We know it has better gameplay, that it has online play, that it has mirroring, that you can configure the graphics to your liking, that it has various camera types, etc. And I didn't mention the areas in which AA is obviously better, because we all know those already. Note, I didn't mean to imply that anything should necessarily be entirely dumped from AA and replaced with how GLTron does it. All I meant to suggest was that there may be some things in GLTron that might be nice to bring over to AA, if and where something might be handled better by that game. Well, I'm not going to bother picking apart everything. Just my 2 cents, and just as an after thought you guys have developed an awsome game. So don't change the load up if you guys can help it because while it is simple it does bring memorys back to what tron was, now the scroll down menu I would suggest even taking that to a dos style graphical area because I think that would just go with the loading. I think thats because when they are first thinking of the Tron era they know its from 1982 and that all the computers were using some type of DOS opperating system (I'm not sure what they were using but I think of Alan typing at his computer in the movie) I'm not a programmer and I don't know the first thing about C++ or graphical menus, I've just played a lot of games, and I enjoy this one best.Īnyway, I remember showing my friends the AA game and when I downloaded it onto their computer I think I heard more sounds of amazement out of them with the DOS loading look first. īefore you go changing the menu's I'd like to add some food for thought. ![]() (Sorry for the sarcasm in the last paragraph ) )Ĭonclusion: A grid engine has only one solution. So what does it affet? Well it gets a bit roomier if you use a larger value in this range, but that just for the rendering, because its a grid engine, so you are either between these 2 tiles, or between 2 other, and if your between 2 others your about to hit a wall. Does changing this value allow for different trick or game play? no, you need a space that is 2 tiles wide to pass. O yes there are some variation, anything you want between half your width to your width. But but, wait, the choice of value is extremely restricted. Ok, now if a space exist between 2 walls and is larger than the cycle, then you can pass in it. ![]() Even if 2 walls have enough "physical" space between them for his cycle to fit, they could be spaced by exactly one tile, and thus not allow any motion between them. We will give our cycle a width of 1 for simplicity.Īt this point the separation of the grid become greatly visible to a player when he compares to the size of his cycle. Lets compare the size of a tile versus the width of a cycle. Simple analysis of grid locked motion, apart from the fact that it ONLY works on a 4 axes at 90degrees. I'd wager that for every line of code I might look at and say "this sucks", there's 5-8 lines of code that are really awesome, if the ratio is even that large, probably more like 1:20 or something. I should point out that a lot of the code in armagetron is also very pretty, and there are subtleties all over the place that might bite you, but are kinda neat. It just doesn't do as much, feature for feature, as ours. C code can be ugly, but it usually isn't pretty, and when it is, that's the sign of a craftsman or an artist. I didn't say this before, but it was clear looking at his code that he's a very good programmer. I don't know about problematic, it looks like his code is solid code and well-designed at that. GLTron looks polished and "professional" on the surface, but limited and problematic under the hood. ![]() armagetron looks unpolished and "rough" on the surface, but scalable and advanced under the hood. Concerning your finishing thoughts: to put it overly simple.
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