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Turret Defense

Posted:
Wed Aug 04, 2010 9:43 pm
by savvy
ok, heres this thing ive been working on since yesterday, there are only 5 levels so far but tell me how u think it is so far.
mouse to aim, click to shoot(hold mouse down)
PS: its in this forum cos its in "developement".
Re: Turret Defense

Posted:
Wed Aug 04, 2010 9:49 pm
by savvy
heres a screenshot. its small cos it wouldnt let me go any bigger.
Re: Turret Defense

Posted:
Wed Aug 04, 2010 11:12 pm
by Game A Gogo
Ever wonder why there are black lines left behind the space ships?
Make sure you destroy your trail actor once it reaches transparency, this will free up CPU (Hurray!) and will look better (Hurray!)
- Code: Select all
if(transp==1)DestroyActor("Event Actor");
otherwise, neat game! looking for further development!
Re: Turret Defense

Posted:
Thu Aug 05, 2010 8:15 am
by savvy
ive done that, i have this code
- Code: Select all
if(transp>9.8)
{
destroyactor(eventactor);
}
but ti doesnt seem to work
Re: Turret Defense

Posted:
Thu Aug 05, 2010 1:42 pm
by Game A Gogo
Transparent goes from 0 to 1, never to 10 as you were suspecting here! change your 9.8 into .98
also if you copied that script directly from your code, it's DestroyActor("Event Actor");
hope it helps
Re: Turret Defense

Posted:
Thu Aug 05, 2010 2:03 pm
by savvy
damn, yeah, thanks GAG! i forgot it was 0 to 1, the destroy actor isnt actually that in the script.
Re: Turret Defense

Posted:
Thu Aug 05, 2010 2:36 pm
by savvy
-UPDATE-
has music(editing still)
SFX
10 levels
and a whole lotta boom
Re: Turret Defense

Posted:
Thu Aug 05, 2010 2:45 pm
by savvy
im aware of white screen glitch
Re: Turret Defense

Posted:
Thu Aug 05, 2010 2:51 pm
by savvy
sorry linux guys, heres the Linux version