Oh I see now what you mean. You want me to make it so that as long as Y is held, every dpad move also changes the tile at the new position? Good idea, I'll implement that.
Exactly To make it even faster you could make it so that the tile changes and will be added automatically in direction -x or -y as long as you press the Y button and the d-pad.Oh I see now what you mean. You want me to make it so that as long as Y is held, every dpad move also changes the tile at the new position? Good idea, I'll implement that.
Now I don't understand anymore.Exactly To make it even faster you could make it so that the tile changes and will be added automatically in direction -x or -y as long as you press the Y button and the d-pad.Oh I see now what you mean. You want me to make it so that as long as Y is held, every dpad move also changes the tile at the new position? Good idea, I'll implement that.
If you send me the maps by the end of the month it should be fine (I need some time to check them out and add them to the game, so earlier is better, but there's no rush). You can tweak them later, as long as I have the final version a few days before the compo deadline.Creating new maps is quite easy and can be done fast. I created 10 maps today.
The hard part is tweaking the maps so that they are enjoyable i.e not too easy and not impossible on 'normal'.
The timing I requested for releasing the enemies is already built in so nothing stopping me from creating a full featured level pack. Not sure how good the pack will be and if it will ever be good enough to include in the release though.
Nice gesture of you to want to share the price money, but I think you more than deserve all of it. I would rather like to see a pack contribution as a donation to the project (if you like the maps)
How much time do I have to send the maps to you before the final release?
Press Button => add tile in direction X - add tile in direction X - add tile in direction X - Release buttonNow I don't understand anymore.Exactly To make it even faster you could make it so that the tile changes and will be added automatically in direction -x or -y as long as you press the Y button and the d-pad.Oh I see now what you mean. You want me to make it so that as long as Y is held, every dpad move also changes the tile at the new position? Good idea, I'll implement that.
Yep that was my request. I am glad that made most sense and I am not the only one requesting thisOK, I gave it some thought, and now my interpretation of what you might want (at least that's what makes most sense to me) would be auto-repeat dpad movement as long as you hold the dpad direction (this is basically how the left nub already behaves). I could implement that, actually Christophe.Krn also suggested this to me. Would it be necessary to make the repeat speed (and the time before auto-repeat kicks in) configurable or can I just pick values that seem sensible to me?
Sure, that is why I asked. The game is tons of fun and if you would stop coding now I would gladly recommend it. So feel very free to ignore any suggestion.Feature requests and other suggestions are always nice, but of course if I consider something too much work or too likely to break things, I'll probably postpone it until after the compo deadline (or even not implement it at all, I'm doing this for fun after all).
The dpad repeat has been added, with a fixed speed though (I don't feel like making the options menu any more complicated).
Sounds good, microbes is a great game.So what will be new in the compo version?
- Highscores! no global highscores
- Replays
I could make an enemy editor like that, but it's quite a lot of work. Each level has a pointer to a file containing enemy descriptions (data/enemies.dat), so if you want to, you can make a copy of that file (mount the PND without running it to extract the file), customize it, and use that one instead. The enemy description file contains all relevant parameters, and it's just a simple text file so it's easy enough to modify (well, not as easy as an in-game editor would be, but still). The only thing you cannot customize in this way is how the enemy is drawn (and its attacks) - but you can use custom 32x32 PNGs instead of the built-in drawing routines. See e.g. the Pandora level pack for an example.First suggestion:
A new alien intruder that is totally configurable in the editor and can be different in any map and has fixed settings. So all parameters strength, speed, attacking ability, can be tweaked. You will need to encounter the attack once to know what you are facing and need to adjust your strategy accordingly.
Second suggestion:
Be able to select what infected area the waves come from in the editor. So, if you have 4 waves, be able to select 1 wave coming from infected area 1 and the other 3 from infected area 2. This is now automatically being handled by the algorithm (as far as I know)
One comment on balance: Not sure, but it seems like the Basophils are too powerful currently and makes them a 'fix all' solution (at least on the maps I am now creating...). Maybe make them less powerful or damage the near microbes more?
Yes, this could be done in theory (although it would still be trivial to cheat by showing microbe paths and setting build-while-paused to true, and then later modify the replay file to make it look like those features were disabled. Or play at a lower FPS. etc.).Sounds good, microbes is a great game.So what will be new in the compo version?
- Highscores! no global highscores
- Replays
I reckon replays is the way to make it hard to cheat - the program can submit a replay with the score. Makes the high score table more interesting too! The game could cache scores and replays for later upload if there's no internet connection. Gotta make you work for your prize!! Haha
The menu has only one background music track, but while playing the game there are different tracks (16 or so at the moment). I'm glad somebody likes it - I played that music myselfwhat I also like is the "soundtrack". Okay it's only one track and it is very calm. But i like it. Dupdidu
Thanks for explaining and not a problem to not include it. Good to know it is possible, I will not use it for my current levels though.I could make an enemy editor like that, but it's quite a lot of work. Each level has a pointer to a file containing enemy descriptions (data/enemies.dat), so if you want to, you can make a copy of that file (mount the PND without running it to extract the file), customize it, and use that one instead. The enemy description file contains all relevant parameters, and it's just a simple text file so it's easy enough to modify (well, not as easy as an in-game editor would be, but still). The only thing you cannot customize in this way is how the enemy is drawn (and its attacks) - but you can use custom 32x32 PNGs instead of the built-in drawing routines. See e.g. the Pandora level pack for an example.
If it is not too much work I think that would be a nice addition to have and will make some other strategic approaches possible. I do like the current logic though and make it manual will indeed make creating a map a bit more work. Maybe having the option to select - predictable - unpredictable (totally random) and current logic?Selecting where the waves come from wouldn't be that hard to add - e.g. for each wave you can select a subset of the infected areas that will be used for that wave, plus an option to make it predictable or not (e.g. if you select areas 1+2+3 as a source and set it to predictable, then the microbes of that wave appear at area 1,2,3,1,2,3,1,2,3,...; if you set it to unpredictable they could e.g. appear at area 3,1,3,2,2,1,3,2,3,1,1). The current algorithm makes wave 1 come from infected area 1 (they are numbered top to bottom, left to right, just like reading a text), wave 2 from area 2, ..., wave n from area n, wave n+1 from areas 1+2 (alternating predictably), wave n+2 from areas 1+2+3, ..., wave 2n from all areas (still alternating predictably), and from then on they come from all areas in an unpredictable semi-random way. I thought it would be easier to just hardcode that instead of having to come up with a manual mapping from enemies to infection areas for each level, but I can see why it could be useful to have more control over this.
I'm excitedI'll probably upload another snapshot tomorrow.