Draco, why don't you add the mouseDown/Up listener to the Stage object instead? That way it fires anywhere instead of just over the magma.
Also, that means you likely at the moment have one listener for every magma piece, instead of one for all of them.
Ok, I gave this game a fair shot but I can't take it anymore. When an enemy absorbs 10-15 shots as it walks up to your marine, then kills it and breaks the whole defensive structure by it that's just too much.
The game is amazingly laggy as well, though I can't see any good reason for it to be so. And panning the map with the mouse is horrid too, half the time it doesn't register your clicks.
Tired of playing A+? Can't get that 15 unique deaths award? Learn all the nifty ways you can kill the little blue guy here:
http://www.kongregate.com/forums/3/topics/16290
Joker, it seems like the Kong API isn't connecting for people atm. Check your light in the upper part of chat. If it's red you won't get rewards.
However, i can say for positive that when you load the game and it connects properly you _will_ get credit for it, as I'd already beaten Big nest before the badges came out.
And Ian, there's no end to bounty run, though there is the top level award you get for it, as well as the award for finishing a nest size. So saying "All awards + beat the modes" is pretty redundant.
It kind of seems that the extra gloople types are unlocked through getting more awards. I've noticed that I'll be playing, get a few awards and get a new guy. Once he shows up once he'll show up often, with a few exceptions.
Queens are one of these, they only seem to spawn far into a level, even on hardcore.
Horror (Double Biter), Gray and Void Eater all seem to just be luck of the draw stuff.
Be aware, the old bug where the game slows down every time your mages fire is back, however like Monster's Den 2 setting your local storage to unlimited fixes this.
Eggy, you've got a cleanup problem and it's related to the enemies. Pretty hard to miss when 3 enemies spawn at the same time and game goes from a nice FPS to a horrid one, yet killing them doesn't restore it.
The good part is finishing a level and going to the menu _does_ clear it up, until the next level spawns too many enemies.
Funny, the whole Right-click stops it thing doesn't work for me, flash keeps on chugging away.
There is a major issue with Kong chat but I won't be posting it here, lest more people start using it to cheat.
This might be one of the easiest badges but it's not the most fun Easy badge, that I think belongs to Lightsprites.
Changing the stun way wouldn't make it like interrupts. An interrupt won't shut down next turns attack, only one from this turn. Currently a high speed stun vs a low speed attack means we lose two attacks, not just one.
He's just saying make it block one attack and one range change and then quit, which sounds more than fair.
I find it really funny how people bash this so bad, yet this actually is better than most of the crap that people upload on this site.
And if the hit tests seem a bit off it's because the objects are a bit larger than they appear sometimes, due to the way they were scanned in.
This has come awfully far since it was first uploaded, and I think it looks very good.
This was a nice humbling project. I normally pride myself on strong testing but I not only released it with a huge bug, fixed now, but I also left out a single line rendering the Cheaters exit usable but without a high score for it.
Oh well, hopefully I'll test the next NAMG incarnation a little better.
Decent game, hardly a RTS/RPG style at all. Oh and when I finally did finish level 3? Game froze up and wouldn't let me continue, so I'm done playing it.
Actually, this badge is not about luck, the Hedgehog 5-day is, but not this. Mostly it's about grinding out the collection stuff. Doing the insane runs was way easier.
Yes there are sometimes that a setup will just catch you, a boulder above your head before a jump, an Iquanadon rushing head first into you but it's mostly skill.