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Lf2 Defender
#61
Newest version - now operating functionally on ITR and BODY system!
Also included 'attack' system. Not much time in current position, so I might explain everything later.

https://www.sendspace.com/file/bol21h
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#62
FINALLY
i've spent few hours one day and I couldn't find a way to calculate proper values to display parallax scrolling
today i had an other idea and now it works like a charm!
https://www.sendspace.com/file/jdkf4z

YAAAY
not much time right now my part time job hours are kinda crazy, so i usually get back tired and dont have much strength to carry on with programming, but i'm taking some little steps ahead

Not much there left actually, what I need before I can send a fully playable beta version:
Coding:
• opoint scripts
• wave loading script
• ball/effect type

Lesser edits:
• priority system (characters have attack and you should be able to set which is most needed at time, so it will be checked if its possible to go with this one as first, second etc.)
• win/lost conditions
• spawning units
• choosing playable levels

Minor edits:
• GUI setup

ADDONS:
• some data files/sprites for custom characters/stages (hopefully this anybody is able to do that from the outside)


OK SO HERE IS MY QUESTION FOR YOU GUYS.
I don't see much attention here, I believe and hope that's because there's not much going on.
I might be asking for some help in a while. I will be in need of coders - the system is very similiar to the original lf2 DCing so it will be easy to understand for you guys, if u dced already. I hope some volunteers will try to help me with setting up characters and stages. It's lesser work, than in projecting lf2 characters!!


Is anybody intrested in this? I'm loosing my temper, haha.
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#63
i am not really into tower defense, but i liked the old one more with Deep, it has a unique style...
that what i have played now was like i am playing LF2 with mouse :P
it looks interesting, but i can't really imaging how the game should look now..
maybe i should wait for a playable version to give feedback :D
[Image: ZHkICNr.png][Image: adGT3Xm.png]
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#64
I somewhat agree with what JoHo said. I am not going to judge just yet though. I am pretty sure you've changed to use this new engine for the better of the game. Just stay motivated! Keep this up!XD (the engine looks pretty neat btw and the dcing is rather simple; maybe even simpler than LF2's)
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A-Engine: A new beat em up game engine inspired by LF2. Coming soon

A-Engine Dev Blog - Update #8: Timeout

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#65
I prefer the version posted on the 13th zone chat box. the one where I can make the bandits fly! :D
But at least this one has actual fighting lol

edit: if there is a bandit lying on the ground close while 2 bandits are fighting, they can punch the dead bandit.
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#66
Didn't have much time, but I implemented woody. He has some centers to be fixed, but he generally works.

https://www.sendspace.com/file/5ipdks
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#67
(07-23-2014, 07:33 PM)Gad Wrote:  OK SO HERE IS MY QUESTION FOR YOU GUYS.
I don't see much attention here, I believe and hope that's because there's not much going on.
I might be asking for some help in a while. I will be in need of coders - the system is very similiar to the original lf2 DCing so it will be easy to understand for you guys, if u dced already. I hope some volunteers will try to help me with setting up characters and stages. It's lesser work, than in projecting lf2 characters!!

I can do the stage dc to make it challenging ( Or easy? Who knows? :P )

Fun Fact: If you set wait to 1, they will go like wat? They will go crazy!!!!!! xD

Gad, You should make Black, always transparent, like in normal LF2.

EDIT: Making ranged ones would be easy, Ex: Magic Arrow and Wind = multiple="true" Done, :D, and normal ones will be normal ones, like no hit multiple :D
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#68
LoLolo
I think that noone actually cares, but now wave reading and spawning works.

Also I added spark-spawning at hit (yellow hit effect, as in lf2), fixed up friction and vector-play a little, also fixed the bug, where charas couldn't find the way to stop at the target and got stuck in endless run-around.

The spark is specified for each character, so you can optionally change it's appearance. Sparks now works as normal customizable objects, so you could possibly add some effects to them. For example attacking character could spawn something additionally (louis loosing little parts of armor huehue at random directions).
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Thanks given by: Bamboori
#69
Ok. I've made a simple shop. This might actually give you an idea how this game will look like.
https://www.sendspace.com/file/76l15t
EDIT
Damn, there's a bug. (selection mark goes wrong at a case)

Here's the fix https://www.sendspace.com/file/9ifex0
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#70
Is that an update ? @Gad cuz if its a update i will download
Quit Playing LF2 But Still Love LF-EMPIRE....          
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