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Widgets » TankWar Online

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  • 56,910 total downloads
  • Rating: +9 (login to vote)
TankWar Online V2.7 Jan 3, 2007 0:34:47 AM

A Worms / Scorched Earth style tank game.

Internet game server permanently offline due to a hard disk failure

No longer broken. Version 2.7 fixes graphical glitches - Ok it's still broken and to be honest I don't know what's wrong with it. If someone wants to fix it, feel free.

New in 2.0! Online play! Just click "Play Online" and you can chat with other players and create/join games.

Other updates include a bit better AI and bug fixes.

2.7: Graphics glitches fixed, playable again. Also fixed bugs in hitchecking which was caused by the same bug as the graphical glitches.

2.6: Teleport works properly again.

2.5b: A problematic bug snuck in on 2.5 - Fixed.

2.5: 2 new weapons, you can now change map generator settings, added "shoot quotes" and explosions and a bugfix.

2.2c: Game width is set to max if your resolution is wide enough + some small fixes. If you have 2.2b, no need to redownload.

2.2b: Fixed AI tanks that still hovered sometimes and added a leave button to online lobby

2.2: Hovering tank bug fixed with a custom hit check - see below for notes

2.0b: Fixed sometimes missing online-game chat

Main features:

- Online play!

- 8 weapons
Cannon, M


Comments 52 posts

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Your widget works flawlessly here, zomg.

It's cool with the explosions and the hit quotes :smile:

By rkm, # Jan 25, 2007 6:21:20 AM

If you see a bug tell me about it so I can fix it and stop complaining.

There are no bugs that I know of in the latest release.


Also, saying something like "yeah this one sucks" won't help in making this widget any better. Maybe you should describe the reasons why you don't like something so I can make it work better.

By zomg, # Jan 24, 2007 4:41:11 PM

Why are all the nominated widgets the ones that have the most bugs and are least enjoyable to use? There are so many far better widgets here!

By sefitz, # Jan 24, 2007 11:41:55 AM

Bugfix release 2.5b uploaded. The two new weapons didn't work in online play... oops.

By zomg, # Jan 23, 2007 11:07:27 AM

And version 2.5 is up.

- Added a menu for changing map generator settings
- Added "shoot quotes", funny stuff you "say" when you shoot
- Added explosions, note that they won't probably show except for weapons that shoot multiple projectiles.
- Fixed: if you exited the online lobby and tried to play single play, nothing happened
- Added two new weapons

Artillery Strike: your support artillery shoot at the point where your shot landed

Bomber: leaves a trail of destruction along it's path. Note: May cause slowdown on slower machines.

By zomg, # Jan 23, 2007 9:37:56 AM

If you like this widget, please vote for it at http://my.opera.com/community/wiidget/

Thanks :D


Also, if there's no one to play with, come to #zomg at OperaNet which is my IRC channel. I'm quite often there and available for a game or two.

By zomg, # Jan 20, 2007 2:52:20 AM

I like it - spares the hassle of changing the width every time I download a new version :]

By penguinator, # Jan 19, 2007 6:36:41 AM

Uploaded 2.2c - When you first start it, it sets the width to max if your screen resolution is wide enough :smile:


Gonna update with some new weapons soon

By zomg, # Jan 17, 2007 6:28:47 PM

I've written a few posts to my blog at http://my.opera.com/zomg/blog/ about the technical aspects of the game (stuff like terrain, physics, AI), so if you're intrested, have a look.

By zomg, # Jan 16, 2007 1:12:13 AM

penguinator: It's intentional. It doesn't know how to use the "unconventional" weapons.
Oh yeah, and it does use Mini Nuke too, after it has run out of big nukes.


johnnysaucepn: Good idea, I might try that.

By zomg, # Jan 12, 2007 11:05:14 AM

You might be able to use screen.width to detect the user's resolution and set a default accordingly.

Great work with this!

By johnnysaucepn, # Jan 12, 2007 10:05:56 AM

Another sorta-bug: I'm not sure if you intended it to be this way, but the AI tanks only use cannon and the big nuke.

Also good job on these game widgets - I love Opera Command! ;]

By penguinator, # Jan 12, 2007 4:28:27 AM

You're right on the width. You can fix the freeze by moving the widget. Some people might have 800x600 as their resolution so I don't want to put it on max to be too wide for them.

As for AI tank hover, yes, I apparently forgot to add the check to the AI tank placement code but I'm fixing it and uploading a new version just as I'm writing this.

Also adding an exit button to online lobby :smile:

By zomg, # Jan 11, 2007 11:55:42 AM

Doesnt seem any slower; but i have a suggestion:
To me, it would seem like most people play with the widget on max width - its impossible to aim otherwise. Can you make it start at 1002 by default, because the widget still often freezes when changing the width so its a pain changing the width. Other than that, it seems like you have resolved the problems of the hovering tanks and the bullet bug ;]

UPDATE: Also, could you add a return button to exit out of online mode (i know you can refresh, but it makes it easier to use)?

UPDATE 2: Hovering bug update - some of the AI tanks start floating again when you add a lot of computers (ie, 6).

By penguinator, # Jan 11, 2007 3:23:24 AM

I just uploaded version 2.2

I googled a bit and found a check for "point inside complex polygon". I implemented it to the game and it seems the hovering tank problem is GONE!

This means the bug reported by penguinator should be gone as well.


The check might slow down the widget a bit, didn't notice anything here but if you get much slowdown, let me know.

By zomg, # Jan 11, 2007 2:44:53 AM

That is caused by the same problem as the floating tanks, buggy Canvas2DContext checkCollision method. I've reported it ages ago but there's still no bugfix.

By zomg, # Jan 11, 2007 1:55:42 AM

Bug I found -> sometimes, a cannon shot will end in midair, before it hits a player or the ground; as of right now, it seems like only the cannon is affected, but I'll update if I see the problem again.

By penguinator, # Jan 11, 2007 1:52:39 AM

Alright! Online play is done and working!

Note that sometimes when someone else shoots, it may look like he didn't hit you, but you still get damage or some ground blows up.

This is because the drawing isn't completely accurate, and the server synchronizes the impacts and damage so that everyone gets the same results.



2.0b -> Missing ingame chat fix. Report if you find any other bugs.

By zomg, # Jan 10, 2007 6:46:12 PM

That's quite weird.

1: Wind indicator is in a separate image, so it really shouldn't get hit at all. The line coming from the shot gets cut when it goes past it but I haven't found a way to draw its background as transparent. Doesn't really matter anyway.

2: Player name is just drawn on the canvas, it has no hit detection either so this is pretty odd

3: Drawing on the canvas is quite expensive, so you may get lag and freezing and high CPU usage on a low powered computer. I actually get high CPU usage even on my Athlon64 3200+ when it's drawing but it doesn't seem to effect anything.


For the floating and placement of tanks, you should just start a new game. There is not much I can do about the floating, sadly. I'll see about the rest for the next release (which will also have online play)

By zomg, # Jan 9, 2007 8:13:10 AM

The weapon bolts the tank fires occasionally get stopped by the player name and the wind direction indicator. Also, with more players added to the game (ie: 7) most of the players end up in either a straight line in the middle of the air, or on top of each other.
I also get the same sort of bug as KaScH - the widget lags while changing the width, and sometimes freezes. Also, this widget seems to add a lot of CPU load, at least according to my computer monitoring software.

Good job on the widget idea!

By penguinator, # Jan 9, 2007 3:10:33 AM

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