aforshaw's Comments

Game comments and reviews

DIY TD

Sep. 09, 2010

1

The bombs only appear if the player closes off all routes for the enemy. They are clearly documented and will never appear as long as the enemy can find a path to the exit. When juggling, remember never to close off the path completely. OPEN the closed end first and do some mental pathfinding ;)

DIY TD

Aug. 26, 2010

-1

Thanks for the very useful comments guys - the hitTest problem, for some reason, is intermittent. I think this is something to do with the encryption I am using on the game, and I can't reproduce the issue each time...Apologies if this is spoiling the game for some people and Ill keep looking for a solution. It seems to be affecting Kong only at present.

DIY TD

Aug. 23, 2010

1

Hmm I think some of this is due to the hittests being rewritten as part of the work to integrate the Mochi scores api. I'll upload a different version and see if that helps - sorry!

DIY TD

Aug. 23, 2010

1

Would you care to elaborate? :)

Chaos Faction

Jul. 03, 2010

2

Same for me - Can't get past the level select screen...

Planet Rock

Jun. 04, 2010

2

Just a quick update - the player now autofires instead of having to press left mouse and I think it works a lot better :)

Planet Rock

Jun. 04, 2010

1

Look, you dont aim with the mouse. Not sure why you think that is the case. You fire with the mouse, and the only reason for that is because some keyboards I tested this game on couldn't recognise all of the keys when pressed simultaneously.

Planet Rock

Jun. 03, 2010

2

It autosaves the last level played :) The controls were intentionally made to feel like asteroids, although aiming with the mouse would work - I might stick that in as an option.

Marble Roller

Dec. 31, 2009

0

@alphafish - I spent 30 mins trying to reproduce that error but no luck.. how did you do it?

Marble Roller

Jul. 02, 2009

0

Thanks for all your comments - I've taken much on board and have released a major update. Please have another look and let me know what you think :)

Bitmap TD+

Mar. 07, 2009

0

Well spotted - I've uploaded a patched version w/out that bug.

Bitmap TD+

Feb. 11, 2009

0

yes - I'm using spritesheets animated as bitmaps in Flash to take some of the load off the vector renderer for speed.

Bitmap TD+

Feb. 10, 2009

0

Can I just say that many of the issues mentioned here are covered in the instructions! I can't be responsible for "bugs" that are down to people simply not reading what's on screen. :)

Bitmap TD+

Feb. 06, 2009

0

Ok there are a few small bugs and balancing issues and I intend to address them all - the game is at the stage where it can be shown to the public and the most important thing of all is your feedback :) Thanks fellas.

Bitmap Turret Defence

Dec. 04, 2008

0

I agree - Bloons TD3 is probably my favorite TD game :D

Bloons Tower Defense 3

Oct. 19, 2008

0

Love the game - one of the best examples of a TD game, simple but compelling

Fasteroids

Oct. 02, 2008

0

Sorry, but those "bounding boxes" around the Asteroids ARE NOT bounding boxes...please....

Robotron 2084sh

Sep. 29, 2008

2

Ok, it's "my version" and it has some differences. I didnt want to do a direct copy of Eugene Jarvis's classic, which I played religiously when I was [a lot] younger. To say it's not even close is a bit unfair considering the very similar ruleset.

Robotron 2084sh

Sep. 12, 2008

0

The increase in speed is intentional and mirrors the way in which the original Robotron increases speed. It is NOT to do with less sprites on screen = quicker!

Robotron 2084sh

Sep. 11, 2008

0

Interesting you should mention CS - the background (Floor) is actually from de_dust, at the top of the ramp above CT spawn ;)