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1.44 Floppy Disc Event
author=Irog
You'll probably like small size music files for your projects so here is a great place to find Midi music:
http://charas-project.net/resources.php?wa=0&lang=en&area=17&howmany=all&fsearch=
If you know other locations for Midi music, feel free to share your links!
Jikes. Sound. Forgot again that you guys like sound for everything ...
About Midi: Alas, as far as I know, browsers usually play only .wav or .mp3 - or maybe .ogg ... anybody got good resources on .wav game sounds?
1.44 Floppy Disc Event
author=kory_toombsRen'py is way too big.
What engines would this be feasible on... Something that requires more coding... Ren'Py might be the way to go, not sure? That restriction might make this event quite hard.
Unless someone finds a nice trick that I missed. Even an EMPTY project is around 30 MB. (Ok you probably could throw out much of the GUI graphics and save a bit, but don't forget that you will be bundling a whole python environment with your game)
EDIT: If you just published the source you could stay below 1.44 MB, but that means the game would only run if your audience installs ren'py ... somehow I don't think that's covered by the rules ...
1.44 Floppy Disc Event
author=Racheal
The journey to get a blank Ace project as small as possible for this event is an interesting one. So far I've left room for 50 kb of actual game. Still some fluff to trim though.
You can do a LOT in just 50k if you're really trying. There's been pretty popular computers back in the 80's that had less than that for their total memory.
Can't do any high-rez graphix though.
1.44 Floppy Disc Event
Would a minimalistic HTML5/javascript game count? Something in the style of pacman or snake or tetris maybe?
Finally Finished my game World Movers
Sorry to mislead you, but no. It's just a game, a space opera. And you'd have to play through it all to learn where it got it's name from.
Life really isn't fair. :)
Seriously, though: you're very welcome to try it out, of course!
Life really isn't fair. :)
Seriously, though: you're very welcome to try it out, of course!
Finally Finished my game World Movers
Sorry to mislead you, but no. It's just a game, a space opera. And you'd have to play through it all to learn where it got it's name from.
Life really isn't fair. :)
Seriously, though: you're very welcome to try it out, of course!
Life really isn't fair. :)
Seriously, though: you're very welcome to try it out, of course!
World Movers
To whom it might concern:
If anybody of you is using a 32bit version of windows you should use the WorldMovers-32.exe - the other .exe is 64bit only.
(The game has been released using the latest version 7.4.4 of ren'py, and they're moving towards "64bit for everyone" ...)
If anybody of you is using a 32bit version of windows you should use the WorldMovers-32.exe - the other .exe is 64bit only.
(The game has been released using the latest version 7.4.4 of ren'py, and they're moving towards "64bit for everyone" ...)
World Movers
Update: I tried to reproduce the lag you mentioned. And failed. Even on a single CPUed VM running windows 7 with unaccelerated graphics and just 2GB RAM.
(There is how ever a deliberate .3s pause after each step of movement and ships firing at each other also has a few intended delays - maybe one of these might seem like a lag?)
Or maybe I'm just blind for it since I played the game way too much ...
(There is how ever a deliberate .3s pause after each step of movement and ships firing at each other also has a few intended delays - maybe one of these might seem like a lag?)
Or maybe I'm just blind for it since I played the game way too much ...
World Movers
Should I maybe add a difficulty level, like, if you pick "easy" you get higher rewards and might get a chance to retain a destroyed vessel or five?
And if you pick "hard" you'll get lesser rewards and maybe a limit on the number of units of a given type or something like that?
(Making spawn numbers or mission parameters depend on a difficulty level might also be possible but would require significantly more work)
And if you pick "hard" you'll get lesser rewards and maybe a limit on the number of units of a given type or something like that?
(Making spawn numbers or mission parameters depend on a difficulty level might also be possible but would require significantly more work)
World Movers
As for EXP benefit: each unit that has either suffered damage and survived or was able to fire at something gets a reroll for one of it's stats. If you're unlucky this does just nothing because the new roll is worse than the old one.
If you're lucky you improve one of the stats "a bit". ... If you are really lucky that improved stat happens to be speed ...
About ships getting killed off fast and you running out of money ... that depends a lot on how well you play in terms of outsmarting the AI (which, frankly is pretty stupid).
Regarding the training: currently the demo-scenarios have an independent pool of ships you can summon; thus any EXP would not carry over. But you could use "football" for example for trying and figuring out how to maximize your ships survivability ...
Spoilery hints:
If you're lucky you improve one of the stats "a bit". ... If you are really lucky that improved stat happens to be speed ...
About ships getting killed off fast and you running out of money ... that depends a lot on how well you play in terms of outsmarting the AI (which, frankly is pretty stupid).
Regarding the training: currently the demo-scenarios have an independent pool of ships you can summon; thus any EXP would not carry over. But you could use "football" for example for trying and figuring out how to maximize your ships survivability ...
Spoilery hints:
Before embarking on "Zerg" you should have finished both "Thera" and "Ether". And you really should try to secure both space stations. That would give you a total of FIVE elite cruisers. (Elite means they have an unique name, usually better stats and are faster than normal cruisers)
You should try to buy as many cruisers before committing to "Zerg" as you can afford. Minimum would be 6 cruisers and 4 fast fighters. Having 9 or better yet 12 cruisers sure won't hurt.
If there's no cruiser for sale try closing and re-opening the shop window, if you'restubborn patient enough you can also do this if you don't like their stats.
General strategy:
1) Take portals in the following order (counting from bottom) 2nd, 1st, 3rd, 4th.
2) Send two waves of cruisers (= 6 in total) straight right to the second portal from the bottom. Send your elites first.
3) If you have, send another wave of cruisers to the next portal above that one.
4) Send 4 fighters, preferably ones with a speed of 4 to the bottom portal, so they can work on that one while your cruisers are still busy.
5) Send in any remaining cruisers or fighters two the upper to portals.
6) Always completely surround a portal you want to take ASAP to prevent enemy from spawning.
7) Always make sure that you have at least taken over the portal before moving on. (Completely securing is always better and might be needed to finish the scenario anyway)
Use the game mechanic for your advantage: play with the "Skip" button whenever units get in each others way. Exploit the range advantage of your cruisers. Lure enemy fighters away from their cruisers. Exploit the fact that cruisers as well as fighters and patrols can't fire more than once per round. Any unit that's marked "RELOADING" can not fight back in that round.
You should try to buy as many cruisers before committing to "Zerg" as you can afford. Minimum would be 6 cruisers and 4 fast fighters. Having 9 or better yet 12 cruisers sure won't hurt.
If there's no cruiser for sale try closing and re-opening the shop window, if you're
General strategy:
1) Take portals in the following order (counting from bottom) 2nd, 1st, 3rd, 4th.
2) Send two waves of cruisers (= 6 in total) straight right to the second portal from the bottom. Send your elites first.
3) If you have, send another wave of cruisers to the next portal above that one.
4) Send 4 fighters, preferably ones with a speed of 4 to the bottom portal, so they can work on that one while your cruisers are still busy.
5) Send in any remaining cruisers or fighters two the upper to portals.
6) Always completely surround a portal you want to take ASAP to prevent enemy from spawning.
7) Always make sure that you have at least taken over the portal before moving on. (Completely securing is always better and might be needed to finish the scenario anyway)
Use the game mechanic for your advantage: play with the "Skip" button whenever units get in each others way. Exploit the range advantage of your cruisers. Lure enemy fighters away from their cruisers. Exploit the fact that cruisers as well as fighters and patrols can't fire more than once per round. Any unit that's marked "RELOADING" can not fight back in that round.













