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Author Topic: Arachnid Invasion Beta 1 release ! (School project over, read OP)  (Read 1428 times)
RedBluYellow
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« Reply #15 on: April 20, 2012, 10:31:36 am »

I'll try to help when I get on my windows partion Tongue
z6
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Lemonade
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« Reply #16 on: April 20, 2012, 01:02:00 pm »

Well, I tried the protoype.
It's not too bad. It'll be cool once you get most of the main features done.

I think the way you have to move your tank is confusing. Maybe try something more conventional, like using the arrow keys (to rotate and move the tank), or M1 to make it move towards the cursor ? Dunno.

Also, I made a small tower defense-ish game for a christmas contest, so if you need some advice on the mechanics...
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i already have a pet that follows me around 24/7

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you may have seen it
RedBluYellow
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« Reply #17 on: May 24, 2012, 03:00:29 pm »

http://www.mediafire.com/?3uqd1hxb3pcnkcf
Latest build!

Now with working sentries, menus and much more!

Please leave some feedback, I gotta go now
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♫Ozoh
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« Reply #18 on: May 24, 2012, 03:09:25 pm »

The tank could move a little slower in my opinion. Also, the menu looks horrific. Mostly because of the gta-ish font.
The graphics look cool, thumbs up for that.

Also if you ever need some music, I'm happy to help.
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if they named one winter storm oic you would probably go on a shooting spree at the atlanta headquarters
I used to report posts until uber got mad and signed me up for gay politics sites (mod abuse!!)
RedBluYellow
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« Reply #19 on: May 25, 2012, 01:30:17 am »

Menu buttons are placeholders until I can design good ones

Tank is fine imo, the more bugs you kill, the faster the bugs will become so the tank's speed shouldn't be nerfed.

and you could try designing some menu music or in game music. It needs to have a good tempo and be of the genre of the current music though.
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Starky
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« Reply #20 on: May 25, 2012, 11:34:41 am »

The game was a lot more fun than I expected, I hope you continue to work on this for a while.

I would add something that indicates how many credits you have as soon as possible.

Also, I think the enemies look more cockroaches or beetles than any kind of arachnid. Maybe you should name the game something less specific like "Arthropod Invasion". Then you would have the largest phylum in the animal kingdom to base enemies off of. 

How will multiplayer work?
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RedBluYellow
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« Reply #21 on: May 25, 2012, 01:49:39 pm »

I am going to continue working on this, don't worry. I don't abandon my projects immediately. Probably after I hand in my work next week I'll continue development since my friends only game positive reactions about the game. z6

The current alpha I'm working on has local highscores based on many bugs you kills, not credits since you spend those. 

Multiplayer would be two tank mode. Local multiplayer would be one tank steering with the mouse, the other with the arrows keys/wasd. This limits movement for the second tank but gets compensated by the fact that he has to pay less for turrets/future unlocks.

Online multiplayer would be two tank mode online. Probably far too complex since I've never done networking...
and idk man, arachnid invasion just sounds a bit cooler   8D

Anyway, future plans

More bugs (queens, small bugs, sentry killer bugs)
More unlocks including bombs, temporary roadkills, speed dash boosting etc)
Dat multiplayer
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RedBluYellow
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« Reply #22 on: May 25, 2012, 02:21:11 pm »

Also I'd put up the new beta with redesigned menu buttons and highscores but I broke the credits system and now it makes your credits instantly 0 if you buy a turret

and I can't seem to fix it ¯\_(ツ)_/¯
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Orpheon
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« Reply #23 on: May 25, 2012, 04:54:27 pm »

Put 'show_message("Beginning of buy event: "+string(global.credits))' or similar everywhere. Step 1 of debugging is isolating the bug.
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Bananaman
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« Reply #24 on: May 26, 2012, 01:55:34 pm »

This is actually pretty fun. Yeah a credit meter would be nice and maybe a reticle. Good luck man.
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RedBluYellow
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« Reply #25 on: May 27, 2012, 04:14:41 am »

Latest build (Alpha 1.15):
http://www.mediafire.com/?lf7620hw22gxfc9

Changelog:
  • Added highscores
  • Added a crosshair
  • Reworked menu
  • Buying a turret is now remapped to T instead of space bar
  • You now gain 10 credits for killing a bug, turrets cost 150 credits
  • Credits are now displayed in the top right corner instead of in the window
  • Fixed a bug that would cause the broken tower animations not displaying
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RedBluYellow
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« Reply #26 on: May 30, 2012, 01:53:47 pm »

Latest build (Beta 1.0)
http://www.mediafire.com/?731bzc92o1ybi65

Changelog:
Various visual changes

A simplistic tower defense game. Everything explained in the help menu or readme.

So, gonna hand in my project tomorrow, after that I won't have much time because of exams. So even though the school project is over, I'll continue to work on this starting at the end of June.

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Orpheon
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« Reply #27 on: May 30, 2012, 02:13:24 pm »

Did you think of increasing the spawn rate of the bugs instead of/as well as increasing their speed?

Also splash weapons?
« Last Edit: May 30, 2012, 02:13:33 pm by Orpheon » Logged

Your mind is software. Program it.
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Lorgan
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check my new game in new projects k thx bye


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« Reply #28 on: May 30, 2012, 02:26:53 pm »

That are some nice graphics you got there. Also i suck at it, what a surprise.
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RedBluYellow
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« Reply #29 on: June 06, 2012, 12:35:22 pm »

Ladies and Gents, this was an A+ (or 9.5/10) project
 
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