When you get a stable version let me know and I'll get the word out. It would be very good if you could compile a list of all changes since you started.
Glad to see you are back to working on this. A few quick hits to improve the WC3 version;
-Remove the interest upgrade...just not balanced and can't be
-Make arrow/cannon towers support attribute so they don't get buffed
-Make tier 3 support duals (waterfall etc.) to 90% support from 120%...
Thank you for the reference to NES/SNES quality. That helps me visualize it. Now I am thinking of 5 frames for movement and 3 frames for death. Towers could have 3 frames for attack/cast and 1 frame for idle.
How would a generic death animation work? I suppose if it was like an explosion or...
Three animation states for creep movement and three for death. One animation state for tower attack. So 18 images (3*3*2) per creep and 1 image per tower.
Probably the most useful metric would be time required per creep and per tower given a level of quality slightly higher than the picture...
Hey guys I'm hoping to get a cost/time estimate from someone who has experience with sprites. We will be having two types of sprites. Creeps that move up, down, and left/right with walk and death animations. Towers that don't move and have attack animation. Level of quality would be slightly...
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You guys should know that I just implemented MAZING and REMATCHES into the game. Prepare for a whole new feel. Version 1.22b live on NA and soon to be on EU/SEA.
Thank you for the idea. But, it doesn't need to be spiced up. It has proven a popular tower in SC2 and my own use indicates it is more than spicy enough.
FW - The general idea may or may not be the same. The important thing though is that in practice it feels different/used different than say Electricity (Chain Lightning).
DNW - I meant modes on the tower. 0.31 = no splash, 0.66 = small splash, 1 = medium splash, 1.5 = large splash.
ENW - Part...