No more level added this version, but added counter for towers to show how much damage they delt to enemies.
2. change is with knight on horse (enemy first encountred in 2nd level). He is changed in randomly generated rounds (after clicking continue) so that he gives 65 (with horse 80) coins/cash so it should be more balanced.
3. Also little rebalancing. 2 special upgrades on tower with soldiers (devils) were buffed (price lowered and to one added lifesteal) and I think tower shooting bombs has also changed prices in 3rd row, but I'm not sure because I changed it almost month ago, but if so, I am pretty sure it was nerf (increased prices).
I wanted to post this a month before, but there were way too many bugs. I tested it most of the time on android, but on android (at least on my phone) is built in correction to not crush for things like division by 0, or comperession with pointer that points to dealocated space and maybe many more things. Problem is that I didn't know it before and didn't test windows and web versions enought, so I had practicallly months of work without checking on these problems. I hope most of them should be fixed, but I know it still sometimes crushes, but I hope it should be crushing less frequently then in versions 1.0 and 1.1.
Version 1.1 is now in game. It includes 2 new levels, showing picture of map before playing it, extended version of bonus level 1, so you can play against all enemies on 3 different maps and each on 3 modes, depending on with how much money you want to start with, and also I did a little bit of rebalancing tower (changed costs for 4 upgrades, at least I don't remember making more changes in these days).
Nice job on the game, fun stuff. It would be nice if there where a visual bounding box or circle when placing units, so I can place things a little quicker.
Ty, I'm happy at least someone found enjoyment in it :)
Why it doesn't work me on firefox (v129.0.2), idk, I have it always like this , working on 32FPS or around that. I also tried to change code to 30 FPS (change value in SetTargetFPS(30); and made for loop that handles how many times to do something without rendering to do twice as much, so physics would be still 60FPS), in Chrome it worked still fine, but on Firefox even though it was on correct FPS, it had still somehow lagging UI, so I gave up on it and assumed that it is something inside firefox causing problems.
Yes, I had the same issue on my old PC with my game for the previous raylib GameJam, I was able to gain around ten FPS by parallelizing some parts of the game update process.
It might seem like overkill for the tasks being parallelized, but it did have a positive effect.
However, with a newer PC today, I no longer experience this problem. Maybe Firefox isn't well optimized for WASM on certain architectures, idk
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Version 1.11 is now in game.
No more level added this version, but added counter for towers to show how much damage they delt to enemies.
2. change is with knight on horse (enemy first encountred in 2nd level). He is changed in randomly generated rounds (after clicking continue) so that he gives 65 (with horse 80) coins/cash so it should be more balanced.
3. Also little rebalancing. 2 special upgrades on tower with soldiers (devils) were buffed (price lowered and to one added lifesteal) and I think tower shooting bombs has also changed prices in 3rd row, but I'm not sure because I changed it almost month ago, but if so, I am pretty sure it was nerf (increased prices).
I wanted to post this a month before, but there were way too many bugs. I tested it most of the time on android, but on android (at least on my phone) is built in correction to not crush for things like division by 0, or comperession with pointer that points to dealocated space and maybe many more things. Problem is that I didn't know it before and didn't test windows and web versions enought, so I had practicallly months of work without checking on these problems. I hope most of them should be fixed, but I know it still sometimes crushes, but I hope it should be crushing less frequently then in versions 1.0 and 1.1.
Version 1.1 is now in game. It includes 2 new levels, showing picture of map before playing it, extended version of bonus level 1, so you can play against all enemies on 3 different maps and each on 3 modes, depending on with how much money you want to start with, and also I did a little bit of rebalancing tower (changed costs for 4 upgrades, at least I don't remember making more changes in these days).
Nice job on the game, fun stuff. It would be nice if there where a visual bounding box or circle when placing units, so I can place things a little quicker.
What do you mean? Something like be able to see hitboxes of the towers to know where to place and where not to place?
(something like on picture? my dev build, but I can make it as option to disable if not wanted and upload)
(update should be now working)
Yeah That did the trick, thanks for the update.
Really cool, really detailed, bravo! It brought back some great memories of tower defense flash games :D
Edit: Btw, I was able to play on Firefox (v128.0) without any problem on my side :)
Ty, I'm happy at least someone found enjoyment in it :)
Why it doesn't work me on firefox (v129.0.2), idk, I have it always like this , working on 32FPS or around that. I also tried to change code to 30 FPS (change value in SetTargetFPS(30); and made for loop that handles how many times to do something without rendering to do twice as much, so physics would be still 60FPS), in Chrome it worked still fine, but on Firefox even though it was on correct FPS, it had still somehow lagging UI, so I gave up on it and assumed that it is something inside firefox causing problems.
Yes, I had the same issue on my old PC with my game for the previous raylib GameJam, I was able to gain around ten FPS by parallelizing some parts of the game update process.
It might seem like overkill for the tasks being parallelized, but it did have a positive effect.
However, with a newer PC today, I no longer experience this problem. Maybe Firefox isn't well optimized for WASM on certain architectures, idk