Kingom Rush in a MOBA

The place to make/discuss Kingdom Rush suggestions.

Re: Kingom Rush in a MOBA

by xstargaming » Sun Jan 04, 2015 11:35 pm

mastermoo123 wrote:I feel like once a week there should a designated time where everyone should agree to go on and play at the same time, because right now it is very hard to be on a game with someone unless you are very lucky


Indeed, that is the issue with having such a small user base. :lol: :(
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Re: Kingom Rush in a MOBA

by mastermoo123 » Sun Jan 04, 2015 11:37 pm

Yay you fixed Lucrezia, Magnus and Oni :D

When did this Super-patch happen?!?

PS. And since your online do you want to play?
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ǟռɖ ɮɛƈօʍɛ ɦɨʍ ʍʏֆɛʟʄ!
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Re: Kingom Rush in a MOBA

by xstargaming » Sun Jan 04, 2015 11:48 pm

mastermoo123 wrote:Yay you fixed Lucrezia, Magnus and Oni :D

When did this Super-patch happen?!?

PS. And since your online do you want to play?


This super-path (also referred to as the final major update) was finished a couple of days ago. :D

And, yes, I'd like to verse you. I'm now online and prepared for battle! :twisted:
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Re: Kingom Rush in a MOBA

by blu3 » Mon Jan 05, 2015 3:01 am

i just played with my friend and i gotta say im really impressed at how smooth the game was, only thing i will say is that bruxa is a bit too big,
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Re: Kingom Rush in a MOBA

by shadownight » Mon Jan 05, 2015 4:02 am

blu3 wrote:i just played with my friend and i gotta say im really impressed at how smooth the game was, only thing i will say is that bruxa is a bit too big,

time for me to shrink her :twisted:
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Re: Kingom Rush in a MOBA

by xstargaming » Mon Jan 05, 2015 11:03 am

blu3 wrote:i just played with my friend and i gotta say im really impressed at how smooth the game was, only thing i will say is that bruxa is a bit too big,


Mastermoo and I agreed on that one. For now, until it's fixed, we'll call it a result of some of her voodoo. :lol:
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Re: Kingom Rush in a MOBA

by xstargaming » Tue Jan 06, 2015 11:19 am

Update:

I've made some light edits to the game including the following:

-The chat will now automatically scroll downwards for you on receiving or sending a message.
-The list (of games) text should now be white... There's been some issues with that recently, however.
-And there was another one whose existence I nearly forgot and whose matter I have entirely forgotten. :lol:

This will be uploaded shortly. :D

Oh, there is one last piece of information that I wish to deliver to you all: I'm getting a new domain name soon. I made a new website for myself, since I no longer require the services of the host I currently use; I made my own webserver, I have no need to use another's. Now I just need to purchase the new name I want for my website. My current site, xstargaming.com, will not disappear -- I will be keeping the domain name for that website as well -- but it will operate more as a store and arcade for my online games than my main website. :)
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Re: Kingom Rush in a MOBA

by xstargaming » Sat Jan 10, 2015 8:34 pm

Update:

Bruxa is no longer a giant. Thank you Shadownight for your help! :D
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Re: Kingom Rush in a MOBA

by shadownight » Sat Jan 10, 2015 10:10 pm

I hate magic
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Re: Kingom Rush in a MOBA

by flamemaster368 » Sun Jun 28, 2015 6:19 pm

I haven't been on in about a year, but recently I've been getting back into Kingdom Rush, but I do have a question, is this project still on going or is it completed?


Also, I can't seem to get into the hero screen could someone please help me :cry:
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Re: Kingom Rush in a MOBA

by xstargaming » Sun Jun 28, 2015 9:13 pm

flamemaster368 wrote:I haven't been on in about a year, but recently I've been getting back into Kingdom Rush, but I do have a question, is this project still on going or is it completed?


Also, I can't seem to get into the hero screen could someone please help me :cry:


No new features were requested, so I'd say it's finished. I think the server is still running properly, let me check.

*checks server*

Hmm... That's not it.

*checks client for bugs*

Whoops, looks like I forget to change the connection from the specific IP address to the generic host. :lol: :oops:

I've updated it now: http://www.xstargaming.com/Online-Games ... nirea.html
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Re: Kingom Rush in a MOBA

by shadownight » Sun Jun 28, 2015 10:48 pm

then its finished
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Re: Kingom Rush in a MOBA

by xstargaming » Sun Jun 28, 2015 11:06 pm

shadownight wrote:then its finished


I suppose so! :D
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Re: Kingom Rush in a MOBA

by wailwail » Sun Jun 28, 2015 11:07 pm

The problem is the player base, it's really hard to find someone you can play with. :(
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Re: Kingom Rush in a MOBA

by xstargaming » Sun Jun 28, 2015 11:10 pm

wailwail wrote:The problem is the player base, it's really hard to find someone you can play with. :(


Unfortunately so... I'd add in AIs to play with but it would take many weeks to get them working properly.
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Re: Kingom Rush in a MOBA

by wailwail » Sun Jun 28, 2015 11:13 pm

Maybe you should ask Ironhide about the distribution rights, and they can even sponsor it and put in in flash game websites like Kongregate?
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Re: Kingom Rush in a MOBA

by xstargaming » Sun Jun 28, 2015 11:16 pm

wailwail wrote:Maybe you should ask Ironhide about the distribution rights, and they can even sponsor it and put in in flash game websites like Kongregate?


I don't think the game is good enough for that. :lol:

Besides, it's a fan game and those aren't usually allowed to be distributed. ;)

Now that I'm looking at the game again, I'm considering adding some new features: :D

-Sound notifications for chat (when someone comes online or sends a message)
-Chat inside the arena
-Area indicators to show where damage will occur
-Information about hero abilities in the hero selector

EDIT: I just realized something: none of the KRF heroes have sound effects. I cannot believe I forgot those.

Well, everyone, looks like a new update is coming! :D
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Re: Kingom Rush in a MOBA

by flamemaster368 » Sun Jun 28, 2015 11:41 pm

xstargaming wrote:
wailwail wrote:Maybe you should ask Ironhide about the distribution rights, and they can even sponsor it and put in in flash game websites like Kongregate?


I don't think the game is good enough for that. :lol:

Besides, it's a fan game and those aren't usually allowed to be distributed. ;)

Now that I'm looking at the game again, I'm considering adding some new features: :D

-Sound notifications for chat (when someone comes online or sends a message)
-Chat inside the arena
-Area indicators to show where damage will occur
-Information about hero abilities in the hero selector

EDIT: I just realized something: none of the KRF heroes have sound effects. I cannot believe I forgot those.

Well, everyone, looks like a new update is coming! :D


Yay, can't wait! :) :) And wow.... the game looks so different from a year ago! :o :o :o Nice job though, it looks great!

Also, what about Origins heroes? And one last thing could you maybe add a way to control the volume cause I usually listen to music while playing games but with the music it's just really difficult? Or is there some way currently and I'm just too stupid to find it?
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Re: Kingom Rush in a MOBA

by xstargaming » Sun Jun 28, 2015 11:59 pm

flamemaster368 wrote:Yay, can't wait! :) :) And wow.... the game looks so different from a year ago! :o :o :o Nice job though, it looks great!

Also, what about Origins heroes? And one last thing could you maybe add a way to control the volume cause I usually listen to music while playing games but with the music it's just really difficult? Or is there some way currently and I'm just too stupid to find it?


You can thank ShadowNight for all of the lovely graphics! :D

And, no, there isn't a way to manage sound; I'll add that in. :)
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Re: Kingom Rush in a MOBA

by Finwer » Mon Jun 29, 2015 10:01 am

It would be nice if you would shrink the heroes to the size they have in the actual games and if the walking animation will stop when you stop moving (because right now it just remains to the point of the animation you decided to stop,making them look like they are stopped in time or something).
I SUPPORT HERO IMPROVEMENTS: viewtopic.php?f=5&t=5322
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