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Super Slime
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 PostWed May 27, 2009 7:24 pm
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Newbie Newtype wrote:


A challenger approaches!



Playable demo to appear in the upcoming Hamsterspeak. Don't miss it!

(Your game does look awesome, though.)
Mega Tact v1.1
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 PostWed May 27, 2009 10:56 pm
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Mogri wrote:

A challenger approaches!



Playable demo to appear in the upcoming Hamsterspeak. Don't miss it!

(Your game does look awesome, though.)
I counter hype with movement arrow path making now working correctly!
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
Super Slime
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 PostWed May 27, 2009 11:22 pm
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I counter movement arrow path with functional AI! Hya!

(Movement arrow path seems like a ton of work for such a fluff feature. But it's probably TMC who's implementing it, so no skin off your back.)
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 PostWed May 27, 2009 11:44 pm
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It certainly was a pain, but later on it'll open up to doing AI (since it doubles as a path units can move along. I can simply use the same arrow for enemies, but never display it).

In fact, AI may be something I end up doing soon after making sure player based map stuff works.
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
Super Slime
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 PostWed May 27, 2009 11:52 pm
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It occurs to me that many of the scripts that I've already written for my game could be useful for yours... but many of the trickier ones rely on you not using layer 1 for anything, and many others reserve global variables 3900 and up. Probably you're using layer 1 for your movement as well, and the global variables can be worked around. If you think my script files would help you, let me know and I'll be happy to share.

Of course, you should probably wait until you see the game...
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 PostThu May 28, 2009 12:02 am
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Layer 1 for my game is used for terrain definition.

Honestly though, I'm probably about 60% done with the most complex stuff, with around 30% of the remaining 40% being items and the last 10% being bug fixing and playing with logic.
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
Liquid Metal Slime
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 PostThu May 28, 2009 12:56 am
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Two words: red carpet.




Three more words: animated neon signs.



And I recolored Lesley Ulfson to look more like a wolf and less like...Wolf.

Remeber: God made you special and he loves you very much. Bye!
Super Slime
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 PostSat May 30, 2009 4:08 am
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Demo's coming out soon, so let's do a quick tutorial!



To engage an enemy in combat, all you need to do is move to an adjacent tile. Battle tiles are shown in red, while allied units within the blue movement range are marked in green.

However, be careful when and where you pick a fight! All allies adjacent to both units will also participate in the battle as support units.



That's my Pirate, tearing Phillip the Bandit a new one. Phillip initiated a battle with Prince Janus, but he didn't count on Janus's allies.

Most units deal half damage when they're just supporting, but some classes can still deal full damage. Bowmen like the ones standing behind Janus and Phillip in that battle shot are one such class. They're really nice to have around, but don't leave them exposed to enemy attacks: they also drop like flies.

Phantom Tactics (working title) demo coming out next week!
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 PostSat May 30, 2009 7:01 am
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First there was Powerstick Man. Then there was the Unknown Woman. Then came the manipulative Doormat (formerly Hero).

But none of them can prepare you for the next great hero in the CFD Entertainment/Trademark Productions/Boo Yeah 2000 (figurehead titles) lineup of action titles. Make way for...

Buck Star.

He is coming. And he's far from an ordinary hero.

Take a glimpse into his world:

http://www.youtube.com/watch?v=sbsUsXVyKBw&feature=player_embedded

And be afraid.

Get ready. The time for a new kind of hero is nigh.
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Slime Knight
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 PostSat May 30, 2009 2:02 pm
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Quote:
Phantom Tactics


This looks awesome.
Super Slime
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 PostSat May 30, 2009 4:38 pm
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Grin

I'll be releasing a mini-teaser per day leading up to the demo. Today: Meet the Pirate!

There are three basic classes: Bowman, Bandit, and Fencer. When your units become proficient in these classes, they'll be able to advance to other classes. The Pirate is an advanced class. You'll get a single Pirate on your team in the demo.

Every class has a special ability. For example, the Bowman never misses in combat. What does our man the Pirate do, you ask?



He walks on water. Aww yeah.

Remember, though, that a lone unit is easily defeated by a well-supported enemy. So while cutting across the water can provide good opportunities for ambushes, it's more often useful in situations where you want to squeeze in an extra support unit.



Here, Janus gets support from the Pirate. Pirates have good defense, but if your Pirate is low on HP, it may be wise to stick him in the water, where he'll be safe (usually).



Ah, and here's where the pirate really shines. Chokepoints like bridges severely reduce the number of support units you can squeeze in. Having a Pirate on your team means having one more support unit than your enemy.

Phantom Tactics: The Pirate is coming soon!
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 PostSat May 30, 2009 10:39 pm
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Pepsi Ranger wrote:

...Buck Star.

He is coming. And he's far from an ordinary hero.

Take a glimpse into his world:

http://www.youtube.com/watch?v=sbsUsXVyKBw&feature=player_embedded

And be afraid.

Get ready. The time for a new kind of hero is nigh.


That video is hillariawesome, but it looks like you used more than 3 colors on those sprites ;)
Liquid Metal Slime
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 PostSun May 31, 2009 1:07 am
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Mr.Triangle's Maze

It won't look nearly as exciting now. But just wait until you guys get to Level 16 in the newest update! It's by far the coolest addition to the game.
Slime Knight
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 PostSun May 31, 2009 3:56 am
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for once im actually going to agree wiht 8bit. that does look pretty awesome, i cant wait to download it and let you know what i think. good job man and keep up the good work!!!
Liquid Metal Slime
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 PostMon Jun 01, 2009 3:05 am
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Looks like you've found yourself stuck in a dungeon. again.
♪♪♪ Du du duuuu ♪♪♪
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