War of Antarctica is a Realtime strategy game which takes place in antarctica and looks like a red alert clone.
The evil Wildboars are planning to invade antarctica and the penguins must defend
their country at all costs.
Choose to invade or defend antarctica.
Features
-2 playable sides
-10 various levels for both sides
-11 controllable units
-Great music
-Blasting soundeffects
-Good voice-acting
-Amazing story
-aproximitly 8 minutes of CGI
Wicked game i really liked this it's so much like red alert (one of my faveriot games) i can see there is a mode still locked because theres a little space in the main menu, i hope it's 2 player mode or skirmish or something like that 5/5!
I would gladly give the whole engine to anyone voulenteer to make this game online
(I was going to make one, you´re right about the missing mode. But it was a school project and i had to be finished at a certain date and left that part out)
Great game! I've very glad for you that all of the complainers haven't jumped on you as they did with my recently released RTS game, since your's has excactly same 'flaws' as mine. Good job!
The game crashes quite often, but otherwise nice job.
GameFun4U, they jumped on you because your game looked so professional that they waited for some really great quality gameplay along the great quality graphics.
Very nice attempt for an RTS game using MMF2.I like how you kept it true to the Red Alert style,that is allies fast and light while soviets heavy and slow.
There are many flaws but nevertheless a good click game.
Main frustrating flaws are:
1.There is no move OR attack option, many times I click my units to move out because a plane is coming to bombard them and they refuse,keep firing at the enemy and die there.
2.When I'm near an enemy base and enemy soldiers are coming,the units even though I repeatedly ask them to move out or attack the enemies coming,they just fire on the buildings and are basically stuck.
3.The Medic is really stupid,he always love running towards the enemy
4.Units get repeatedly stuck between things or even among themselves,making it hard to move them together.
5.The enemy builds instantly all structures,I had like 20 bazookas trying to destroy a flag and the enemy kept building structures as soon as I destroyed them.
6.Shadow hero chooses to sniper tanks...
Please fix the movement problems and this will go from a good to an excellent game . Comment edited by AfterStarX on 2/10/2008 Comment edited by AfterStarX on 2/10/2008
As many people already pointed out, the game has a lot of flaws. You should have delayed the release of this game to fix those flaws. Sadly it effects the whole gaming experience on this game, as well as the rating.
A strategy game in MMF, very clever!!! Flaws??????? People He made a strategy in MMF whats wrong with you people i bet he spent months on this baby!!!!! Comment edited by hammer on 2/11/2008
The boars missions were extremely easy,once you overcome the glitches.I finished on impossible mode all boar missions and most of the penguins, two of them were *really* impossible.
I finished last mission on pengiums on hard, impossible,easy but got no ending :/ . Another bug.
good job! I agree this would be really good online. clickers should stop making platformers, MMF2 looks more powerful and capable when there is a variety of game genres. with games like this and other recent non-platformers like The Lost Stones Chronicles: Kingdom Realms, people will respect click games more because the software shows real flexibility instead of just being game making software for breakout and mario bros. clones.
Hehe tough crowd But im glad that some people liked it and played it through !
This is my first RTS attempt and was made before i discovered this site, so all the events and such was made through trial and error and i myself thought that the pathsystem worked
But i took the critism and i am planning to create a new one
I think the path finding system is really good considering what tools you used to make the game.
I have never tried MMF, have only used the old TGF , do they have object-tied array-type variables in MMF?
Well anyway...
You are probably well aware of the bugs, but here comes my opinion of them:
There is the usual problem with units getting stuck, in background, other units and structures. Try doing something about this on your new rts (an idea I tried once was to make the playfield into a field of squares, where the units tried to fit themselves into one of these areas, this can be done using the modulus operator).
The units should be able to ignore fire and escape the battle, as well as be able to target a specific enemy unit.
Non-combat units like the medic should not walk towards the enemy when commanded together with a group of soldiers, something that could be solved in a good way first after you have fixed the previous issue
(even proffessional game-makers seem to have had problems understanding the importance of this, until just recently...).
There is some problem with the units command- or id-values (whatever you are using) that sometimes make them follow other units' commands.
The sprites are beautiful (except for the leet-plane ), but the background is not. Some tile-graphics migh come in handy, as I can see that you are trixy with the pixies.
Overall, this is a neat creation, very enjoyable, and the cut-scenes really add something to it!
Don't be afraid to upload files exceeding 100mb.
Do not let peoples slow internet connections inhibit your creativity! Comment edited by Zezard on 2/21/2008
hehe thank you But i have no idea how to make the following :
-The units should be able to ignore fire and escape the battle, as well as be able to target a specific enemy unit.
-and that modulus operator
-and the movement system is acctually 12 different valuables for example :
When i control 1 unit and give it a movement order the unit will have value A= 1 and follow a box named "1" and it works like that all the way to 12, and then it repeats to 1. So if an unit havent reached his target until a new order is placed he will move to the new one,
You should have a variable which decides which "mode" a unit is in; like "fire at will", "ignore fire" and "attack enemy with this id" etc.
Modulus is normally the '%'-operator on computers. It's like division, but it returns the rest instead of the uhhhh, you are swedish right? (resten av en heltalsdivision istället för kvoten av en division, 5/2=2,5 medan 5%2=2) Sorry about that. (lol 2%5=2 I mean, 5 can be devided by 2 two times)
Perhaps you can simply add some more of those "boxes". Comment edited by Zezard on 2/23/2008