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1.0 RC* Updates

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dcode

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Post 14.08.2012, 18:01

Re: 1.0 RC* Updates

In the next update I'll change the graphics of the Large Manta creep slightly to make it match the overall red creep set and look a lot better with the recently added creep shadows turned on. This affects the Default theme, the Classic+ theme remains untouched.
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New Large Manta in Default
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Post 14.08.2012, 18:01

Re: Re: 1.0 RC* Updates

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dcode

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Post 19.08.2012, 14:51

Re: 1.0 RC* Updates

In the next update, there will be a fundamental change to the way the game interacts with the server. Currently, client and server use a window of 2.5 seconds to synchronize each other (the same like the build / upgrade / sell times). Unfortunately, this window based implementation is a real pain in the ass (e.g. leads to bugged towers) so that I decided to get rid of it entirely. So, the synchronization will change from a delayed calculation to realtime. This new mechanism will also result in equal build / upgrade / sell times for players with slow and fast internet connections, immediate creep transfers between contexts and immediate creep sends.

However, as always, this might result in some buggy behaviour before it becomes rock solid again :)
Think it, design it, build it, run it. That's what I do.
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indeX

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Post 19.08.2012, 20:36

Re: 1.0 RC* Updates

Deutsch? O.o
Vorsprung durch Technik :p
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Alex1997

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Post 19.08.2012, 20:40

Re: 1.0 RC* Updates

indeX wrote:Deutsch? O.o


Kannst kein Englisch? Ich verstehs und ich bin 4 Jahre jünger, jetzt würd ich mir Gedanken machen :)
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Darkblades

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Post 19.08.2012, 20:58

Re: 1.0 RC* Updates

Dann übersetz mal, Alex :lol:
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Alex1997

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Post 19.08.2012, 21:37

Re: 1.0 RC* Updates

Klar, Wort für Wort geht nicht, aber manche Begriffe kann man übersetzen, und logisch zusammenbauen ;)
Wenn mir mal lw ist, übersetz ichs :D
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dcode

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Post 20.08.2012, 02:17

Re: 1.0 RC* Updates

The next update will also include a first implementation of "Tower and Creep Specifications" for creating custom themes - yes, right. A specification is a simple .ini file that defines the look and behaviour of creeps and towers.

An example taken from the "Default" theme.ini:

  Code:
[TOWER2]
name=EMP Emitter
rotation=AUTO
shot=DIRECT
shotInnerColor=ffffff
shotOuterColor=00ffff
splashInnerColor=00ffff
splashOuterColor=
ani=towers/2.png
turretAni=towers/2turret.png


This means that the name of that tower is "EMP Emitter", rotates automatically (aiming at creeps), uses a direct shot (no ORBIT shot like the Ion Cannon or no shot at all like the Missile Solo), uses the defined colors to draw the 3px outer and 1px inner effects, uses the "towers/2.png" inside the folder of that theme as its animation and the "towers/2turret.png" as its turret animation.

Another example from the same file, but for a creep:

  Code:
[CREEP12]
name=Huge Titan
rotation=0.035R
ani=creeps/12.png
dieAni=creeps/explode.png


This means that this creep is named "Huge Titan", rotates randomly clockwise/anticlockwise with a rotation delta of 0.035, uses the "creeps/12.png" animation from the theme folder and the "creeps/explode.png" as its dying animation.

As soon as custom themes are working, I'll release the contents of the default theme as an example that can be used as a starting point then - plus the PNG-Animation spectification used in CreepTD so that you are also able to create your own animated graphics. It will work with non-animated images as well, but of course the result will look more like the Classic+ theme. As far as I can tell currently: Creating your own theme will be just a little more difficult than creating your own maps but will require more time and testing efforts than it would take to just create a map.

Cheers
dc
Think it, design it, build it, run it. That's what I do.
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dcode

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Post 25.08.2012, 02:54

Re: 1.0 RC* Updates

Just to show you what's generally possible with custom themes, I created a zombie :)
zombie.jpg
A Zombie
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Think it, design it, build it, run it. That's what I do.
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dcode

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Post 26.08.2012, 17:39

Re: 1.0 RC* Updates

The next update will also include a completely rewritten sound engine that will hopefully fix the issues we had previously.
Think it, design it, build it, run it. That's what I do.
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dcode

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Post 28.08.2012, 00:32

Re: 1.0 RC* Updates

I have moved the discussion about upcoming changes to: viewtopic.php?f=20&t=1290
Think it, design it, build it, run it. That's what I do.
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dcode

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Post 30.08.2012, 19:58

Re: 1.0 RC* Updates

With the next update I'll add some more sounds for upgrading and selling of towers. Additionally I am going to change the Cannon Tower's and the Tesla Towers's sounds to something less annoying.
Think it, design it, build it, run it. That's what I do.
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Pezinator

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Post 18.09.2012, 17:15

Re: 1.0 RC* Updates

[quote="dcode"]With the next update I'll add some more sounds for upgrading and selling of towers. Additionally I am going to change the Cannon Tower's and the Tesla Towers's sounds to something less annoying.[/quote]
Thanks a lot for changing this dammit (sorry) sound!!!!! I don't even want to play the alpha version anymore since I have the new beta sound.
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Faustus

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Post 17.01.2013, 10:23

Re: 1.0 RC* Updates

Hallo!

Verständnisfrage - vorher bestanden Creeps und Tower aus animierten Grafiken - Jetzt aus statischen graficken die via Java animiert werden?
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