Hello folks. I’ve created a game simulation that should allow teams to practice some amount of Aim High tactics using 2 computers and a crossover cable. They can create their own robots with their own catch rates, score rates, firing rates, movement/rotation speeds and acceleration rates. The robots can all have multiple modes that can affect how they perform.
Each driver controls a robot. For each computer:
Driver 1:
WASD: Forward/back/turn left/turn right
Left Ctrl: Fire ball (assumes turret always faces target)
Left Alt: change modes
Driver 2:
Arrows: Forward/back/left/right
Right ctrl: Fire ball (assumes target always face target)
Right alt: change modes
Driver 3:
Numpad 8/4/5/6: forward/left/back/right
Numpad enter: Fire ball
Numpad Plus: change modes
Human player:
Left click: change current robot target (I wasn’t aware of the hail mary cross-arena scoring throws when I did the human player. I will have to go back and re-code that section)
**Right click: ** Throw ball. If it hits the targeted robot, you’ll see the ball count go up. Otherwise, the ball appears in the arena.
Starting a ‘local’ match:
If you just want to see the game without amassing 6 people, you can start two instances of it (start GrandUnified.exe twice) and have each of them start a new game with the IP 127.0.0.1.
Starting a game:
Go game->new game. Enter the IP of the computer you want to join to. Choose your alliance robots with the arrow keys (I’m not sure why those combo boxes don’t work), and choose your team. Press go when you’re ready. If you don’t build your own robots in the editor, then just know this: Tinybot sucks, Hugebot is pretty awesome.
Beginning the match:
Once both players have started their clients, the one that says ‘paused’ can hit spacebar to start the match. If you never get beyond ‘connectwait’ then someone has a firewall or someone got the other guy’s IP wrong. To find out your IP, go to start->run->cmd. Type ipconfig. The line labelled IP address is the one you want.
Editing robots:
This should be pretty self explanatory. Don’t bother with turret rotation speed or turret rotation limits, as they aren’t actually implemented in the game. Don’t forget to put your acceleration in.
If anyone has any features they want added, I may be willing depending on the complexity. Right now, my priority will be to actually implement rules, free-throwing human players, and maybe make it a bit prettier.
http://www.student.cs.uwaterloo.ca/~ahare/Release.rar win RAR’d version.http://www.student.cs.uwaterloo.ca/~ahare/game.zip NEW zipped version in case winRAR killed your grandma or something