Epid Official Thread
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randoCreated:
I don't want to commit to anything right now since I have a lot going on anyways, but thanks for the offer. I'm staff on some events and have lots of planning to to and have just too much schoolwork to comprehend. Best of luck though, I might stop in if you need some help I guess. Maybe I could just be for if you're having programming problems to help figure it out maybe. Nonetheless just ask if you do need help with some specific stuff.Ok. I think it's going well for now.
Updates:
- I added some new tanks
- I made the upgrade system work a bit better
- I added visibility kinda, and am thinking about whether objects should block players view
- I fixed some channelog-related stuff
- Fixed reload-related stuff, because when I originally set tank reload for the tank types I assumed it was at max reload though I hadn't implemented it then, but I have now.
Ok, you asked! And here we observe the reload all the way at 8 (I haven't added a stat-upgrade system yet) shown with the triplet, one of the tanks that are good with reload. Here we have the triple-shot, a tank originally introduced in diep.io but changed when put in arras.io to make it more affective, as in diep.io it was weak and had low reload. In Epid it uses the arras.io version of the triple shot. (sorry for the long description) This is the penta-shot, a commonly used tank in diep and arras that is powerful because of its rapid reload and its spread. It is also good for defense because of its spread. But even though it is good in diep and arras, there may or may not be an upgrade from this which I will talk about now. This is the decta-shot. (I put the T in decta to make it easy to say.) It a version of the penta-shot with double reload and it shoots 10 directions instead of 5! It is absolutely OP but there are some you might find better! This is the sixteenlet. It is the improved octo-tank, with double reload and more directions to shoot. It is an amazing defender tank, as it hits everything and anything around it. We are at my second favorite! and the second-to-last This is the trash compactor! It basically a triplet with double, yes, double the reload. It is absolutely OP as it can kill an alpha-pentagone in 9 seconds. 9! That's like less than 10! Anyway, that's less than the streamliner! So it's OP, but not necessarily the best. Ok, so I decided to make this one not boring. This is the super sprayer, and you will not regret getting this. You may think this is just a sprayer with double reload, but that's exactly what it is! Jkjk. It isn't just the sprayer with double reload. With this, it sprays faster, and stronger. It has double reload, *told ya* but Other things happen too: the more powerful bullets are more frequent, and all the bullets are stronger; the weakest ones being as strong as a normal bullet, and the strongest being barely weaker than an annihilator, yes, an annihilator bullet! This can kill an alpha-pentagone in 4, yes 4 seconds! This is the way to go! Until we have the overseer upgrades! EDIT: Ok, I just nerfed the super-sprayer, it was too OP killing an alpha-pentagone in 2 seconds instead of the remembered 4 EVERY TIME. I just decreased the bullet damage, and now it's still OP but should be less so.Updates:Screenshot?
- I added some new tanks
- I made the upgrade system work a bit better
- I added visibility kinda, and am thinking about whether objects should block players view
- I fixed some channelog-related stuff
- Fixed reload-related stuff, because when I originally set tank reload for the tank types I assumed it was at max reload though I hadn't implemented it then, but I have now.
PRINT "THIS LOOKS AMAZING!"
In beta, we will introduce a few new tanks, a new object loading system, maybe some fancier menus, and bug fixes!
Then we will get to the hard part after beta is released. That will be making enemy tank AI. This may be hard because I have never done this before, and the sprite limits may be hard to get around.
I may just switch to graphic page graphics, and GSPOIT collision, but that seems kinda hard to implement with an already-working system. If sprite limits aren't a problem, we probably won't do this.
We might be able to add up to 4 player local play, but since I'm the only one in my family who has SmileBASIC, and I don't know anybody locally who does, I'll need people with multiple 3DS's with SB to test.