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 Home / Game Design & Programming / ChaosTanks v1.0 released. Account Manager
Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.

February 03, 2005, 02:34 AM


I've been working on this game for a while, finally I've had time to go through it, remove most errors
and make a "propper" release.
The game is very simple: shoot-the-other-tanks-before-they-shoot-you.
Multiplayer mode is working ok - this is where I need testing.

So please try it out, download from:

unzip and rum. (there's an exe for windows and a script for linux)

please let me know of any problems, bugs and anything else you might like or dislike,
and suggestions are also welcome!


Rui Martins

February 03, 2005, 05:38 AM

Why don't you submit it as an IOTD ?

In windows at least, to run it you must do
Java CTA

and not
Java CTA.class

as you say in the readme.txt

I don't like the fact that once you press forward the tank continue to go forward after you release the key.

Also there is no sense of speed or some velocimeter to check!
It seems that we always have the same speed.

Also, either the weapons are too weak or the shild too strong, a lot of hits are needed to kill an enemy.

The game is not doing well in the playability factor.
i.e. once you get near an enemy, the shooting starts, and assuming the weapons/thanks/fire_rate are identical, the first to fire will win!

It's missing the strategy factor for it to improve on the playability.
At least for two players only!
Maybe with more it balances out, since the other players (humans) will impose some strategy.

Levels could also be improved, tanks stop abruptly at the edge, and the edge is very obvious. since you seem to have several kinds of terrain/traction you should use that to improve the levels.

On the technical side you seem to have a bad concept with how servers/clients and sockets work. i.e you don't need to reserve as many ports as players! That is a very bad implementation.

You only need a server socket waiting on a single port!
Then each new client that connects will be given a new socket which port doesn't really matter.
To work throw a firewall, you just have to open the server port.
all other connections, spawned by the server, will be tolerated by the firewall, since firewall keeps connections state and knowns that it was the server that spawned the socket.

Why do you supply an EXE for windows ?
Is it a native compilation of the java application ?


February 03, 2005, 04:35 PM

what is a IOTD?

yea the network stuff was not the best, I wrote it a while a go, but I just changed it now..

the exe is just a wrapper to start the java app.

Victor Widell

February 03, 2005, 07:31 PM

Image Of The Day. You can see it at the top right corner on the main page.


February 04, 2005, 12:17 AM

How do you go about making an exe of your java application. I've had some trouble with the java media framework causing trouble when I try to make an executable .jar, windows xp seems to have trouble with it. The easiest solution would be to make an .exe.


February 04, 2005, 01:27 AM

I lost the application I was using, (when changing my env. to linux..

but there should be many freeware programs, that will create a simple wrapper to run your java application
Basically my .exe file contains no java code, it just checks for the JRE and runs it with the main class

check out:

Rui Martins

February 04, 2005, 09:10 AM

IOTD = Image Of The Day

Its kind of a web-show-case for game developer work.

Flipcode has this feature and it can be seen on the top right corner of the main page.

A similar concept can be seen in

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