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Lf2 Defender
#31
I never asked to make it easier. I just wanted to criticize the bad map design. That change to the map is actually a step in the right direction. I find it easier to handle now.
However, I find the game quite easier now with the Hunters being buffed. Keep them that way though. Making the enemies stronger over time should be easier for you to create challenge. This easiness will also welcome new players before you maul them with the later levels.

I think having a button such as the space bar to access the units menu will make it easier. At least I can see myself doing that.
To live a life of power, you must have faith that what you believe is right, even if others tell you you're wrong.
The first thing you must do to live a life of power is to find courage. You must reach beyond the boundaries of time itself.
And to do that, all you need is the will to take that first step...
Ask not what others can do for you, but what you can do for others.
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#32
Ok guys. Nothing spectacular happening here. I'm making some gameplay-updates and add items etc.
The problem I have is related to As3 script-executing itself. The program doesn't entirely clean memory properly, since it's built like that. To remove an object/advanced variable from the memory i have to erase every reference to it in the whole code.
Well it kinda is troublesome now. I didn't really realize how troublesome will it be, so I wasn't so involved at the beginning. For now I'm trying to clear the code, so it may take some time, before I find these leaks... In other case I'm not really sure what i'm going to do ;D.
I'll keep in touch.
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Thanks given by: A-Man , Jahvansi
#33
what kind of memory leak is it?
could it be solved by recycling the units?
i mean all the enemies who go through a stage or are killed will be changed into the next wave ones instead of actually making new ones.
also when selling a turret itll be in the cache so next time you buy a turret itll use the cached turret as base.
never mind this if the problem is of different nature :p
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#34
I know the recycling methods and I implemented them (i even used it in the tower jump game). Altough it seems like some of objects that should be replaced with the cycle are somehow still in the memory (flash has a rly complicated garbage collecting system). Each type which is checked by different conditions uses different array. The arrays are cleaning and recycling ok, but It looks like somehow the references to the apparently removed/cleared array elements are not being removed properly, so the compilator doesn't garbage out the objects themselves. Still looking for these leaks. Im reading much bout the flash garbage collecting to solve this.
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#35
U can give me your SWF game?

Why u desactivated the PMs?
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#36
Well. After trying to remove the leaking without a result, I'm forced to rewrite the main loop code. Might take some time.
Don't worry though, since all other class files are standing ok, shouldn't take too long.
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Thanks given by: A-Man , Dragon5
#37
omg looks cool! And I really like this game :D
The critical hit is really fun :P , positioning ourselves is also fun, and oops I put my first hunter on the right..

Hope you solve the problems, I'm looking forward to seeing the next update XD

What is the Luck% for?
Maybe some shortcuts will be nice (e.g. to hire or to upgrade), maybe it's just because I'm a fan of keyboard, not mouse xD
TEMPE
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#38
Interesting. Will the other characters be selectable later as well?
Somehow the game slows down over time, even when there are not a lot of opponents coming.
[Image: 9nclhxgc.png]
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#39
Aaaaah I'm so stupid.
There was a leak in front of my nose, all what I had to do was to check debug log correctly. Every time the wavebar on the hud was refreshing the old rectangles weren't removed, so there were stacking to the infinity. Each time enemy died or was spawned there was new X rectangles spawned (where X = waves amount), after some time there were hundrets of graphic objects spawned on the screen - that forced the game to jam.
I know, that hundrets may not be a lot, but flash graphic system causes the memory to go down heavily.

Looks like everything's clear now I can start working over the game itself.
[Image: e7mcs1.png]
Say hello to new turret type and pet-system :).
This sorc shoots slowing projectiles towards nearest enemy in front of him. He can't hit those behind him, also his projectiles are slow and short-lifed, so he can't hit enemies which are far away from him.

Sad to say but the main slowing-down thing for me is lack of time to sprite the things up to game.
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Thanks given by: A-Man , Jahvansi , Bamboori
#40
Current Powerups:
[Image: 2i1m74n.png]
Not encoded yet :D. But I'm on my way.
As you can see there are not only things implemented in original lf2, but also custom addons made by users.
I challange you to guess as much as you can. Every item in 3rd row or lower is a reference to existing character. Some characters have more than one item reference though.
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Thanks given by: YinYin , Dragon5 , A-Man , LutiChris




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