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INTRODUCTION: Hello TeamLiquid! I work with a team of four programmers known as qMopey, and we're developing a free casual-style RTS called Ancient Forest and Grumpy Monsters (AFGM). In AFGM the players plays as a forest that fights a faction known as the Grumpy Monsters. The Grumpy Monsters are corrupting the land, and it's up to the player to prevent the spread of this corruption by expanding the forest!
I figure since most all of you enjoy RTS games that you'd enjoy playing our RTS as well
ABOUT qMopey: qMopey is a team of four programmers that are currently attending DigiPen IT that are developing the game Ancient Forest and Grumpy Monsters. This game is our second semester project. The game was coded in C using a DigiPen in-house DirectX library. The only functionality used from this library was loading images into memory, and displaying them on screen -even mesh creation is handled by our team. The team consists of:
- Anh Do
- Kevin Giang
- Colton DeGraw
- Randy Gaul (CecilSunkure)
+ Show Spoiler [Dev Details : Credits] + Anh Do - Graphics programming; art assets; Team Manager (Producer) Colton DeGraw - Tools programming; Programmer Kevin Giang - Designer; level/unit roster design; Programmer Randy Gaul - Tech Lead; Programmer
THE GAME: The whole idea of the game is to play as an ancient magical forest to fight off a faction of Grumpy Monsters! Placing down tree structures is the main mechanic. These structures act as defensive towers, spawn creatures of the forest, and spread purification on the land to counteract the corruption from the Grumpy Monsters.
Gameplay screenshot of corruption and purified land.
In order to gather resources you must place down tree structures underneath the rays of the sun. Each tree placed on a tile with a cute little sun gives the player an income boost.
Aren't the sunrays absolutely adorable?
As the player progresses through the campaign levels new Monsters are introduced, and new tech available for the Forest to equip against the Monsters becomes apart of the player's toolset. Here are some images of various units and sprite art from within the game!
A couple previews of Grumpy Monsters!
Seeing as this game is an RTS I'm sure all of you TLers are ganna love playing it :D Do come back to the thread and let us know what you thought! Go ahead and create your own custom scenarios with the map editor and share them in this this thread. Create your own CA files to run during your custom scenarios too!
MAP EDITOR Our game comes with a built-in map editor. The awesome thing about our map editor is how easily it allows us to create new levels. The best thing however, is that the user can create and play their own levels very easily. You could even modify the scenario levels that come with the game and play them to your own liking!
To load, edit, and play a map:
- Click on Load and choose a file.
- Edit the map to your liking!
- Click on Play and save your modified file over the one you originally loaded.
Features of the editor include:
- Place unit
- Place Structure
- Set tile settings
- Right click for tile coordinate
- Save and load map files
- Launch loaded map file into gameplay for a Custom Match
- Easy resize of map dimensions
Map files (aka scenario files) have the file extension .afs. afs stands for Ancient Forest Scenario. A more detailed explanation of the Map Editor and its features is in your readme folder of your installation.
NOTE: You can even modify the campaign scenarios! You can also create/modify CA files for the scenarios too
SCRIPTING EVENTS Ancient Forest and Grumpy Monsters employs a scripting language called Condition Action (CA) developed by qMopey that allows for simple event based actions to be implemented during the running of a map file. The idea is that you can create multiple events with the scripting language in a text file. Then the game will load this text file and parse the contents into actions to take while the game is running.
An event in CA is a list of conditions and a list of actions. The conditions of an event are a list of checks the game makes during gameplay, if all of these checks pass then the actions are fired.
For example say you want to destroy the Grumpy Monsters Castle if the player builds 15 trees. Perhaps the idea of your level is that the player rushes to build many trees before dieing. This is very easy with CA. You create an event that holds one condition and one action. This condition checks to see if the player has at least 15 trees at any given time, and when this condition is met your action of destroying the Grumpy Monsters is then fired!
Here's a small example CA file used in the past for testing, this CA file creates a main tree when the game starts:
START NUM_EVENTS: 1
# CREATES MAIN TREE AT GAME START #
EVENT PRESERVE 1 NUM_CONDITIONS: 1 CONDITION ELAPSED_TIME AT_LEAST 0 NUM_ACTIONS: 1 ACTION CREATE_UNIT_AT PLAYER_MAINTREE_OBJ 0 0
END
This CA language allows for interesting levels to be created very easily! A more detailed explanation of the CA language can be found in the readme in your installation. CA files have the .CA file extension.
FEEDBACK: We would absolutely love to hear any feedback from anyone who plays the game! Be it about art, programming, gameplay, whatever! Post up here in this forum Feel free to share map files with one another, CA scripts, anything!
Please also take a moment to complete our survey: LINK
This survey helps our team gather valuable information about the game!
FAQ:
- Will this work on my MAC?
- Windows only
- Hitting the ESC key closes (or breaks, or w/e) my game!
- The ESC key is required by DP (I think) to exit the game for game projects. Don't press it!
- Will there by multiplayer?
- I don't know anything about networking, I'm a second semester student
- My resolution is really bad. It's all fuzzy and hard to read anything.
- This seems to be an issue with the DirectX library I was given for this project. The problem is likely GPU related, and I actually have rasterization warping in my images a little bit as well, despite having a high end GPU.
TRIVIA
- 21786 lines of code
- 220 source files
- 1 million hours of work
- All art was created by programmers on the team who actually get no class credit for the art
- Anh Do is terrible at the game Lol
DOWNLOAD: LINK
CHANGELOG: 4/22/2012 V1.01 -Can now load a map properly. -Attempted to fix spawning bug. -Fixed issue with saving a map and overwriting without confirmation of destructive action. -Map editor now displays mouse position X and Y coordinates in tiles. This is really useful for making a CA file as it's hard to know what tile to do what action at without the new display. -Fixed a bug when launching a custom game. Monster AI[balanced] was always turned on. This should be off so the user can use CA properly. -Can now see version in the bottom left of main menu.
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.... i can't even beat the tutorials.
rofl nvm i figured out how to make trees. so much easier now. :D
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first response is awesome xD Haven't played it yet but it was just hilarious to read :D
thanks for work on the game :D
You gonna be doing full time video game progamming then? (and i assume if you can make it you'll still try to go for progaming :D)
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Hrm. just played around with it some time. After beating level 2 (Yeah, I´m THAT awesome) I thought to myself :"Hey, this is way to easy, lets look at the last level". Wether I would have beaten it (probably not :D ) will never be known, because the game closed without any warning when I pressed ESC. Thinking to myself : "Hey, he wants me to test around a little, perhaps this is intended". So I loaded up level 3 , started planting a few trees, pressed ESC.... and the game stopped reacting (responding ? Don´t know how that Windows error is worded in the english version". As I can be stubborn if I´m not to lazy to be stubborn (rather rare though), I tried again, and again : The game stops working for me when I hit the ESC key :D
Otherwise its kind of funny. And with a lot "small games" with rather simple graphics probably frustratingly hard in the later levels, hehe.
Will probably try to play a little bit more tonight, have to leave for now
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Fun game. The dark tower on level 6 is so hard to kill TT. Also, flying owls ftw.
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Just downloaded, looks fun i might only play it for a little but it looks like a game where ill come back right away and play it more!
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I enjoy this games simplicity very much, only at level 3 but i am going to beat this sooner or later. also it looks hard thanks for this awesome game!
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I'm at work so i can't check it out atm, but from your description it sounds like a Tower Defense, not an RTS. Would be nice if you could clarify that. Are you building units or just trees to defend?
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So far my plan has just been:
EOH_DD D_O_DD EOH_DD X _O_DD EOH_DD D_O_DD EOH_DD
with X being main tree, O being Flying Owls, H being healers, _ being blank space, and D being upgraded turrets. Just defend and wait for the flying owls to kill them eventually. :D
On April 19 2012 17:25 Morfildur wrote: I'm at work so i can't check it out atm, but from your description it sounds like a Tower Defense, not an RTS. Would be nice if you could clarify that. Are you building units or just trees to defend? It's a passive RTS in the same vein as Majesty You control the building of structures, and they passively create units and/or do other things. The units act of their own accord, though you have slight control over what happens. Yes, it feels very much like tower defense, but it's more strategic and there's lots more than just defensive turrets. so... it's a combination of RTS and sim games (like zoo tycoon?)
Cecil, is there a multiplayer for this in the works? :D
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On April 19 2012 17:27 Fishgle wrote:So far my plan has just been: EOH_DD D_O_DD EOH_DD X _O_DD EOH_DD D_O_DD EOH_DD with X being main tree, O being Flying Owls, H being healers, _ being blank space, and D being upgraded turrets. Just defend and wait for the flying owls to kill them eventually. :D Show nested quote +On April 19 2012 17:25 Morfildur wrote: I'm at work so i can't check it out atm, but from your description it sounds like a Tower Defense, not an RTS. Would be nice if you could clarify that. Are you building units or just trees to defend? It's a passive RTS in the same vein as MajestyYou control the building of structures, and they passively create units and/or do other things. The units act of their own accord, though you have slight control over what happens. Yes, it feels very much like tower defense, but it's more strategic and there's lots more than just defensive turrets. so... it's a combination of RTS and sim games (like zoo tycoon?) Cecil, is there a multiplayer for this in the works? :D Sounds to me like a tug of war game, similar to the Nexus Wars map in SC2.
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really fun game awesome
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pretty fun game, wish it had more building choices though
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Updated the DL link with a new version. Various bugfixes and small tweaks based on user-feedback.
On April 20 2012 01:17 Endymion wrote: pretty fun game, wish it had more building choices though Like what? If you tell me about them they might make their ways in.
On April 19 2012 16:30 Yoshi Kirishima wrote: first response is awesome xD Haven't played it yet but it was just hilarious to read :D
thanks for work on the game :D
You gonna be doing full time video game progamming then? (and i assume if you can make it you'll still try to go for progaming :D) Haha yeah I'll be programming for quite a few years
Progaming.. We'll see, for now I'm chillin top of masters as GM shut me out I'll be more active though now that school ending for summer semester!
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Rawrr! Glad to see everyone is liking it <- Colton DeGraw
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Okay, back to testing : I get this one when I click on mission 11 :
+ Show Spoiler +
Any idea what could cause it ? I also had the problem (in the version I downloaded 10 hours ago) that pausing and clicking on "restart" would often break the game (no reaction anymore). Dunno if that was fixed or not already, or if you know it already. Worked around it with just going to the main menu from the pause screen and starting the mission from there.
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On April 20 2012 03:55 Espelz wrote:Okay, back to testing : I get this one when I click on mission 11 : + Show Spoiler +Any idea what could cause it ? I also had the problem (in the version I downloaded 10 hours ago) that pausing and clicking on "restart" would often break the game (no reaction anymore). Dunno if that was fixed or not already, or if you know it already. Worked around it with just going to the main menu from the pause screen and starting the mission from there. Ah thanks for the post. I'm fixing up both crash cases
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Great game! I really like the mechanics... even though you dont really control the units it can be rather hectic! :D I came to report the lvl 11 bug but seems like someone else already did!
Edit: When uninstalling it doesn't delete the desctop icon created. Not a big deal but should be done.
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On April 20 2012 04:09 Dirkzor wrote: Great game! I really like the mechanics... even though you dont really control the units it can be rather hectic! :D I came to report the lvl 11 bug but seems like someone else already did!
Edit: When uninstalling it doesn't delete the desctop icon created. Not a big deal but should be done. Thanks for the post! I'll look into the icon thing.
New version is up with those crashfixes! Seems a simple error between a couple new updates that weren't foreseen. Crashes related to the issue should now be resolved + Show Spoiler [Tech info on crash] +The crash was caused by statements that send output to stdout. However the stdout stream was directed towards a console that is only used in debug, and this debug console had recently been disabled for release but not properly tested. Thus when a statement was sent to stdout during the release, in odd cases a crash would occur. These output statements have been placed within compile switches now.
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I've just reinstalled (after my last post) and then I completed lvl 11. After completion it crashed. Ill try again and come back to you =)
I'm still loving the game, so just trying to help out =)
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On April 20 2012 04:22 Dirkzor wrote: I've just reinstalled (after my last post) and then I completed lvl 11. After completion it crashed. Ill try again and come back to you =)
I'm still loving the game, so just trying to help out =) Try dling and installing again, I kinda jumped the gun saying I updated the OP. New link is up now though!
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Worked now. However when i open the game a dos prompt called "Alpha engine - console" with the text " Alpha engine console ver: 1.05" opens with the game.
Also I've noticed (only in lvl 11 so far) that even though there is a free spot units don't spawn.
Now can I move on to lvl 12? =)
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On April 20 2012 04:40 Dirkzor wrote: Worked now. However when i open the game a dos prompt called "Alpha engine - console" with the text " Alpha engine console ver: 1.05" opens with the game.
Also I've noticed (only in lvl 11 so far) that even though there is a free spot units don't spawn.
Now can I move on to lvl 12? =) Ah yeah, I'll update the link once again to remove the console. Thanks for being diligent!
Edit: As for the free spot thing, I'd need a screenshot or something to look into it as that's just not enough info
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So the not spawning thingy happened again in lvl 12. The well wasn't spawning anything until I sold the tree next to it giving it 2 free spaces.
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fuck lvl 15... Going to bed =) If you need anything specific tested let me know =)
Btw I've had the no spawn thing happen even if there are 2 spots available. Seems to happen less the more free spaces there are. Not sure though.
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just finished level 6, damn wizards are tough lol. it's a really fun game, but sometimes unit AI can be frustrating. I plan on beating it!
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A wizard walk into a bar and ask: "Where is the counter?"
Bwahaha
lvl 15-16 are not fun and I can't beat them =(
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lol.. fucking wizards imba! anyways, in terms of suggestions, i would suggest damaged buildings. i.e. if a tree is at half health maybe have its branches spread apart like a wind storm hit it, then close to death have flames on it. same for the UD buildings, just give them smoke when damaged and fire when almost dead
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I love playing games made by the community. I'll give it a shot and let you know what I think
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The game was lots of fun Looking for more levels and variety such as more units/building types!
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1 million hours of work
No way! That would require 10k days of work, nonstop for each programmer. LIES
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I'm not sure if any of what i'm saying is possible.
I'd like that if I set my options for sound off, or health bars up, etc. That even after I close the game they will stay that way. Also, I'd like the option of rebinding my hotkeys. Along with the option to turn off the music, could you include an option to turn off all sound please?
I get an error that if I alt tab to something fullscreen, then alt tab back the entire screen goes white.
Thanks for the game, I really like it so far :D!
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as a starcraft player im disappointed theres not more sun blocks
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Gonna try this out when I get home. Looks awesome.
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Why is it that the grumpy monster on the right looks happy and adorable?
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how do i beat these damn slimes lol
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Pretty decent (owl ai sort of silly at times, but w/e), last level way too easy though, you can just snipe the close castle by building 2 range-upgraded trees to the left of the leftmost one you start with and then build more range upped ones on the boulders to the south until you crawl all the way around the left and can kill the second castle, didn't even have to take extra resource spots or build attackers
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I really like the game overall. Things I loved: The music (wish it was a bit longer) The art style (especially the start page) The game design
Things I didn't like so much: The graphics and the screen scrolling. (both of which are limited by the engine)
When I say graphics, I mean that the pixels are too big and so the characters aren't as cute as they could look.
If this had a slight improvement and more stages, I won't mind paying some money for it.
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Any reason why I can't see the font perfectly ? Guessing the font hasn't been installed properly for me ?
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On April 20 2012 13:01 sutoraiku wrote:Any reason why I can't see the font perfectly ? Guessing the font hasn't been installed properly for me ? Ah I'm sorry, but there's a direct x issue with your computer. I've seen it on Alienware laptops, and my own home PC has slight rasterization errors :[
Nothing can be done! So sorry!
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On April 20 2012 10:52 Endymion wrote: how do i beat these damn slimes lol
I swarmed them with normal owls. they won´t beat the slimes alone, but if you have 5 or 6 popping out at a time, the distract the slimes good enough that they basically never touch a building. The AI seems to be set on "priority has the nearest target, which can be quite frustrating if the enemy builds an attacking tower in range of one of your towers and all your tower does is attacking a rock that just stands there doing nothing at all (The mission where your main tree is surrounded by rocks and you have to race to it is a prime example. Also the enemy seems to act pretty random in his buildings and the speed he advances. I tried this mission quite often now, and 1 or 2 times there was even one of the slimes spawning, which is pretty much game over in that mission because I can´t see how you can reach the main tree first without just advancing with defending towers )
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The no-spawn thing is this: it first generates a place to spawn. if that is occupied, no unit... rather than first checking the free spots, and then picking one of those. So to maximise, you need to build offensive trees with 4 free spots around it (and all has to have a path to get out, unless its flying)
Also, level 15.... ??? impossibruuuu!! No idea how to hold the start. Just this huge wave of black ghost things running over my towers/owls/slime. Just no time to build up enugh. anyone got any ideas?
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I would really love to see a multiplayer head to head, or some sort of co op function, and lol u guys sure took your time to make this game INSANELY hard, but that's why i love it
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I got every level done, but level 15 is poorly designed imo, I don't think there is really a way to stabalize. It would be possible if the big slimes didn't come out so soon or at all, but as it is you can't do much of anything to stop the enemy army. Ilike the effort though, and I'll be sure to post a huge review of this sucker once I wake up
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On April 20 2012 21:52 Vansetsu wrote:I got every level done, but level 15 is poorly designed imo, I don't think there is really a way to stabalize. It would be possible if the big slimes didn't come out so soon or at all, but as it is you can't do much of anything to stop the enemy army. Ilike the effort though, and I'll be sure to post a huge review of this sucker once I wake up I tried rushing and killing the castle to the right, but that didnt trigger the win conditions. I need to kill the big one at bottom right as it seems? It is not very clear in this game what you have to do to win... Should I rush flying owls and hope that they will teleport behind?
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I'm going to DL this. The concept seems simple and fun. Polished up it seems perfect for an App (maybe make some mad cash) lol.
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On April 20 2012 21:57 Cascade wrote:Show nested quote +On April 20 2012 21:52 Vansetsu wrote:I got every level done, but level 15 is poorly designed imo, I don't think there is really a way to stabalize. It would be possible if the big slimes didn't come out so soon or at all, but as it is you can't do much of anything to stop the enemy army. Ilike the effort though, and I'll be sure to post a huge review of this sucker once I wake up I tried rushing and killing the castle to the right, but that didnt trigger the win conditions. I need to kill the big one at bottom right as it seems? It is not very clear in this game what you have to do to win... Should I rush flying owls and hope that they will teleport behind?
Sorry, I typed poorly. I meanth every level EXCEPT 15 lol. I just can't get into any sort of stable position vs the southern forces with the slimes.
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I liked the music and owls, but the gameplay was way too slow for my taste. Any chance to get a game speed option? Some other ways to interact might be nice too, maybe something similiar to collecting resources in Plants vs. Zombies?
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This looks unsurprisingly hilarious to play. I'm mac though so i guess i'm not loved enough for this game (((((
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I don't understand how you win this game. On the second level I make attack trees, but they never spawn units and I just get rolled over and over again.
Figured it out, you must grab that vial.
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Seriously, has anyone cleared level 15? I managed to somehow survive the first wave + Show Spoiler +get a wave of 6 owls out, sell all owl buildings and eco building, defend at second line with towers and makes sure to sell EVERYTHING just before it dies. Also, be stupidly lucky with how the owls and blobs move. , but had taken far too much losses, so the reinforcement of wizards et. al. just ran over me. Even with a perfect defence, keeping all the income spots, there is no way to stand up to the reinforcements.... Either there is some trick that I haven't though about, or level 15 is just impossible...
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Tried the first few levels and it's quite a fun game. The design and interface is especially good, but as others have said, a game speed option would be nice. How long did it take to make this really?
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I've come up with some suggestions with how to make the game better!!
1. Add in upgrades!! here are some ideas (unit health +, unit attack damage+, building speed+, unit defense+) 2. more tree varients!! resource+ trees, these are a MUST imo, make it so you can only do it on sun tiles though (i.e. a tree on a sun tile will now generate 2 resources rather than 1 at a cost of 10) or something like that, maybe combine the +resource/unit cap with this new sun tree 3. Balance out fucking slimes, make their conversion less likely but have the resulting corrupted tree be stronger please. 4. add in some kind of command, even if it's just a bounty system like in majesty (you pay 10 resources when a tower is killed, effects unit AI so they move towards it 5. I really liked the bat bomb idea, wish it could have upgrades 6. add in another campaign where you get to play as the undead side (combine this with a multiplayer patch possibly <3) 7. add in incentive to actually "spread your creep," maybe a health regen bonus or a speed bonus with a negative bonus being on the undead's "creep" 8. make owls less good imo, i beat the entire game mainly by spamming owls because they're so good
Here are some suggestions for further additions to the game, these are just my personal suggestions 1. add in an underground option, so you can build tunnel entrances inside a "fort" and near the front lines to easily deploy troops 2. multiplayer support (obviously) 3. allow for community created campaigns/maps 4. maybe some units that ignore terrain (like gyphon riders/dragons from WC2, not the same mechanic as flying owls/ghosts
Thanks for the game though, it's really fun! I look forward to additions in the future!
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Pulled it down, will check it out and let you know what I think. Thanks for the share ahead of time!
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On April 21 2012 04:43 Endymion wrote: I've come up with some suggestions with how to make the game better!!
1. Add in upgrades!! here are some ideas (unit health +, unit attack damage+, building speed+, unit defense+) 2. more tree varients!! resource+ trees, these are a MUST imo, make it so you can only do it on sun tiles though (i.e. a tree on a sun tile will now generate 2 resources rather than 1 at a cost of 10) or something like that, maybe combine the +resource/unit cap with this new sun tree 3. Balance out fucking slimes, make their conversion less likely but have the resulting corrupted tree be stronger please. 4. add in some kind of command, even if it's just a bounty system like in majesty (you pay 10 resources when a tower is killed, effects unit AI so they move towards it 5. I really liked the bat bomb idea, wish it could have upgrades 6. add in another campaign where you get to play as the undead side (combine this with a multiplayer patch possibly <3) 7. add in incentive to actually "spread your creep," maybe a health regen bonus or a speed bonus with a negative bonus being on the undead's "creep" 8. make owls less good imo, i beat the entire game mainly by spamming owls because they're so good
Here are some suggestions for further additions to the game, these are just my personal suggestions 1. add in an underground option, so you can build tunnel entrances inside a "fort" and near the front lines to easily deploy troops 2. multiplayer support (obviously) 3. allow for community created campaigns/maps 4. maybe some units that ignore terrain (like gyphon riders/dragons from WC2, not the same mechanic as flying owls/ghosts
Thanks for the game though, it's really fun! I look forward to additions in the future! Thanks for the nice list of suggestions! Love hearing things like this. About the community generated maps... There is a map editor and scripting language and ability to launch a custom match! There are instructions on how to use all of these things too.
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I played a few maps, pretty fun. Biggest dislike so far is units tend to spawn in the worst possible spot (IE lockthemselves in). I guess that just takes getting used to but it's like the game always puts them on the opposite side of where I want.
Overall pretty fun though, I'll probably try to complete the game.
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On April 20 2012 21:52 Vansetsu wrote:I got every level done, but level 15 is poorly designed imo, I don't think there is really a way to stabalize. It would be possible if the big slimes didn't come out so soon or at all, but as it is you can't do much of anything to stop the enemy army. Ilike the effort though, and I'll be sure to post a huge review of this sucker once I wake up Then design a new one and share it with the thread
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On April 21 2012 08:12 CecilSunkure wrote:Show nested quote +On April 20 2012 21:52 Vansetsu wrote:I got every level done, but level 15 is poorly designed imo, I don't think there is really a way to stabalize. It would be possible if the big slimes didn't come out so soon or at all, but as it is you can't do much of anything to stop the enemy army. Ilike the effort though, and I'll be sure to post a huge review of this sucker once I wake up Then design a new one and share it with the thread
I made one, but when I tried to run it I got an error~
"Microsoft Visual C++ Runtime Library
Assertion failed! Program: ... File: .\Graphics.c Line:37
Expression: image != NULL
For information on how your program can cause an assertion failure, see the Visual C++ documentation on assets"
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On April 21 2012 08:59 Endymion wrote:Show nested quote +On April 21 2012 08:12 CecilSunkure wrote:On April 20 2012 21:52 Vansetsu wrote:I got every level done, but level 15 is poorly designed imo, I don't think there is really a way to stabalize. It would be possible if the big slimes didn't come out so soon or at all, but as it is you can't do much of anything to stop the enemy army. Ilike the effort though, and I'll be sure to post a huge review of this sucker once I wake up Then design a new one and share it with the thread I made one, but when I tried to run it I got an error~ "Microsoft Visual C++ Runtime Library Assertion failed! Program: ... File: .\Graphics.c Line:37 Expression: image != NULL For information on how your program can cause an assertion failure, see the Visual C++ documentation on assets" Thanks I'm on it.
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i couldn't beat 10 and 15 D: cool game, but slimes are really imba and a couple bugs. One of which is units won't spawn if trees are too close together. Otherwise really good would like to see multiplayer later if possible
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I can't figure out level 10 at all, i just get overrun.
Edit: Thanks, it was easy just building defense towers by the main tree.
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On April 21 2012 10:17 insectoceanx wrote: I can't figure out level 10 at all, i just get overrun. you've gotta hold out at the main tree with defensive trees (that's how i beat it anyways)
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On April 21 2012 08:59 Endymion wrote:Show nested quote +On April 21 2012 08:12 CecilSunkure wrote:On April 20 2012 21:52 Vansetsu wrote:I got every level done, but level 15 is poorly designed imo, I don't think there is really a way to stabalize. It would be possible if the big slimes didn't come out so soon or at all, but as it is you can't do much of anything to stop the enemy army. Ilike the effort though, and I'll be sure to post a huge review of this sucker once I wake up Then design a new one and share it with the thread I made one, but when I tried to run it I got an error~ "Microsoft Visual C++ Runtime Library Assertion failed! Program: ... File: .\Graphics.c Line:37 Expression: image != NULL For information on how your program can cause an assertion failure, see the Visual C++ documentation on assets"
Just made a map myself, same problem
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The offensive trees always read "no res" regardless if the thing preventing you from producing and owl is resource related or supply cap related. You should have two seperate notifications for each problem. like a "sup cap" or "at cap" if you are capped and that is why you cant make an owl. Just an idea.
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Played it, fun simple enjoyment. I didn't run into any particular issues other than ones already mentioned and addressed in the thread. I could very much see this as a touch phone/pad app though. I would suggest building it for that, you would have an audience there I think. Commercial audience I mean.
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On April 21 2012 15:34 Synwave wrote: Played it, fun simple enjoyment. I didn't run into any particular issues other than ones already mentioned and addressed in the thread. I could very much see this as a touch phone/pad app though. I would suggest building it for that, you would have an audience there I think. Commercial audience I mean.
i agree, it's really similar to plants vs zombies (although if you make the AI actually think it would definitely be superior to PvZ
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On April 21 2012 15:45 Endymion wrote:Show nested quote +On April 21 2012 15:34 Synwave wrote: Played it, fun simple enjoyment. I didn't run into any particular issues other than ones already mentioned and addressed in the thread. I could very much see this as a touch phone/pad app though. I would suggest building it for that, you would have an audience there I think. Commercial audience I mean. i agree, it's really similar to plants vs zombies (although if you make the AI actually think it would definitely be superior to PvZ I read that as "definitely superior to Protoss vs Zerg" and had a double take.
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On April 21 2012 17:37 EchOne wrote:Show nested quote +On April 21 2012 15:45 Endymion wrote:On April 21 2012 15:34 Synwave wrote: Played it, fun simple enjoyment. I didn't run into any particular issues other than ones already mentioned and addressed in the thread. I could very much see this as a touch phone/pad app though. I would suggest building it for that, you would have an audience there I think. Commercial audience I mean. i agree, it's really similar to plants vs zombies (although if you make the AI actually think it would definitely be superior to PvZ I read that as "definitely superior to Protoss vs Zerg" and had a double take.
honestly playing this game is more fun than protoss vs zerg anyways so take it either way!
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I've been playing this because my video card is shot and can't run Starcraft. So I just wrote a huge well structured review of all the levels, was on level 17, and then decided to run all the DH streams. GG computer and reply page. Oh well, guess I'll stop playing games and get back to work. Anyways, not rewriting all that, but: 19 is good, 16 is good, 15 probably can't be won, 18 you have to get lucky, healer slime level is well made, 1-4 are good for what they are intended to do. Fairy introduction level is terrible. Pincer and divided levels are too easy, skill level curve fluctuates wildly, often times not enough, sometimes jumps too far too fast ala Giant Slime level. That's all I got, blame my video card and DH lol.
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I can't even beat lvl 2 lol
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Can't neat lvl 10, those blob guys convert too quickly
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On April 22 2012 02:29 CrazyF1r3f0x wrote: Can't neat lvl 10, those blob guys convert too quickly Get owls, and don't get supply blocked!!
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Very fun game! The levels aren't ordered in increasing difficulty (imo) but I guess skipping a level and coming back to it after you've learned some new tactics is a rewarding way to 'defeat' the game.
Maybe just one remark: a lot of the levels are beatable just by making a solid defence and spawning some flying owls behind it and play the waiting game. That strat might be broken.
You could 'fix' (if it is broken ofcourse) this by putting some regen on the enemy buildings if it hasn't been attacked for a long time.
edit: can't seem to save the forest in lvl 15 though
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I feel like it won't always pay of to upgrade your owls. This is because they arent were you want them to be and some will just suicide fly to enemy base. So you don't get any benefit from the increased HP since they aren't where you want them to be.
About the no spawning thingy. Thats quite annoying in the long run since you can't force the owls to go where you want them with trees becase if you do they might not spawn at all.
All in all a great game. I would like a healing tree. Heals tree surrounding it.
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I enjoyed it and figured on beating every level until I noticed owls not spawning when I had the supply, resources, and space for them to. That just killed it for me. I can't play games with chance, especially like that, factored in.
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There's a new version with bugfixes!
-Can now load a map properly. -Attempted to fix spawning bug. -Fixed issue with saving a map and overwriting without confirmation of destructive action. -Map editor now displays mouse position X and Y coordinates in tiles. This is really useful for making a CA file as it's hard to know what tile to do what action at without the new display. -Fixed a bug when launching a custom game. Monster AI[balanced] was always turned on. This should be off so the user can use CA properly. -Can now see version bottom left of main menu.
New link: http://www.mediafire.com/download.php?zgrr8hwpykdy465
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downloading it now
still can't load maps, when i hit play and choose the file the game freezes then closes
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On April 23 2012 13:50 Endymion wrote: downloading it now Should download it again (just put up a new link with a bug when launching a custom match)! Sorry haha!
I'm actually making a custom map myself and will share it with you guys when I finish . I'll use CA scripting as well to provide an example of how to use it.
On April 23 2012 13:50 Endymion wrote: downloading it now
still can't load maps, when i hit play and choose the file the game freezes then closes You actually have to load the map, then hit play and save over the loaded map. It's a little confusing! Here's some short instructions I just added to the OP:
To load, edit, and play a map:
- Click on Load and choose a file.
- Edit the map to your liking!
- Click on Play and save your modified file over the one you originally loaded.
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On April 23 2012 13:54 CecilSunkure wrote:Should download it again (just put up a new link with a bug when launching a custom match)! Sorry haha! I'm actually making a custom map myself and will share it with you guys when I finish . I'll use CA scripting as well to provide an example of how to use it. Show nested quote +On April 23 2012 13:50 Endymion wrote: downloading it now
still can't load maps, when i hit play and choose the file the game freezes then closes You actually have to load the map, then hit play and save over the loaded map. It's a little confusing!
i've been doing that, it still crashes t.t
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On April 23 2012 14:01 Endymion wrote:Show nested quote +On April 23 2012 13:54 CecilSunkure wrote:On April 23 2012 13:50 Endymion wrote: downloading it now Should download it again (just put up a new link with a bug when launching a custom match)! Sorry haha! I'm actually making a custom map myself and will share it with you guys when I finish . I'll use CA scripting as well to provide an example of how to use it. On April 23 2012 13:50 Endymion wrote: downloading it now
still can't load maps, when i hit play and choose the file the game freezes then closes You actually have to load the map, then hit play and save over the loaded map. It's a little confusing! i've been doing that, it still crashes t.t Hmmm did you follow those instructions I gave a moment ago in the little list? Also, maybe the file you tried to load was corrupt somehow. I'm able to load, save and play with the installed version
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On April 23 2012 14:05 CecilSunkure wrote:Show nested quote +On April 23 2012 14:01 Endymion wrote:On April 23 2012 13:54 CecilSunkure wrote:On April 23 2012 13:50 Endymion wrote: downloading it now Should download it again (just put up a new link with a bug when launching a custom match)! Sorry haha! I'm actually making a custom map myself and will share it with you guys when I finish . I'll use CA scripting as well to provide an example of how to use it. On April 23 2012 13:50 Endymion wrote: downloading it now
still can't load maps, when i hit play and choose the file the game freezes then closes You actually have to load the map, then hit play and save over the loaded map. It's a little confusing! i've been doing that, it still crashes t.t Hmmm did you follow those instructions I gave a moment ago in the little list? Also, maybe the file you tried to load was corrupt somehow. I'm able to load, save and play with the installed version
yep. hm, i go to play the game and the initial sound of the game starting plays but then it just crashes =/
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lvl 15 still seems equally impossible with the spawn-buff. even it is possible to time the owls to hit the two blobs a bit better, the wizards still overrun you afterwards.
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Spawn buff good. Owls were worthless. Makes levels easier though.
Level 10 can be reliably beat and is now good level design. Level 18 requires luck, cos AI. Level 15... impossible. Offensive buildings too far out. Slimes may reach you very early! - Bad level design.
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The targeting priority definitely needs work, namely set boulders to lowest priority instead of highest (I think that should just be common sense, if there's only one change made it should be that), trees need to stop switching targets just because a new monster moves into range, especially when there is one that only has one bar of health left, etc...
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On April 25 2012 10:08 RoninShogun wrote: The targeting priority definitely needs work, namely set boulders to lowest priority instead of highest (I think that should just be common sense, if there's only one change made it should be that), trees need to stop switching targets just because a new monster moves into range, especially when there is one that only has one bar of health left, etc... Ah yes these are good points, and are tied to the scanning functions we have. I believe I can update this, I'll see if I can get to it once I have some more time to work on the project. Thanks for the post.
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The resolution seems screwed up for me-- I can't read any of the text since it seems to be low-res.
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No matter what I do I can't beat level 16. Level 15 completely impossible... Would like to hear what people have done to complete level 16, tried everything from getting mass fairies to mass owls (selling fairy wells or whatever they're called), combination of fairy and owl (keeping the 2 wells), defensive tower rushing, fairy + def towers, but absolutely nothing works.
That said, entertaining game, but that level had me really frustrated. Haven't played the last few (completed 1-14)
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15 can't be beaten (so far)
16 was a combo of all 3 of your strategies. I kept the 2 fairy wells, build 2 owl trees and then just hoped the wizard didn't come to fast. Add more defensive towers (upgrade range instead of building more) when you have pushed a wave of wizards back. Don't stop adding units.
When stable, add healing owls and flying owls and just hold the center. At some point your flying owls should kill the wizard spawners and you win
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16 is really easy if you just immediately sell the wells. Basically you have plenty of time to just build a vertical line of defensive trees just outside of the range of wizard spawns so you essentially spawn camp them. The right side of the map fills up with wizards that cant walk through their own spawns, so now you can either build a lot of flying owls and just go afk while they randomly attack the castle or just slow push it with increasing amounts of defensive trees
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You can beat lvl 16 in a rather abusing fashion, not relying on luck. First of all you build trees to the enemy spawn above you.
Keep building them until you have a tree right besides it = > no more enemy spawn . Secondly don't take out the middle wizard spawns => bottleneck.
The next step is building up your defences with range towers from the bottom side of the screen (towers aimed at bottleneck). You should stabilize relatively quick in a way you can easily afford rebuillding some towers you will lose to the continuous (albeit small) stream of wizards.
Build flying owl spawning towers and afk.
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Was a fun game! The fonts in game are a bit hard to read. In its current state I see it more as a puzzle game than an RTS game, but it has potential to be more RTS-like. I second the suggestion to develop this into a tablet/phone app!
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funny game!
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