Not necessarily true. Lancer-X could do more in 12 hours than most of the rest of us could manage in 24. While learning to play the timeframe to your advantage is great, more importantly, you need to learn efficient and reusable concepts and techniques for both programming your game and for creating content for it, whether by hand or also with code. The hard part about it is that there's no solid way to go about gaining these skills besides learning the hard and slow way (it took me years to get from Newbie Kombat to Labyrinth of Zeux). Ask yourself "what do I want to do here?" occasionally when making your games, dig through all the features until you figure out what you want, failing that, you can always ask the Robotic Talk forum for help. I suggest the first step that you take is to figure out how and when to use expressions.
Here's a good exercise to start with -- take the player engine from your DoZ entry, change it so that instead of moving the player around, the player is actually locked off-screen and the robot itself is what you control. Then, give the robot diagonal movement that properly accounts for collision with the screen edges, bullets, and other robots. Do not use any REL commands. This isn't to say diagonal movement is always ideal, but I think it's a good place to start!
Re: Dig through all the features -- it's occurred to me several times over the past week that the commands listing in the robotic manual should perhaps have an alternate index with the commands organized by function, like the counters. Now's a better time to say that than never, I suppose.
Risu2112, on 22 July 2012 - 07:38 PM, said:
What do you mean "I guess"?
It's okay, every collaborative project I do will always be remembered as 'that masterpiece Lancer-X made (and Lachesis too, I guess (wait, CJA/asgromo was involved?!))'. Everyone's already learned at this point to credit everything to Lancer-X on their scoresheets! Soon I'll be like a ghost, they'll start praising Lancer-X for my graphics