View Full Version : 17: Command and Congregate : Retro Alert
09-02-2008, 09:36 PM
the link to my final gamehttp://gamedev.openhazel.co.za/filecloset/download.php?id=369
09-02-2008, 09:40 PM
I may need to check spelling on the name. Meep meeps was just to keep everyone distracted until i could finish the beta for this baby . Should be up in the week .
please dont get into the habit of not giving us a clue of what your doing??
now are you still entering meep meeps or what?
EDIT: you were close with the speling..its Heimlich
09-02-2008, 10:39 PM
here is the beta ,Remember to read the README! before playinghttp://gamedev.openhazel.co.za/filecloset/download.php?id=335 and please give feedback and suggestions
10-02-2008, 10:17 AM
the buy menu, it takes 3 clicks for a helicopter/leader
i bought more than 1 soldier and they got stuck and couldn't move
same for helicopters
can your men die? all i did was make a wall of men with a wall of leaders behind them folowed by about 5 helicopters
21-02-2008, 06:31 PM
DIS plaese change the thread name to 17:command and conggregate :retro alert;in the new version most bugs have been fixed and the gameplay has changed.Here is the new game with all the changes (http://www.gamedev.za.net/filecloset/data/files/338/C&C:retro_alert.zip)
21-02-2008, 08:34 PM
Arg too hard to place men and fire at the same time
26-02-2008, 03:23 AM
This looks like a good idea to me (although I'll admit that I'm not a huge fan of "match the prompt" gameplay ^^; ). ^_^
I do agree with |-|1Pp13 to some extent - for me, moving units results in no units firing, which leaves me disinclined to move my units (and this on the lowest difficulty setting ^^; ). Perhaps, for the lower difficulty settings, at least, it might be helpful to lower the arrow influx rate.
You might like to know, however, that I found that hitting all four keys at once obviates the issue, since the appropriate key is pressed. ;P
I rather like the retro-styled graphics - the game overall has a pleasantly-retro feel to it. ^_^
26-02-2008, 06:22 PM
I decided to change it back , it was really hard to play, so here is the new versionhttp://www.gamedev.za.net/filecloset/data/files/345/
download the C&C : retroalertv2;only easy mode is working properly ,sorry for the inconvenience.
26-02-2008, 10:13 PM
I like this version - it plays well and smoothly, for the most part.
I do have a few criticisms:
- As |-|1Pp13 pointed out in a previous post, buying a unit before having moved a previous unit seems to result in the units becoming stuck on each other - perhaps shove units aside when they overlap others.
- For some reason the cursor changes from your in-game cursor to the standard Windows cursor when one opens the buying menu (which for some reason appears at the bottom right of the screen) - if using the in-game cursor for the menu is a problem, consider using only the standard Windows cursor (although I think that using the in-game cursor exclusively would be preferable). You might also want to consider changing the colours of the buying menu to better match the palette of the game.
- The HUD area behaves oddly: I've seen images of buildings obscuring the data on the HUD, and moving the cursor over the HUD seems to cause the screen to jump to the upper left corner of the play-area. Moving within the HUD area seems to allow one to scroll up and left, but not back down and right.
- Finally, for some reason buying seemed to cease working after some undetermined amount of time - despite seemingly having enough spendable XP. This may be related to my upkeep - my HUD readout indicated a spendable XP of around 470, upkeep of around 170 and XP of about -360 (the values changing as I copied those values, of course).
All in all, however, I like this game. ^_^
27-02-2008, 10:17 AM
All my soldiers kept trying to shoot a bear in the far bottom left corner that was stuck behind a wall and ignoring the other enemies walking right past them. Maybe you could change it so that the soldier will shoot the closest enemy within line of sight?
I built a demo of a game similar to this many moons ago, it includes group selection, mini-map and build times and you're welcome to use the code http://gamedev.openhazel.co.za/filecloset/download.php?id=2.
*Note the ID number, it's way back when the FileCloset was started!*
27-02-2008, 02:53 PM
Fanks Fengol! it helped me a huge amount :)
02-03-2008, 08:54 AM
the final version of my game is done -here is a linkhttp://gamedev.openhazel.co.za/filecloset/download.php?id=369
02-03-2008, 08:59 AM
Rather use this link http://gamedev.openhazel.co.za/filecloset/download.php?id=369 because my browser tried to nagivate the download.
Are you sure you're calling instance_destroy() on the enemies killed? Half way throug Wave 3 I started experiencing serious slow down and a quick peek at Process Explorer told me I was using 220MB memory for this game!
If you want help upload your GM files and we can take a look and offer suggestions.
02-03-2008, 11:51 AM
I am sorry about that fengol ,but iI am still very much a NOOB at proggramming games (this is my first complete project),In order for me to finish this game on time (which I had very little due to science and elec. projects for the same day) I went easy in myself in the programming and I admit this is one of the more horridly programmed game I have ever done .If you don't mind me asking but what are your system specs?
02-03-2008, 01:51 PM
Yes, you can ask:
AMD Athlon 64 3700+ 2.22Ghz
But can I suggest sharing your GM files so that we might suggest how to fix the problem? It's not like we're out to steal anyone's code or ideas. You'll see I share my GM files for all my games and even Kensei shared hers so that people could help her with TTT.
02-03-2008, 06:11 PM
It never crossed my mind that anyone would steal it . Its just i dont use my internet alot for the forums , only when i an allowed to , so i can only upload like once a week . Thats why most of my posts are done by phone :)
02-03-2008, 06:35 PM
This game has improved nicely, I think, 01DT!m3r - it looks good, and the gameplay works well. ^_^
The main improvement that I would suggest is perhaps a reduction in the duration of the levels, especially on "Easy" mode - it's too easy, on "Easy" mode, at least, to just sit max out my unit roster and then sit back and let my troops do all the work. It might also improve the gameplay if player units were killable (each having some amount of health, perhaps), calling for the player to periodically re-stock.
(And I'll second the slowdown report - but then, my specs. are lower than Fengol's. ^^; )
03-03-2008, 08:20 AM
I will see if i can can give each unit a certain time to live . So for instance the soldier will only live for 30 sec . I think it will keep the game flowing nicely and not like a movie.
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