Pickle
Mega GP Mania
Excellent version, looks so polished and complete now.
I'm too sleepy to take a look at it now, but I will tomorrow, and I'll see what I can do. Thanks for letting me know about this problemPokeParadox said:Hmmm I can't press select on the new maps without it crashing :S
I'm on Open2X DR3 (with volume scaling) The classic maps are working fine
Alex. said:I'm too sleepy to take a look at it now, but I will tomorrow, and I'll see what I can do. Thanks for letting me know about this problemPokeParadox said:Hmmm I can't press select on the new maps without it crashing :S
I'm on Open2X DR3 (with volume scaling) The classic maps are working fine
Did anyone here manage to successfully run Sqdef with one of the new bridge maps on Open2x?
I can confirm that they work fine on my F200 running the latest Open2X kernel (with the volume scaling) but only on top of GPH's firmware, not Open2X.
Sure you can use my Pix. Skythe has good damage but it touches the Creatures only short. I wish there would be some kind of statistic how much Damage a Tower(group) made onto a creature in each wave. A direct Damage Counter in numbers would be also a funny thing: selecting a creature and see how it lost lives in numbers instead of only a energy bar over the enemy, would be much more detailed. (High Power Creatures seems to lost no life because the energy bar is so small compared to the energy, the big creatures have)Alex. said:Awesome screenshots, mind if I add them to my page? And yeah, the Scythe's damage can get immense as long as it's got a little space around to build Armories
That's a relief, I'm glad you got it working! It was a good excuse for me to revise some of the messier code, so it was all for the betterPokeParadox said:I just want to confirm that sqdef 1.4 IS working fine... it actually turns out updating things the binary didn't get replaced when I tried it yesterday night!
Thank you for that sensi, means a lotsensible GP32 said:Thank's alex this game is as earlier stated..... perfect homebrew.
you're a credit to the scene!
I think features that involve selecting multiple buildings or individual creatures would work very well with a touchscreen. Moving the cursor with the pad trying to catch a speeding enemy just doesn't sound too practical. Maybe in a future version. I could also put in an option to display a small box under every creature with its life number instead of the little bar.fusion_power said:Sure you can use my Pix. Skythe has good damage but it touches the Creatures only short. I wish there would be some kind of statistic how much Damage a Tower(group) made onto a creature in each wave. A direct Damage Counter in numbers would be also a funny thing: selecting a creature and see how it lost lives in numbers instead of only a energy bar over the enemy, would be much more detailed. (High Power Creatures seems to lost no life because the energy bar is so small compared to the energy, the big creatures have)
Added to to-do list The same cursor graphics will be used, but drawn in the middle of the large path tile instead of the small building tile. Something like this already happens when you select the Quad Fortress. I can see how this could be confusing though, so it will be an option.fusion_power said:The cursor could be bigger over path tiles, and I'm for having only one step instead of 2 steps over paths, so the cursor path movement would be always from 32x tiles to 32x tiles, while the ground movement is still from 16x to 16x tiles. This also could make Cursor movement much faster because you only need one step to pass a path tile.
Nice idea. Didn't happen to me yet, but I know it will at some pointfusion_power said:Yesterday, I had a little accident. Instead of saving a map I was too quick and selected "surrender" straight underneeth. :lol: Maybe a little "confirm" box should make the surrender function more save? ^_^