Like everyone else, I'm super loving this. But I also wanted to say that I hadn't even thought of '"Echo"-location' and that, too, is brilliant!
echolocation (decloaking movement visualizer)
Fantastic sir! Beats doing it on a dry erase board like I have. Although what would make it even better is if we could include a 2nd ship with barrel roll or boost to compare the firing arc against echo.
Great! thanks!
SERIOUSLY COOL!
I'm still getting to grips with my Phantom, but this is going to help. You can almost do u-turn without it becoming a K-turn.
Well, there's only one thing for it... there's only one solution to make sure you hit it.
Those asking for iOs or Android...web is way better, just one platform to support. Works everywhere. Everyone's happy. Not many people are versed enough in developping for all the phone platforms out there.
Wow. That is really cool.
sadly thats only at least half of echos possible moves. Toss in engine upgrade and the sensors which allow you perform a free action before moving;I think you can also use push the limit during this free action, not sure if so it gets even more broken with recloak and decloak befor you even use the maneuver dial.
But I will give you full props on that. awsome work.
Edited by Majehby the force, this really puts things in perspective...
Thanks for the enthusiasm! I'm glad people are finding echolocation fun/useful.
Today's patches:
Standard Phantom support!
Individually toggled decloak/movement options (@TheWanderingMiller)
@Torresse:
This little guy?
@Bikeanimal:
I wish I'd thought of it first, but geordan was the one who suggested the name, and it was too awesome not to use!
@Lagomorphia, Ebak, catachanninja:
PTL/Engine Upgrade/Advanced Sensors support, other ships/movement dials, and firing arcs are all in the works!
@Mu0n:
That's really cool! Also a lot broader in scope... I'll see what I can do
@Mu0n:
That's really cool! Also a lot broader in scope... I'll see what I can do
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This is what I was aiming at, but I've programmed myself into a badly extensible suite of classes (FFG releasing boost, then bank barrel rolls, etc. made everything very complicated for me)
-custom play area size (already in)
-Replay feature of the moves you selected (was in, then got broken) with several views: all moves, last position and current position, only current position (already in)
-Save/Load feature (not in)
-pinpointing a specific move in the sequence and toggling a firing arc or range finder (1-3) (already in)
-asteroids (in)
-every other token (bombs, etc) (not in)
-range 1 setup lines and range 2 square for asteroids, toggable (already in)
-screenshot (in)
-sequence screenshots (in)
let me know if you need pixel measurements, or need to check the ones you used for movement templates. I did a lot of grueling work on this for the vassal module of X-Wing. Same goes for huge ships and their template.
Yeah... I've fought the Phantom 7 times now. Lost 5 and won 2. Yesterday I was so angry, I almost decided to quit this game, but I got a win at the last match, so I'm gonna keep going. Unless you beat his (or Whisper's) PS, you're royaly screwed.
Gunner/Luke really helps alleviate this issue...jus' sayin
@Mu0n: Thanks for the numbers!
Last night's patches:
* Recalibration to Mu0n's numbers
* Tiered firing arc toggle
* Boost
Well, there's only one thing for it... there's only one solution to make sure you hit it.
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It's the only way to be sure...
Okay, PTL-BR/Boost is in, but fair warning: if you don't filter out anything when you turn on PTL on Echo, it can be extremely processor intensive . Not that you can see anything anymore at that point; it's just Echoes, Echoes everywhere. The standard Phantom sims a fair bit smoother, but you still won't see much without fiddling with filters.
Today's Patch:
* Filters for Barrel Roll and Boost
* Push the Limit - Barrel Roll + Boost (toggle on Barrel Roll and Boost capability to allow activation) WARNING: processor intensive!
Edited by randolphI really love the animation, it's awesome, I hope it's work like an app, to use in my next game, it wiould be very useful, to get the last position of the ship, greettings
@ Lagomorphia: Your PTL boost/barrel roll Interceptor is ready for takeoff!
echolocation has been updated with TIE Interceptors, X-Wings, and B-Wings. I've also included gradual transparency to past movement phases for improved visual clarity.
I didn't have nice top-down images of the other models, so I'm using placeholders made from SWG renders.
Any comments, suggestions, or bug reports? Requests for ships to add sooner rather than later?
It's so beautiful.
They should have sent a poet.
This is funkin awesome. Tip of the space hat to you, sir.
tried it on my tablet poor thing struggled when i did the barrel roll, still loving the improvements.
Looks good. Firing arcs are a little weird right in front of the ship (there's a small rectangle space). I'll send you more precision info about them in a PM.
The play area is a 914.34 mm side length square.
Looks good. Firing arcs are a little weird right in front of the ship (there's a small rectangle space). I'll send you more precision info about them in a PM.
Huh. Can someone post a screenshot of the gap?
http://screencast.com/t/GXHryWqZrVRd
It becomes worse with a range 3 firing arc too...progressively from range 1 to 3. As in, the rectangle gets longer in the vertical direction.
Thank you, and wow, that is bizarre! I just replicated this in Chrome, but it doesn't appear in FF.
Here's the relevant code:
ctx[2].beginPath(); ctx[2].rect(x - 17, y - 100 * arcrange, 34, 100 * arcrange); ctx[2].fill(); ctx[2].beginPath(); ctx[2].lineWidth = 100 * arcrange; ctx[2].arc (x - 16, y, 50 * arcrange, 1.5 * pi, (1.5 - 2/9) * pi, true); ctx[2].stroke(); ctx[2].beginPath(); ctx[2].lineWidth = 100 * arcrange; ctx[2].arc (x + 16, y, 50 * arcrange, 1.5 * pi, (1.5 + 2/9) * pi, false); ctx[2].stroke();
This implies that FF and Chrome disagree on that 40° (1.5 pi + 2/9 pi) angle... I'll see what I can do when I get home.
Edit:
And fixed (hopefully)! Turns out it was an inconsistency in the way browsers handle lineWidth.
In case anyone's curious:
ctx[2].beginPath(); ctx[2].moveTo(x - 16, y); ctx[2].arc (x - 16, y, 100 * arcrange, 1.5 * pi, 23/18 * pi, true); ctx[2].closePath(); ctx[2].fill();Edited by randolph
echolocation has been updated with:
* faction-specific colored firing arcs (pew pew!)
* turret firing arcs
* large base support
* T/F and YT-1300