Author Topic: TI-Defend  (Read 13378 times)

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Offline dunrite321

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Re: TI-Defend
« Reply #15 on: December 05, 2011, 04:25:47 pm »
Progress:  I'm working on getting the enemies to move along the path.  I can get the enemies on the map, but it's not worth an additional screenshot since I can't get them to move correctly...

yunhua98: Frogs are the first enemies you'll be facing...


 

Offline squidgetx

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Re: TI-Defend
« Reply #16 on: December 06, 2011, 08:48:32 pm »
Looks great so far, good luck with enemies/shooting. I think there are a few tutorials by Deep Thought on those topics in the specific tutorials thread in the axe section if you need help.

Offline dunrite321

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Re: TI-Defend
« Reply #17 on: December 10, 2011, 10:11:01 pm »
Great news...

Enemies finally move along the path like the way I wanted them to.

Next on my list is getting the towers to fire at them.

Offline ztrumpet

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Re: TI-Defend
« Reply #18 on: December 10, 2011, 10:15:38 pm »
That looks great!  I can't wait for this to be done; I've been looking for a good tower defense game for my calc.

Offline aeTIos

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Re: TI-Defend
« Reply #19 on: December 12, 2011, 04:49:09 am »
Does the gray also flicker that much on calc? D:
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Offline Yeong

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Re: TI-Defend
« Reply #20 on: December 12, 2011, 08:50:05 pm »
Do you use pathfinding logic or do you program their move?
Also, it will be better if that sprite moved smoothly.
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Offline Builderboy

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Re: TI-Defend
« Reply #21 on: December 12, 2011, 09:32:09 pm »
I hope you can keep up the greyscale with the massive number of particles and projectiles that will end up on the screen.  Imo feel free to drop the greyscale if you feel it is preventing the game from getting enough speed, or if the speed is preventing the greyscale from looking smooth.  Furthermore, I mirror Bridge's suggestion to make the movement smooth, although I personally think a more pressing graphical change would be to make the path of the enemy more empty (perhaps completely white) so that the enemies are both easier to see, and easier to draw (no masking). 

Offline hellninjas

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Re: TI-Defend
« Reply #22 on: December 12, 2011, 09:32:55 pm »
Good luck with this, it looks pretty nice the way you have it coming ;D

Offline saintrunner

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Re: TI-Defend
« Reply #23 on: December 14, 2011, 10:22:34 pm »
How's this coming along? :)
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Offline dunrite321

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Re: TI-Defend
« Reply #24 on: December 20, 2011, 02:33:26 pm »
No new progress this week because I'm enjoying my winter vacation.

I have a couple things to say:
The screen thankfully does not flicker like that in the animation.
I redesigned the path because some of you could not easily see the enemies.

Offline LincolnB

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Re: TI-Defend
« Reply #25 on: December 20, 2011, 03:27:18 pm »
yeah, you might want to adjust your settings in Wabbit. If you go to calculator/options/display, you can adjust how the grayscale shows up on the screen.
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Offline DJ Omnimaga

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Re: TI-Defend
« Reply #26 on: December 27, 2011, 02:23:16 am »
THis looks very nice. For the flicker you might need to adjust your WabbitEmu settings.

Offline saintrunner

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Re: TI-Defend
« Reply #27 on: January 11, 2012, 04:13:07 pm »
Is this still going?!?
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Offline dunrite321

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Re: TI-Defend
« Reply #28 on: January 17, 2012, 06:11:16 am »
Yeah... haven't had time to work on it because I have exams to study for.  :P


I'll get on it as soon as they're done.
« Last Edit: January 17, 2012, 06:11:43 am by dunrite321 »

Offline dunrite321

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Re: TI-Defend
« Reply #29 on: April 15, 2012, 08:01:27 am »
Something pretty significant...

The frogs move pixel by pixel instead of by tile! :D

The project is not dead.  I have been lazy.  Anyway, I'm working on bullets right now.