|
|
|
|
#1 | ||||||||||||||
|
Gecko Tower
Join Date: Feb 2009
Posts: 54
![]() |
Hmm, multiplayer sound fun, but how does one play test one if it requires two to load?
__________________
Adversity doesn't build character, it reveals it.
|
||||||||||||||
|
|
|
||||||||||||||
|
|
#2 | ||||||||||||||
|
Gecko Tower
Join Date: Feb 2009
Posts: 54
![]() |
Well I don't have time to try this out yet but the code seems solid. I'll try later this evening, feel free to try it yourself
__________________
Adversity doesn't build character, it reveals it.
Last edited by Thexsoar; March 2nd, 2009 at 05:42 PM. Reason: fixed hb locations |
||||||||||||||
|
|
|
||||||||||||||
|
|
#3 | ||||||||||||||
|
Gecko Tower
Join Date: Feb 2009
Posts: 54
![]() |
hmm irc, I don't have that but if it makes this easier I'll get it. Noid, do you mean mirc? I have yahoo messenger, but am more than willing to grab another chat program. Let me know how to get connected with ya, hope to hear from you soon!
__________________
Adversity doesn't build character, it reveals it.
|
||||||||||||||
|
|
|
||||||||||||||
|
|
#4 | ||||||||||||||
|
Artillery
Join Date: Dec 2007
Posts: 322
![]() |
I haven't exactly played with 6 or more players yet, but I think I found a fault in the maps with 6+ players. Each player will have to have a path leading to every base in the game, otherwise the game could be stuck with player not being able to send creeps to player 5... some of the maps looks like they only have one path, straight to the opposite side of the field.
If noid already fixed this, I'll just delete this post.
|
||||||||||||||
|
|
|
||||||||||||||
|
|
#5 | ||||||||||||||
|
TowerDefence.net Game Project Developer
Join Date: Feb 2008
Posts: 924
![]() |
Nice work guys, I hope I can add 'em this evening, otherwise it'll be tomorrow.
thaCannon: Your map currently has only 2 paths. Don't worry too much about the exact coordinates, they're easy to fix once you see the creeps going the wrong way
|
||||||||||||||
|
|
|
||||||||||||||
|
|
#6 | |||||||||||||||
|
Artillery
Join Date: Dec 2007
Posts: 322
![]() |
Quote:
Anyways, with all of these multilayer maps, I think adding sections such as 2P or 3P maps and such would be a great Idea. Edit: Wtf, I can't copy OR paste the codes into or out of the level editor. I can't see how my map works. >.< This map also have jumping way points. :P but it'll jump from the base to the middle, go back and forth and suddenly strikes at the enemy's base. The map also limits some base walking. =) Last edited by thacannon; February 6th, 2009 at 10:11 PM. |
|||||||||||||||
|
|
|
|||||||||||||||
|
|
#7 |
|
Cannon Tower
Join Date: Jan 2009
Posts: 19
![]() |
Code:
level Bermuta's Triangle (3P) 20 15 n n n n n n n n n b n n n n n n n n n n n n n n n n n n b b n n n n n n n n n n n n n n n n n b b b n n n n n n n n n n n n n n n n b p p b n n n n n n n n n n n n n n n b p b p b n n n n n n n n n n n n n n b p b b p b n n n n n n n n n n n n n b p b n b p b n n n n n n n n n n n n b p b n n b p b n n n n n n n n n n n b p b n b n b p b n n n n n n n n n n b p b n b b n b p b n n n n n n n n n b p b n n n n n b p b n n n n n n n n b p b b b b b b b b p b n n n n n n n b b p p p p p p p p p b b n n n n n n b b b b b b b b b b b b b b n n n n n n n n n n n n n n n n n n n n n n n info Author: <b>Thacannon</b><br> towers hb 0 4 12 hb 1 9 2 hb 2 14 12 path 0.0 1 0 4,12 4,11 5,10 5,9 6,8 6,7 7,6 7,5 8,4 8,3 9,2 path 0.0 2 0 4,12 5,12 6,12 7,12 8,12 9,12 10,12 11,12 12,12 13,12 14,12 path 0.0 0 1 9,2 8,3 8,4 7,5 7,6 6,7 6,8 5,9 5,10 4,11 4,12 path 0.0 2 1 9,2 9,3 10,4 10,5 11,6 11,7 12,8 12,9 13,10 13,11 14,12 path 0.0 1 2 14,12 13,11 13,10 12,9 12,8 11,7 11,6 10,5 10,4 9,3 9,2 path 0.0 0 2 14,12 13,12 12,12 11,12 10,12 9,12 8,12 7,12 6,12 5,12 4,12 budget 1650 2 2 lives 50 background images/sunset.jpg |
|
|
|
|
|
#8 | ||||||||||||||
|
TowerDefence.net Game Project Developer
Join Date: Feb 2008
Posts: 924
![]() |
Bermuta's Triangle ?
|
||||||||||||||
|
|
|
||||||||||||||
|
|
#9 | ||||||||||||||
|
Visiting here since May 2007
Join Date: Nov 2007
Posts: 923
![]() |
|
||||||||||||||
|
|
|
||||||||||||||
|
|
#10 | ||||||||||||||
|
TowerDefence.net Game Project Developer
Join Date: Feb 2008
Posts: 924
![]() |
Those maps with jumping creep waypoints are... interesting.
Creeps take a fixed amount of time to travel from waypoint to waypoint, regardless of the distance between those waypoints. Did you intend the creeps to zoom over the map, or did you not expect it to work that way? Maybe I should change that bit of code so it inserts the missing waypoints
|
||||||||||||||
|
|
|
||||||||||||||
![]() |
| Bookmarks |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Multiplayer Test version | The Noid | Hex Tower Defence | 201 | June 30th, 2009 08:00 PM |
| Starland TD multiplayer | blastoise466 | General | 1 | February 15th, 2009 03:02 PM |
| Starland Multiplayer TD | aguydude | General | 1 | November 5th, 2008 07:16 AM |