Spring Tower Defense
Moderator: Moderators
LUA you say
Will the new LUA or Spring support invisible bullets, so that we can have real melee, or can you just use a blank 3do/s3o? I'll try that out when I get ungrounded I guess.
Just found this, may or may not be helpful: http://world-editor-tutorials.thehelper ... werdef.php
You forgot about one of the most important things: maps!
The only way to prevent a unit from moving somewhere is the slope tolerance so there's a need for special maps which all should use the same height differences. Although I don't know if a unit will just try to move through your towers instead of trying to find a clear path.
What kind of default theme (futuristical, modern warefare, fantasy, etc) do you have in mind?
Speaking of themes, when the basic thing is done there could be different theme packs as mutators which replace models/effects etc, so StarWars TD might as well be possible.
Anyway if you need something modeled or other help I'd be willing to help out.
The only way to prevent a unit from moving somewhere is the slope tolerance so there's a need for special maps which all should use the same height differences. Although I don't know if a unit will just try to move through your towers instead of trying to find a clear path.
What kind of default theme (futuristical, modern warefare, fantasy, etc) do you have in mind?
Speaking of themes, when the basic thing is done there could be different theme packs as mutators which replace models/effects etc, so StarWars TD might as well be possible.
Anyway if you need something modeled or other help I'd be willing to help out.
they are based on it but frankly pulled from obscure and generic random shit throughout the series.. in other words, I add a detail or two and it is no longer even remotely similar.
for example: the zeon anti-air is shown for a few seconds during the garma death speech scene but I modified them a bit from what it looked like there so they are generic. the federation has 2 turrets based on what was show in Jaburo base, those turrets were shown in 08thms team and zeta gundam. Pretty generic crap also. The zeon mega particle gun is a hodge-podge from different art(0079 has inconsistent art) and pieced together with some conclusions of my own. However, yeah, I intend on modifying them a bit. It is just that it takes soo little work that I frankly am not worried about it.
for example: the zeon anti-air is shown for a few seconds during the garma death speech scene but I modified them a bit from what it looked like there so they are generic. the federation has 2 turrets based on what was show in Jaburo base, those turrets were shown in 08thms team and zeta gundam. Pretty generic crap also. The zeon mega particle gun is a hodge-podge from different art(0079 has inconsistent art) and pieced together with some conclusions of my own. However, yeah, I intend on modifying them a bit. It is just that it takes soo little work that I frankly am not worried about it.
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
Ok, how are we representing levels? I recomend a lua-ed number floating over the turret.. but if all else fails I can model on a number..
what do you guys want?
also, experience will need to transfer on upgrade/morph. Another issue is blocking.. how will the lua tell if the towers are going to block and if they are going to be in the way. If you guys want I can quick whip up a map.
Also, what about this idea:
rather then do a free form map. I can make one that has a lower level with shallow water(to prevent turret building and allow for a path to be obvious. If you guys will permit it I can sit down and do the map right now and upload it tonight so we can have a basic map to start with and later on make the free-form version?
what say you?
what do you guys want?
also, experience will need to transfer on upgrade/morph. Another issue is blocking.. how will the lua tell if the towers are going to block and if they are going to be in the way. If you guys want I can quick whip up a map.
Also, what about this idea:
rather then do a free form map. I can make one that has a lower level with shallow water(to prevent turret building and allow for a path to be obvious. If you guys will permit it I can sit down and do the map right now and upload it tonight so we can have a basic map to start with and later on make the free-form version?
what say you?
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
I say Coolio.
As for the "blockage" it self, spring has a semi-solution.
Whenever a unit "can't find path" it goes back to regular and attacks enemy units next to it - even if it's on hold fire - possibly enough?
The only thing i'm afraid of is that they might smash every tower in the area
.
Also, I'm not really up for levels - i'd rather have elements and BETTER towers instead of "upgrades" - Like WinterMaul X3
.
As for the "blockage" it self, spring has a semi-solution.
Whenever a unit "can't find path" it goes back to regular and attacks enemy units next to it - even if it's on hold fire - possibly enough?
The only thing i'm afraid of is that they might smash every tower in the area

Also, I'm not really up for levels - i'd rather have elements and BETTER towers instead of "upgrades" - Like WinterMaul X3

ok, not a problem, we can have some elements or some better towers.. but what should we have? Also, we still need a lua guy.
Are we doing a path-type tower defense or are we doing an open one like desktop tower defense?
I prefer a path-type but it is not my call. I need to know though as I have terribly limited time at the moment.
Are we doing a path-type tower defense or are we doing an open one like desktop tower defense?
I prefer a path-type but it is not my call. I need to know though as I have terribly limited time at the moment.