kilele wrote:Does KR make use of some kind of artificial intelligence ?
Does the game release waves based on how towers are arranged ?
Im pretty sure It doesnt. The waves are always the same. You should make towers Based on the waves not vice versa
kilele wrote:Does KR make use of some kind of artificial intelligence ?
Does the game release waves based on how towers are arranged ?
Barrotes wrote:I think they are speaking English...not sure...
Flashawy wrote:some questions from me ..
Flashawy wrote:some questions from me .. i don't mind very short answers
- i see you use InteractivePNG .. isn't bitmap collision testing is CPU extensive ? do you use different types of collision testing ?
- do you us graphic layers that you add elements to it .. for example .. all text effects like "POW" .. ect to be added on a layer .. blood added to another layer .. and so on .. or every element has it is own effects added to its container ?
- oop question .. who controls the movement of an enemy .. the enemy class it self .. or something like enemiesManager class that control the movement of multiple enemies ?
- do you use ENTER_FRAME or a TIMER for the game loop ?
- is the graphics completely separated from the logic .. is there any classes that extends MovieClip that have logic on them beside graphics ?
- do you have any coding in the timeline ?
- how much time did it take you from starting to first release ?
- have you abandoned any features that you wanted to add to the game due to technical issues ?
- is the game as it is now is what you have imagined before working on it ?
- what was the most challenging part of the game ?
thank you very much .. i have been overwhelmed by your work and attention do details ( both code & graphic wise ) .
lito88 wrote:- the enemy class control itself.
lito88 wrote:- keep focus, because it was a very big project, for me the most challenging part was the port to iPad. Because I was forced to learn objective c to port this little beast to the iPads in 4 months only.