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  • ,

    very nice game. i like the deliberate slow pace.

  • ome6a1717,

    wow...

    like it or not, eye candy gets attention. and with the combination of eye candy and game play present here, you have a winner on the level of 'super ubie land' in the making sir.

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  • Rivalry,

    was this made with c2?

  • rogerfgay,

    i will preface by saying i know nothing about server code.

    is there a great deal of difference between coding 'turn-based' multiplayer, as opposed to real time or semi real time? i ask because i have seen a plethora of websocket/online/multiplayer type threads begin and end, in no short time. not because the people were not motivated, but because the task seemed to big to encompass. at this point, i don't think there is a way to accommodate everyone...unfortunately. so, would it be more plausible to create a 'simple' turn-based setup for multiplayer, that would work for all the game types that would require it. and then, later tackle the 'big' stuff.

    as i said, i know nothing of the intricacies of this stuff. so i'm speaking from a position of extreme ignorance.

    please forgive me.

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  • SgtConti,

    love the splash page.

    just a suggestion; if you keep the 'a' for war in the same place but make it big enough to fill the gap between the 'w' and 'r', you can then put the 'of' characters inside the 'head' of the 'a'. that would make it more readable, and maintain the 'look' you are going for.

  • this sounds juicy...

  • ,

    i don't know exactly what it is that i love about this type of game. maybe the simplicity, but i do indeed love them. i've been meaning to do a version in c2, but never got around to it.

    now i suppose there is no need...lol.

    the only thing i would have added, to what you have already ably accomplished, would have been to allow a 'ball' to continue its directed motion when selected and grow to it's max size, then shrink back to it's original size and disappear.

    having to track the continued movement of the 'ball' made it tricky, but i see now, that making it stop upon selection is equally tricky, because instead of tracking the selected 'ball', you have to track everything around it.

    very nice rendition sir. i may try and do it some day.

    thanks for making it harder to seem like i did something novel.

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harrio

Member since 24 Feb, 2011

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