2019-02-10 10:02:00 (edited by nyanchan 2019-02-10 10:02:15)

I could add that option, but it might break the game. This is becaus there is literally no way to clear the entire game stats without restarting the program.

I don't speak as good as I write, and I don't listen as good as I speak.

2019-02-10 17:15:55

When on, every time a projectile is about to impact you, it will be reversed by you're crack man, to impact the enemy instead.

how far away must you be from the missile? I think they were being used (loud noises made this almost impossible to hear) but sometimes sky racer would get hit, others not. Or is this how they are supposed to work?

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2019-02-10 17:41:37

What is a crackMan? where can i find it?

good day
togira
sorry for my bad english

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2019-02-11 17:32:45

@2753
Buy in stage 13, once you've changed you're difficulty.
@Nianchan
An option could still probably be added to restart the game and have it reload the save.
I guess you could pass a save number using command line parameters?
By the way, there are situations in which a projectile won't always hit a target, and I think I know why.
Now, let's say, you are firing a pachinko ball at a powerful bare. Now, it's one space away from the bare, next time it moves it'll hit.
However, right at that moment, the bare takes a step towards you, so that the ball is now on it's same position.
Since there probably isn't any code to detect when something runs into a projectile, the next time the ball moves it'll miss the bear, I think.
Figured you should know.

You can get my Tactical Battle scripts here, with a documentation included. They allow various things that are not normally possible in the game.
https://www.dropbox.com/s/dzsmqv2pgqvu1 … h.zip?dl=1
If you have questions about my scripts, you can e mail me. You can also modify them as much as you want.

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2019-02-12 01:55:40 (edited by nyanchan 2019-02-12 01:56:16)

Yeah I know. I was detecting that, but it ended up with making the game a bit laggy, so I need to come up with something else.

I don't speak as good as I write, and I don't listen as good as I speak.

2019-02-12 17:09:30

A theory is to make some projectiles wider, so that they can't be dodged by moving one square.
I've had a fun idea, and that is, every time an enemy spawns, there is a 5 or so % chance of it becoming a mega enemy, to make things feel like all enemies are not the same.
A mega enemy has these differences from normal enemies. Twice as much hp, gains a few extra levels, it's attacks gain, like, a +1 multiplier, and it gains 30 % speed so it can walk faster.
I know the gate generates things like that in infinite mode, and I'd have fun fighting those. big_smile

You can get my Tactical Battle scripts here, with a documentation included. They allow various things that are not normally possible in the game.
https://www.dropbox.com/s/dzsmqv2pgqvu1 … h.zip?dl=1
If you have questions about my scripts, you can e mail me. You can also modify them as much as you want.

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