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Member Since 09 Oct 2014
Offline Last Active Jul 09 2017 11:14 AM

#3327 The new Retro-Pixel Castles AI.

Posted by KyoShinda on 12 June 2015 - 09:25 PM

Can't you just raise the INT scores of all the entities? JEESE, that way would be like SO much faster!

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#3261 Build InDev 14e Released!

Posted by KyoShinda on 24 May 2015 - 11:20 PM

I tried out the new version and I have a lot of comments for it (even though most of the changes involved were probably from previous versions):


It seems as though some of the villagers and guards like to follow mobs pretty far out of the village if they think they can kill them, I was building a wood wall and a farm and I couldn't pause building the wall to hurry up on the farm, had some builders getting locked out of wall and leaving resources on the outside of the wall (I feel the main problem is that they try building from various sides of it, I think that should be excluded for walls and they should only build on the side closest to the town center, when a wall is started the range map isn't closed off yet and they still tend to wander on the wrong side), had one lumber left to put into farm and kept reassigning builders and lumberjacks but it took them 10min to finish it with no other buildings needed.


soul collectors seem to be high maintenance since gems take a little time to get and they slowly get used up along with the fire tower expending the energy quickly (even with 5 full-charged collectors for a single one), the hp house recovery seems to be unbalanced to high level villagers (going up 1 hp at a time), villagers seem to leave crystals on the motivators(tends to happen when stores are full and they leave extras everywhere to make gems), and lastly because of inefficient energy supply/usage by fire towers the defenses keep letting in mobs and I can't keep that many villagers unassigned in order to raise happiness for mating which keeps the population limited to death vs. portal spawning (I probably mentioned some of these problems before, just wanted to list all of them still present).


One thing I found really nice was pausing the buildings in order to prevent some collectors from taking up gems for others to take them instead and pausing fire towers to keep energy in the previous ones. 


Forgot to mention one more thing, I think builders should have a shorter aggro radius because they still seem to spend a lot of time fighting even though mobs are like 10 blocks away being taken care of by heroes and guards.


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#3260 Build InDev 14e Released!

Posted by KyoShinda on 24 May 2015 - 08:11 PM

I keep wanting to read what the drawing board says but then I keep killing mobs. lol

It's a really fun way to tell people a rough idea of what's planned, it's great.

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#3199 Avalon v1.0

Posted by KyoShinda on 18 May 2015 - 09:01 PM

Nice! I'll have to test this one out!

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#3138 Soundtrack

Posted by KyoShinda on 15 May 2015 - 12:29 AM

Personally I think it would be cool to have some dark tracks, the upbeat tracks make you focus on the livelyness of the village, the dark tracks add some feeling of impending doom from the mobs crawling from behind the earth pizza. It would add some good contrast, the skull hunter track is a good start! 

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#3075 Random Map selection, and offical map repository

Posted by KyoShinda on 13 May 2015 - 10:48 AM

It would be cool to have a random button. I guess it could randomize between official, user and developer's choice folders, although under some circumstances it might be nice to specify which folders it's randomizing between. I wouldn't want it to select user if I made an array of test maps. 

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#3044 Official "Getting Started" Mini-Guide

Posted by KyoShinda on 12 May 2015 - 08:51 AM

It's good that this guide shows how to get started but doesn't get too detailed (since llama's guide started misleading people since all of it changed).


I tend to do things in a pretty different order though. I feel tents are good if you happen to start by abandoned ones, but I feel since there's time until everyone's first energy depletion, it's worth building a wood shack first then building the small shacks. Same with the farms, I wait until the average hunger is about 35 until I build two farms for the village. 


I just wanted to mention that because this is a tutorial and when the buildings should be built should be taken into account. Maybe the community should start making strategy threads? I probably will when the game is complete. lol

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#3028 Build InDev 14b Released!

Posted by KyoShinda on 11 May 2015 - 12:11 AM

It's not really a change log, it's more like a change compendium. lol

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#2542 Important map design notes to keep in mind for the future.

Posted by KyoShinda on 29 January 2015 - 06:38 PM

I had a question, how do i add my screenshots to a post, and how do i attach my save file, because i want to share my map. I saw something about having media, but i don't know where it is. Figured this question would be answered here, and sorry for any inconvenience of it being in the wrong place.


And if possible, once this is answered, how do i delete this comment...



I just upload to imgur and use the image BB code pasted on a post here.

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#2478 Build InDev 12 Stable Released!

Posted by KyoShinda on 25 January 2015 - 10:32 AM

The buffed essence towers help a lot! Now I don't have to fill up half the map with them. lol

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#2257 Hi, i never made one of these.o

Posted by KyoShinda on 09 January 2015 - 09:30 AM

I'll eventually make an introduction thread too. lol

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#2254 Build InDev 12 Unstable 2 Released

Posted by KyoShinda on 08 January 2015 - 10:05 PM

For some weird reason I can't select to opt into unstable builds, it doesn't notice that I'm clicking the dropdown arrow. :P


Edit: Ahaa, found out it was because I dropped unstable 2 maps in there before updating.

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#2148 Unofficial Retro-Pixel Castles Screenshot Thread

Posted by KyoShinda on 25 December 2014 - 11:21 AM

Tried to go for a 'Fastest Possible Map' map (inspired by the test map), barely finished my farm before I got annihilated:






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#2014 Armistice Period

Posted by KyoShinda on 10 December 2014 - 09:59 AM

I think there should be about a couple hour period starting at the beginning where no monsters spawn because in the beginning it might take a little thought on where to first set up your town center and if you spawn near the edge monsters start bagging you while your making considerations.

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#1857 Build InDev 10b Released

Posted by KyoShinda on 17 November 2014 - 10:27 AM

What are you intending to add in next update?

"It has been decided: Retro-Pixel Castles InDev 11 will be all about adding mobs and enhancing/overhauling the AI!"



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