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    Hexcede

    @Hexcede

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    Posts made by Hexcede

    • Keyboard Input in Scripts and Delete Object Keybind

      I hope I'm not making another suggestion which is already in the game and I'm just too stupid to find it, but I feel like it would be useful to use the DEL key as a way of quickly deleting something you have selected. (e.g. double press the DEL key to delete a structure/construction site) I'd like to have this because it would make deleting a bunch of things not so painfully slow.

      My second suggestion would be allowing keyboard input in scripts. For example: You could quickly type out commands. You could make shortcuts for controlling your creeps such as telling them to create different formations for attacking.

      Here is how I propose keyboard input would work: We could have access to a keyboard object and it might have an array with it's indexes as the keycode of the key and the value could be an object containing two values. One would be whether or not the key is currently down at the time of indexing and the other could be if the key was pressed at all on the last tick. Obviously that might be harder than I think it would be considering that the first value would be completely separate from ticks.

      The keyboard object might either instead of or in addition to the above contain a function which would generate a promise for when a specific keycode is pressed to allow for fast input that isn't based from tick to tick.

      The reason I include both of these is if we could use keyboard input we could program the first suggestion anyways.

      I apologize for making so many suggestions that probably won't even get added but I'm just super obsessed with the game and I like to share my extremely over complicated and usually useless ideas.

      posted in Feature Requests
      Hexcede
    • Tower Parts/Upgrading

      I honestly don't think this will become a feature because depending on how it's implemented it would break lots of scripts. My solution to that would be to make the parts optional and you can add more of them somehow. My second suggestion would be to be able to upgrade towers similar to controllers. My proposal for the first feature would be to use some of the parts from creeps like RANGED_ATTACK, HEAL, WORK. My proposal for the second feature would be to, like controllers, use a leveling system to determine the effectiveness of the tower. I thought it would be really useful to even be able to upgrade towers to transfer energy to adjacent objects (e.g. links).

      posted in Feature Requests
      Hexcede
    • RE: Game UI: Disable Visability of Flags and Screen Clutter

      Thanks! I never noticed that button before lmao. Sorry for making a useless post.

      posted in Feature Requests
      Hexcede
    • RE: Don't let me build roads on top of walls

      Ultimately wouldn't it just be simpler to use RoomPosition.lookFor(LOOK_STRUCTURES) and structureType != STRUCTURE_WALL before you place down your road? And just a note if you really want to organize your code for everything you can just make your own custom api for specific types of game objects and require it making it easier to update in the future.

      posted in Feature Requests
      Hexcede
    • Game UI: Disable Visability of Flags and Screen Clutter

      Hello! I would like to see a feature to disable screen clutter in the main game UI. To elaborate on that I would like to have an option allowing me to remove the names of objects, hide flags, and maybe hide construction sites or possibly just stop the dimming/brightening animation. The reason I'd like to see this is for one, just being able to see my stuff without having tons of stuff on screen.

      posted in Feature Requests
      Hexcede