Charged Particle Cannon 1.0

Demon666 - Custom level - from Windows
PlayEdit21 players liked this.Log in to like this level.

update 1.0
- made it into a function(multiple instance support)
- control over scale,range,charge/discharge speed, etc
- lightning sound
- incinerate/break connections/ objects
- damage creatures

joystick to aim
hold F to charge/fire

future updates:
- beam projects from origin
- charging sound
- blacklist

Views: 1844 Downloads: 612 Unique objects: 1 Total objects: 119


Discuss this level

Log in to comment on this level.
  • JupiterSky: I broke the laser with the laser LOL!
  • andrew: @hhhh: I tryed it and it broke the level:(
  • hhhh: I destroyed the RC monstro and the Lua script
  • Rubicon2: Awesome
  • Ctjet: @Demon666: hah yeah I may try something and see what I come up with though
  • Demon666: @Ctjet: dont get me wrong i like your idea i just know that large scale particle system can cause massive lag if you try to check every particle with every other particle lol
  • Demon666: @Ctjet: still laggy... even if a variable doesn't change then it still required processing power to read it in the first place... this approach would only cut down lag if the lag is caused by some complicated math/logical operation... i had the idea to pre-fetch the variables in an array in advance once and it helped but there were still so many variables to read that the lag still remained but it just wasn't as bad lol. i realized in my fire/water effects level that making a loop thats over 500 will have sever performance problems thats why i never let the water cool the flame particles directly because if i had 25 flame particles and 25 water particles(one object alone has that many depending on its size) then that's 25x25=625 calculations already lol i had to set the code to only run at like 10x per second to cut down the lag lol.
  • Ctjet: @Demon666: yeah you are probably right, unless the particles themselves were only attracted/repelled by a list of static things.
  • Demon666: @Ctjet: that would require alot of comparing in a loop code. to laggy
  • Ctjet: you should make a particle cannon that shoots little particles that have a positive or negative charge, they are attracted to objects with the opposite charge, and repelled. Also more or less attraction with positive or negativity of particle/source. I bet you could do some cool games with it
  • JOELwindows7: Duper Awesome!
  • Linux: @Demon666: awesome
  • Linux: @Demon666: I can figure it out Nvm then
  • Demon666: @Linux: but whatever your asking if it is going to take me a long time to figure out then i probally wont do it right now... im working on a zoid.... it will be the largest walker on principia(i think)
  • Demon666: @Linux: pad? i dont understand....
  • Demon666: @Linux: i plan to use this for something massive so exploding it isn't practical
  • Linux: @Demon666: could you do me a huge favor could you make a lua sprite pad code so that when I touch the pads they bounce an entity
  • Linux: @Demon666: overcharge explosion
  • Demon666: @Linux: ?
  • Demon666: @wokstation: its still a wip... i was thinking about using a sprite for the beam instead of the line.....
  • Linux: You should add a slow over charge that at 105% makes it explode and shot beams everywhere
  • wokstation22: The origin/build effect is awesome, no so keen on the beam. You could stuff the beam from my death ray tank on it ;)

LEVEL ID: 20327