Vehicle Battlefield Dev Log

It’s ok. I think there is much room for improvement though.

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what kind of improvements

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I don’t know. Does it look good to you?

mixels, the bg is a bigger pixel size than the foreground for some reason, also, the sprites may look good individually, but they aren’t really coherent together

Fixed:

What do you mean?

First change the color of the title to be the same color as the grey in the play button(the light grey, not the white)

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Ok, would it look better gray, or camo, like the tank?


I made it grey.

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The first part of level one is finally done!

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I recomend making the bullets for enemy and player (definitely enemy) slower, and to make the health bar go from right to left instead of left to right, looks very weird

If you make the enemy bullets so fast then players won’t even try to dodge them, as they don’t do that much damage and dodging them is really hard. You move slowly, the bullets move quickly

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Got it. Thanks for the recommendations.

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Well, I’m switching up the reticles for Vehicle battlefield 2. I’m making the first, this one, after the famed DMR reticle (I don’t know if it is actually famous) from Halo 5: Guardians.

The second will the be B-55 reticle, also from Halo 5.

The second will not change. It’ll be the classical gun reticle: and all-black cross-scope.

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Should I use spritestacking?
  • Yes
  • No

0 voters

Please vote.
Spritestacking will take literally all of my free time and I’ll have to make the entire game look 3D after the tank is fixed. Just top-view would be much easier, the game would be much smoother, and I’d finally have some time to do something.

You would only need to really use Sprite stacking on the enemies and the player. The buildings and/or structures could still be 3/4 top down view.

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I know, but spritestacking enemies is insanely annoying and I don’t know how to make more than 1 3-D enemy per level. I think I’ll just settle with complete top-view. All of this is taking too much time. Vehicle battlefield was just supposed to be a fun, quick, and easy game that isn’t too complicated to make. This is the exact opposite. I’m fighting against failure and defeat constantly and my head hurts at the end of the day.

I think I’m in over my head. This isn’t fun anymore, it’s just fix this bug, fix that bug, delete this part of code, make that part of code. When I use Flowlab I try to read and understand the code, but this is near impossible when working with hundreds and hundreds of behavior blocks all working to do something I literally just learned about. It’s…- it’s just too much.

I’ll keep going with re-doing Vehicle battlefield, but from now on, it’s not going to be spritestacked.

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That’s like me most of the time.
You’ll eventually get to the point were you have enough practice in that you’ll start to encounter less and less bugs, but it just takes some time.

There is a way to include more than one of the Spritestack enemies, my brother was able to figure it out, but I’m not sure how to do it myself.

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Yeah, but that time is split up between the few hours of free time I have each day.

Me neither. DW and I were trying to do it.

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Sadly, I do start my new job tomorrow so I don’t know if I’ll have much free time, but I could try configuring an example myself or see if my brother’s game is still up.

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Good Job! What job is it? -May I ask?

Thanks a bunch!

It’s a manufacturing position. Still unsure of what I’ll be doing, but it’s better than nothing.

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