49 Responses

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  1. Ranakastrasz
    Ranakastrasz June 15, 2011 at 4:31 pm |

    HEX YEA!

  2. Jay
    Jay June 15, 2011 at 4:38 pm |

    YEA!
    -On day 20, if you have 2 makers, could you vacuum with 1 and create with the other?
    -does vacuum have a speed setting?
    -finnaly, does the maker only vacuum up what’s directly under it?
    Thank you for your time.

  3. Mike19283
    Mike19283 June 15, 2011 at 4:43 pm |

    YES YES YES YES YES YES YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! <3

  4. Jim_inferno
    Jim_inferno June 15, 2011 at 5:27 pm |

    SWEET!!! guess I wont be sleeping tonight XD

  5. Artis
    Artis June 15, 2011 at 5:37 pm |

    What about map editor? How long until that? May i ask…

  6. Jasvinderm
    Jasvinderm June 15, 2011 at 6:07 pm |

    Hey virgil, not sure if I’m seeing things but i put a maker into a shield box and burst it, the creeper density inside read about 7007K which is 7Mil? yet on the highest capacity the maker can store is 60Mil? does it just spread out into a one block space?

  7. Jason
    Jason June 15, 2011 at 8:39 pm |

    Would it be unbalanced in any way if the vacuum worked for adjacent cells as well? I ran into an issue where I couldn’t vacuum a crevice without destroying my buildings there, as I couldn’t get the Maker there. Vacuuming a one cell distance adjacently would seem to fix this.

    But a really great update! There’s a lot of subtle adjustments (e.g. measurement units, gravity direction, blaster AI control, etc.) that are excellent. Well done! πŸ™‚

    1. Ranakastrasz
      Ranakastrasz June 16, 2011 at 2:19 pm |

      I would want this too, Perhaps with field manipulation, that would be possible.

  8. The Commander
    The Commander June 15, 2011 at 9:51 pm |

    Bravo! Bravo! This is just beutiful! Almost makes me want to tear up :'( Anyways now we just need the editor πŸ˜‰

  9. BoredDead
    BoredDead June 15, 2011 at 10:00 pm |

    I don’t know if its just me but I really want a good map where you fight up like virgil did here: http://knucklecracker.com/blog/wp-content/uploads/2010/09/upfight.jpg

    I was disappointed not to find a map more like this.

    1. Link327
      Link327 June 16, 2011 at 11:56 am |

      if you’re dissapointed, then wait for the map-editr(could take some time, not even the betas have access to it) and CREATE THAT MAP!
      Maybe Virgil will do, will you Virgil? Your first custom: Fighting Up!
      I was dissapointed no Acidgun appeared in Bonus 8: Assault.
      Okay, it would be a bit impossible to get it in there, but that isn’t important right now xD
      Fact is, we all expect more from a game than the developer could ever put in, so there is no chance NOT to be dissapointed right?
      Pew, another big square of text, I not wanted to write that much.
      Pew.^^

  10. crazyone76
    crazyone76 June 16, 2011 at 6:29 am |

    yay now I have one day to try it before loz

  11. Seth
    Seth June 16, 2011 at 6:51 am |

    Im so excited about this! Loving code maps!!! One question: I noticed that at the end on the graph, it calls it “good creeper” while you always call it “Anti-Creeper”

  12. supersonicguy
    supersonicguy June 16, 2011 at 7:54 am |

    Oh yeah, and Virgil, you forgot to remove the “(coming soon)” thing on the CW2 homepage, listed under the “Stats” menu, next to the “Billions of Code missions”. Btw, it’s not “billions”, more close to (approximately) 1.267650600228229401496703205376e+80 code missions. That’s about 71 more zeros than a billion.

  13. Sammygood
    Sammygood June 16, 2011 at 9:58 am |

    Probably just gonna do it soon, but on the Creeper World 2 main screen it still says that code missions are coming soon. Love the code missions πŸ˜€

  14. ikke1919
    ikke1919 June 16, 2011 at 10:11 am |

    the coded maps are briliant.
    try:
    D

  15. meee
    meee June 16, 2011 at 10:44 am |

    you shod try code mission 20 g.
    its hard!

  16. Jay
    Jay June 16, 2011 at 1:15 pm |

    Hey, will the custom maps be in the next update?

  17. Mike19283
    Mike19283 June 16, 2011 at 5:07 pm |

    SO! I love the new update. All the features are wonderful! I especially like how you can specify what actions the blaster will take. One suggestion on that feature, however. Is it possible to alter the appearance of the blaster when it changes its priorities? I feel like it’d be a lot easier for me to organize my forces if I could tell by sight which blasters attacked which enemies. Other than that everything came out great! Love the new maker. Definitely gotta play around with that more. Till next time!

  18. Ranakastrasz
    Ranakastrasz June 16, 2011 at 6:16 pm |

    It does not appear that either ore efficiency upgrade, nor weapon attack speed increases the rate that makers charge. Is this true?

  19. billy
    billy June 16, 2011 at 6:22 pm |

    i got a bunch of ideas and BUG REPORT
    it’s for your code maps.type in the word destroyed.that map is unbeatable,cause u can’t get to the creeper.while this might just be that map,this could spell trouble if all maps could be infected
    ideas
    1:storage tank. this unit is the size of a blaster,and stores the same amount as makers,but has much more health.AKA anti-creeper bomb!muhahhahaahhaha
    2:ore synthizier.similire to teck domes,this think produces ore.more energy is needed per creator,because it requires more dirt to make ore.can be upgraded to improve amount per second.cannot take any anti-creeper,just like reactors.
    3:dig bot.this unit flyes through dirt creating tunnels very fast.massive energy requirments to build it.small health.
    hope you will read this v.

  20. billy
    billy June 16, 2011 at 8:07 pm |

    add on to idea 3 of mine.
    the drill has 2 special abilities.
    1st is a collasping tunnel.when this is active,all squares the drill goes through will be set with energy bombs.at the user’s command,the bombs will go off,sealing the tunnel.combine this with a micro rift,and you can keep cleared areas.
    2:laser mode.when active,instead of the drill going through the ground,it creates cracks in it.[the kind creeper can get through]

  21. mason
    mason June 16, 2011 at 10:41 pm |

    for the repulsor it be cool it u make mirror for it to just like the dark beam???

    …just a idea

  22. ikke1919
    ikke1919 June 17, 2011 at 7:40 am |

    maybe if there would be an option to rotate the map 90 degrees, so you get a side scrolling map instead.

  23. Niels
    Niels June 17, 2011 at 11:07 pm |

    Wow! Some of the code missions are really hard, and some are impossible. Try “the can by” on high complexity and small size; I don’t think you can survive the first assault of creeper and drones.

  24. billy
    billy June 18, 2011 at 1:27 am |

    i love then game and you have seen my ideas,but now that i think about it,i have a question
    why do micro rifts get destroyed by creeper?why dosen’t creeper just go through?[which could be a problem,but if u deactivate all but 2 micro rifts,you could effectively depressurize a area.]and why dosen’t good creeper go through?prahaps a control similire to the blasters…allow drones,allow packets,allow creeper,allow anti-creeper.

    1. keenanuchiha
      keenanuchiha June 19, 2011 at 6:35 pm |

      virgil said in a previous comment that if creeper traveled through micro rifts, it makes a real problem real fast.

    2. Ebon_Heart
      Ebon_Heart June 19, 2011 at 10:28 pm |

      I believe Virgil experimented with that, but it was too complicated. It could have worked that way if you had to build M rifts in groups of 2 though.

      1. billy
        billy June 21, 2011 at 6:58 pm |

        i just wanted to throw the idea out there,cause if this was to happen,we could see anti-creeper and creeper duke it out in rift space and normal space…..EPIC

  25. Molay
    Molay June 19, 2011 at 12:22 pm |

    Thanks, I had great fun with code maps so far. I wonder, would it be possible to include more customization options to it? Like, having no drones, therefore getting much more creep tumors in a map? Would be kind of nice, but once the editor is out it’s probably not necessary anymore (:

  26. cavemaniac
    cavemaniac June 19, 2011 at 10:21 pm |

    I’m loving these code missions!

    I’ve also discovered an unexpected feature of playing ‘Today’s Mission’ – I live in New Zealand (we’re the first to see the sun each day), I’m about the first person to submit a score every day. Anyone else closer to the rising sun?

    I like to compare my results to others, so I usually end up playing the missions several times to try to improve my times (and score, but I like to play it as time-attack)… Also, I go back and play yesterdays mission…

    All this will end when I get a job!

    Anyone else think it’d be handy having a link to the high-score web page from the code missions page? Especially if it’d link directly to the code already typed in (i.e. see how others have scored in ‘Today’s Mission’ without having to manually navigate to the correct page then type – or paste- in the code)?

    On another note – I just had a ‘gotcha’ moment when creeper ‘dissolved’ a the square under my beacon, destroying it and plunging me into darkness with no control over my blacked out units. Note to self: build on firmer foundations! πŸ˜‰

  27. supersonicguy
    supersonicguy June 20, 2011 at 11:46 am |

    I agree with some of the other people. Why not make a mode on Micro-Rifts allowing a toggled mode between allowing creeper to pass through and not allowing creeper to pass through, like on the blasters when you can switch them between their top priority target, or the emitters when you toggle between making, charging, and collecting creeper.

    It might be a bit more complicated than the blaster and maybe the emitter. For instance, a paradox would form when the creeper is transported. When the creeper touches the first micro rift, it is transported to the other one. Since the creeper is on that other one, it will be transported again to the other, and again, and again… etc. Easily solved by a delay, yet that would be still less efficient than what the possibility can be. It would be a bit harder, but you could set one to “Send” and the other to “Receive”. I think that would solve the problem, and it would provide maximum efficiency.

    There would still be a lot of other things (Bad creeper destroying it, packets still being sent through, missiles, etc.), but it will provide a way to easily transport good creeper, and a way to de-pressurize bad creeper. I still remember bonus mission 9… I got owned 2-3 times by that bottom-left square πŸ™ .

    1. Ranakastrasz
      Ranakastrasz June 20, 2011 at 2:27 pm |

      Aside from there already being a thread in the forums about this, Makers are already a better method for this.

      1. supersonicguy
        supersonicguy June 21, 2011 at 7:14 am |

        Have you tried to vacuum up creeper, then re-distribute it again? It takes forever, especially on levels with experimentals. Try vacuuming up millions of creeper and trying to produce all of it. You have to make at least 16 makers for it to even start to have the possibility of dropping. I think that makers are over-powered near the beginning levels, yet under-powered near the ending levels.

  28. Jasvinderm
    Jasvinderm June 21, 2011 at 11:07 am |

    Hey Virgil, is it possible to add a figure when you hover over the makers showing how much creeper they have charged up, just for speed wise when checking my production? just a small 3.2/7.5mil or something? πŸ™‚ would make it alot quicker knowing when checking alot of makers that are nearing their max capacity, thanks

    1. Ranakastrasz
      Ranakastrasz June 21, 2011 at 1:43 pm |

      I would prefer a creeper bar like the energy bar for weapons.

  29. Dylan
    Dylan June 26, 2011 at 10:02 am |

    guys read my posts on the t-shirt i have some upgrades for the new updates virgilw

    1. Ranakastrasz
      Ranakastrasz June 26, 2011 at 8:55 pm |

      Post them either here, or in the forums please.

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