Alex. said:Done, thanks for the great suggestion, fusion! It will definitely make certain maps a lot more challengingfusion_power said:no, I meant 2 different ways starting from one junction maybe from left to right where the paths split in the middle or so.
The herd of creatures chooses a random path every time it wraps around the screen.
I had a good idea?... :blink: ...uh, I mean of course I had a good Idea :lol:
Well, I never played such a type of game and I don't know how everything works together but maybe such more complex levles should be come later in the game and not at the beginning N00bs like me need a chance to see more than the first level :lol:
Hey, THATS FUN! Really great game. I could reach Level 35 without loosing one life. Maybe I have a little bit of talent. Rocket Launchers rule! :lol:Alex. said:If you never played a TD game before, this flash version is a great place to start
It's here if you want to try it out Very polished.Alex. said:If you never played a TD game before, this flash version is a great place to start
Have you seen his "latest" version?
I've done some more work on Sqdef, and accomplished multiple road bifurcations (as well as fixed some ugly bugs):BenScar said:I saw it this morning, I was very curious how he'd top his first one. It looks great, although I personally think it's a bit too busy for a browser game (I experience slight overall slowdowns, but that's probably because of my old laptop). It would be cool if he made a Flash executable and distributed it as a standalone, but I suppose the CandyStand sponsors would be gone then.Alex. said:If you never played a TD game before, this flash version is a great place to start
Have you seen his "latest" version?
It's here if you want to try it out Very polished.
Edit: But don't let the boss catch you..... Like mine just did... Opps.
Well, but we have SQDEF some day I think. Can't wait. Another couple of questions to Alex. from me:BenScar said:This Game seems a little bit to big to load for my 56k Modem :lol: I could download the .swf file with flashget like the smaller Game (lvl. 36 - 2361 pts by the way ) but the bigger Game don't run offline without the homepage arround I think.Alex. said:If you never played a TD game before, this flash version is a great place to start
Have you seen his "latest" version?
It's here if you want to try it out Very polished.
Edit: But don't let the boss catch you..... Like mine just did... Opps.
They are static. There's no setting or game modes yet, but there will be both endless and story modes. I don't want random maps, I like having total control over the design.fusion_power said:-are all the levels in your game static? Or will there be some kind of random generated levels/settings, endless game, etc.?
That's a nice idea, I'll make sure to implement it. I think there should be a floor to how low the reward gets over time, so that shooting them early will be a bonus rather than shooting them late be a penalty.fusion_power said:- do enemies drop more money, if they are killed as soon as possible in a map? (So you earn less and less money if they can go a long way through the maps.)
fusion_power said:-will there be powerful ROCKET LAUNCHERS ingame? BFG-towers wohld be nice to. :lol:
Sprites, polygons would be too slow to render.fusion_power said:-are the graphics Sprites or polygon based?
Looks great as you say. I was about to say some of the enemies slowed down for me too, then I realised I'd used the "spalsh"/slow down towers!Alex. said:I saw it this morning, I was very curious how he'd top his first one. It looks great, although I personally think it's a bit too busy for a browser game (I experience slight overall slowdowns, but that's probably because of my old laptop).
That would be good, wonder if there's anyway it can be borrowed off the page.Alex. said:It would be cool if he made a Flash executable and distributed it as a standalone, but I suppose the CandyStand sponsors would be gone then.
Sweet... That's going to be one hell of a game level when we get our eager sticky mits onAlex. said:I've done some more work on Sqdef, and accomplished multiple road bifurcations (as well as fixed some ugly bugs)
*smile* So no tampering with those ones then! ;-)Alex. said:Story levels are compiled in-game.
I'll have a play, I can read files no problem. Listing them... Different matter!!Alex. said:One day I'll learn how to browse and select external files
hehehehehe, Would you like a spade to dig that hole a little deeper for yourself?Alex. said:and have a separate menu for user-created maps, and have a on-GP2X map editor. No promises on that though - definitely not on the first release
Thanks for the ideas, everything begins to take shape and come together. Right now I'm working on the map editor.BenScar said:hehehehehe, Would you like a spade to dig that hole a little deeper for yourself?
In order to keep the game interesting, there will be quite a few upgrades... Too many graphics for a single turret type would be confusing. The way it (almost) is now, you click a turret, its range is displayed, you click it again, and you get to a panel that allows you to upgrade it, or sell it.fusion_power said:-upgrated Towers could have another graphic or something to see that the tower is an upgrated version
I think that would be too confusing. Right now it displays the damage per shot.fusion_power said:-Damage of Towers shown in effective damage per second (or better: effective damage in 5 Seconds or so)
Sure, there will be many fun turretsfusion_power said:-Towers who can make damage on many enemies (splash damage)
That's a neat idea, although it may not happen in this particular version of the game.fusion_power said:Would it be mean, if some enemies could fire back?