Tower Defence (0.6.2)

Show off your games, demos and other (playable) creations.
User avatar
nczempin
Prole
Posts: 5
Joined: Wed May 14, 2014 10:08 am

Re: Tower Defence (0.6.2)

Post by nczempin »

I'm planning to release version 0.7 by Friday this week (May 16, 2014). We will be showing the then-current state at Game Camp Munich Vernissage 2014 [German].

I'd love to hear any improvement suggestions, especially those for which we haven't created any issues yet.

I made a video of a recent build (0.6.4+).
User avatar
nczempin
Prole
Posts: 5
Joined: Wed May 14, 2014 10:08 am

Re: Tower Defence (24h Game Jam)

Post by nczempin »

Jeeper wrote:
davisdude wrote:Looks cool! Don't really understand how to play, but...
Error wrote:Error

game.lua:431: bad argument #1 to 'draw' (Quad expected, got nil)


Traceback

[C]: in function 'draw'
game.lua:431: in function 'drawEnemies'
game.lua:310: in function 'draw'
main.lua:86: in function 'draw'
[C]: in function 'xpcall'
Edit: This happened after I clicked left mouse a bunch...
Console also said: No valid path found...
That seems to happen when you block off so that there is no path for the enemies.

Yes, most likely that was the cause. We have a separate issue for this, hopefully we can find a good solution in terms of gameplay. The general idea is that the player will need to avoid blocking the path for fear of severe punishment (as opposed to simply not allowing him to block the path, as it is done in Sanctum).

We did make a change that should at least avoid any crashes when you block the path. If any of you are still getting crashes on more recent versions, please let me know, via a new issue on the GitHub page, or any other way in which you would prefer to contact me.
User avatar
nczempin
Prole
Posts: 5
Joined: Wed May 14, 2014 10:08 am

Re: Tower Defence (24h Game Jam)

Post by nczempin »

xXxMoNkEyMaNxXx wrote:I clicked a bunch and got this:
love 2014-04-02 00-44-38-84.png
Looks promising though!
You should allow the window to be resized.
Could you check if you still get this behaviour on a more recent release, for example v0.6.4?

The resize does make sense of course; I opened an issue about it. For now you can change between fullscreen and non-fullscreen, and pick between a small set of hardcoded resolutions.
User avatar
nczempin
Prole
Posts: 5
Joined: Wed May 14, 2014 10:08 am

Re: Tower Defence (24h Game Jam)

Post by nczempin »

ZoNe wrote:love the graphics and the lighting.. even the menu is cool :) but i don't have a clue how to play it :/ what are you supposed to do?
I'm currently working on a set of tutorial missions that should give you a good idea what you are supposed to do. I'm hoping to have a basic set of these ready for version 0.7, which I'm planning to release by this coming Friday.

You have to thank @PriorBlue (original creator of this post) for any cool graphics and lighting code, and even the menu...

Any for lack of gameplay you basically have to "thank" me ;-)
User avatar
nczempin
Prole
Posts: 5
Joined: Wed May 14, 2014 10:08 am

Re: Tower Defence (24h Game Jam)

Post by nczempin »

substitute541 wrote:
Murii wrote:The game is cool and complex but i only get 70FPS...
7 FPS?

70 FPS is fine for a graphics heavy game.
We did make some changes that should improve FPS; if you like, give a newer release a go and let us know your current results.

And while yes, 70 FPS is fine (usually more than most monitors' refresh rate), we always want MOAR FPS (though not at the expense of prettiness). One person getting 70 FPS may be another one getting 7 FPS on a less capable machine. We would like to add some options so those with 7 can still play the game, and for that we need your FPS reports.

I'm currently getting 160+ FPS on fairly busy levels, on a 3930K with a 7950. I'm sure we can improve on that.
Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest