Posted: 18th Nov 2021 14:14
Now I would like to present a small stress test of my game for the Towerdefence competition.
Nothing special but it should be enough for the application
Posted: 18th Nov 2021 15:05
Looking good, certainly plenty of action going on there.
Posted: 18th Nov 2021 17:18
that looks delicious, madbit. welcome to the comp
Posted: 18th Nov 2021 22:38
Very cool so far, I think What would be so cool is if there was a ship on the inside with mission status with controls and options. But that is my two cents. Like star trek lol.

Captain, we have a situation.
Posted: 23rd Nov 2021 15:41
that's great !
I like how some fx turns and move.
Posted: 23rd Nov 2021 16:25
thank you all.

In the meantime, I have structured the entire code a little differently and added things like the display of the shooting range (red) and the placement range (yellow).
Placements can now only be made at a distance from other placed objects.
Enemies no longer come from all directions but from a carrier ship.
This makes it more similar to a tower defence game.
Posted: 23rd Nov 2021 16:36
Looking good, your effects look fantastic and I like the range thing, I have something similar with a power linkage system but not if I am going to stick with it yet

overall, 10/10 Mr Bit
Posted: 24th Nov 2021 6:13
Space.... planets..... zoom function.... stop copying me!
Posted: 24th Nov 2021 8:50
Lmao, I had noticed you guys seem to be in direct competition ....

Just so its out there, I'm calling "Ground Invasion"!
Posted: 24th Nov 2021 10:32
Space.... planets..... zoom function.... stop copying me!

Sorry??
But when I saw your contribution I also thought now he steals my idea. (just kidding).
To be honest, I have the inspiration rather from here.
Posted: 24th Nov 2021 18:40
aw man, I thought I had an original idea
Posted: 24th Nov 2021 18:45
HaHa, why you think I opted for the headache of a project I embarked on
Posted: 6th Jan 2022 20:38
can we get a pong to this ping?

O.K. here is my pong.

I work on this project whenever I can. I could do it more often, but the family also wants something from me.
I got a bit lost in my own code. That's what you get when you try to get a real project out of a test.
Hopefully I will finish by the deadline.
I recently finished the cover picture.



I just wanted to let you know that I'm still working on it.
Posted: 6th Jan 2022 23:23
Thanks, madbit. Whip them ponies
Posted: 7th Jan 2022 3:39
Looks like a ideal menu and easy, just click to start.
Posted: 15th Jan 2022 22:28
I am currently on a bug hunt. And to find the right game balance.
I think balancing is one of the most difficult tasks.
Posted: 16th Jan 2022 0:30
I second that!

I am having real problems balancing mine!
Posted: 16th Jan 2022 1:56
I think balancing is one of the most difficult tasks


So what I did was I am timing a lot like animations and movement to frames per second and also to memory usage.

Balance is due to system specks and mine are a little low so easy to figure out.

Work with timers for what needs to be balanced.

Unless you are talking about something else and I am just confused.
Posted: 16th Jan 2022 2:13
something else

more like "can the player exact just the right amount of damage across the health of all enemies before they reach the end". something like that is what i'm guessing

never done it for a TD game myself, but i'd revisit some spreadsheets from other games i've played re: calculating damage per second at intervals along given paths (towers @ ranges).

not envious, guys. but give it hell!
Posted: 16th Jan 2022 2:23
Ok I see

What I did was deploy different tasks before my zombie's can reach the end, more obstacle's in different places. When the wave timer gets close to the end I just made sure less zombies are cloned to insure a chance to win.