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Subject: Blender Battleship...


Reddog9 ( ) posted Sun, 01 June 2008 at 12:29 PM · edited Wed, 08 January 2025 at 6:36 PM

Here's a sample of the Battleship game I'm making with Blender.

Blender Battleship
It's going to be 2 player via LAN.  I've already worked out the Python - Networking program and it's working terrific.  That part's about 90% done. Just need to add few more options.

Unless I'm wrong, python only sends strings over the network, so all of my numbers and python lists had to be converted to strings, sent over the LAN and converted back.  (The lists were kind of a pain.)
 
The ship in the center - lower portion rotates and looks like a 'hologram'.  This area will be for status messages, damage reports, etc.  The ocean view through the binoculars slowly bobs up and down.  Used for viewing your enemy hits at a distance.

I thought about using health bars for each of your own ships under 'Fleet Status'.

I already have a nice collection of sound effects I'm looking forward to adding.

It seems to be going really well and I expect to actually finish it.  Once I do, I'll give it away for free on my site. 

Reddog9
Tutorials, Samples and Models
www.blender3dclub.com


Morkonan ( ) posted Sun, 01 June 2008 at 9:35 PM · edited Sun, 01 June 2008 at 9:37 PM

AWESOME!!

That about sums it up. :)

I'll look forward to seeing this released.  Great graphics, btw.  I like that layout.

PS - You know what would be outstanding?  If you gave us a workup of how you went about designing the game once you are done.  A guide like that would be amazing especially with the end-product readily available!


tom72255 ( ) posted Mon, 02 June 2008 at 10:13 PM

looks great.does the binoculars have a cross hair and a zoom feature to zoom in and out.


ysvry ( ) posted Tue, 03 June 2008 at 3:57 AM

looking great would also be nice if the ships could move around and get crippled if hit, just to add to the game dynamics.

for some free stuff i made
and for almost daily fotos


Reddog9 ( ) posted Mon, 09 June 2008 at 6:23 PM

Quote -

PS - You know what would be outstanding?  If you gave us a workup of how you went about designing the game once you are done.  A guide like that would be amazing especially with the end-product readily available!

That sounds like a good idea.  I'll see what I can do. 

Reddog9
Tutorials, Samples and Models
www.blender3dclub.com


Reddog9 ( ) posted Wed, 11 June 2008 at 7:47 PM · edited Wed, 11 June 2008 at 7:49 PM

I finally got the peg placer working today.  Aaarhh..  'instantAddObject()' That's the key!.  I had to look over some of my old code before to get this.  for some reason, it's not in the docs and doesn't come up when you ask for a directory of the object...   print dir(wpact)

Peg placer..
You punch in your coordinates.. hit return.. your client contacts the server to check the shot with the other players grid which was created at the beginning of the game.  The server responds with 'hit' or 'miss'.  The the client's peg placer adds the appropriate peg.

Reddog9
Tutorials, Samples and Models
www.blender3dclub.com


vespertilum ( ) posted Sun, 15 June 2008 at 3:22 PM

That's looking good, yeah :)

I played with two tables, one for enemy ships and one for my ones.
Have you thought in it, since it's better to see enemy tactics in that way?
Perhaps that table switches according the player turn.

Fleet status with green smoke and fire?


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