>>BlockzBot Defence - By CrySet Games
#21
Posted 15 July 2011 - 01:54 PM
The game is quite well polished and looks good. I managed to finish the demo.
The camera system was a little annoying. Felt to sensitive... and the button to create new developement was in a terrible spot (maybe theres a shortcut key that i missed when i skimmed the tutorial).
One of the most promising looking game maker games ive played in a long time. Keep at it.
#22
Posted 15 July 2011 - 08:04 PM
f4... Awesome to know.
The game is quite well polished and looks good. I managed to finish the demo.
The camera system was a little annoying. Felt to sensitive... and the button to create new developement was in a terrible spot (maybe theres a shortcut key that i missed when i skimmed the tutorial).
One of the most promising looking game maker games ive played in a long time. Keep at it.
Thanks
Thanks for the playing/commenting
#23
Posted 18 July 2011 - 08:32 PM
~Added a new level with new design
~Added a 'Mine' Spell.
~Added an 'EMP' Spell.
~Added a new enemy
~Fixed a resolution problem
Edited by beatson, 18 July 2011 - 08:32 PM.
#24
Posted 19 July 2011 - 08:33 AM
btw - LvL 2 is out for SBX
#25
Posted 19 July 2011 - 04:30 PM
However:
Good graphics, I like the style.
I love the simple yet appealing menu with the particle background.
Original gameplay with a tower defense twist, you got some ideas from Supreme Commander ? Hehe.
Im sure you can something out of this, I know I will follow it
- Dylan
#26
Posted 19 July 2011 - 05:44 PM
This is a great demo, only sometimes scrolling up doesn't work...
However:
Good graphics, I like the style.
I love the simple yet appealing menu with the particle background.
Original gameplay with a tower defense twist, you got some ideas from Supreme Commander ? Hehe.
Im sure you can something out of this, I know I will follow it
- Dylan
Thanks
Can you elaborate on "scrolling up doesn't work"? What maps didn't it work on/what screen resolution are you using?
I'v genuinely never played Supreme Commander, I'v Google'd it though, and I might download the Demo to see if I can get any idea's from it
Cheers.
#27
Posted 20 July 2011 - 08:17 AM
This is a great demo, only sometimes scrolling up doesn't work...
However:
Good graphics, I like the style.
I love the simple yet appealing menu with the particle background.
Original gameplay with a tower defense twist, you got some ideas from Supreme Commander ? Hehe.
Im sure you can something out of this, I know I will follow it
- Dylan
ThanksI'v put a lot of effort in to it.
Can you elaborate on "scrolling up doesn't work"? What maps didn't it work on/what screen resolution are you using?
I'v genuinely never played Supreme Commander, I'v Google'd it though, and I might download the Demo to see if I can get any idea's from it
Cheers.
What I meant was, sometimes I can't move the view up, I position the mouse at the top or even out of the window but the view won't go up.
#28
Posted 20 July 2011 - 05:03 PM
This is a great demo, only sometimes scrolling up doesn't work...
However:
Good graphics, I like the style.
I love the simple yet appealing menu with the particle background.
Original gameplay with a tower defense twist, you got some ideas from Supreme Commander ? Hehe.
Im sure you can something out of this, I know I will follow it
- Dylan
ThanksI'v put a lot of effort in to it.
Can you elaborate on "scrolling up doesn't work"? What maps didn't it work on/what screen resolution are you using?
I'v genuinely never played Supreme Commander, I'v Google'd it though, and I might download the Demo to see if I can get any idea's from it
Cheers.
What I meant was, sometimes I can't move the view up, I position the mouse at the top or even out of the window but the view won't go up.
Thanks, I'v noticed a couple of view errors when I was de-bugging it that hadn't come up before, but they're already fixed ready for the next version
#29
Posted 21 July 2011 - 10:33 AM
~Fixed the view errors.
~Added some new effects
~fixed a few bugs
~Added a new block, the Amplifier
#30
Posted 22 July 2011 - 11:28 AM
~Added 2 more levels to play.
~Made some much needed graphical improvements
~removed a lot of fade transition effects
~Added a couple of new spells
~Added a 'Repair Bot'
~Changed the way the Bot is played
#31
Posted 22 July 2011 - 09:09 PM
When i select the low resolution (1024*768) and keep the game in windowed mode, the window becomes 1366*768 pixels but the game itself is 1024*768. This results in a big black bar on the right side.
When the game starts the vieuw is not directed above my base but i'm scrolled at the upperleft corner, i have to find my base myself.
It would be handy to have a minimap of some sorts.
To select a robot/turret the current system is clicking it. It would also be nice if you could drag a box around the robot (or robots) and select it that way.
It would also be nice to recieve more information as a player when you select a turret or robot (see it's upgrade stats, health ect.)
I hope it helps you develop your game further. So far it's looking good!
#32
Posted 22 July 2011 - 11:11 PM
Hi, i've played a bit of your game. I've noticed some annoyances/potential improvements:
When i select the low resolution (1024*768) and keep the game in windowed mode, the window becomes 1366*768 pixels but the game itself is 1024*768. This results in a big black bar on the right side.
When the game starts the vieuw is not directed above my base but i'm scrolled at the upperleft corner, i have to find my base myself.
It would be handy to have a minimap of some sorts.
To select a robot/turret the current system is clicking it. It would also be nice if you could drag a box around the robot (or robots) and select it that way.
It would also be nice to recieve more information as a player when you select a turret or robot (see it's upgrade stats, health ect.)
I hope it helps you develop your game further. So far it's looking good!
1. Hmm, I'd not noticed that, thanks for pointing it out
2. This is on the to-do list, and will probably be implemented in the next version
3. A mini-map was considered, but the idea of not knowing where the enemies are/where the enemies are coming from was much more important I think. Maybe an upgrade that allows the user to buy a 'radar' block, enabling a mini-map?
4. I'll stick this one on the to-do list, I agree having to look for the bot and click on it can be an annoyance. I'm also going to add a hotkey for selecting the main bot.
5. I wanted to steer away from giving the usual details such as "Range" or "Damage" as I don't want this to be 'just another tower defence'. But obviously something to let the user know what level his tower is at would be nice, so I'll add that. I'm also going to add different turret sprites for each level, so that should help differentiate between the levels.
Thanks for playing and for the help, I'll try to fix the bugs/improvements above for the next version
#33
Posted 29 July 2011 - 04:46 PM
Haven't been able to work on this for about a week or so due to being busy. However, I'v updated the download and released a new version.
New Feature: Units
Units can be 'warped' into game for a certain amount of Minn (Currency) - At the minute, there are only 2 purchasable units, and they cannot be controlled. I'm wondering whether to keep the units as they are now (You'll see what they're like when you play), or allow the user to control them, in a slightly RTS type style. Thoughts?
Cheers.
P.S still need to fix the windowed mode bug...
#34
Posted 18 September 2011 - 01:13 AM
Development on this game has recently began again! Here's a few updates:
~Added a few sounds
~Adjusted some graphical flaws
~Fixed a few bugs
~Added a slightly better (but still temporary) tutorial
#35
Posted 20 September 2011 - 07:48 PM
~Added new enemy units and a new tower.
~Added a new level
~Adjusted some starting stats
~Adjusted some previous levels
New screenshot:

I've Added the new CrySet BETA key system to test. BETA key is 0404931004.
Edit: automatically added the key so you don't need to type it out. (after all, it is just for testing purposes...)
Edited by beatson, 20 September 2011 - 07:49 PM.
#36
Posted 26 September 2011 - 10:16 PM
Download from CrySet here: BlockzBot Defence
#38
Posted 04 October 2011 - 12:51 AM
The first thing I thought when I read the story was that if the GmbH-19 are as intelligent as humans, wouldn't they have made up a name for themselves instead of using the codename they were given? Even if it's supposed to be like "oh they're TOTALLY not a real species so their name doesn't count" you could still mention it anyway, since bad guys need a personality too.
About the map, there is SO much empty space on the left side. You should make it so that when you hover over an unlocked city, instead of the name appearing directly underneath the mouse, a box appears on the left side with a short description/history/picture of the city (just to add to the story and make it that much more awesome.) Make sure you list some random stats at the top like population and geographical coordinates so that it feels like a mission briefing, since the cutscenes all seem to indicate that you're travelling between these places. Add "proximity to main enemy base" or "Threat Level" so that you get an idea of the difficulty without having to number the levels or something boring like that.
Yeah, I should probably mention something about the gameplay too:
It's still fun. There doesn't seem to have been much of a change since last time I played, so there's not much else to add to that or what others have said.
You need more terrain features, too, just for the aesthetic. Most of the screen's one colour, which looks kind of bland (And I know you can do better. I've seen your website
Some minor gripes is that it takes too long to get enough money to buy anything and the wait between the first couple of waves is a little too long. I see that you're going for sort of a relaxed tutorial, but even if you halve the time between waves, I don't think anyone's gonna complain. You need a minimap too, I accidentally scrolled somewhere while I wasn't looking, and for a second there I thought I wouldn't be able to find the base. Lucky that the map is small.
Also, clicking on New Development should allow you to create as many as you want in quick succession, then left clicking to disable it. It'll save a couple of seconds for when the game gets more hectic.
So yeah, another really long post again. I actually did enjoy your game, so sorry if I sound kind of critical. Hope it helps at least.
◊ TheUltimate ◊
#39
Posted 04 October 2011 - 11:50 AM
Just tried the updated version, and I still like it.
The first thing I thought when I read the story was that if the GmbH-19 are as intelligent as humans, wouldn't they have made up a name for themselves instead of using the codename they were given? Even if it's supposed to be like "oh they're TOTALLY not a real species so their name doesn't count" you could still mention it anyway, since bad guys need a personality too.
About the map, there is SO much empty space on the left side. You should make it so that when you hover over an unlocked city, instead of the name appearing directly underneath the mouse, a box appears on the left side with a short description/history/picture of the city (just to add to the story and make it that much more awesome.) Make sure you list some random stats at the top like population and geographical coordinates so that it feels like a mission briefing, since the cutscenes all seem to indicate that you're travelling between these places. Add "proximity to main enemy base" or "Threat Level" so that you get an idea of the difficulty without having to number the levels or something boring like that.
Yeah, I should probably mention something about the gameplay too:
It's still fun. There doesn't seem to have been much of a change since last time I played, so there's not much else to add to that or what others have said.
You need more terrain features, too, just for the aesthetic. Most of the screen's one colour, which looks kind of bland (And I know you can do better. I've seen your website)
Some minor gripes is that it takes too long to get enough money to buy anything and the wait between the first couple of waves is a little too long. I see that you're going for sort of a relaxed tutorial, but even if you halve the time between waves, I don't think anyone's gonna complain. You need a minimap too, I accidentally scrolled somewhere while I wasn't looking, and for a second there I thought I wouldn't be able to find the base. Lucky that the map is small.
Also, clicking on New Development should allow you to create as many as you want in quick succession, then left clicking to disable it. It'll save a couple of seconds for when the game gets more hectic.
So yeah, another really long post again. I actually did enjoy your game, so sorry if I sound kind of critical. Hope it helps at least.
◊ TheUltimate ◊
Ah yeh. I suppose they would have given themselves their own name. I could mention it, but stick with the humans calling them GmbH-19 because of the statement you made above: "oh they're TOTALLY not a real species so their name doesn't count".
Yeh, the left of the map is far too empty, but the next version has a different map background which I think people will prefer (there's hardly any empty space). The map is going to be the main focus for the next version, so things like a little picture to represent it and a bit about its background will be added. The population, threat level and coordinates are a nice idea. I'll be adding that. Thanks.
Hmm, I thought the maps looked ok in terms of design - but maybe they do need things like possibly cracks in the earth for underground levels, and patches of grass etc for the grass/green levels. Is that what you meant?
I really reduced the wave timers for this version. You're waiting less that 500 steps between waves on the first few missions, baring in mind around 20 enemies are sent each wave, and the timer doesn't wait for all the enemies to die before it starts counting down. You'll find that in the later missions, the more time between waves, the better. As you'll need to repair your base... a lot.
I sort of scrapped the minimap idea. The reason being is that I don't want the player to know where the enemies are. That's why the maps are small(ish) - so you don't loose where you are.
There is actually a system for creating new developments like that, but I (think) I forgot to put it in the tutorial. Pressing 'B' does the same as pressing 'New Development'
Criticism is what a game needs to help it improve, so thank you. Hopefully you'll play the final release when it's done in a (good) few months time.
edit: Forgot to mention. Pressing 'Space' sends the next wave
Edited by beatson, 04 October 2011 - 11:52 AM.
#40
Posted 07 October 2011 - 06:40 AM
Also: If you fail level 1 - you are stuck and it just says you failed if you try to do it again. You should fix this so it clears and you can try again.
And why don't you have a sandbox - downloading from cryset is so annoying XD. Silly Adfly. anyway, minor issue, but you might want to add an auto updater or something since you have to jump through a few hoops to download the game. Fans like me will still try it, but just sayin for other people.
Yeah, i tried to get more into the game, but after failing level 1 cause i was kinda just looking around at stuff I couldn't continue - Def make level 1 easier and then make the difficulty ramp up later so people will get into the game. Esp for a tutorial level. It should basically be like: if you upgrade your tower once you win. or something stupid like that, definitely easier.
Anyway excited to see new updates and gluck with the game! I'll try it again sometime a few patches later :D.
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