I want so see your complex mini games that you done before.
Here's mine:
(sorry about the bad picture because of a cheap camera)
B'ball cannon FPS:
Spoiler: Show
Assasins Revenge:
Spoiler: Show
I can't exactly make links on the Xbox Internet, but i did make a hill climb before that was pretty complex.![]()
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How do you do the spoilers? Man you did a real bball kind of game?? You suuuuuuck haha I got one inprog on my GT.
Minesweeper
http://puu.sh/Qfh8
Flow Beta
http://puu.sh/MVmp
Here's mine:
TDgame1
Spoiler: Show
TDgame2
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both have some stuff ofscreen
edit: extra pics
tower info (gives back price, firerate,damage when other code asks it)
Spoiler: Show
enemy wave info( type for wave)
Spoiler: Show
enemy detection(1/enemy/tower( mainly linked with tower damage) (with coord output and some state events to turn stuff on/off)
Spoiler: Show
tower damage (1for each tower) (state events to turn on damage, some operands with the damage modifier for weaknesses etc, on some damage related animaton stuff on the side)
Spoiler: Show
weaknesses data(input: tower send its towertype, output: damagemodifier for the 3 enemys against that tower)
(tower will send this info to the enemy data)
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tower code(1/tower)(start at the bottom with selecting mechanism->filters that check what kinda tower you have->upgrading(check money and upgrade) or building new tower (code menusystem to cycle through towers and buy it etc)
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enemy code(1/enemy)(a bit out dated and zoomed out view, long chain is movement path code,middle part is health monitoring, left is weakness' info for towers, top is deleted coding when i was trying and failing to make a fast forward system)
Spoiler: Show
zoomed in weakness info for tower (each datasource is the weakness data for 1 tower, set event recieved the info from weakness data when a tower is build, each wave the nessesary set events get an impulse to give the good data depending on the enemy type
Spoiler: Show
cornering stuff( chain of delays and state event to make enemy's corner(older version before i updated it to the version also found in the visual tutorials docs)
Spoiler: Show
calling wave code+ bonus money mechanism
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not yet on pic( hectic tower animation code), cursor( with borders) code, mortar targetting zone code(with cicular limits),bridge blow up code(for enemy path changing )
if needed i could take a pic of those too
and maybe show the actual used code and not sometimes outdated pics
if you guys would like to see that
Here's some of the logic for California Trials: Skate.
http://imgur.com/Ghoufu5
My GT is "No1 inda hood g" if you want to check the game out.
This picture isn't even close to being all the logic but ill try to take more pics and upload them.
This logic is basically the functions for the animation, movement, blood splatter effects, and various other gameplay.
Spark you need some better equipment man![]()
pic taken with my phone from my crt tvOriginally Posted by Jarr3tt88
for some reason my phone can't take decent quality pics of my tv
quality should be decent from static things
That will always happen when you take a picture of a CRT screen, your eyes can't see the image refreshing but a camera only sees a fraction of a second so it can see the picture changing.Originally Posted by sparkierjonesz
My most complex mini-game is being constructed for Jarr3tt88's Mini-game competition but I can tell you now that it needs a lot of cleaning up!
Ok here's mine as it stands:
Opening sequence:
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Jet controls:
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Radar function:
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Enemy one - biplane:
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Enemy two - helicopter:
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Enemy three - cargo plane:
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Enemy four - train:
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Enemy five - submarine:
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Enemy six - black jet:
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Enemy camera:
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Closing sequence:
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