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計画中!
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製作の最新情報はCi-enにて!

発売中!
えびげん、ターニャのラインディフェンス(NEW!)
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★更新情報(2018/11/01)

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2022年4月17日日曜日

えびげん、ターニャのラインディフェンス

 掲題の製品の紹介、及び報告受付ページです。



2022/4/28:発売開始しました!

DLsite

あらすじ

突然襲いかかるポータラーに、男は操られ、女は犯される。

陥落寸前のところで、UESC研究所のターニャは反撃装置:エネルギーコアを完成させた!

ポータラー/ポータラースレイブを撃退し、E星の平和を取り戻そう!

概要

敵であるポータラーのポータルから、一定時間敵が湧いてきます。

プレイヤーはエグゼキューター:執行者となり、エナジーコアを通じてユニットを召喚。敵襲からエナジーコアを守りつつ、敵の全滅を狙います。

ジャンルはサイドビュー/プラットフォーム型/ラインディフェンスあたりでしょうか。

操作方法/画面説明

基本的にマウスで操作します。


下:ユニットをタブで切り替えて、クリックで選択(1,2,3,4キーとホイールでショートカット可能)

ユニットの右:スペシャル攻撃「SP」を発動可能。クリックで済むモノや、クリック後に、発射位置を指定するものもあります。

右下:メニューやリトライなど、各種コントロールボタンです。

左下:現在のPerkPoint(永続アップグレードに必要なポイント)の他、残存するエナジーコア、ポータル、市民を示しています。

左上:目標となる消費額、損失額が表示されます。目標以下にすれば、ランクが上がります。

右上:BGMや効果音のONOFF、バックグラウンド動作や拡大率などを操作するクイックボタン

報告受付について

バグの報告:

いつでも歓迎です。
ただし、仕様であったり仕様バグ(仕様に問題がある)の場合は対応出来ない場合があります。

また、実質要望である場合は方向性との合致度合いや優先度次第となります。

要求要望:

管理表には記載しますが、上記の通り総合的に判断します。

正直に言うと不正DLした外国人から要求が来たこともあるので、ここでの応対は最低限となります。

注意事項(FAQ)

独自プログラム製(DXLib利用)なので、必ず体験版で起動出来るか確認してください。

中国語、韓国語OSなどで起動できない、文字化けする。

Could not play this game at Chinese or Korean OS.


日本語モードにしてください。

Use Japanese Language mode in Windows.


起動時にWindows標準の「実行に対する警告ダイアログ」が出る

個人制作のアプリケーションをダウンロードしてきた場合に発生するダイアログです。

「詳細」→「実行」

とクリックすることで、プレイ可能です。

※カスペルスキーでスキャンしています。


26 件のコメント:

  1. このコメントは投稿者によって削除されました。

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  2. https://imgur.com/a/q71r4h3 Some unit were missing in arena mode.(proof of purchase: https://imgur.com/JtpNB2i)

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    1. Oh, it's my mistake. I'll fix that in the next update! Thank you! Until then, place from the palette.

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    2. but also missing Female Enemy Character (P星先遣隊(長) * 4) could be seen in sprite scene player(their sprite seems broken ) but not in arena mode(it seems would appear in auto spawn but can't manual spawn it).

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    3. >boss female characters could not find in arena
      >appear in auto spawn
      ->It was correct that they are not available in arena mode. But manual spawn is not bad idea.
      I'll fix them as no spawnable, ...or add their buttons in boss category in arena.🤔

      >scene player ( their sprite seems broken
      I've confirmed that!😩
      Will be fixed by the next update

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    4. *In my data, boss female characters(ピクルス and so on) are not written in arena's auto spawn setting. 🤔?
      Anyway, I'll add them in buttons as allies. They has no attack setting, so I should add to them.

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    5. Is it possible change Angel(升天)anime for MOD chara(have angel.dat but no angel1.png), also could you make MOD chara's guro sprite(head,body,limbs) can be modify, it is strang when they still using original gunner sprite.

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    6. Is it correct that only few basic unit(gunner, shield , sniper etc) have guro sprite?

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    7. >Is it possible change Angel sprite for MOD
      Currently not possible. but it should be. I'll make that changable.

      >guro sprite (body parts)
      No, MOD character has no guro sprites.(The reason is same as next question.)

      >Is it correct that only few basic unit have guro sprite?
      yes. I think too many object taking high usage of CPU.
      With other several reasons, I stopped to make other guro sprites.
      I noticed those reasons in middle of production.
      So I only apply guro sprites already made to basic units.
      (I was wondering whether to delete all guros.)

      You want guro sprites for MOD character?
      I'll try that.

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    8. But mod chara have guro sprite now(same as gunner)

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    9. Oh.
      I think it was mistake to apply gunner guro sprite for MOD character.
      In my assumption, the MOD character has no guro sprite in ver 1.00.
      And then, what I will do is makes sprite changable.

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    10. このコメントは投稿者によって削除されました。

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    11. CPU usage should not be a very big problem for modern pc(for my equipment(surface pro 5 7660u @2.5ghz a 5 year old windows tablet) could still run very quick at 1000+ unit fighting with total power usage less 10w).
      single threading is more big problem (1 thread @75% other 3thread @25% so many cpu power unused) use multithreading could solve this problem but it's much harder write and may require rebuilding all program, still I think learning how to use multithreading is good for future project.

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    12. In debugging, we, programmers, test whether games can work under low spec PCs. For users have more older PC.

      Your opinion is true in some respects.
      However, this was my dicision in development decided from player preference, workload, importance, ... and so on.
      So one thing is not a reason to solve.
      This story may have had a different result if it was in the middle of production.
      Making major changes after completion requires a good and big reason.

      Of course I know the benefits of multithreading, but it's very buggy.

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    13. Simply put, it's not easy to create human body parts for the rest of the units from now on.
      What you are requesting is to create parts for 20 units.

      (I DID talk about parts problem many times with ci-en)

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    14. Thank you for your friendly reponse!! I am CS student, just interesting at how it works.
      Here i have another bug to report: if flying enemy(bee or succubus )spawn at higher confined spawn point(like spider mission(? i forget exactly which one) or hospital mission) they will stuck, so I have to use D-ray to destory them, because my unit can't not move in to attack range.
      a misson in cave its top left spawn point of is possible to have unit stuck at wall at left and somehow the d-ray is unable to kill them so i have to restart stage.

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    15. >Flying enemy stuck
      I'll check that. But many causes affect their AI. So,it is difficult to control them well.
      Until fix, please restart stage.

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    16. I've checked them.
      -Spider mission(5-1):succubus has that problem. I've fixed just now.
      -Hospital(3-4):this stage has no flying enemies.
      -a mission in cave(?-?):I cannot identify what stage is. Stages have their own ID(#-#). I need that ID.
      +I'll fix base AI of flying enemies for search target.

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    17. it is 5-1,
      long range attack enemy ai seems to only check x distance ignore y distance they start attack target under it like this https://imgur.com/a/piGOxXC

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    18. and Mission I refer is 5-1 and 3-4.

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    19. 2-3 also have this bug bee won't go down

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    20. hmm.. I've check those stages, but ground enemies did not stucked( or spin round).
      Of course, we can make them stucked by unit positioning, but also avoid that. So I think 'sometimes stucked' is not problem.(If always stucked, it is a problem.)

      Otherwise, I confirmed succubus always stucked in 5-1. I fixed them, floating enemies, in ver1.01.
      ground enemies may also be improved.
      (These problem is complicated and interaction each other.)

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    21. >2-3
      ok. I've checked bees' AI are fixed.(they are going down in Ver1.01)

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  3. https://imgur.com/a/NglWed4 when mouse move to melee upgrade show ranged , move to ranged one is shows melee

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