7Soul's Forum Posts

  • <center><img src="http://media.indiedb.com/images/games/1/15/14857/td_screen13.2.gif" border="0"></center>

    Outcry is a Tower Defense that follows the restrictions of a NES game. You can build 7 types of towers, each one with a different on-hit effect to counter the enemy waves from reaching your HQ.

    Features:

    <font color="purple">+ Create your strategy to counter many different enemies with different weaknesses and status.

    + Position towers and upgrade them to get the best effect combo.

    + Dialogue system enhancing the story mode.

    + Three difficulty modes and secret levels.

    + Research system: get extensive upgrades that carry over levels.

    + Achievements: you also get in-game rewards for getting these.

    + Unique monsters create a need to a variety of strategies</font>

    I've started this project 9 months ago with a mockup and slowly started programming it using Construct Classic.

    The setting of Outcry is a post-apocalyptic world where mankind struggles to survive the creatures created by the holocaust. With the help of a advanced military robot AI called B.E.T.A. they developed towers capable of dealing with the wild beasts.

    Your job is to protect key areas with these towers, and find out a way to return the world to its normal state.

    More images, info and a download of an early alpha can be found here:

    indiedb.com/games/outcry

    And here:

    forums.tigsource.com/index.php

    <center>

    <img src="http://media.indiedb.com/images/games/1/15/14857/td_screen15.gif" border="0">

    <img src="http://media.indiedb.com/images/games/1/15/14857/td_screen19.gif" border="0">

    <img src="http://media.indiedb.com/images/games/1/15/14857/td_screen16.gif" border="0">

    </center>

  • Dear god rexrainbow

    http://www.myfacewhen.com/346/

  • Post a .capx so more people could take a look. It's hard to know the problem with just the explanation

  • Worked perfectly here, But I got an error message after closing the game

    Win 7 x32

  • Hey guys, thx for the help. But after I tested these solutions, I found out that the problem whas with the turret behavior. Turns out that when it was set to rotate, it would result in lag. I solve this problem by disabling the rotation, and creating custom firing events.

    Before, with 20 towers and 20 enemies, I would get 30~40 fps, now eith 80 towers and 60 enemies I get nofps drop at all!

    I`ll update this with the events later, i`m using a tablet and typing here is hard >_<

    EDIT:

    Alright, so, for everybody out there making heavy use of the turret behavior, this might come in handy

    <img src="http://i.imgur.com/Ove6m.png" border="0" />

    (the sub-events are no relevant)

    Items are turrets, Enemies are targets

  • So, I'm working on a tower defense, and I noticed I was getting some fps drop at a point in the game. After some investigation, I found out it was at the event that checks if an enemy is in range of a tower:

    For each Tower

    • For each Enemy

    -- Distance between Enemy and Tower < range

    -> Add target Enemy

    So the problem here is that every tick it goes through all the enemies and towers and check the distance, and that gets really cpu intensive at some point.

    Here it was approximately when the number of towers * the number of enemies was over 1000

    I believe I could solve this by making the game not cycle through EVERY enemy and tower EVERY tick, but I'm not sure how to make this

    Could be something like

    For each Tower

    • For the first 50 enemies (first tick)

    -- Distance between Enemy and Tower < range

    -> Add target Enemy

    For each Tower

    • For the second 50 enemies (second tick)

    -- Distance between Enemy and Tower < range

    -> Add target Enemy

    And so on.

    Anyone could give me a hand at this?

  • The ComboBox object still doesn't work, that's a problem I often stumble upon when creating level editors and such

  • That's Construct Classic, this is the C2 board, don't worry though, someone will move this topic over there

    To move enemies I suggest having a variable as their timer, and perform actions when the times reaches a value

  • Upload to Dropbox public folder, and then copy the public link

  • This may work:

    dl.dropbox.com/u/3954039/game2.capx

  • I think this would work too

    Event(compare two values): time%60 = 0

    And you don't need any extra events

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  • Stop making a new topic for each time you ask about multiplayer

  • So SSSS is a real-time (or at least, faster) SSS?

  • I like this idea. The current enumeration has no practical purpose.

  • Is this spam or what?