Wilson Saunders
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« Reply #20 on: August 30, 2007, 11:25:21 PM » |
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Another Update. This time I have all the toad's animation and B/W drawing done. I still have to work out color scheme and color it in. Hmm something nice and radio active. Anyway here is a new screen shot. As usual the download is at: http://www.monkeydev.com/toadzilla/I included two DLL's and tested it on my friend's computer. It worked there after I included the seccond DLL. If any one could tell me the project settings for VC++ 2003 to not require MSVCR70d.dll I would apreciate it.
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Chris Whitman
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« Reply #21 on: August 30, 2007, 11:34:45 PM » |
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You've set MSVC++ to link against the debug runtime library.
If you're using the default build settings, or close to, you're going to want to switch your build configuration from Debug to Release (both of these configurations should be created for your project by default, and Debug will be selected by default). You can also just go into your project properties and change the Runtime Library from Multi-threaded debug DLL to Multi-threaded DLL.
You might want to consider switching your program to Release mode, anyway, because it will enable code optimizations and other handy things which will make your executable smaller and faster. If you've added custom settings to your Debug configuration (like additional libraries to link against, etc.) you may need to add those into your Release configuration as well.
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Formerly "I Like Cake."
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Pacian
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« Reply #22 on: August 31, 2007, 02:54:23 AM » |
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The finalised toad looks pretty damn good. I still have to work out color scheme and color it in. Hmm something nice and radio active. Wait, I know! How about... green?
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(\ /) (O.o) - Achtung, baby! (> <)
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handCraftedRadio
The Ultimate Samurai
Level 10
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« Reply #23 on: August 31, 2007, 05:28:04 AM » |
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The toad animation looks incredible! Very nice work! Can't wait to see more of the gameplay!
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Wilson Saunders
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« Reply #24 on: August 31, 2007, 09:34:29 AM » |
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Wait, I know! How about... green? There are many shades of green. Also I want to put other colors in there to contrast the green and give it an un-natural glow.
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Madgarden
Level 1
C=
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« Reply #25 on: August 31, 2007, 10:57:00 AM » |
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Purple! With luminous, sickly fluorescent green warts.
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Wilson Saunders
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« Reply #26 on: September 10, 2007, 12:08:10 AM » |
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I have been working too hard to do much posting. After this weekend's code-athon I have something to show. The program now has 5 defender types, a Toadzilla health and sanity bar and a basic AI for the defenders. Also player 2 can deploy defenders with the mouse while the player 1 destroys the city. Controlls are specified in the readme file. The Download is still at: http://www.monkeydev.com/toadzilla/index.htmI may add sound and other things before the Compo ends. However game play wise I am pretty much done.
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handCraftedRadio
The Ultimate Samurai
Level 10
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« Reply #27 on: September 10, 2007, 02:54:16 AM » |
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This is awesome! I love smacking those people and sending them high into the air! :D
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« Last Edit: September 10, 2007, 03:26:13 AM by HandCraftedRadio »
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rapidwingo
Level 0
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« Reply #28 on: September 10, 2007, 02:25:29 PM » |
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That frog animation is phenominal, and I can't get over all the different and unrelated styles of graphics are all combined. Awesome game.
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handCraftedRadio
The Ultimate Samurai
Level 10
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« Reply #30 on: September 11, 2007, 01:02:29 PM » |
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There is no sound in windowed mode.
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« Last Edit: September 11, 2007, 03:17:03 PM by HandCraftedRadio »
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Average Higgins
Level 1
Huh? What?
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« Reply #31 on: September 11, 2007, 02:22:23 PM » |
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This is so good! The animation is absolutely top notch!
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Wilson Saunders
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« Reply #32 on: September 11, 2007, 03:19:08 PM » |
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There is no sound in windowed mode.
Sorry I must have included the wrong binary when I ziped up this project. I will fix it later tonight. I am currently working on the end game screens.
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jwaap
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« Reply #34 on: September 14, 2007, 11:44:07 AM » |
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Jumping around on the rooftops just feels awesome and monsterish. Too bad it doesn't get harder/there are no helicopters. Still a great, uh I mean bad monster sim.
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Wilson Saunders
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« Reply #35 on: September 14, 2007, 11:54:20 AM » |
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Too bad it doesn't get harder/there are no helicopters.
I put my heart and soul into making this, even coming up with 5 destinct enemy types, and what do I hear? "No helicopters" Seriously they were part of the original design as well as tanks and police cars. However I did not have time to put them in. As for difficulty a game like this needs to be playtested to get everything just right. That is why I put the sliders in the main menu for. You can make it harder by ramping up the AI spawn speed and shrinking the respawn delay. Also reducing the human nutitional value realy makes the game tough.
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moi
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« Reply #36 on: September 14, 2007, 01:52:52 PM » |
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Hey man this game is great, it's still a bit more like a prototype than a full game but it's very good I like the emergent gameplay of sending the little men flying in the air and gobbing them up with your tongue.
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subsystems subsystems subsystems
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