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Re: Accela Tower Defense

Posted: Sat Nov 26, 2011 10:15 am
by jakson15
what's the size of the tiles?
they seem like a great size, not too big/small.

great project :)

Re: Accela Tower Defense

Posted: Sat Nov 26, 2011 4:14 pm
by superLED
jakson15 wrote:what's the size of the tiles?
they seem like a great size, not too big/small.

great project :)
I would guess the tiles are 64x64, and the sprites are 16x16.
(And the towers take up 2 tiles in height)

Re: Accela Tower Defense

Posted: Sat Nov 26, 2011 5:12 pm
by Inlinevoid
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Re: Accela Tower Defense

Posted: Sat Nov 26, 2011 7:46 pm
by Inlinevoid
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Re: Accela Tower Defense

Posted: Sun Nov 27, 2011 6:18 am
by superLED
I love the towers. Looks really bad-ass!
Inlinevoid 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?
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 :3

Re: Accela Tower Defense

Posted: Sun Nov 27, 2011 12:36 pm
by Ginto8
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. :lol:

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!

Re: Accela Tower Defense

Posted: Sun Nov 27, 2011 3:28 pm
by superLED
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. :lol:

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!
Since the enemy comes from abow, wouldn't it be natural to point the 'gun' in that direction, ready for another wave?
I'm not sure. Both works, I guess :)

Re: Accela Tower Defense

Posted: Sun Nov 27, 2011 5:13 pm
by short
I think it adds a little bit of polish to the game, having them return to their original position.

Re: Accela Tower Defense

Posted: Sun Nov 27, 2011 5:17 pm
by Inlinevoid
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Re: Accela Tower Defense

Posted: Sun Nov 27, 2011 5:45 pm
by dandymcgee
short wrote:I think it adds a little bit of polish to the game, having them return to their original position.
I agree. It makes them seem ready for any new threats.
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.
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.

It's cool either way to be honest. 8-)

Re: Accela Tower Defense

Posted: Mon Nov 28, 2011 9:07 am
by Inlinevoid
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Re: Accela Tower Defense

Posted: Mon Nov 28, 2011 11:19 pm
by MadPumpkin
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.

Re: Accela Tower Defense

Posted: Fri Dec 02, 2011 4:13 pm
by GroundUpEngine
The particles look sweet!!
Inlinevoid wrote:
GroundUpEngine wrote:Very nice stuff! Could you recommend anything on coding AI?
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.

So if you're asking if I have a book or tutorial to share with you, sorry, haven't used one. ^_^"
Cool stuff, keeping it simple ;)

Re: Accela Tower Defense

Posted: Mon Dec 05, 2011 12:13 am
by Inlinevoid
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Re: Accela Tower Defense

Posted: Mon Dec 05, 2011 6:14 am
by superLED
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 ^^