Poll

churros?

in chocolate.
1 (100%)
in caramel.
0 (0%)

Total Members Voted: 1

Author Topic: Cylofort; A build/defend game  (Read 10383 times)

Extrude vacations in St Thomas frequently if you want to hunt him down.

If anybody has any good sounds, preferably under 3 seconds, 5 seconds is the maximum for:
Looping jet fighter engine sound
Landing gear extend sound
Refuel sound
Looping wind drag sound
Airplane wheels hitting concrete, slight screech sound.
Looping ambient plane sound. (kind of the high-pitched WOOOOSH you hear near/on planes even before the engines are turned on.

If anybody has any ideas for map creation, or wants to make their own maps, please reference the colors from the maps ingame, you can just use the color swatch tools for land, ocean, and deep ocean but for the landing strip, it's a 5-pixel wide line from the line tool in Paint.net, and uses the color:
R64 G64 B64 A200

I would appreciate any map contributions, and any sound contributions. TANKS ALERT

Lold cuz topic title says dump in it


Need a cartoonish vector of the real world map? I could do one. How many colors?

I gave all the info you needed a few posts up.

The next big feature I'll be working on is adding the custom map system.

World Aviator is 90% done, and it's almost time for the next project.

One of my ideas is a small game I've been sorta-ish working on called Rocks Belize. It's an ASCII adventure game that takes place in a desert. You can't do anything right now.

My next idea, the one that I'd like to do is an artillery game, where you try and destroy bases & stuff with the lowest possible time. For example, destroying a base in 29 ticks would be better then destroying one in 40 ticks, and destroying a base in 29 ticks with 4 shots would be worse than destroying a base in 29 ticks with one shot. Not really a battle artillery game, more of an arcade one.

inb4dwarffortress

by the way if you need concept art, sprites, or animation I could give it a shot

If you could make some intact, partially destroyed, and destroyed buildings from a military base, at around 150x100 size, that would be awesome.




Both are fully functional, stuff this game is coming along fast. In the past 24 hours the code fell inside of a goatse, so I need to clean it a lot.

where are you loading the custom maps from?

also, did you make it so you have like an arrow thingy that points in the direction your plane is going?

The custom map thing doesn't work yet.
 :cookieMonster:

And nope, right now you're still a direction-less polygon.

If you could make some intact, partially destroyed, and destroyed buildings from a military base, at around 150x100 size, that would be awesome.
I'll give it a shot. Any reference pictures I should use?

Edit: also, on a scale of 1-10 how detailed should they be

Edit2: for the artillery game you could include moving ground units and vehicles that could threaten your forward soldier line
« Last Edit: January 22, 2012, 08:52:24 PM by Conan »

About an 8. They should be top-down.