Protozoa Warriors
#41
Posted 01 February 2012 - 09:50 PM
#42
Posted 04 February 2012 - 06:42 PM
The multiplayer version of Protozoa Warriors is coming along, it might be a while though, as 39dll is pretty difficult. Lots of things are changing, such as removal of the fast forward button, removal of when you want a new wave to start (you will have about 20 seconds to prepare for each wave), etc.
#43
Posted 05 February 2012 - 11:27 PM
◊ TheUltimate ◊
#44
Posted 06 February 2012 - 03:38 AM
Wow, I can't believe I forgot to say how to use them. I should probably edit that! Anyways, you press "Insert" on your keyboard and then the developer console comes up, where you enter you cheat codes.Just curious: How do you enter the cheat codes? I beat the current version ages ago, so now I just wanna mess around till the next version's out.
◊ TheUltimate ◊
#45
Posted 06 February 2012 - 04:34 PM
I finished the game on the 2nd try, I bougth one slimer on the first try and it was not strong enough to defeat a single enemy, don't allow players to start the game with a "dead end"..
I had to get my glasses to read the tower info..
The game is quite unbalanced, as more expencive towers don't seem to deal any more dmg then the enzymes, keep in mind that:
DPS / cost = worth getting
even tho' some tower abilities and spawn placement can change the outcome, you should be able to measure a best possible dmg and average over time.. (with a somewhat normal setting)
.. and ofc one antiant to keep them at bay. The ants seem to be the only thing that demands attention away from spawning more enzyme towers <>;;
And a bit odd that you must rigth click the sell button, unlike the other elements in the hud which you got to left click.
The display of burn and slow is pretty okay, the slow one makes makes me think that it gives some kind of disease, and it would be a pretty good idea for a upgrade (if you will have that) to make the slowed enemy spread the slowmotion to passing creatures x3
The ground tiles look too square atm. The main menu is okay, but could use some new buttons. Those are my only complaints about the graphics, as the towers and enemies are above the average quality and there were accually a pretty desent variation in enemies ..
#46
Posted 06 February 2012 - 09:47 PM
Ya, my friend had some menu problem also. I'll have to fix that. The towers are unbalanced, and I will fix that in the next update, and the tiles are just temporary until I find something better. Thanks for the feedback! +1My pc places the collision boxes for the menu at a lower point then they are supposed to be .. took a while before I understood that I had to press website to play ^^;;
I finished the game on the 2nd try, I bougth one slimer on the first try and it was not strong enough to defeat a single enemy, don't allow players to start the game with a "dead end"..
I had to get my glasses to read the tower info..
The game is quite unbalanced, as more expencive towers don't seem to deal any more dmg then the enzymes, keep in mind that:
DPS / cost = worth getting
even tho' some tower abilities and spawn placement can change the outcome, you should be able to measure a best possible dmg and average over time.. (with a somewhat normal setting)
.. and ofc one antiant to keep them at bay. The ants seem to be the only thing that demands attention away from spawning more enzyme towers <>;;
And a bit odd that you must rigth click the sell button, unlike the other elements in the hud which you got to left click.
The display of burn and slow is pretty okay, the slow one makes makes me think that it gives some kind of disease, and it would be a pretty good idea for a upgrade (if you will have that) to make the slowed enemy spread the slowmotion to passing creatures x3
The ground tiles look too square atm. The main menu is okay, but could use some new buttons. Those are my only complaints about the graphics, as the towers and enemies are above the average quality and there were accually a pretty desent variation in enemies ..
#47
Posted 08 February 2012 - 10:56 PM
#48
Posted 10 February 2012 - 12:20 AM
Ya, my friend had some menu problem also. I'll have to fix that. The towers are unbalanced, and I will fix that in the next update, and the tiles are just temporary until I find something better. Thanks for the feedback! +1
Hey Terrified Virus, I was looking through the WIP and I saw your game and played it. I liked the game, but only after the first five minutes of trying to figure out why the menu wouldn't work
Does anyone agree with me?
Edited by sasuke12, 10 February 2012 - 12:21 AM.
#49
Posted 10 February 2012 - 02:34 AM
Ya, my friend had some menu problem also. I'll have to fix that. The towers are unbalanced, and I will fix that in the next update, and the tiles are just temporary until I find something better. Thanks for the feedback! +1
Hey Terrified Virus, I was looking through the WIP and I saw your game and played it. I liked the game, but only after the first five minutes of trying to figure out why the menu wouldn't workIf you want I could help you with the programming design of the game so it is infinite waves, the enemies will continually get stronger, all of your towers will have upgrades, and a lot of other cool features? It will be simple and if you think one tower shoots to fast, peice of cake, just lower the firing speed in the create event! I could also update it faster than most of your updates, no offense! Remember when making a game, it's not always what you want in a game... you have to make the game completely user friendly, and I think people would agree with me that if I do what I previously said I would, I could really help out your game!
Does anyone agree with me?
I will send you a PM regarding this...
Protozoa Warriors 0.8 Update Coming Soon!
This update will contain:
*The fixed menu glitch with new menu buttons
*New Maps
*New backgrounds, not just tiles
*Evened out enemy classes
*A new, much stronger AntiBodyMachineGun
*New popups to replace show_message
*Difficulty levels
*Cursor turns red if unable to place a tower, so you know when you can't place one
*Fast forward button highlights so you know when it is on
Note: This list may change, as new things may be added, or others may be removed.
#50
Posted 10 February 2012 - 04:40 AM
Yes, do a commentary of some sort during the video if you can. It's always neat to see what the developer has to say about their own game.Hey guys, I am making a new trailer and gameplay video for the game! Any suggestions?
◊ TheUltimate ◊
#51
Posted 10 February 2012 - 01:39 PM
Oh, yes, I will have to make a commentary on it. I agree that it is very interesting seeing what the developers say about their game, how they play it, etc. You can find a link to a simple gameplay walkthrough through the "Pod" level here.Yes, do a commentary of some sort during the video if you can. It's always neat to see what the developer has to say about their own game.
Hey guys, I am making a new trailer and gameplay video for the game! Any suggestions?
◊ TheUltimate ◊
P.S. The pods are the first 10-20 waves of brownish protozoa creatures, or every wave until the green amoebas come in.
#52
Posted 12 February 2012 - 07:36 PM
Protozoa Warriors 0.8 Update is Here!
The 0.8 Update Contains Many Awesome Updates Such As:
*The Fixed Menu Glitch
*A New Map
*New Backgrounds, Not Just Tiles
*Evened Out Enemy Classes
*The ABMG is now a superweapon
*Instead of show_message, there are custom popups
*Difficulty Levels
*Fast Forward Button is Highlighted if Clicked
*You can now left-click to sell a tower
*Some glitches are fixed
#53
Posted 12 February 2012 - 08:00 PM
#54
Posted 12 February 2012 - 08:36 PM
Also, PLEASE don't force the game window on top of everything, and why does the game pauses when the window loses focus ?
I like the gameplay, maybe some more challenging AI instead of only bacteria that moves towards the end of the path, perhaps ones that destroy towers.
This game also needs a complete graphic overhaul, just saying
Of course it can use more towers too, maybe make towers have a level which you can upgrade, or maybe they earn experience from kills ?
Edited by Dylan93, 12 February 2012 - 08:38 PM.
#55
Posted 12 February 2012 - 10:48 PM
Thanks for the feedback! In the farther waves, bacteriophages come in and destroy your towers. I am figuring out designs for an upgrade system, and will fix graphics (they do need fixing!) and add an options menu for the sound. Thanks! +1Make a mute option for music, I had to mute it through Windows Mixer.
Also, PLEASE don't force the game window on top of everything, and why does the game pauses when the window loses focus ?
I like the gameplay, maybe some more challenging AI instead of only bacteria that moves towards the end of the path, perhaps ones that destroy towers.
This game also needs a complete graphic overhaul, just saying
Of course it can use more towers too, maybe make towers have a level which you can upgrade, or maybe they earn experience from kills ?
#56
Posted 14 February 2012 - 10:14 PM
lol
hi
MWUAHAHHAHAHA
#57
Posted 16 February 2012 - 10:34 PM
#58
Posted 26 March 2012 - 07:34 PM
#59
Posted 26 March 2012 - 11:09 PM
#60
Posted 28 March 2012 - 08:01 PM
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