Okey guys This is version with changes. No all bugs were fixed so far and not everything i polished to level I wanted but for me it seems as big step forward for the game You can find info on how to play in How to Play menu.
Version for ludum dare 48 hours is still accessible in my scraps: [link]
Flash CS3 and ActionScript3, Box2D Physics engine for ActionScript3 [link] and bunch of utilities and components of my previous making
Movement Now they accelerate and dont loose speed when you release button.
Rotating Now they rotate on whole 15 degrees. Easier to controle this way.
Block spawning Block spawn with random angle and you still have 1 second to adjust them after they hit something.
Replay code Tried to make code smaller but changes in controles made it beiger again so no much change from the outside
Camera Camera does not center at controlled object anymore but looks above it.
Bug fixes : - Problem with Space dropping resolved because of control style changes. - Added wordwrap to replay menu so that all code is seen. - Fixed highscore row sizes and redesigned scroll bar. - Fixed problems with controller class sometime remembering last game input in next game. - Fixed some menu navigation bugs
Known issues: - Changes broke replay system
Changes 0.8: Graphics options Next block Optimized a little
Bug fixes : - Fixed replays problem. Seem to be working now but may cause problems with old replay codes. - Fixed preview mode bug.
Still things to add: Well until 1.0 version will be out I plan to add sounds and music (even checking idea with internet radio stations ) Also adding speed up to replay mode and adding more graphical features too
September 2nd- The highscore website I used is back!! the highscores are still there. ________________________________________ ____ MAKE SURE YOU HAVE FLASH PLAYER 10 Here it is, The finale to the Steady Hand series. I have worked extremely hard and through frusteration and help got all of the code working. ________________________________________ ____ EASY- 25 levels, level 23 unlocks BOSS mode, CLICK HERE FOR WALKTHROUGH HARD - 10 levels, CLICK HERE FOR WALKTHROUGH EXTREME- 5 levels, must be unlocked, No walkthrough, I couldn't record and complete it fully without dieing... SURVIVAL- 6 levels, level 5 unlocks EXTREME mode, CLICK HERE FOR WALKTHROUGH BOSS- must be unlocked, Good luck!
________________________________________ ____ I appreciate everyone who supports me and because of you this game was made. Thank you! This game has 3 highscore boards and thanks to my geniosness the game automatically saves your scores and what you unlocked. ________________________________________ ____ Controls Use your mouse to get through the maze, make sure not to right click! Use the left and right arrow keys to change the current soundtrack Use the spacebar to show/hide the info bar Press "M" to mute and unmute. ________________________________________ ____
UPDATE - Version 1-1 --- Love The City --- A game of love vs time. In Love The City, you play from a bird's eye view of a small landmass where you are tasked to build and maintain a small city. To finish the game, get all your houses combined producing 200 love. If 100 turns pass before the love total is reached, the game ends.
CONCEPTS: Love: Love is (like) a resource produced by houses in the radius of a flag (not a road). Each house produces +1 love for having access to food, access to blok and access to their interest, for +3 total. Once 200 love is being produced, the game is won.
Turns: When you have finished building for that turn, hit enter to go to the next. On a turn update, resources are calculated and set, including love. You also receive tax income from shops on the turn update.
Predicted resources: The resources that are going to be set next turn. There was a design reason for these, which I now can't remember. They aren't always 100% accurate.
Structures: Buildings basically. They are the only way you can interact with the world. Food: Feeds citizens. Comes from farms. Blok: A luxury. Makes people who get it happy. Comes from factory.
Fertile Soil: Slightly greener, more saturated squares. Can build farms on them Bloksource: Tiles with that orange mound on them. Can build factories on them.
Roads: Roads are a cheap way of increasing your building radius. If you want to build on a singular square a distance away from your flags, then you could build a road out there for a fraction of the price Houses' Interests: Every house wants a certain thing from you. Providing them with it makes them provide an extra love point. On the right hand side of the bar at the bottom of the screen there should be some text like 'struct-flag' or 'struct-farm'. This is because I was too lazy to write out a switch statement that'd put 'Flag' and 'Farm' down instead. When hovering over a house, this area shows something like 'struct-house wants struct-library'. This shows the house's interest. If the house in in range of this building, then it will provid an extra love point.
'struct-library': House is interested in education, build a library close by. 'struct-station': House is interested in protection, build a station close by. 'struct-cinema': House is interested in entertainment, build a cinema close by.
CONTROLS: Arrow Keys: Move The Cursor Enter: End the Turn Backspace: Demolish buildings. You do not get any refunds for demolishing a building. Number Keys: Build Buildings 1: House. Provides 3 Population. Costs 25 credits 2: Grocer. Provides food to nearby houses. Costs 70 credits. Provides credits on turn (equal to houses in range * a random number between 2 and 5). Needs one food to build. 3: Blokshop: Provides blok to nearby houses. Costs 75 credits. Provides credits on turn (same as grocer). Needs 1 blok to build 4: Farm: Provides 3 food to the city. Costs 120 credits. Can only be built on fertile ground. 5: Factory: Provides 3 blok to the city. Costs 125 credits. Can only be built on a source of blok. 6: Library: Makes nearby houses interested in education happy. Costs 225 credits. 7: Station: Makes nearby houses interested in protection happy. Costs 225 credits. 8: Cinema: Makes nearby houses interested in entertainment happy. Costs 225 credits. 9: Road: Can build in adjacent squares. Must be built in either flag's radius or in adjacent to another road tile. Costs 10 credits 0: Flag: Can build buildings in it's radius. Costs 515 credits.
All buildings except the Road, Flag and House require 1 population to build. You cannot build buildings over other buildings, you must demolish them first.
FIRST TURN TUTORIAL: You definitely need to read this, because it is extremely easy to screw yourself over in the first turn. The very first thing you need to do is place a flag. Put it somewhere where there is both fertile soil and bloksources nearby. Once build, build a couple houses around it. Then put some farms and factories down on the fertile and blok-y soil. Build some grocers and blokshops around the houses. This should start you out well for the coming turns; you now have an income of money each turn.
READING THE UI: The grey bar at the bottom of the screen is where information about the current game is shown, it is laid out like so: | Set resources | Predicted Resources | Love/Turns | Current structure info |
Yeah it's still buggy, but It's somewhat cleaner than the Beta. P:
UPDATE: VERSION 1-1! Added In-Game Cheat Sheet -> No longer have to scroll down to see PRESS TAB TO VIEW Added Radius-Viewer -> Hold SHIFT plus a number to see all the radii of those buildings. Should be close enough. Added Something with the cursor -> Can't describe it that well, If you hover over a place in the range of a flag or road it's yellow, elsewhere red. Should be somewhat helpful. Changed the thumbnail too something much cooler.