HyperHippo, could you please put the updates in the game-news box? That way you won't be dependent on the number of likes or run the danger of an outdated update-post taking being the only visible one.
not exactly, one button with a 'level-bar' next to it was what I was thinking. EG: Lemon-stand ---- (no upgrades), Lemon-stand #--- (1 upgrade),Lemon-stand ##-- (2 upgrades). (this is how most upgrade games do it)
Mule, this isn't about the financial effort, this is about the 'physical' effort. As it is now you could easily overshoot the upgrade you want to buy. PS it also seems that you THINK I'm talking about buying all upgrades of one kind at once, THAT IS NOT THE CASE.
Could you consolidate the upgrades? EG: instead of 4+ separate upgrades for lemonade-stand, a single upgrade with 4 levels. (should make the upgrade pane more manageable)
what I mean is that not including the content of the messagebox (which shouldn't affect the game itself) can reduce the amount that needs to be saved, which means the save will go quicker.
Question: do you actually clear the message-box? after re-load I would expect it to be empty, so to me it seems that you don't.
In other words: when you save, do not include the messsage-box.
could you please add flow-rates? at the moment we have to practically GUESS our income/expenses. EG: PP+/S, PP-/S per pipe, Demand+/S, Demand-/S per pipe
could you please add a velocity dependent zoom-out? at high velocities I'm getting only 1 frame (if any) worth of response time for a balloon, which is beyond human levels.
your game doesn't autosave, it saves-on-exit (which is extremely failure-prone). whatever routine you use, please add a safebuffer.flush() call. this will tell flash to write the data from the safe-buffer to the safe-file.
could you please put the updates in the game-news box?
that way you don't need to worry about it being lost amongst the rest of the comments... And we'd know for certain that it's genuine.
the gem animation also 'lags it out', especially when multiple are mined 'simultaneous'.(EG: 1-hit kills give me only 5 hits per second, 4+hit kills give me ~15 hits per second) Perhaps it would be less processor-intensive if you removed the rotation.
please make it so that movement ceases when the mouse goes outside the play-field, it's reaaly screwed up when you have to back track to your active area after you've been working on something else because it never stopped moving downwards.
the engine is still in the alpha stages, i cant tell it what to save and not to save, its just a save state of the game