Battle Chips -- Updated

What I’d like to do is tap the number, and then tap the step where it should go, at least for the goto.

I love the program-in-a-chip. Subroutines!

In terms of the number sliders, like @Goatherd I think the slider should start at its current setting. But if you want to develop it, the ultimate would be tap for the reference like @Bortels suggested, a bit like Excel. I noticed the slots seem to remember the setting rather than the chip. If I move a chip, chances are it still needs to point at the same place, so remembering that would be good.

Giving the player program on a chip effectively extends the scope to create complex behaviour by a lot, which will be great.

Version 0.40

Uses Zoyt’s suggestion for full screen tourneys. Also ends matches quickly when down to final bot. Bug fixes, graphic updates, adds the repeat chip, has a rough draft of the trading station for sharing robots as images.

https://gist.github.com/2523657

https://gist.github.com/2523992

Yes Mark! Your awesome!

Quoting Simeon:

Battle Chips Beta
You could use http.get to fetch them from a tweet, perhaps?
Comment by Simeon 9:03PM permalink

that would be great Mark!

New video in the first message showing “state of the project.”. I’ll link it here again just for expediency’s sake.

http://www.youtube.com/watch?v=hIlgrPfpzZc&feature=youtube_gdata_player

Ok please forgive my jumping into “ignorance corner” with both feet here.
I’m trying to download this from the github links above, I get the fact that I have to create a new project and individually copy and paste the contents of the files (damm your downloading restrictions Apple), but I’m having a hellva job actually being able to perform a basic copy operation, if I do a long press on the text I get a copy box appear but if I try and resize it to cover all the code it just seems to snap to some random width, can anyone suggest an easy way for a noob to get in on the Battle Chips action??? :slight_smile:

Edit : nevermind got it sorted (dont know why i didn’t think of opening a couple of windows in safari - doh ) :slight_smile:

Hello, Mark. Very neat project, I have wasted some serious time on it already.

While playing I had an idea that felt like an epiphany at the time, but which I have not, admittedly, fully hashed out in my brain: Turn-based mode.

In turn-based mode, you would build a shorter program that runs, then your opponent’s program runs, then yours again. Each chip would have a point value, like a turn or move would cost 1 point, while firing lasers might cost 3 points, etc. You could also make a “HEAL” chip costing even more points.

As your program runs, each time a chip is executed, the points are subtracted from your “turn points,” and when you run out of turn points, your turn is over and the opponent’s program executes.

For this mode, I might like a few additional sensors, such as one that checks my health or remaining turn points and executes chips as needed.

Just an idea, but maybe it could add a whole different dimension to the strategy without too much extra coding effort.

Fiddling around with a new look. What do you think?

http://db.tt/DNUKowr2

I like it @Mark, seems more modern.

Very nice, @Mark. I’d suggest selecting some slightly more muted colours for the palette, or attempting @John’s blur effect (render the robot to texture, blur the image, and then composite the blur with the robot sprite).

Having a soft spotlight effect around each robot would also be cool.

Unlike my mobile Internet connection… Sorry!

@Simeon, I saw John’s nifty soft shadow demo, but never saw the code behind it. I tried drawing each bot to a half-size image, doubling it, running a simple blur routine, then redrawing the bot on top of the resulting image. But what I got was an image sitting on top of a blurry version of the image. It didn’t look glow, just a mess.

I’d lighten the grid just a bit more, but I like it. Question: Does it correspond to motion? ie. if I go forward 1, it should be 1 grid element. if it’s just scenery and doesn’t correspond in some way to actual movement/range, it’d bug the hell out of me. :slight_smile:

I do think the wireframe is better than solids for the bots. I’ve actually been toying with similar concerns for my space game - best, perhaps would be 3d models, but then you need lighting to seem real, and that’s expensive right now; tron-type glowey wireframe seems a reasonable alternative.

@Mark I think we’ll need to add an additive blending mode to Codea for effects like this.

Yes! Blending modes!

+1000 for blending modes :slight_smile:

Sounds terrific, @Simeon. I’d certainly put it to use.

I tried going to a “hand drawn look” where I used different line widths, flecks of color, and randomness to create a kind of pseudo rotoscoping effect. Which looked kind of cool, but just didnt fit with the idea. So I switched to the Tron-style vectors.

Give me some blending, and I’ll be all over it.

I spent hours yesterday adding a “parts catalog” so you can choose between lasers with great distance but low damage, and lightning guns with short range but a fierce kick. You can have treads that turn quickly but move forward slowly, or wheels that can scoot along, but take several cycles to turn around. Armor. Shields. Self-repairing units.

Unfortunately, all of this stuff currently exists only in the catalog screen. Now I have to make it show up on bots.

Yet another version with a new look and animations. This also adds the Gears & Robots Catalog, where you can select new gear for your bot.

http://www.youtube.com/watch?v=8Wm30m00-28&feature=youtube_gdata_player

YES! I love it! This is a certain but when released.