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Reviews for "Battle for Wayland Keep"

such an amazing game but

wow play control is very tough to work with.

it's not smooth whatsoever.

other than that, you did an amazing job with all of other things people like to see in a game.

It's a GRAND game but...

couldn't we walk with wasd instead of the mouse? It's just a little bit troublesome.

Amazing Game

This game was great. The difficulty was (mostly) fun, I could deal with the lag, and I liked the story. The only thing that got on my nerves was Gresham saying "They're attacking the gate!" every ten seconds. Yes, I know that. THEY ARE ALWAYS ATTACKING THE GATE!!!

Other than that, great game.

I only kept playing to woo the whore

I like those hard to get type, yea lag in 8 week got me. I didnt expect to play as long as i did, lots of abilities made it fun.

Programmer Tips

Hi, I really enjoyed the game.
I've noticed 2 things that might not be perfectly right about your game engine, though I'm not completely sure.
1) The camera scrolling is done with either arrow keys, WASD or by moving mouse to the edge of the screen. The problem is with the last thing. When the mouse is outside the window, camera's not scrolling. If you're using AS2 you can make a button over the entire screen with code in it:
on(rollOut){
_root.mouseOnScreen=false;
}
on(rollOver){
_root.mouseOnScreen=true;
}
//endcode
Initially mouseOnScreen should be false. If you have AS3, you should check if mouse position is outside of the window, and scroll the camera if that's so. I'm suspecting that this game is in AS3, because it can tell if I click outside of window.

2) I think I know why this is lagging. Upon examining the behavior of moving units closer, I've noticed that the game space is divided into little cells, and enemies are using what is called Pathfinding. That's bad for Flash, and not necessary at all. If all units are represented as circles, while some objects are rectangles, you won't need to divide the playing field into cells (meaning a unit's X pos can be 1.039 or smth), and you could apply a "sliding" algorithm for circle-units (involving maths). Pathfinding is needed only when there are obstacles on the ground, that need to be walked around. Blizzard's Wc3, for instance, ignores pathing of moving units. Screw cells.

I didn't notice any bugs, but I'm not feeling convenient about scrolling the camera with mouse, and I'd suggest you add mana points (!) AND A description for each of abilities when cursor is hovered over them, showing what it does, the duration of effect and cooldown. Can't say much else, 'cuz im just a retard lazy windbag.