Re: Accela Tower Defense
Posted: Sat Nov 26, 2011 10:15 am
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
The Next Generation of 2D Roleplaying Games
http://elysianshadows.com/phpBB3/
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
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?
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 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.
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. ^_^"