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Re: Mini Games

PostPosted: 28 Jul 2013, 19:33
by Skypper
is there anyone that has beaten wave 35?
if some one has pleas respond then i will make more :p

Re: Mini Games

PostPosted: 28 Jul 2013, 21:56
by Bence791
I must say I like the idea :)

Although the SP version is pretty annoying since the AI works pretty badly (I mean he goes out with all his troops when the enemy shoots at him). Maybe you could change it so the player would get all those weapons and recruits him/herself instead of halving it to the player and the AI? Would be better imo ;) I survived till 31 minutes or so (idk which wave it was, maybe 22-23rd).

Re: Mini Games

PostPosted: 29 Jul 2013, 08:03
by Skypper
@ bence thx for you coment :)
i have uploaded a version without a ally AI "Zombie apocalyps Solo".
i hope you like it

Re: Mini Games

PostPosted: 29 Jul 2013, 19:24
by Bence791
I have won it. Funny how I didn't lose a single soldier until 12 minutes :p The replay is attached. Anyway the 34th wave surprised me so badly I got flanked like hell lol... At least my soldiers held out :p Good job, keep up the work.

P.S.: At least 30-50 soldiers of mine starved to death :rolleyes:

Re: Mini Games

PostPosted: 29 Jul 2013, 21:16
by Skypper
Thx for your compliment :)
i will watch your review tomorrow.
i didn't made more waves because i didn't even came near, so i thought if i dont come near nobody will get to 35.
But more will come :)

Re: Mini Games

PostPosted: 29 Jul 2013, 23:27
by Pizzaisgood
Hey ho
I also won all waves and i have to say that it was really fun . This kind of maps add a nice variety to the game ( like the mods in warcraft 3 do ) and im really looking forward for more waves or even a new map with more surprises and specials :) .
I dont know if its possible but maybe you could include a random factor for spawing so that the troops dont always spawn at the same point . Like that you could prevent knights to kill all archers or x-bows right when they spawn. Ofcourse people who play it for the first time don´t know the spawnpoints but at the second try you can finish the waves quite easy because of that spawnkilling . So with randomized spawns the game could be also challenging at the second or third try.
Anyway you did a really nice job with this map so far !

Re: Mini Games

PostPosted: 30 Jul 2013, 06:21
by Bence791
Like that you could prevent knights to kill all archers or x-bows right when they spawn.
Idd I forgot to mention :p The archers attack at the closest unit anyway, so you can just pull them on the side without touching the approaching infantry and cavalry to kill them (IMO they shouldn't attack the closest building either, but for example stand 5 tiles in front of your army, I mean the place(s) that is(/are) estimated to be the defending spot(s), so they could deal damage).

You could randomize the spawning like you use the States.KaMRandom and give the game "intervallums" for each location to spawn units at.

Re: Mini Games

PostPosted: 30 Jul 2013, 07:58
by Skypper
Thx for your tips :)
I shall do my best

Re: Mini Games

PostPosted: 30 Jul 2013, 09:47
by woloszek
Kamykos and Luki played yesterday and lost for the 35th wave :mrgreen:

Re: Mini Games

PostPosted: 30 Jul 2013, 12:49
by Skypper
i dont understand how i can put them random :/

I have some small things fixed
some entrances are bigger now.
Range units walk close to the other units now so it is a little bit harder to spawn kill.
And i have made 60 waves !

I will make a high score list in the first post with the players that survived the longest!
if you want in the list upload a replay

Good luck and have fun!
Greets Job

Re: Mini Games

PostPosted: 30 Jul 2013, 13:00
by Bence791
I'm not sure in what sort of intervallum the KaMRandom works, but for example like this:
  Code:
procedure OnTick; var Random: Integer; begin Random := States.KaMRandom //or "for Random := States.KaMRandom-1 do"? idk, maybe the latter is wrong as well, I'm not a good scripter :D begin case Random of 1: begin <spawn data> end; 2: begin <spawn data> end; 3: begin <spawn data> end; 4: begin <spawn data> end; //with this the KaMRandom will give a random value, and if the value matches any of those, you can tell the game to spawn the units in a different place else: begin <spawn data> end; end; end;
But I repeat, idk which numbers the KaMRandom may give, so you will have to redo the stuff above to fit it. Good luck ;)

P.S.: I'm going to try the new "release" now.
P.S.S.: Maybe rewrite the desc. here regarding the SP version? You get 10 recruits and more weapons than you wrote :p
P.S.S.S.: Why are my recruits spawned so far away from my barracks? I have forgotten to ask >:D

Re: Mini Games

PostPosted: 30 Jul 2013, 13:37
by Skypper
Thx for the script i will look at it :)

1) good luck :p
2) I don't have regards for the SP version, but it is not up to date, it has only 35 waves and a not very good working AI Ally.
And i have fixed the desc thx for the tip
3) they spawn in the corner because they could be in the way if i spawn them closer.
because in the SP version AI set back up troops there

Re: Mini Games

PostPosted: 30 Jul 2013, 14:11
by Shadaoe
I don't think you should use KaMRandom as it gives a float between 0.0 and 1.0.
You'll most likely need to do something like that :
  Code:
tempnumber := States.KaMRandomI(5) //random integer between 0 and 4 if tempnumber = 0 then spawn units at a predefined location, spot 1 else if tempnumber = 1 then spawn units at a predefined location, spot 2 [...] else if tempnumber = 4 then spawn units at a predefined location, spot 5
do as many predefined locations as you want and you got a quite nice randomized simple spawn system.

Re: Mini Games

PostPosted: 30 Jul 2013, 15:08
by woloszek
60 waves? wow! maybe add 3rd player to MP? will be nice :)

Re: Mini Games

PostPosted: 30 Jul 2013, 15:36
by Skypper
That would be nice to...
but i have so many ideas and to less time :/

i thought it would be nice if i made a bigger map for 4 players every one has 1 corner.
and need to survive as long as possible the one that outlives the others wins xD