TANX 1.21 ADDENDUM - altered pickup on flags so you don't need to hold down and move away when dropping flags. Well, I hope this is it, the final release, it's been more a cosmetic job than anything else since the last release ( last week I think ! ). I'll list the improvements/alterations: -Option selection method improved (up/down to select option - indicated by arrows, left/right to alter ) -Cloud texture put in intro screen to fill blackness above view of level in intro screen. -Animated the player's shield ( they accellerate up to the rotation speed in the game ) once start is pressed. -The camera now pans dynamically to the game position when the game starts, it improves continuity between the intro and game screens.. -More sound effects: 2 explosions, 2 shell noises, 2 missile noises, award star noise and alarm noise when shield runs out or opponent picks up your flag ( although still poor, I'm no sound engineer ! ) -New ground tile at flag scoring tiles of player's base. -The hovercraft power-up now behaves like a hovercraft ( a bit ) ie. there's thrust and momentum and little friction, it also bounces off of obstacles ( note there's no brake or reverse, you have to thrust in the opposite direction to slow down ). - Background tiles for maps ie. no more blackness at the edges of the maps , the maps are surrounded by water ( they're islands ). - Nearly forgot, the tank turrets now have a fixed or rotating option. I think that's all the new stuff. Okay, if you've played it before, start it up now, because the rest is controls, acknowledgments etc. --Options-- Game types: Duel - First to three kils ( indicated by lit stars ) wins. Search and Retrieve - Find the three flags, put them on your scoring tiles. First to get all 3 wins. ( Remember you can steal your opponent's off his/her base tiles ) Capture the Flag - Get opponent's flag ( on his/her base ), put on your own scoring tiles to win. Maps: Map One - General map, some water, some buildings etc. Map Two - Lots of buildings and walls. Map Three - Islands & bridges. Fixed/Rotating Turret: Choose to have a fixed turret ( always points forward ) or one you can rotate ( duh ). --Controls-- Option Screen: Up/Down - Select option to change. Left/Right - Change option. Start - start game ( both players have to press start to play ). In Game: Up - Forward ( Thrust with hovercraft powerup ) Down - Reverse ( disabled with hovercraft powerup ) Left/Right - Rotate left/right Cross - Fire Square - Pause game ( you can resume play or quit the level once in pause mode ) Circle - Lay mine ( with minelayer powerup ) L1/L2 - Rotate turret left/right ( with rotating turret option ) L2/R2 - Re-center turret --Power Ups-- Chassis: Basic - Slow and lightly armoured - get a powerup asap! Half Track - Faster than basic chassis and heaviest armoured. Wheeled - Fastest but lightly armoured Hovercraft - Second Fastest, thrust allows quick getaways, but tricky to control. Mine Layer - Allows up to five mines to be layed at a time, which automatically blow up after a time. Turrets: Basic - Reasonable fire rate, but not very powerful. Field Gun - Slow reload, long range, inflicts heavy splash damage. Missile packs - Fastest reload, short range and light damage made up by sheer numbers. Cruise Launcher - Extreme range, heavy damage for direct hit, and some splasgh damage, but long remoad time. Also: Armour plates - recharge armour by 20 points up to maximum for the chassis. Acknowlwdgements: Being my first ever c program, it would've taken a lot longer to grasp the basics without Peter Passmore's 3D tutorial. George Bain's sound tutorial from the yaroze site is a great help with sound routines that are second to none. Also in my thankyou list are those few fellow members who gave me decent feedback which helped me decide what people wanted, and what features to include/exclude : Derek da Silva , Andrew Murray and David Johnston. Cheers!