Manaforge Tower Defense
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Re: Accela Tower Defense
what's the size of the tiles?
they seem like a great size, not too big/small.
great project
they seem like a great size, not too big/small.
great project
- superLED
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Re: Accela Tower Defense
I would guess the tiles are 64x64, and the sprites are 16x16.jakson15 wrote:what's the size of the tiles?
they seem like a great size, not too big/small.
great project
(And the towers take up 2 tiles in height)
Last edited by superLED on Sat Nov 26, 2011 5:26 pm, edited 1 time in total.
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Re: Accela Tower Defense
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Last edited by Inlinevoid on Sat Feb 27, 2016 2:18 am, edited 1 time in total.
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Re: Accela Tower Defense
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Last edited by Inlinevoid on Sat Feb 27, 2016 2:18 am, edited 1 time in total.
- superLED
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Re: Accela Tower Defense
I love the towers. Looks really bad-ass!
I would prefer if you talked in your video, telling us what have been changed and such, so we don't miss any new cool information :3Inlinevoid wrote: If you guys have any suggestions on how you'd like me to do my videos, any input would be great. Meaning, do you guys enjoy when I talk or do just gameplay videos with some music added in?
- Ginto8
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Re: Accela Tower Defense
Great game! I do however have a suggestion: I noticed that your towers return to their original angle after finishing off targets. This isn't exactly bad, but it would seem more natural to me if it stayed in the last position until new enemies came along. Just a minor tweak, but I think it could make the towers seem a little less... unnerving. Ever seen a game/movie where an enemy quickly goes back to its exact original position after finishing its work? It's a tad bit freaky.
Aside from that, I've got nothing bad to say. It looks like a really good game with a lot of good things to come!
Aside from that, I've got nothing bad to say. It looks like a really good game with a lot of good things to come!
Quit procrastinating and make something awesome.
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Re: Accela Tower Defense
Since the enemy comes from abow, wouldn't it be natural to point the 'gun' in that direction, ready for another wave?Ginto8 wrote:Great game! I do however have a suggestion: I noticed that your towers return to their original angle after finishing off targets. This isn't exactly bad, but it would seem more natural to me if it stayed in the last position until new enemies came along. Just a minor tweak, but I think it could make the towers seem a little less... unnerving. Ever seen a game/movie where an enemy quickly goes back to its exact original position after finishing its work? It's a tad bit freaky.
Aside from that, I've got nothing bad to say. It looks like a really good game with a lot of good things to come!
I'm not sure. Both works, I guess
- short
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Re: Accela Tower Defense
I think it adds a little bit of polish to the game, having them return to their original position.
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link: https://github.com/bjadamson
link: https://github.com/bjadamson
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Re: Accela Tower Defense
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Last edited by Inlinevoid on Sat Feb 27, 2016 2:18 am, edited 1 time in total.
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Re: Accela Tower Defense
I agree. It makes them seem ready for any new threats.short wrote:I think it adds a little bit of polish to the game, having them return to their original position.
Maybe they could go to the nearest 90 degrees (up down left or right)? Then it would keep the "at the ready" effect without them all ending up in random directions.Inlinevoid wrote:I think I'll make it so they stay in the same position they stop attacking in until the wave actually ends (instead of turning back to 0 degrees immediately after attacking a mob).
Keep in mind there will be maps with multiple entrances coming from different directions, so there won't really be a uniform entrance on every map.
It's cool either way to be honest.
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Re: Accela Tower Defense
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Last edited by Inlinevoid on Sat Feb 27, 2016 2:18 am, edited 1 time in total.
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Re: Accela Tower Defense
I was actually about to suggest the 90 degree returning or so :P. Actually I was going to suggest that different ones can be set to an angle they return to. Perhaps more easily placed as, the angle they are at level start up. (angle placed in editor) that way the ones from left and right that are deep within forest or something, will face toward the center path. But the 90 degree clipping works probably just as well with less work.
EDIT: Oh and the game looks sick by the way!! Game play wise it's a tower defense so the small twists are what really makes a difference from TD to TD :D. I'll love to see your games quirks in the future. Graphic wise, it looks very polished and clean. Keep up the work, I'll be checking this out when updates arrive.
EDIT: Oh and the game looks sick by the way!! Game play wise it's a tower defense so the small twists are what really makes a difference from TD to TD :D. I'll love to see your games quirks in the future. Graphic wise, it looks very polished and clean. Keep up the work, I'll be checking this out when updates arrive.
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- GroundUpEngine
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Re: Accela Tower Defense
The particles look sweet!!
Cool stuff, keeping it simpleInlinevoid wrote:Thank you! This A.I. actually isn't very complex at all. The creeps are just programmed to walk a certain distance/direction from node-to-node. The way I spread them out was to offset their path by a random amount.GroundUpEngine wrote:Very nice stuff! Could you recommend anything on coding AI?
So if you're asking if I have a book or tutorial to share with you, sorry, haven't used one. ^_^"
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Re: Accela Tower Defense
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Last edited by Inlinevoid on Sat Feb 27, 2016 2:18 am, edited 1 time in total.
- superLED
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Re: Accela Tower Defense
I'm sorry to hear about the job. I hope you'll come along soon.
But at least it's good that the project is going nicely. This game is going to be so awesome ^^
But at least it's good that the project is going nicely. This game is going to be so awesome ^^