mercuryus's Forum Posts

  • depends on connection quality(ping delay), size of packages(bandwidth), server app speed(script+db[un/lock tables]) and number of connections.

    Impossible to give a general answer here

  • Hahaha - so you did your own version of an editor?

    Quick job.

  • My project SUPER Build& Play (the jump & run construction game) is growing.

    +lot of new sprites and animations

    +a new GUI, more sounds and action

    +new backgrounds with parallax effects

    +more objects to play with - but still more to come.

    -> http://www.gameus.de/Build&Play

  • I make a redesign of my homepage with C2 full of games (more are) made with C2 - what a tribiute!

    click to open...

  • same here

    i use (another) workarround: play by name works for me

  • Menu and help screen added.

    And a lot of optimizing and balancing.

    It's not perfect but it works.

    Framerate should now better - works fast with firefox and more stable with chrome/ie

    Search for the worthy objects and place a flag on it to earn a lot of gold!

    -> http://www.gameus.de/mercenary

  • C3 goes out as a abo (permanent pay?) Uhhh - definitly a reason for me to change to an other studio!

  • OMG

    They have a dragon!!!

    He seems to be very idle at the moment - but I'm shure this might change very soon.

    -> http://www.gameus.de/mercenary

    ------------------------------------

    looks very nice ^^

    Thank you!

    ...damn I wish I could do cute art like this..

    Yaeh me too - I bought the sprites

  • Some objects become extra tresures!

    -> http://www.gameus.de/mercenary

  • I'm unter attack and all my mercenaries are far away and on their business

    Now you can call your merceanries to a position.

    click and hold to set the flag and the range.

    All mercenaries within the range will go to the flag.

    Once arrived they're looking for work.

    If the flag is destoyed (double click) the called mercenaries will return to their previous job.

    -> http://www.gameus.de/mercenary

    you can gather your mercenaries

    you can call them to defend a building

    call them to attck a building

    and you kill enemies with a hore of fighters

    mercuryus

  • finished the tower setup functions.

    Now you can choose the mercenary type (of 3): simple, fast, strong

    set the respawn rate (with a gauge) and choose the destination for the towers.

    -> http://www.gameus.de/mercenary

    mercuryus

  • added the setup dialog for the player towers.

    With the dialog you can set the spawning mercenary type and choose the fix destination enemy tower for the selected player tower (click on the destination tower) or reset the destionation to random (click ?-castle).

    To open the setup just click on a player tower or click anywhere to close it without changes.

    Chosse the spawning mercenars icon to choose.

    (G=gold per mercenary, Sp=speed, St=strength, H=health)

    rmb to zoom

    TODO:

    I have to balance the game parameters again...

    I will also add the spawntimer...

    The enemy AI!

    I will add a menu, a lot of szenarios and a splash screen & help screen...

    -> http://www.gameus.de/mercenary

  • Some update...

    The main game balance is set.

    There are some treasures for the fighter to collect and of cause many opponents.

    Could you please take a look at it and post suggestions so far? (timing issues, stuck fighter, confusing behavior at all)

    meanwhile i add the tower menu where you can set the fighter type to spawn, the spawn frequency and the spawned fighter destination.

    There will be three types of fighter (each group) with different speed, power, health, armor of cause with diferent costs.

    -> http://www.gameus.de/mercenary

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  • Sort of tower defense - more dynamic.

    With the concept I tried to balance both groups to be equal in strength - this is not easy.

    And as a result i recognised, that the positions of the towers are highly important for the resulting game progress depending on how the pathfinding works.

    So why not make it a good thing and create different szenarios the opponents are in a better situation?

    This will be the challenge of the player - to compensate this disadvantage with a strategic use of the units.