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AppGameKit Classic Chat / [TD] [WIP] [AGKSharp] DefCon - Save our colonies

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MadBit
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Posted: 18th Nov 2021 14:14
Now I would like to present a small stress test of my game for the Towerdefence competition.
Nothing special but it should be enough for the application


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PartTimeCoder
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Posted: 18th Nov 2021 15:05
Looking good, certainly plenty of action going on there.
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Virtual Nomad
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Posted: 18th Nov 2021 17:18
Game_Code_here
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Posted: 18th Nov 2021 22:38
Very cool so far, I think What would be so cool is if there was a ship on the inside with mission status with controls and options. But that is my two cents. Like star trek lol.

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Posted: 23rd Nov 2021 15:41
that's great !
I like how some fx turns and move.
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MadBit
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Posted: 23rd Nov 2021 16:25
thank you all.

In the meantime, I have structured the entire code a little differently and added things like the display of the shooting range (red) and the placement range (yellow).
Placements can now only be made at a distance from other placed objects.
Enemies no longer come from all directions but from a carrier ship.
This makes it more similar to a tower defence game.

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PartTimeCoder
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Posted: 23rd Nov 2021 16:36
Looking good, your effects look fantastic and I like the range thing, I have something similar with a power linkage system but not if I am going to stick with it yet

overall, 10/10 Mr Bit
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Phaelax
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Posted: 24th Nov 2021 06:13
Space.... planets..... zoom function.... stop copying me!
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Posted: 24th Nov 2021 08:50
Lmao, I had noticed you guys seem to be in direct competition ....

Just so its out there, I'm calling "Ground Invasion"!

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MadBit
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Posted: 24th Nov 2021 10:32 Edited at: 24th Nov 2021 10:33
Quote: "Space.... planets..... zoom function.... stop copying me!"

Sorry??
But when I saw your contribution I also thought now he steals my idea. (just kidding).
To be honest, I have the inspiration rather from here.
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Posted: 24th Nov 2021 18:40
aw man, I thought I had an original idea
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Posted: 24th Nov 2021 18:45
HaHa, why you think I opted for the headache of a project I embarked on
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MadBit
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Posted: 6th Jan 2022 20:38
VirtualNomad wrote: "can we get a pong to this ping?"

O.K. here is my pong.

I work on this project whenever I can. I could do it more often, but the family also wants something from me.
I got a bit lost in my own code. That's what you get when you try to get a real project out of a test.
Hopefully I will finish by the deadline.
I recently finished the cover picture.



I just wanted to let you know that I'm still working on it.
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Virtual Nomad
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Posted: 6th Jan 2022 23:23
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Posted: 7th Jan 2022 03:39
Looks like a ideal menu and easy, just click to start.
MadBit
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Posted: 15th Jan 2022 22:28
I am currently on a bug hunt. And to find the right game balance.
I think balancing is one of the most difficult tasks.
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Scraggle
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Posted: 16th Jan 2022 00:30
I second that!

I am having real problems balancing mine!
Game_Code_here
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Posted: 16th Jan 2022 01:56
Quote: "I think balancing is one of the most difficult tasks"


So what I did was I am timing a lot like animations and movement to frames per second and also to memory usage.

Balance is due to system specks and mine are a little low so easy to figure out.

Work with timers for what needs to be balanced.

Unless you are talking about something else and I am just confused.

Virtual Nomad
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Posted: 16th Jan 2022 02:13 Edited at: 16th Jan 2022 02:20
Quote: "something else"

more like "can the player exact just the right amount of damage across the health of all enemies before they reach the end". something like that is what i'm guessing

never done it for a TD game myself, but i'd revisit some spreadsheets from other games i've played re: calculating damage per second at intervals along given paths (towers @ ranges).

not envious, guys. but give it hell!
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Posted: 16th Jan 2022 02:23
Ok I see

What I did was deploy different tasks before my zombie's can reach the end, more obstacle's in different places. When the wave timer gets close to the end I just made sure less zombies are cloned to insure a chance to win.



MadBit
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Posted: 16th Jan 2022 14:14 Edited at: 16th Jan 2022 14:15
Yes, it is as VN said.

There are so many factors that add to the difficulty of the game.
Shot range, damage, armor, shot frequency, spawn frequency and count, and more.
The enemies automatically level up after each wave and world.

Until recently, I could very easily play through to the end. Without taking any major losses. Almost boring.
Then I thought to myself, let's just set the armor of the enemies a little higher.
At the same time I added my last ship type. after that the game was no longer manageable.

Still need to tweak a bit.
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Scraggle
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Posted: 16th Jan 2022 16:04
I know the feeling!
In "Infection" each virus (enemy) style has adjustable speed and adjustable immunity to each of the four styles of defence. The towers also have adjustable fire rates. (adjustable at coding time not by the player).
Tweaking everything to a challenging but not too difficult level of play is the hardest part of creating a fun game.
It is therefore one of the main things that I will be looking for when judging #JustSaying
MadBit
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Posted: 24th Jan 2022 10:16 Edited at: 24th Jan 2022 10:19
Ok, I am done now.
Project uploaded to itch.

I wish you a lot of fun with it.
Now I can finally test the other contributions

PS:
With the game difficulty, I don't know if it's that good.
I have played through the game so many times and for me it is easy.
But when I saw my son when he tested it.
it didn't look so easy anymore.
All I can say is that you need the right strategy.
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Game_Code_here
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Posted: 24th Jan 2022 10:58
Very nice

I played it.

Good job.

Virtual Nomad
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Posted: 24th Jan 2022 16:02
after a couple of runs, i'm figuring out the "strategy" so, maybe a learning curve, but i don't think it will be that long.

meanwhile, at least on my 55" TV, the text labels are tiny. i'll play on my desktop but i'll probably have to screenshot and zoom to read it.

regardless, i'll figure something out. it's prolly the display setting when piping to the TV.

otherwise, good stuff, madbit. congrats on getting it finished and i look forward to giving it a solid go
MadBit
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Posted: 25th Jan 2022 12:34
Thanks all.
I've updated on itch my project.
There is a bug fix for the highscoretable.
And better readable labels. (i hope so)
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MadBit
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Posted: 30th Jan 2022 17:26 Edited at: 30th Jan 2022 19:15
So, I have now also made a last update to itch.
It fixes another bug with the high score table and a bug with the missile hits.
I also reworked the title screen.

Edit:
I forgot to mention. When you get to the fifth colony and from the fifth wave onwards you have to destroy the enemy mother ship to win the game.
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