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Old April 19th, 2009, 04:29 PM   #81
Realspace
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My Suggestion: Tiers. By that, I mean the map list is split into tiers. For Example:
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Last edited by The Swedish Tower; April 19th, 2009 at 04:34 PM. Reason: Shouldn't The Last Way be last? :P
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Old April 19th, 2009, 04:41 PM   #82
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I guess they're placed in tiers by difficulty, huh? Well, I think it's a good idea, so that beginners won't take The Last Way to begin with... Also, they should be in order even in the tiers, the easiest is on the top.

Else, there could be a button to change organization that changes order between things like (more might come later, that's what I suggest):
  • Difficulty
  • Alphabetical Order
  • Amount of plays
  • Highest rated (once rating function works!)
  • Most waves
  • Date added
  • Author (by alphabetical order)
  • Tiers like Realspace mentioned

Sure, every way to organize can be upwards or downwards, so that the hardest could be either on the top or on the bottom.
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Old April 19th, 2009, 05:27 PM   #83
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Currently they are organized in an alphabetical order. Separated by old maps in the top, and new ones in the bottom
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Old April 19th, 2009, 07:43 PM   #84
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I like the tiers idea for the basic ordering.
Adding optional other sorting methods should not be that hard.
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Old November 12th, 2009, 01:18 PM   #85
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When I set the cash value of a creep to 0, for some reason it drops bonus points, even if it isn't a peachy piñata. Is this supposed to happen? It really ruined one of my map ideas (No cash from creeps, relying on pure interest).
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Old November 12th, 2009, 07:40 PM   #86
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Ehm, yeah.
In the current implementation the way to tell the system that a creep should drop bonus points is by setting the money value to 0...

I can't imagine having 1€ makes much of a difference, except in the very beginning. But if it's really a problem I can change that.
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Old November 12th, 2009, 11:01 PM   #87
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It's really fine; I'm just making sure that it wasn't a bug. The main problem was 110 swarmers at wave three that drastically increased cashflow throughout the game, but I'll just reset wave one to one cash for a kill instead of 100 and that'll (hopefully) balance out over the course of the game. I'll also have to make later waves easier, even with my cash exponentiating that fast, there was no way to kill the last few hard grey bosses.
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Old November 15th, 2009, 03:02 PM   #88
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Playing "Final Push" to the end, I've had to build up a massive defensive arsenal, and running the game at this point, the visual effects run a risk of crashing my computer. For this reason, I'd like to see a button somewhere to turn laser effects off and reduce the lag and crash rate later on for people who use it. I'd only use it lategame, though, because I like to know what my towers are shooting.
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Old November 15th, 2009, 04:32 PM   #89
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Quote:
Originally Posted by mthw2vc View Post
Playing "Final Push" to the end, I've had to build up a massive defensive arsenal, and running the game at this point, the visual effects run a risk of crashing my computer. For this reason, I'd like to see a button somewhere to turn laser effects off and reduce the lag and crash rate later on for people who use it. I'd only use it lategame, though, because I like to know what my towers are shooting.
Did you by any chance save a replay of your game, so I can have a look at it to get a feel for when things get "slow" on your machine?
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Old November 18th, 2009, 12:03 PM   #90
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Someone deleted my replay, but I could always reproduce it. EDIT: I set it to be publicly available (I can't be trusted to keep my replays) and it hasn't shown up. My main problems were around 19K and 24K ticks, when the enemy sends a massive number of sprinting salmons.

Last edited by mthw2vc; November 18th, 2009 at 12:48 PM.
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