Armored Combat - show off
Hunnenkoenig
Member Posts: 1,173
Hi guys!
Just wanted to jump in and let you know, that our newest game will be released soon. We are waiting on apple's review.
It is not made with GameSalad, but maybe you are interested. It's a 3D multiplayer death match game with tanks in a WW2 setting.
Promo codes will be available on Promo Dispenser.
It is made with our own 3D engine, coded in objective-C and C++.
It is iPad2 and iPhone4 only for now. We will try to make it for 3GS and iPad1 too.
Real time shadows
Destructible buildings
Real time physics
Game Center
I am just soooo excited :-)
Just wanted to jump in and let you know, that our newest game will be released soon. We are waiting on apple's review.
It is not made with GameSalad, but maybe you are interested. It's a 3D multiplayer death match game with tanks in a WW2 setting.
Promo codes will be available on Promo Dispenser.
It is made with our own 3D engine, coded in objective-C and C++.
It is iPad2 and iPhone4 only for now. We will try to make it for 3GS and iPad1 too.
Real time shadows
Destructible buildings
Real time physics
Game Center
I am just soooo excited :-)
Comments
And looks great Hun! Looks like you've got another success on your hands.
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
I really missed this community, but I had so much work to do.
I will try to hop in time to time and also try GS again with the new features.
A cinematic trailer is here:
Gameplay trailer coming in the next days. Have to cut and dub it yet.
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
A real trailer will follow.
- Jeff
The time between fireing and explosion is based on how far your crosshairs is away.
If you shoot at nearby targets, it is also shorter between fire and hit.
- Jeff
We wanted to slow it down indeed for two reasons:
1. to add some tactical elements (we don't want it to be a shooter)
2. we plan to add upgrades from ingame shops in a future update, so people can make their tanks better with time.
My first thought was that I liked the target movement - much more tactical and less of a shooter as you say.
My second thought was that I'd want to see the enemy retcule on the ground as well.
I could be wrong, but my thinking was 'I'd like a chance to be able to get avoid enemy fire, and having to keep an eye on where the enemy target was at the same time as your own could be a nice challenge.'
Though that could be an upgrade, maybe.
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Serioulsy looks great, congrats Hunn, would love to check it oput but unfortunately i only have a 3GS and an iPad 1. Perhaps when you make the big time you'll send me an iPhone4 with the game pre-installey ey?
I imagine it must have been hard to make this one especially that you are using your OWN 3d game engine (I would love to know more about this)!
The game looks fantastic and I would love to try it!
My only thought is that you should make it a little bit more realistic, for example when you hit that light pole, instead of moving it should break and also when you fire at that tram - it jumps too high in my opinion.
Good luck with this one!
I am glad, you like it.
@quantumsheep: Hm... I will think about it :-)
@beefy: when I make it big time, I will absolutely :-)
@FanStudio: The engine is based on OpneGL of course. I don't know what else to tell about it :-)
I will post a few screenshots about our level editor later. It is a simple one and sometimes made me hard times, but you can get the work done with it.
We absolutely want to make the game better and better and we also are thinking about making it more realistic. We didn't know what the hardware will bare and that's why we tried to save ressources.
Now we know how it works, we can make the houses really explode etc., but it is muuuuuuch work. We will see if we can do it.
The light poles are moving, because they have a square rigid body. Unfortunately you can't make it any other way, because then they would always lay on the ground. MAybe I will try to make it tiner, so they fall easier.
We use bullet physics engine for physics.
BTW shooting the tram into the church is fun. I can play for hours doing nothing else just play basketball with the tram :-P
I started to play with Unity3D and I find it quite easy, that's why I was curious about your home-made 3d engine. Looking forward to see the screenshots
Let me know when the game is going to be launched so I can buy it!
***** I really hate that the "Subscribe To Topic via Email" option is not working - this is something that can be fixed in 5 minutes!!! *****
Here is a shot from the editor. The image is a bit big, right click and "show image" if you want the full size.
It's nothing special, but we want to develop it further.
Should be ready for sale in a few hours.
Release date is Wednesday, June 29.
I will update the topic with the direct link.
2 hours after release!
Unbelievable!
http://www.pocketgamer.co.uk/r/Multiformat/Armored+Combat:+Tank+Warfare+Online/news.asp?c=31139
Appstore link:
http://itunes.apple.com/us/app/armored-combat-tank-warfare/id423780020?mt=8
I forgot to tell, that Apple screwed us and the game was 3 days long in the processing state.
The engine is just an engine, and the tool is very clumsy, made only for this game.
You still need to know C++ and objective-C to use the engine, but maybe we will try to make a userfriendly, unity like toolset out of it, if there is interest. However Unity is getting better and better I think. I saw that lighting video and I was dropping my jaw.
Thanks for the screenshot! It looks kinda hard to edit all the elements from that editor...
Ok maybe not 30 MB, but unrealistically big for a hello world app.
An engine that tries to support everyone and everything is always limiting something (like GS is limiting you).
I can't tell specific ting, because I personally never worked with Unity, but I have experience with other "engine for all" programs.
The unreal Engine is maybe a good one (to be honest I have heard from people working with Unreal in the game industry, that it is really crap), but I also don't like the idea to give my money to somebody as royalties.
I know, it is over 50k dollars, but I already released an app, which made 300k and if it were made with Unreal, I could give up 100k or so, which is a really big sum, if you have made "only" 300k.
If I would make 300 million, I would give 100 million easier, than 100k from 300k.
If you know, what I mean. Yeah, it is a bit time consuming and clumsy, but it is better, than doing it by code :-)
It looks more complicated, than it is though.