulty
+ If there will be any more players, or if it will just be two-player
+ How to make those cool bullet points Wink

Thanks. I'm sure this will shape up to be a great game.

Edit: Class bonuses...

Britain-better defensive structures
China-cheaper manpower
Germany-stronger machinery
Italy-cheaper machinery
Japan-gets resources faster
USSR (Soviet Union)-gets more resources from a collector
U.S.-better manpower

Btw, I hope this game is 'retro'. Otherwise, realistically speaking, USSR should be changed to Russia.


Last edited by Guest on 09 May 2006 06:53:14 pm; edited 1 time in total
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WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 10 May 2006 04:34:27 pm    Post subject:

SilverCalcKnight wrote:
Btw, I hope this game is 'retro'. Otherwise, realistically speaking, USSR should be changed to Russia.

Actually, it's suppose to be a WWII game (hence: War of the World II)
During that time, Russia was part of the Soviet Union under the rule of Stalin.

SilverCalcKnight wrote:
Details, as in:
+ How to move/attack
+ What factors decide the winner of a battle, if any
+ If there will be any other objects (trees, rocks, and such)
+ If you want any levels of difficulty
+ If there will be any more players, or if it will just be two-player
+ How to make those cool bullet points

(Note that almost none of these features have been coded yet)

  1. Move: On the main game menu, press 2nd to select a unit (your cursor must be over the unit). Then move the cursor to one of the 8 surrounding squares and press 2nd again.
  2. Attack: Move into an enemy unit/structure to initate a battle. A random number will be chosen (depending on unit strengths/weaknesses and technology) for both the defender and attacker.

    • If attacking a unit: Who ever has the higher number defeats the enemy.
    • If attacking a building/commander: The random number of the attacker is the amount of damage done to that building. If the building's number is higher than the attacker's, then the attacker is killed but still does the damage
    If the attacker wins, then they will move onto the square that was occupied by the defender(or building).
  3. Artillery Barrage: Select an artillery unit(as if you were going to move it), and press the y= botton to initiate an artillery barrage. Input the number of shells to fire (maxshells=#artillery). Then select a square to bombard (Barage will commence regardless of what is on that square and which player's nation it is on). damage=#shells_fired*randint((mindamage+tech_level),(maxdamage+tech_level))
    *Note that tech_level is your attack level compared to the enemie's defence level
  4. I don't think there are any other objects in the game
  5. You decide wether there will be any difficulty settings
  6. 2-players only game
  7. What cool bullet points? Be more specific


Last edited by Guest on 11 May 2006 04:43:56 pm; edited 1 time in total
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WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 16 May 2006 04:17:44 pm    Post subject:

Well, I tried to pm people with a project update, but I don't think that's working out too well. So, here's an attachment for everyone to download (it's not finished, but I made substancial progress)

Please post any comments, bugs you found, or suggestions.

(sorry for double posting, but I needed to get this topic rolling again)


Last edited by Guest on 16 May 2006 04:18:19 pm; edited 1 time in total
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Sage Orator


Advanced Member


Joined: 23 Apr 2006
Posts: 337

Posted: 16 May 2006 08:11:41 pm    Post subject:

I think that that's okay after six days.

I had argument errors with the real( function. I fixed it on my calc and it ran smoothly. A fun game until I ran out of memory (that's my calc not your game, need to clean some stuff off)


BTW I am running a TI-84 Plus.


Last edited by Guest on 16 May 2006 08:43:00 pm; edited 1 time in total
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