Posts Tagged ‘game’

Critter Kill Squad – the easy way!

Looking to bag the Critter Kill Squad and/or Crittergeddon achievements?   Deeprun Rats are easy to kill and respawn like crazy.

  • Use a hunter toon, and make sure you’re tracking the achievement so you can see your progress.
  • Get the fastest bow you can for that hunter.  At level one, that would probably be this.
  • Get that hunter to the Ironforge end of the Deeprun Tram.
  • Go to the wall opposite the doorway to Ironforge, then turn around and face the doorway.  You should be centered with the doorway.
  • Create this macro in WoW:
    /tar Deeprun
    /cast shoot
  • Drag the icon for above mentioned macro onto your hotbar and bind it to a key  (I used my F key).
  • Keep pressing the above bound key over and over, every 2 seconds or so.
  • Pretty soon you’ll have killed all the critters you need!

Now, if you absolutely need to step away from your computer for some reason but still want to keep killin’ critters, you can get AutoHotKey and use this macro.  It is set to begin when you hit Ctrl+Alt+F, and will mash your F key every 2.1 seconds.  Hit Ctrl+Alt+F again to turn off the loop.

#MaxThreadsPerHotkey 2
PressKey := ! PressKey   ;Toggle PressKey True/False
If ! PressKey
Break         ;If PressKey is False, stop pressing key
Send f
Sleep 2100      ;Delay between keypresses
#MaxThreadsPerHotkey 1

If your hunter is Level 1, you might want to put a cheap scope on your bow for a little added oomph.  Even though the rats have very little health, if you shoot at one and miss, he could run behind your character and start attacking.  If you’re away from your keyboard for any length of time, one of these little rodents might make a meal of your hunter.


Flex Quirks I Learned About Today

1) Class names in Flex “css” cannot have underscores.
2) backgroundSize is percentage-based, and is based on the size of the container, not the image. Handy! Inconsistent and weird, but handy.

Hauler .003

Another alpha release, this time with a functioning fuel consumption/purchasing system.  Fuel capacity is now shown, and can be increased by purchasing external fuel tanks.  I have also implemented turns, which are decremented (from 100) every time you jump to another location.  I do not yet, however, stop the game when the turns reach zero.

One major bug I have is that I’m recalculating prices for all of the items in the Trade and Shipyard views each time you switch to them.  I need to have those calculated only once per visit to a location.

Hauler .002

I’ve made another alpha release of Hauler, this one being .002. The Shipyard view is full of upgrades like cargo pods, etc. I’ve moved the view buttons and info panel up to the top, and I think that’s working out a lot better.

I haven’t quite finished implementing the upgrade system, so there are bugs such as the ability to remove cargo pods even if they drop your total cargo space below your inventory count!


Building yet another game…Hauler!

I’ve been working on a Flex/Flash-based space commerce game for the past few weeks. I’m taking an extended hiatus from WoW, so I have quite a bit more time to dedicate to living an actual life, and building my own games is part of that.

I’m keeping this one pretty simple. The concept is a tribute to classic commerce games like Dope Wars, Solar Wars, etc. – travel from place to place, buying and selling commodities. Make money, upgrade your vehicle, haul more cargo. Rinse and repeat. Every now and then an incident occurs at one of the locations that affects the prices of one or more commodities. There will also be occasional turn-based combat using extremely simplified stats and dice-rolls.

I had Solar Wars on my Palm Pilot years ago, and literally wore down a few spots on the screen from playing it so much. I hope to make Hauler visually appealing and just as addictive.

Once I finish it, I plan to port it to several different platforms including Silverlight, iPhone, and Android. Maybe I’ll even make a Palm Pre version…who can say? It would even be nice on a dumbphone like the one I carry.

I don’t have anything playable to show yet (it’s uuuuuugggleeeeee right now), but at this point I’m further along on this game than I have been on any game since I was a kid banging away at my TI-99/4A or C-64.