Sqdef 1.1


flammablepiss said:
I'd like to see an unlimited wave feature though.
Alright, you asked for it ;) I'll see to it for 1.2
Edit: it would be a nice unlockable feature for maps where you won all 3 medals :)

fusion_power said:
Mean: 2 hard Round Enemy Waves at the end! :p
How do I win Silver and Bronze Medals? :lol:

P.S.: Why do the last enemy give money? ^^
I forgot the last three waves before the final boss were all round ones. I must have been in a bad mood when I wrote that :p You win Bronze for winning the 10-waves mode and Silver for the 24 mode. That way you can get some medals even on the impossibly hard maps :D

Oh, and the Depot is expensive (the Colony is 50% more expensive than in 1.0 too) because otherwise it is too easy to get 100k's of $, and then the only (most effective) strategy is filling the map with laser towers... hardly fun.

Cheers
 
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Great job, I love it. However I crashed, right in the middle of the game, and it wasn't in any way due to low batteries. I took a picture in order to help you figure out what went wrong.

http://img410.imageshack.us/my.php?image=dscn4710jf4.jpg

EDIT : Nevermind, it was due to low batteries. Only I was running on Open2x, and not only didn't the red battery led light up, but quite amazingly my screen stayed on as displayed in the picture for about 3 or 4 minutes before I turned it off on my own. Weird stuff. So yeah, nothing you have to worry about.
 
Alex. said:
I forgot the last three waves before the final boss were all round ones. I must have been in a bad mood when I wrote that :p You win Bronze for winning the 10-waves mode and Silver for the 24 mode. That way you can get some medals even on the impossibly hard maps :D

Oh, and the Depot is expensive (the Colony is 50% more expensive than in 1.0 too) because otherwise it is too easy to get 100k's of $, and then the only (most effective) strategy is filling the map with laser towers... hardly fun.
Cheers
Yes, I managed to win the 10 Wave Twister Map. Without loosing a live. Wasn't easy, I needed some restarts and reloads of saves. 225545 Points, I really want to know, how your current score system works. ;) And I finaly managed 10 Waves at the "Islands" Map. Here, the range of the Fire Turrets comes in handy.

Laser Towers are not the best strategy at the end I think. Their Range isn't to high and they are to expensive for mass production. And they cost more performance than normal bullet turrets I think. The performance at the last waves is still very poor, maybe you can squeeze more performance out of the game later? Would be useful when you add this unlimited wave mode.

Oh, one question: Is it possible to include small colored dots in the savegame preview pic where you can see the tower setting of each savegame? Maybe it just look like crap, I don't know. :lol:
 
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The score is simple, nothing fancy:

current_wave * 1000
+ current_wave * lives * cost_of_extra_life
+ current_wave * money
+ total_kills * 1000
+ (total_kills - total_leaks) * 1000
+ resell_value_of_all_buildings

I'll look into making it run faster in the later levels (for now, just don't fast forward, it shouldn't be that bad).
 
Hey Alex, version 1.1 doesn't seem to fix the launching problem, Ill record what happends in a video to show you. Its weird, I don't know why it doesn't work with gmenu2x for me. I am using version 9 of gmenu2x. Anyway, cant wait for the map editor and such. This game rocks.
 
Alex. said:
The score is simple, nothing fancy:

current_wave * 1000
+ current_wave * lives * cost_of_extra_life
+ current_wave * money
+ total_kills * 1000
+ (total_kills - total_leaks) * 1000
+ resell_value_of_all_buildings

I'll look into making it run faster in the later levels (for now, just don't fast forward, it shouldn't be that bad).
Ok. :) Does "+ resell_value_of_all_buildings" mean, as more Buildings on a map as better is it?

No, it's not to slow, I just calculate with the future, when we have more waves in this mode and when we need a whole full map of Buildings to survive. ^^
 
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pferguso said:
That's too bad. What if someone was to donate some music to you? Would you put a music option in?
I don't really see music working too well for this game, it's a matter of opinion I suppose. Plus, I need all the speed I can get in the later levels. :D The next 2 projects I'll work on, on the other hand, will need music :)

PSyMastR said:
Alex, I pm'd you a video with the no gmenu2x problem.
I got it, thanks. I don't know what to say. I ran it from Gmenu2x 0.8 and now from 0.9 without any problems. Does anyone else have Sqdef hang when launched from Gmenu2x?

Just throwing a punch in the dark here: put this file in the Sqdef folder, and launch it from Gmenu2x instead.
 
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Excellent update Alex :)

The only annoying thing is the fast forwarding!! I hope you can add it as an option or make R as a toggle button. I find myself pressing on it all the time!
 
Oh, alex, one thing, did you happen to see my comment in the other thread about the R button? I feel as if it is slowly getting worse the more I hold it down, as in the physical button, not the game, and was wondering if you could maybe include an option to change the R button from hold to toggle. Ala, click r, speed up, click r, goes back to normal. Also, it may just be me, or when in fast mode it seems that under the same tower/level config, if they all die in regular mode, slight chance they wont die in fast mode.
 
The R button comment must have gotten past me. I'll make that an option in 1.2.

The fast forward works in a very simple way, it simply executes the game logic more times than it draws it. Everything gets executed the same amount of times, so I think it's just an illusion that they don't die in ffwd mode.

I made an update to the archive (version 1.1b), it now runs faster in the later levels, and it calculates the hiscore better (just a small glitch). I'll post the link when it gets approved.
 
Alex. said:
pferguso said:
That's too bad. What if someone was to donate some music to you? Would you put a music option in?
I don't really see music working too well for this game, it's a matter of opinion I suppose. Plus, I need all the speed I can get in the later levels. :D The next 2 projects I'll work on, on the other hand, will need music :).


:( i think music would be nice
 
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I love this game, so addictive! The medals are a great addition, because now I feel like I have a goal to work towards.

Any plans for an epic story mode :D?
 
norm said:
:( i think music would be nice
Hm, I really have no clue, why someone want music in such type of game. Maybe I'm the only one but I can't concentrate, when I hear music. So especially in strategic games, music is not good (for me). When I hear music (good or bad) my mind is fixed on only the music. I noticed that first in school where many people doing their homework with Music. :lol: Impossible for me. I always needed Silence! ^^

Well, tastes are different I know. :)


@Alex: Mentioned before, could you set the default setting in the selling window to "NO"? More secure I think, sometimes it still happens that you sell, when you don't want to sell. :)

EDIT: Hey, the new score calculation seems to be great, before I had 1831791 pts at Twister Wave 45 now I have 3745175 pts :lol:
Semms to be more useful, to have many money at the end and not building to many turrets to prefent loosing lives. :)
 
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Sqdef 1.1C was just approved to the archive.

http://archive.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,29,2261

Changes:
- game runs faster in the later, more busy levels
- fixed a small glitch in hiscore calculation
- R-shoulder toggles fast-forward on/off, no more need to hold it pressed

If you're upgrading from the original GBAX 2007 release (1.0), delete all old files. If you're upgrading from the recent 1.1 released in this thread, just overwrite the file Sqdef.gpe (you'll keep your saves and hiscores).

Those are the last outstanding issues as far as I can see.

@fusion: I think the game benefits more from being able to sell/upgrade fast. Sure, mistakes can happen, but those are rare.
 
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Thank you Alex for a fun and refreshing game. I am playing this more than anything else currently sitting on my SD card :D The scores, medals and large number of levels makes for instant re-playability.

However, despite what a few others have said, I don’t think music will really add much to the game. I play this game for sometimes hours, I know many other people do to. I honestly feel that music will become tedious and eventually turned off anyway! That is just my opinion, if you do include music in the future, I will definitely give it a listen! Just please allow us a menu option to turn it off but keep the cool sound effects!

In fact, your game and various other homebrew efforts have finally persuaded me to start my own project. I am not a coder by any means and I doubt I will have anything worthwhile by the next GBAX :lol: But after seeing what can be done, well, I'm gonna give it a shot.

Again, thanks for the game and good luck!
 
Amazing game. I haven't had a lot of time to play it, but I did finally manage to beat level 45. (Not in the way I'd like though, I just bought extra lives to survive the last two levels.) I suppose that would have been my fourth or so try (I only got to level 30 something before I knew turrets were upgradeable, then bought too many depots too quickly, and the third time I died to wave 43). As such, there are only a couple of suggestions that I have.

First of all, why is it necessary to ask for the desired number of waves? Wouldn't it be easier to assume 45 and award bronze and silver metals when the player completes 10 or 24 waves?

Secondly, an unlimited wave mode would be really, really nice, but I see a couple of difficulties. First of all, there is a maximum obtainable DPS on any map (probably a mixture of fire turrets and sentinel outposts that covers every buildable square on the map). Second, turret types become obsoleted in later levels (Earth, Ice, and the two Barricades IMHO), thus reducing the need for strategy (ok, I have tons of money, what's my highest DPS turret?). One idea would be to expand the map area (perhaps rotate the map and connect its beginning to the original's exit). Another would be to give the cheaper turrets special abilities when upgraded (1,2,3,4,5 second stop to mix-up the enemy order, ice might weaken the enemy to fire, etc.). A third idea would be to have special unlimited wave technology, such as Earth Turret: 1.5X damage, +1 target, which could be bought repetitively (but more expensively each time).
 
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