Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Cbiv

18
Posts
23
Following
A member registered Feb 19, 2022

Recent community posts

Note · Don't leave me make ideas at 4 am...

What if after achieve the 99/99, you get, Idk an image of the blue ant resting/leaning her belly against red ant head, as the blue one overfeed herself with bottles of honey.
The thing is, then you get to access a menu with some options, like Arcade, Sandbox, and hardcore?
Arcade, been something similar to what's currently is (maybe with a lover cap),
Sandbox, is Sandbox.
Yet, in Hardcore you introduce a new enemy, Bees.
In this modality, you have to fight bees who tries to defend their resource- 
You know what?, screw it up.
In hardcore (or Honeycore), you have a bigger map, yet less random. The resources doesn't generate anywhere, except inside a certain location, who will be the beehive. There, In similar chance as the red ant, there will be a queen bee heavily defended who will fight both, blue and red ants, using workers for this purpose.
Maybe the hive is something like a 10x10 square/circle, which blends into the surroundings; or maybe it's a structure randomly generated inside the map. Idk.
The thing is-. Your objective might be get to a certain ant population, or maybe try to outpace the queen's defences. 
Maybe the bees might have others forms of winning over you, like the workers can make the hive terrain bigger (change tile's from forest to hive),  or maybe your ant queen have a health bar, and now the bees are chasing them.
And maybe the bees, in order to generate honey, they need workers to fly outside the hive into the forest, and find trees with flowers, stopping the strategy of just blocking the entrances of the hive in order to maximize profits!

And maybe you could make a mechanic in which, if a queen is too big, it uses more than one tile, and maybe, if too big, it need a constant supply of honey, just to keeps that "overdrive" size. (I'm thinking of players going for large numbers, if it's held uncap (idk 500's).),
Maybe there could be a chance to have a second queen (and more production), adding Princesses and Drones, on which you need to get to a certain size (amount of eggs stored and units outside, (maybe the number of available units grows over time, rather than been fix)) before produce a princess and make her fly up to another location (of the user preference) (yet not close to an enemy location).
Although, those thoughts of making more and more units needs to be justified with a force capable of wipe many ants in a short span of time-
Why do I get memories of Dawn of War?...

Oké, now I'm invested; by the morning I might make some sketches or something more... tangible. 

gosh... When you catch you it's done
I managed to get up to round 32 just using the main 3 potions and a lot of upgrades.

I only lose because I backfired myself by accident...

Welcome back, old friend.
Aim straight and go your own path.

We'll going to be glad to  pursue your track, no matter if a year may go by.

At the moment, the game seems to be a good concept and has potential.

But... it has a lot of problems to solve. 

I know, programming is like trying to make milk with cereal and having it spontaneously burst into flames, I know.

So. All I can say is «Calm down».

You don't need to fly without knowing how to run. It's a good game and it has potential, but you need to learn more about how to work with these tools. Nobody learns how to drive a truck in one day.

So please (and for yourself too), try to fix what's wrong so far today, and then make more content.

And if necessary, get help. You have a good community that, I believe, is willing to help you if you let them.

"it's alive!" -some could say.

Take your time, it's a game, you don't need to feel pressure. Everyone here (as i know), is fine even if you don't release something in months.

After all, no one want a CoD:MW series. [i wish you understand the reference]


Happy Chrismas, and take your time, as well as you want.

Oh, so you'll continue to work in Unity...

Is that correct or am I wrong?

Two things.
If you want some configuration to set a point of despawn (usually for low end pc), you can set it on the configuration menu (between 30 - 200 meters of celling).

By other hand, if you want something like "keep the enemies coming, until i blow!", you can enter in Hard mode, fight until the round 8 or 10, and don't blow up the blimp.
While the blimp is still alive, the enemies won't stop coming.


Note 1: those aren't the same thing as an "infinite mode", or a "sandbox mode", but they are closer to something like that.

Note 2: The "hard mode" was not tested before release, so... yes, it's quite unbalanced in terms of resources needed... in round 10, you can even see the frames.

So...
are you here just for the "inflation" fetish?

...
Did you even read the title of this game?

Good vision, it seems to be correct.

The creator update the file, now you can have a TXT file called "commands.txt", where you can read the codes that you can use

On the Bus Stop map it should be very rare that to happen.

The soda machine is in a corner of the map next to a wall, that's rare that one gets close.

Note: I test it and yes, the Soda Machine don't have collisions for the enemies

Anyway, if you get to a moment for see one enemy passing through that point, is more possible that you will be surrounded in all direction.

The hard mode is not much different from other modes.

The few differences are the number of enemies and the types of them.

But... maybe yes. There is an "endless mode".

Rounds 8 and 10 in hard mode are actually very difficult because of the amount of enemies, and if you don't blow up the blimp fast enough, your PC will start screaming.

If you want something like "keep the enemies coming! until i explode," you could start a wave with a blimp and don't blow it up.

Theoretically, the round would never end.

(1 edit)

« -as long as blimp boss is active normal infected won't stop spawning »

it is written in the document "READ ME.txt", in the game files, next to the boot file.

It is one of the features that the author did not implement in the tutorial but that he should mention.

(1 edit)

I have a feeling you managed to do that on the bank map, if not, you found a good spot on the bus stop map.

I was trying to beat hard, on the bus stop map with a shotgun (which I used like a Winchester), my problem usually comes with killing the blimp fast enough, 

The game slows down before I finish my task. 

I tried to use smoke grenades, but with the amount of enemies, i lost accuracy and missed some spots. 

Thanks for your advice!

edit: In the end, I finally manage to get it.

In some parts of the wave 10, I got a constant 4 fps...

My strategy was the same one used in Doom. Run around the object.

(1 edit)

why does this remind me of Halo 2 and its "legendary" difficulty?...

PD:  Don't mind about that.

A challenge that cost time, make you like more what you are doing when you success

(2 edits)

did you tested the "hard" mode?
i think the amount of enemies that spawn is bigger than the space on the map (round 8)

edit: error, the round 10 in hard mode is barely possible to past, the amount of entities is enough for partial stop the game when the round start, even with smoke grenades, is hard to work with that amount.

if is needed, i could make a video.

Are you open for help?

Mistake.

The formula for apply, is " n! / ((n-k)!* k!) "
n = Total of elements
k = Elements per group.

Applying it to the case, it is " 7! / ((7-3)!*3!) "
Which, results in "35" possible combinations

This only applies, when the order of the elements in the group does not matter.
As it is in this case.