What about using a system similar to crimsonland/alien shooter 1/2 there u move with the arrows/wasd but aim in the direction of you're mouse.
In those games you don't have the speed you can get in ca2 so don't know how it would work. But would be nice to know what you guy's think or if the dev's have already tested it.
oh maybe you might have mist that it had an update:
Marchy Update 6. March 2009
As some of you may already have noticed, Crimsonland got another update (v 1.9.92) last week. New features since 1.9.90 include one new perk and a fire bullets powerup tweak. The powerup now returns to its former glory -- and beyond (*).
So simply go ahead and download the new version if you already own the game. And if you don't, the price is still only $9.99. Don't lose the great chance to get it while our digital stocks last!
Good to hear from you admin,
using the mouse as weapon aiming will be very interesting as CA has always been a keyboard-styled game.
Implementing mouse to shoot would be fairly easy in programming, I think they went one step forward to make it keyboard only control in CA1+, though I think it kind of changes the way CA is played, usually you have to turn with the keyboard and boost back/forward in unpredictable ways to counter enemy attack and to get your enemies. Mouse may make things much easier, but as long as dev's have tested this themselves, it will be sure interesting to test ourselves :D
I'm actually putting further development into my AIBot which will have the ability to aim at enemies with different precision, think of it like an aimbot but programmed for a virtual player to use to attack enemies. Obviously if mouse was implemented, I could use simple click mouse at co-ordinate techniques, just like a simple pixel detecting clicker, this will make things much easier for the shooting.
Basically I've created a artificial simulation using an outline of CAOWL map seen in the video (obviously in a linear sense, which can be extended to a 3D environment but that would be pointless, eg. making a cheap knock-off CAOWL myself), this is kind of like green mode (go greenies) cheat in CA2 if you guys ever tried it.
This is the scenario; multiple generated polygons using advanced collision detection, rigid body dynamics including a CAI (CA Impulse) system which isn't restrained to gravity and more free to react to self calibration in an organic manner.
Also a stable dynamic friction engine is implemented, this in turn makes a cheap knock off of CA1 without any graphics (only polygons and intelligent algorithms) and you can basically test anything you like in this environment. The reason I did this is simply because CA2 (I call CA2, CADeluxe even though it's different) is a full featured graphical game, and testing these sort of things is rather tricky especially with dynamic RAM implemented.
For example, freezing a memory address of say.. ammo, next time you open the game the memory locations will be different, therefore forcing you to find these memory addresses and reapply the pokes. For the record, manipulating client side memory is totally legal in this aspect. Anyway this is a very brief example, memory altering can really change the game on many levels.
So anyway the point of making a polygon simulation for CAOWL instead of using CA1 or CA2 as a testing base is that memory is totally static, because I define the variables and what not, so the locations won't differ.
Also since mouse aiming is being considered in CAOWL, this will be a great chance to test new things as my simulation was initially based on using the mouse for aiming and shooting physical modelled bullets instead of using the keyboard.
You may be wondering so what happens when CA3 comes out and your AIBot is based on static memory, this is of course requires assembling a "no operational" instruction to certain memory locations, bypassing any sort of dynamic memory system. It may be debated whether this will be a feasible idea, though with good incentives, I'm sure AIBot won't be seen as a harmful bot.
Anyway for the near future I plan to have AIBot shoot enemies only if the path of the bullet will have a %85 success rate at hitting the enemy, taking into account homing missiles, mines and whichever weapons change the behaviour of the trajectory. So for example, I have contact points and spacestation/structures in the way void AIBot from shooting until it has a good mouse angle so it can shoot at the enemy with a high hit chance.
Generating floating boxes just like CA powerup boxes weren't hard at all, this is also taken into account, if boxes are in the way it will shoot at the enemy only if a small amount of boxes are in the way and only if the distance between AIBot and the enemy is close enough to have at least 30% hit rate after destroying the boxes. This was quite a hard one and I'm still working on it to gain proper functionality.
Also I plan on integrating RakNet into the simulation to allow for a better understanding at what is possible in CAOWL but I don't know if I have the time for this, I also plan to not use pixel detection or co-ordinate systems as they are dodgy and probably miss 50% of the time.
Rather I'm thinking of using a memory aiming device, which on mouse over detects the memory allocated to keeping the mouse locked* on the enemy, this is actually possible as I've done it before in different games.
You can also teleport a spaceship to a specified mouse location for that matter using basic memory editing, perhaps AIBot can be launched to certain parts of the maps for testing, but I don't want to go into too much detail about what AIBot is Already capable of. I currently have a whole list of useful and useless offsets which I'm finding use for.
Anyway obviously locking the mouse on the enemy when seen is just like pixel detection, though perhaps I'm going to support the locking with some code to allow the mouse to slightly move in order for a higher hit rate as each weapon has a different trajectory (restrained by speed, gravity etc.), basically initial velocity detection of some weapons, a nice formula to determine mouse moving increments with as many loops as required.
You can think of defining each weapons angle of shooting and mouse location, but that would be too long, and for the dev's to simply alter this, AIBot will goto the bin. So what I have planned cooked up since mouse aiming is now going to be implemented on certain ships, is that what I said before, deadlock the enemy (that has the highest potential of being hit based on obstacles and distance), have a loop to alter the angle of the mouse to aim a bit to the left/right until a feasible hit-rate is gained within a certain accurate range in which case, anything that eventually gets int he way or out-of-sight will result in a re-attempt of deadlock within a smaller angle increment.
This may sound complex but it's quite simple, anyone can calculate the distance between two known objects, finding whether segments cross one another, returning a float as an int, using sqrt functions etc. If you already have a class or pointer, looping is a piece of cake.
What about using a system similar to crimsonland/alien shooter 1/2 there u move with the arrows/wasd but aim in the direction of you're mouse.
In those games you don't have the speed you can get in ca2 so don't know how it would work. But would be nice to know what you guy's think or if the dev's have already tested it.
Posted 6 months ago #
We're expecting to include several control schemes - among others the one you suggest - depending on the vehicle you control....
Posted 6 months ago #
Crimsonland? Alien shooter? Hey we play the exact same games! Crimsonland rules.
Posted 6 months ago #
oh maybe you might have mist that it had an update:
Marchy Update 6. March 2009
As some of you may already have noticed, Crimsonland got another update (v 1.9.92) last week. New features since 1.9.90 include one new perk and a fire bullets powerup tweak. The powerup now returns to its former glory -- and beyond (*).
So simply go ahead and download the new version if you already own the game. And if you don't, the price is still only $9.99. Don't lose the great chance to get it while our digital stocks last!
Posted 6 months ago #
Good to hear from you admin,
using the mouse as weapon aiming will be very interesting as CA has always been a keyboard-styled game.
Implementing mouse to shoot would be fairly easy in programming, I think they went one step forward to make it keyboard only control in CA1+, though I think it kind of changes the way CA is played, usually you have to turn with the keyboard and boost back/forward in unpredictable ways to counter enemy attack and to get your enemies. Mouse may make things much easier, but as long as dev's have tested this themselves, it will be sure interesting to test ourselves :D
I'm actually putting further development into my AIBot which will have the ability to aim at enemies with different precision, think of it like an aimbot but programmed for a virtual player to use to attack enemies. Obviously if mouse was implemented, I could use simple click mouse at co-ordinate techniques, just like a simple pixel detecting clicker, this will make things much easier for the shooting.
Basically I've created a artificial simulation using an outline of CAOWL map seen in the video (obviously in a linear sense, which can be extended to a 3D environment but that would be pointless, eg. making a cheap knock-off CAOWL myself), this is kind of like green mode (go greenies) cheat in CA2 if you guys ever tried it.
This is the scenario; multiple generated polygons using advanced collision detection, rigid body dynamics including a CAI (CA Impulse) system which isn't restrained to gravity and more free to react to self calibration in an organic manner.
Also a stable dynamic friction engine is implemented, this in turn makes a cheap knock off of CA1 without any graphics (only polygons and intelligent algorithms) and you can basically test anything you like in this environment. The reason I did this is simply because CA2 (I call CA2, CADeluxe even though it's different) is a full featured graphical game, and testing these sort of things is rather tricky especially with dynamic RAM implemented.
For example, freezing a memory address of say.. ammo, next time you open the game the memory locations will be different, therefore forcing you to find these memory addresses and reapply the pokes. For the record, manipulating client side memory is totally legal in this aspect. Anyway this is a very brief example, memory altering can really change the game on many levels.
So anyway the point of making a polygon simulation for CAOWL instead of using CA1 or CA2 as a testing base is that memory is totally static, because I define the variables and what not, so the locations won't differ.
Also since mouse aiming is being considered in CAOWL, this will be a great chance to test new things as my simulation was initially based on using the mouse for aiming and shooting physical modelled bullets instead of using the keyboard.
You may be wondering so what happens when CA3 comes out and your AIBot is based on static memory, this is of course requires assembling a "no operational" instruction to certain memory locations, bypassing any sort of dynamic memory system. It may be debated whether this will be a feasible idea, though with good incentives, I'm sure AIBot won't be seen as a harmful bot.
Anyway for the near future I plan to have AIBot shoot enemies only if the path of the bullet will have a %85 success rate at hitting the enemy, taking into account homing missiles, mines and whichever weapons change the behaviour of the trajectory. So for example, I have contact points and spacestation/structures in the way void AIBot from shooting until it has a good mouse angle so it can shoot at the enemy with a high hit chance.
Generating floating boxes just like CA powerup boxes weren't hard at all, this is also taken into account, if boxes are in the way it will shoot at the enemy only if a small amount of boxes are in the way and only if the distance between AIBot and the enemy is close enough to have at least 30% hit rate after destroying the boxes. This was quite a hard one and I'm still working on it to gain proper functionality.
Also I plan on integrating RakNet into the simulation to allow for a better understanding at what is possible in CAOWL but I don't know if I have the time for this, I also plan to not use pixel detection or co-ordinate systems as they are dodgy and probably miss 50% of the time.
Rather I'm thinking of using a memory aiming device, which on mouse over detects the memory allocated to keeping the mouse locked* on the enemy, this is actually possible as I've done it before in different games.
You can also teleport a spaceship to a specified mouse location for that matter using basic memory editing, perhaps AIBot can be launched to certain parts of the maps for testing, but I don't want to go into too much detail about what AIBot is Already capable of. I currently have a whole list of useful and useless offsets which I'm finding use for.
Anyway obviously locking the mouse on the enemy when seen is just like pixel detection, though perhaps I'm going to support the locking with some code to allow the mouse to slightly move in order for a higher hit rate as each weapon has a different trajectory (restrained by speed, gravity etc.), basically initial velocity detection of some weapons, a nice formula to determine mouse moving increments with as many loops as required.
You can think of defining each weapons angle of shooting and mouse location, but that would be too long, and for the dev's to simply alter this, AIBot will goto the bin. So what I have planned cooked up since mouse aiming is now going to be implemented on certain ships, is that what I said before, deadlock the enemy (that has the highest potential of being hit based on obstacles and distance), have a loop to alter the angle of the mouse to aim a bit to the left/right until a feasible hit-rate is gained within a certain accurate range in which case, anything that eventually gets int he way or out-of-sight will result in a re-attempt of deadlock within a smaller angle increment.
This may sound complex but it's quite simple, anyone can calculate the distance between two known objects, finding whether segments cross one another, returning a float as an int, using sqrt functions etc. If you already have a class or pointer, looping is a piece of cake.
Posted 6 months ago #
Yeah mouse aim cool.
Posted 6 months ago #